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

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.22 by root, Fri Jan 19 21:49:58 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
80 if (treasureoptions <= 0)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
83 82
84 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 85 {
86 if (rndm (2))
87 treasureoptions -= 1;
88 else
87 else treasureoptions-=2;} 89 treasureoptions -= 2;
90 }
88 91
89 /* pick the number of treasures */ 92 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 93 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 94 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 95 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 96 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
97 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 98 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
95 99
96 if(num_treasures <= 0 ) return; 100 if (num_treasures <= 0)
101 return;
97 102
98 /* get the style map */ 103 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 104 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 106 style_map = find_style (styledirname, treasure_style, -1);
102 107
103 /* all the treasure at one spot in the map. */ 108 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 109 if (treasureoptions & CONCENTRATED)
110 {
105 111
106 /* map_layout_style global, and is previously set */ 112 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 113 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 114 {
115 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL:
117 case LAYOUT_SQUARE_SPIRAL:
118 {
112 int i,j; 119 int i, j;
120
113 /* search the onion for C's or '>', and put treasure there. */ 121 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 122 for (i = 0; i < RP->Xsize; i++)
123 {
115 for(j=0;j<RP->Ysize;j++) { 124 for (j = 0; j < RP->Ysize; j++)
125 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 126 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 {
117 int tdiv = RP->symmetry_used; 128 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest;
131
132 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */
134 /* don't put a chest on an exit. */
135 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
136 if (!chest)
137 continue; /* if no chest was placed NEXT */
138 if (treasureoptions & (DOORED | HIDDEN))
139 {
140 doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist);
143 }
144 }
145 }
146 }
147 break;
148 }
149 default:
150 {
151 int i, j, tries;
152 object *chest;
118 object **doorlist; 153 object **doorlist;
119 object *chest; 154
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 155 i = j = -1;
121 /* don't put a chest on an exit. */ 156 tries = 0;
157 while (i == -1 && tries < 100)
158 {
159 i = RANDOM () % (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP);
162 if (wall_blocked (map, i, j))
163 i = -1;
164 tries++;
165 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 166 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 167 if (!chest)
168 return;
169 i = chest->x;
170 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 171 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 172 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 174 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 175 free (doorlist);
128 } 176 }
129 } 177 }
130 } 178 }
179 }
180 else
181 { /* DIFFUSE treasure layout */
182 int ti, i, j;
183
184 for (ti = 0; ti < num_treasures; ti++)
131 } 185 {
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; 186 i = RANDOM () % (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 187 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); 188 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 189 }
165 } 190 }
166} 191}
167
168
169 192
170/* put a chest into the map, near x and y, with the treasure style 193/* 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, 194 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 */ 195 if the global variable "treasurestyle" is set to that treasure list's name */
173 196
197object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 198place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
199{
175 object *the_chest; 200 object *the_chest;
176 int i,xl,yl; 201 int i, xl, yl;
177 202
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 203 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 204
180 /* first, find a place to put the chest. */ 205 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 206 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 207 if (i == -1)
183 free_object(the_chest); 208 {
209 the_chest->destroy ();
184 return NULL; 210 return NULL;
185 } 211 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 212
213 xl = x + freearr_x[i];
214 yl = y + freearr_y[i];
187 215
188 /* if the placement is blocked, return a fail. */ 216 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 217 if (wall_blocked (map, xl, yl))
190 218 return 0;
191 219
192 /* put the treasures in the chest. */ 220 /* put the treasures in the chest. */
193 /* if(style_map) { */ 221 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 222#if 0 /* don't use treasure style maps for now! */
195 int ti; 223 int ti;
224
196 /* if treasurestyle lists a treasure list, use it. */ 225 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 226 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227
198 if(tlist!=NULL) 228 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 229 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 231 object *new_treasure = pick_random_object (style_map);
