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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 1.23 by root, Sat Jan 27 00:56:48 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);
107
108 if (!style_map)
109 {
110 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
111 return;
112 }
102 113
103 /* all the treasure at one spot in the map. */ 114 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 115 if (treasureoptions & CONCENTRATED)
116 {
105 117
106 /* map_layout_style global, and is previously set */ 118 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 119 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 120 {
121 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL:
123 case LAYOUT_SQUARE_SPIRAL:
124 {
112 int i,j; 125 int i, j;
126
113 /* search the onion for C's or '>', and put treasure there. */ 127 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 128 for (i = 0; i < RP->Xsize; i++)
129 {
115 for(j=0;j<RP->Ysize;j++) { 130 for (j = 0; j < RP->Ysize; j++)
131 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 132 if (layout[i][j] == 'C' || layout[i][j] == '>')
133 {
117 int tdiv = RP->symmetry_used; 134 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest;
137
138 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */
140 /* don't put a chest on an exit. */
141 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
142 if (!chest)
143 continue; /* if no chest was placed NEXT */
144 if (treasureoptions & (DOORED | HIDDEN))
145 {
146 doorlist = find_doors_in_room (map, i, j, RP);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist);
149 }
150 }
151 }
152 }
153 break;
154 }
155 default:
156 {
157 int i, j, tries;
158 object *chest;
118 object **doorlist; 159 object **doorlist;
119 object *chest; 160
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 161 i = j = -1;
121 /* don't put a chest on an exit. */ 162 tries = 0;
163 while (i == -1 && tries < 100)
164 {
165 i = RANDOM () % (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1;
167 find_enclosed_spot (map, &i, &j, RP);
168 if (wall_blocked (map, i, j))
169 i = -1;
170 tries++;
171 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 172 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 173 if (!chest)
174 return;
175 i = chest->x;
176 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 177 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 178 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 180 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 181 free (doorlist);
128 } 182 }
129 } 183 }
130 } 184 }
185 }
186 else
187 { /* DIFFUSE treasure layout */
188 int ti, i, j;
189
190 for (ti = 0; ti < num_treasures; ti++)
131 } 191 {
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; 192 i = RANDOM () % (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 193 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); 194 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 195 }
165 } 196 }
166} 197}
167
168
169 198
170/* put a chest into the map, near x and y, with the treasure style 199/* 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, 200 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 */ 201 if the global variable "treasurestyle" is set to that treasure list's name */
173 202
203object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 204place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
205{
175 object *the_chest; 206 object *the_chest;
176 int i,xl,yl; 207 int i, xl, yl;
177 208
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 209 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 210
180 /* first, find a place to put the chest. */ 211 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 212 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 213 if (i == -1)
183 free_object(the_chest); 214 {
215 the_chest->destroy ();
184 return NULL; 216 return NULL;
185 } 217 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 218
219 xl = x + freearr_x[i];
220 yl = y + freearr_y[i];
187 221
188 /* if the placement is blocked, return a fail. */ 222 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 223 if (wall_blocked (map, xl, yl))
190 224 return 0;
191 225
192 /* put the treasures in the chest. */ 226 /* put the treasures in the chest. */
193 /* if(style_map) { */ 227 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 228#if 0 /* don't use treasure style maps for now! */
195 int ti; 229 int ti;
230
196 /* if treasurestyle lists a treasure list, use it. */ 231 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 232 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233
198 if(tlist!=NULL) 234 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 235 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 237 object *new_treasure = pick_random_object (style_map);
238
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 239 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 240 }
203 else { /* use the style map */ 241 else
242 { /* use the style map */
243 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures;
245 }
246#endif
247 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest");
249
204 the_chest->randomitems=tlist; 250 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
206 } 252 }
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 }
213 253
214 /* stick a trap in the chest if required */ 254 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 255 if (treasureoptions & TRAPPED)
256 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 258 object *the_trap;
259
218 if(trap_map) { 260 if (trap_map)
261 {
219 the_trap= pick_random_object(trap_map); 262 the_trap = pick_random_object (trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty; 263 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
222 if(the_trap) { 265 if (the_trap)
266 {
223 object *new_trap; 267 object *new_trap;
268
224 new_trap = arch_to_object(the_trap->arch); 269 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 270 new_trap->copy_to (the_trap);
226 new_trap->x = x; 271 new_trap->x = x;
227 new_trap->y = y; 272 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 273 insert_ob_in_ob (new_trap, the_chest);
274 }
229 } 275 }
230 }
231 } 276 }
232 277
233 /* set the chest lock code, and call the keyplacer routine with 278 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 279 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 280 there's only 1 treasure.... */
236 281
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 {
238 char keybuf[256]; 284 char keybuf[1024];
285
239 sprintf(keybuf,"%d",(int)RANDOM()); 286 sprintf (keybuf, "%d", (int) RANDOM ());
240 the_chest->slaying = keybuf; 287 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 289 }
243 290
244 /* actually place the chest. */ 291 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 292 the_chest->x = xl;
293 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 294 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 295 return the_chest;
248} 296}
249 297
250 298
251/* finds the closest monster and returns him, regardless of doors 299/* finds the closest monster and returns him, regardless of doors
252 or walls */ 300 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 301object *
302find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{
254 int i; 304 int i;
305
255 for(i=0;i<SIZEOFFREE;i++) { 306 for (i = 0; i < SIZEOFFREE; i++)
307 {
256 int lx,ly; 308 int lx, ly;
309
257 lx=x+freearr_x[i]; 310 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 311 ly = y + freearr_y[i];
259 /* boundscheck */ 312 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 314 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 {
263 object *the_monster=get_map_ob(map,lx,ly); 317 object *the_monster = GET_MAP_OB (map, lx, ly);
318
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 319 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)) 320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 321 return the_monster;
322 }
267 } 323 }
268 }
269 return NULL; 324 return NULL;
270} 325}
271 326
272 327
273 328
274/* places keys in the map, preferably in something alive. 329/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 330 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 331 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. 334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 335
281 The idea is that you call keyplace on x,y where a door is, and it'll make 336 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. 337 sure a key is placed on both sides of the door.