232
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 233 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 234 }
203 else { /* use the style map */ 235 else
236 { /* use the style map */
237 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures;
239 }
240#endif
241 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest");
243
204 the_chest->randomitems=tlist; 244 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 245 the_chest->stats.hp = n_treasures;
206 } 246 }
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 }
213 247
214 /* stick a trap in the chest if required */ 248 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 249 if (treasureoptions & TRAPPED)
250 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 252 object *the_trap;
253
218 if(trap_map) { 254 if (trap_map)
255 {
219 the_trap= pick_random_object(trap_map); 256 the_trap = pick_random_object (trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty; 257 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
222 if(the_trap) { 259 if (the_trap)
260 {
223 object *new_trap; 261 object *new_trap;
262
224 new_trap = arch_to_object(the_trap->arch); 263 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 264 new_trap->copy_to (the_trap);
226 new_trap->x = x; 265 new_trap->x = x;
227 new_trap->y = y; 266 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 267 insert_ob_in_ob (new_trap, the_chest);
268 }
229 } 269 }
230 }
231 } 270 }
232 271
233 /* set the chest lock code, and call the keyplacer routine with 272 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 273 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 274 there's only 1 treasure.... */
236 275
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 {
238 char keybuf[256]; 278 char keybuf[1024];
279
239 sprintf(keybuf,"%d",(int)RANDOM()); 280 sprintf (keybuf, "%d", (int) RANDOM ());
240 the_chest->slaying = keybuf; 281 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 283 }
243 284
244 /* actually place the chest. */ 285 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 286 the_chest->x = xl;
287 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 288 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 289 return the_chest;
248} 290}
249 291
250 292
251/* finds the closest monster and returns him, regardless of doors 293/* finds the closest monster and returns him, regardless of doors
252 or walls */ 294 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 295object *
296find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
297{
254 int i; 298 int i;
299
255 for(i=0;i<SIZEOFFREE;i++) { 300 for (i = 0; i < SIZEOFFREE; i++)
301 {
256 int lx,ly; 302 int lx, ly;
303
257 lx=x+freearr_x[i]; 304 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 305 ly = y + freearr_y[i];
259 /* boundscheck */ 306 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 307 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 308 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 309 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
310 {
263 object *the_monster=get_map_ob(map,lx,ly); 311 object *the_monster = GET_MAP_OB (map, lx, ly);
312
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 313 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)) 314 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 315 return the_monster;
316 }
267 } 317 }
268 }
269 return NULL; 318 return NULL;
270} 319}
271 320
272 321
273 322
274/* places keys in the map, preferably in something alive. 323/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 324 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 325 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. 328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 329
281 The idea is that you call keyplace on x,y where a door is, and it'll make 330 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. 331 sure a key is placed on both sides of the door.
283*/ 332*/
284 333int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
335{
286 int i,j; 336 int i, j;
287 int kx,ky; 337 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 338 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 339 object *the_key;
290 340
291 /* get a key and set its keycode */ 341 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 342 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 343 the_key->slaying = keycode;
294 344
295 if(door_flag==PASS_DOORS) { 345 if (door_flag == PASS_DOORS)
346 {
296 int tries=0; 347 int tries = 0;
348
297 the_keymaster=NULL; 349 the_keymaster = 0;
298 while(tries<15&&the_keymaster==NULL) { 350 while (tries < 15 && !the_keymaster)
351 {
299 i = (RANDOM()%(RP->Xsize-2))+1; 352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
300 j = (RANDOM()%(RP->Ysize-2))+1; 353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
301 tries++; 354 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 355 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 356 }
357
304 /* if we don't find a good keymaster, drop the key on the ground. */ 358 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) { 359 if (!the_keymaster)
360 {
306 int freeindex; 361 int freeindex;
307 362
308 freeindex = -1; 363 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 {
310 kx = (RANDOM()%(RP->Xsize-2))+1; 366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
311 ky = (RANDOM()%(RP->Ysize-2))+1; 367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
313 } 369 }
370
371 // can freeindex ever be < 0?
314 if(freeindex != -1) { 372 if (freeindex >= 0)
373 {
315 kx += freearr_x[freeindex]; 374 kx += freearr_x [freeindex];
316 ky += freearr_y[freeindex]; 375 ky += freearr_y [freeindex];
376 }
317 } 377 }
318 }
319 } 378 }
379 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 380 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 381 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 382 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 383 if (n_keys == 1)
384 {
324 if(wall_blocked(map,x,y)) return 0; 385 if (wall_blocked (map, x, y))
386 return 0;
387
325 the_keymaster=find_monster_in_room(map,x,y,RP); 388 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 390 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 391 }
329 else { 392 else
393 {
330 int sum=0; /* count how many keys we actually place */ 394 int sum = 0; /* count how many keys we actually place */
395
331 /* I'm lazy, so just try to place in all 4 directions. */ 396 /* 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); 397 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); 398 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); 399 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); 400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 403 { /* diagonally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
339 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); 405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
340 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); 406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
341 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); 407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 408 }
409
410 return 1;
411 }
412 }
413
414 if (!the_keymaster)
415 {
416 the_key->x = kx;
417 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 419 return 1;
344 }
345 } 420 }
346 421
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); 422 insert_ob_in_ob (the_key, the_keymaster);
355 return 1; 423 return 1;
356} 424}
357 425
358 426
359 427
360/* both find_monster_in_room routines need to have access to this. */ 428/* both find_monster_in_room routines need to have access to this. */
361 429
362object *theMonsterToFind; 430object *theMonsterToFind;
363 431
364/* a recursive routine which will return a monster, eventually,if there is one. 432/* 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 */ 433 it does a check-off on the layout, converting 0's to 1's */
366 434
435object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 436find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
437{
368 int i,j; 438 int i, j;
439
369 /* if we've found a monster already, leave */ 440 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 441 if (theMonsterToFind != NULL)
442 return theMonsterToFind;
371 443
372 /* bounds check x and y */ 444 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 445 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
446 return theMonsterToFind;
374 447
375 /* if the square is blocked or searched already, leave */ 448 /* if the square is blocked or searched already, leave */
449 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 450 return theMonsterToFind; /* might be NULL, that's fine. */
377 451
378 /* check the current square for a monster. If there is one, 452 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 453 set theMonsterToFind and return it. */
380 layout[x][y]=1; 454 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 455 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
456 {
382 object *the_monster = get_map_ob(map,x,y); 457 object *the_monster = GET_MAP_OB (map, x, y);
458
383 /* check off this point */ 459 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 460 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)) { 461 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
462 {
386 theMonsterToFind=the_monster; 463 theMonsterToFind = the_monster;
387 return theMonsterToFind; 464 return theMonsterToFind;
388 } 465 }
389 } 466 }
390 467
391 /* now search all the 8 squares around recursively for a monster,in random order */ 468 /* 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++) { 469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
470 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 471 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; 472 if (theMonsterToFind != NULL)
473 return theMonsterToFind;
395 } 474 }
396 return theMonsterToFind; 475 return theMonsterToFind;
397} 476}
398 477
399 478
400/* sets up some data structures: the _recursive form does the 479/* sets up some data structures: the _recursive form does the
401 real work. */ 480 real work. */
402 481
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 482object *
483find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
484{
404 char **layout2; 485 char **layout2;
405 int i,j; 486 int i, j;
487
406 theMonsterToFind=0; 488 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 490 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 491 for (i = 0; i < RP->Xsize; i++)
492 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 494 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 495 {
413 } 496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
414 } 499 }
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 501
417 /* deallocate the temp. layout */ 502 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 503 for (i = 0; i < RP->Xsize; i++)
504 {
419 free(layout2[i]); 505 free (layout2[i]);
420 } 506 }
421 free(layout2); 507 free (layout2);
422 508
423 return theMonsterToFind; 509 return theMonsterToFind;
424} 510}
425
426 511
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 513int *room_free_spots_x;
431int *room_free_spots_y; 514int *room_free_spots_y;
432int number_of_free_spots_in_room; 515int number_of_free_spots_in_room;
433 516
434/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 519that datastructure. */
437 520void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 521find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
522{
439 int i,j; 523 int i, j;
440 524
441 /* bounds check x and y */ 525 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 526 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
527 return;
443 528