283*/ 338*/
284 339int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
286 int i,j; 342 int i, j;
287 int kx,ky; 343 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 344 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 345 object *the_key;
290 346
291 /* get a key and set its keycode */ 347 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 348 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 349 the_key->slaying = keycode;
294 350
295 if(door_flag==PASS_DOORS) { 351 if (door_flag == PASS_DOORS)
352 {
296 int tries=0; 353 int tries = 0;
354
297 the_keymaster=NULL; 355 the_keymaster = 0;
298 while(tries<15&&the_keymaster==NULL) { 356 while (tries < 15 && !the_keymaster)
357 {
299 i = (RANDOM()%(RP->Xsize-2))+1; 358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
300 j = (RANDOM()%(RP->Ysize-2))+1; 359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
301 tries++; 360 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 361 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 362 }
363
304 /* if we don't find a good keymaster, drop the key on the ground. */ 364 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) { 365 if (!the_keymaster)
366 {
306 int freeindex; 367 int freeindex;
307 368
308 freeindex = -1; 369 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
310 kx = (RANDOM()%(RP->Xsize-2))+1; 372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
311 ky = (RANDOM()%(RP->Ysize-2))+1; 373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
313 } 375 }
376
377 // can freeindex ever be < 0?
314 if(freeindex != -1) { 378 if (freeindex >= 0)
379 {
315 kx += freearr_x[freeindex]; 380 kx += freearr_x [freeindex];
316 ky += freearr_y[freeindex]; 381 ky += freearr_y [freeindex];
382 }
317 } 383 }
318 }
319 } 384 }
385 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 386 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 387 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 388 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 389 if (n_keys == 1)
390 {
324 if(wall_blocked(map,x,y)) return 0; 391 if (wall_blocked (map, x, y))
392 return 0;
393
325 the_keymaster=find_monster_in_room(map,x,y,RP); 394 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 396 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 397 }
329 else { 398 else
399 {
330 int sum=0; /* count how many keys we actually place */ 400 int sum = 0; /* count how many keys we actually place */
401
331 /* I'm lazy, so just try to place in all 4 directions. */ 402 /* 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); 403 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); 404 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); 405 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); 406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 409 { /* diagonally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 410 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
339 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); 411 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); 412 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); 413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 414 }
415
416 return 1;
417 }
418 }
419
420 if (!the_keymaster)
421 {
422 the_key->x = kx;
423 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 425 return 1;
344 }
345 } 426 }
346 427
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); 428 insert_ob_in_ob (the_key, the_keymaster);
355 return 1; 429 return 1;
356} 430}
357 431
358 432
359 433
360/* both find_monster_in_room routines need to have access to this. */ 434/* both find_monster_in_room routines need to have access to this. */
361 435
362object *theMonsterToFind; 436object *theMonsterToFind;
363 437
364/* a recursive routine which will return a monster, eventually,if there is one. 438/* 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 */ 439 it does a check-off on the layout, converting 0's to 1's */
366 440
441object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 442find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
443{
368 int i,j; 444 int i, j;
445
369 /* if we've found a monster already, leave */ 446 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 447 if (theMonsterToFind != NULL)
448 return theMonsterToFind;
371 449
372 /* bounds check x and y */ 450 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 451 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
452 return theMonsterToFind;
374 453
375 /* if the square is blocked or searched already, leave */ 454 /* if the square is blocked or searched already, leave */
455 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 456 return theMonsterToFind; /* might be NULL, that's fine. */
377 457
378 /* check the current square for a monster. If there is one, 458 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 459 set theMonsterToFind and return it. */
380 layout[x][y]=1; 460 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 461 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
462 {
382 object *the_monster = get_map_ob(map,x,y); 463 object *the_monster = GET_MAP_OB (map, x, y);
464
383 /* check off this point */ 465 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 466 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)) { 467 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
468 {
386 theMonsterToFind=the_monster; 469 theMonsterToFind = the_monster;
387 return theMonsterToFind; 470 return theMonsterToFind;
388 } 471 }
389 } 472 }
390 473
391 /* now search all the 8 squares around recursively for a monster,in random order */ 474 /* 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++) { 475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
476 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 477 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; 478 if (theMonsterToFind != NULL)
479 return theMonsterToFind;
395 } 480 }
396 return theMonsterToFind; 481 return theMonsterToFind;
397} 482}
398 483
399 484
400/* sets up some data structures: the _recursive form does the 485/* sets up some data structures: the _recursive form does the
401 real work. */ 486 real work. */
402 487
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 488object *
489find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
490{
404 char **layout2; 491 char **layout2;
405 int i,j; 492 int i, j;
493
406 theMonsterToFind=0; 494 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 495 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 496 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 497 for (i = 0; i < RP->Xsize; i++)
498 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 500 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 501 {
413 } 502 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#';
504 }
414 } 505 }
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 507
417 /* deallocate the temp. layout */ 508 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 509 for (i = 0; i < RP->Xsize; i++)
510 {
419 free(layout2[i]); 511 free (layout2[