444 /* if the square is blocked or searched already, leave */ 529 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 530 if (layout[x][y] != 0)
531 return;
446 532
447 /* set the current square as checked, and add it to the list. 533 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 534 set theMonsterToFind and return it. */
449 /* check off this point */ 535 /* check off this point */
450 layout[x][y]=1; 536 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 537 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 538 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 539 number_of_free_spots_in_room++;
540
454 /* now search all the 8 squares around recursively for free spots,in random order */ 541 /* 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++) { 542 for (i = rndm (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); 543 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 544
459} 545}
460 546
461/* find a random non-blocked spot in this room to drop a key. */ 547/* find a random non-blocked spot in this room to drop a key. */
548void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 549find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
550{
463 char **layout2; 551 char **layout2;
464 int i,j; 552 int i, j;
553
465 number_of_free_spots_in_room=0; 554 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 555 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); 556 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 557
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 558 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 559 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 560 for (i = 0; i < RP->Xsize; i++)
561 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 562 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 563 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 564 if (wall_blocked (map, i, j))
475 } 565 layout2[i][j] = '#';
476 } 566 }
477 567
478 /* setup num_free_spots and room_free_spots */ 568 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 569 find_spot_in_room_recursive (layout2, x, y, RP);
480 570
481 if(number_of_free_spots_in_room > 0) { 571 if (number_of_free_spots_in_room > 0)
572 {
482 i = RANDOM()%number_of_free_spots_in_room; 573 i = RANDOM () % number_of_free_spots_in_room;
483 *kx = room_free_spots_x[i]; 574 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 575 *ky = room_free_spots_y[i];
485 } 576 }
486 577
487 /* deallocate the temp. layout */ 578 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 579 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 580 free (layout2[i]);
490 } 581
491 free(layout2); 582 free (layout2);
492 free(room_free_spots_x); 583 free (room_free_spots_x);
493 free(room_free_spots_y); 584 free (room_free_spots_y);
494} 585}
495 586
496 587
497/* searches the map for a spot with walls around it. The more 588/* 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 589 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.*/ 590 it'll return 0 if no FREE spots are found.*/
500 591void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
593{
502 int x,y; 594 int x, y;
503 int i; 595 int i;
596
504 x = *cx;y=*cy; 597 x = *cx;
598 y = *cy;
505 599
506 for(i=0;i<=SIZEOFFREE1;i++) { 600 for (i = 0; i <= SIZEOFFREE1; i++)
601 {
507 int lx,ly,sindex; 602 int lx, ly, sindex;
603
508 lx = x +freearr_x[i]; 604 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 605 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 606 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 607 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 608 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 609 {
610 *cx = lx;
611 *cy = ly;
514 return; 612 return;
515 } 613 }
516 } 614 }
517 615
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 616 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 617 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 618 for (i = 0; i <= SIZEOFFREE1; i++)
619 {
521 int lx,ly,sindex; 620 int lx, ly, sindex;
621
522 lx = x +freearr_x[i]; 622 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 623 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 624 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 625 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 626 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 627 {
628 *cx = lx;
629 *cy = ly;
528 return; 630 return;
529 } 631 }
530 } 632 }
531 633
532 /* settle for one surround point */ 634 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 635 for (i = 0; i <= SIZEOFFREE1; i++)
636 {
534 int lx,ly,sindex; 637 int lx, ly, sindex;
638
535 lx = x +freearr_x[i]; 639 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 640 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 641 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 642 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 643 if (sindex)
540 *cx= lx;*cy= ly; 644 {
645 *cx = lx;
646 *cy = ly;
541 return; 647 return;
542 } 648 }
543 } 649 }
544 /* give up and return the closest free spot. */ 650 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 652
653 if (i != -1)
654 {
547 *cx = x +freearr_x[i]; 655 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 656 *cy = y + freearr_y[i];
549 return;
550 } 657 }
658 else
659 {
551 /* indicate failure */ 660 /* indicate failure */
552 *cx=*cy=-1; 661 *cx = -1;
662 *cy = -1;
663 }
553} 664}
554 665
555 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; 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
569 683
570/* surrounds the point x,y by doors, so as to enclose something, like 684/* 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 685 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 686 it'll remove any monsters it finds.*/
573 687object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 688surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
689{
575 int i; 690 int i;
576 char *doors[2]; 691 char *doors[2];
577 object **doorlist; 692 object **doorlist;
578 int ndoors_made=0; 693 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 694 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 695
581 /* this is a list we pick from, for horizontal and vertical doors */ 696 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 697 if (opts & DOORED)
698 {
583 doors[0]="locked_door2"; 699 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 700 doors[1] = "locked_door1";
585 } 701 }
586 else { 702 else
703 {
587 doors[0]="door_1"; 704 doors[0] = "door_1";
588 doors[1]="door_2"; 705 doors[1] = "door_2";
589 } 706 }
590 707
591 /* place doors in all the 8 adjacent unblocked squares. */ 708 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 709 for (i = 1; i < 9; i++)
710 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 711 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 712
595 if(!wall_blocked(map,x1,y1) 713 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 714 { /* place a door */
715 remove_monsters (x1, y1, map);
716
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]);
598 new_door->x = x + freearr_x[i]; 718 map->insert (new_door, x1, y1);
599 new_door->y = y + freearr_y[i];
600 remove_monsters(new_door->x,new_door->y,map);
601 insert_ob_in_map(new_door,map,NULL,0);
602 doorlist[ndoors_made]=new_door; 719 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 720 ndoors_made++;
604 } 721 }
605 } 722 }
723
606 return doorlist; 724 return doorlist;
607} 725}
608 726
609 727
610/* returns the first door in this square, or NULL if there isn't a door. */ 728/* returns the first door in this square, or NULL if there isn't a door. */
729object *
611object *door_in_square(mapstruct *map,int x,int y) { 730door_in_square (maptile *map, int x, int y)
731{
612 object *tmp; 732 object *tmp;
733
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 734 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp;
615 return NULL; 737 return NULL;
616} 738}
617 739
618 740
619/* the workhorse routine, which finds the doors in a room */ 741/* the workhorse routine, which finds the doors in a room */
742void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
744{
621 int i,j; 745 int i, j;
622 object *door; 746 object *door;
623 747
624 /* bounds check x and y */ 748 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 749 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
750 return;
626 751
627 /* if the square is blocked or searched already, leave */ 752 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 753 if (layout[x][y] == 1)
754 return;
629 755
630 /* check off this point */ 756 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 757 if (layout[x][y] == '#')
758 { /* there could be a door here */
632 layout[x][y]=1; 759 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 760 door = door_in_square (map, x, y);
634 if(door!=NULL) { 761 if (door)
762 {
635 doorlist[*ndoors]=door; 763 doorlist[*ndoors] = door;
636 if(*ndoors>254) /* eek! out of memory */ 764 if (*ndoors > 1022) /* eek! out of memory */
637 { 765 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 766 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 767 return;
640 } 768 }
769
641 *ndoors=*ndoors+1; 770 *ndoors = *ndoors + 1;
642 } 771 }
643 } 772 }
644 else { 773 else
774 {
645 layout[x][y]=1; 775 layout[x][y] = 1;
646 /* now search all the 8 squares around recursively for free spots,in random order */ 776 /* 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++) { 777 for (i = rndm (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); 778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
649 }
650 } 779 }
651} 780}
652 781
653/* find a random non-blocked spot in this room to drop a key. */ 782/* 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) { 783object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
785{
655 char **layout2; 786 char **layout2;
656 object **doorlist; 787 object **doorlist;
657 int i,j; 788 int i, j;
658 int ndoors=0; 789 int ndoors = 0;
659 790
660 doorlist = (object **)calloc(sizeof(int),256); 791 doorlist = (object **) calloc (sizeof (int), 1024);
661 792
662
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 795 for (i = 0; i < RP->Xsize; i++)
796 {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 798 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 799 {
669 } 800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
670 } 803 }
671 804
672 /* setup num_free_spots and room_free_spots */ 805 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 807
675 /* deallocate the temp. layout */ 808 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) { 809 for (i = 0; i < RP->Xsize; i++)
677 free(layout2[i]); 810 free (layout2[i]);
678 } 811
679 free(layout2); 812 free (layout2);
680 return doorlist; 813 return doorlist;
681} 814}
682 815
683 816
684 817
685/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
687 820
821void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{
689 object *door; 824 object *door;
690 int i; 825 int i;
826
691 /* lock the doors and hide the keys. */ 827 /* lock the doors and hide the keys. */
692 828
693 if(opts & DOORED) { 829 if (opts & DOORED)
830 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
832 {
695 object *new_door=get_archetype("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 834 char keybuf[1024];
835
697 door=doorlist[i]; 836 door = doorlist[i];
698 new_door->face = door->face; 837 new_door->face = door->face;
699 new_door->x = door->x; 838 new_door->x = door->x;
700 new_door->y = door->y; 839 new_door->y = door->y;
701 remove_ob(door); 840 door->remove ();
702 free_object(door); 841 door->destroy ();
703 doorlist[i]=new_door; 842 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 843 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 844 sprintf (keybuf, "%d", (int) RANDOM ());
706 new_door->slaying = keybuf; 845 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 846 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 847 }
709 } 848 }
710 849
711 /* change the faces of the doors and surrounding walls to hide them. */ 850 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 851 if (opts & HIDDEN)
852 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 853 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
854 {
714 object *wallface; 855 object *wallface;
856
715 door=doorlist[i]; 857 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 858 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 859 if (wallface != NULL)
860 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 865 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 867 wallface->remove ();
868 wallface->destroy ();
869 }
725 } 870 }
726 }
727 } 871 }
728} 872}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines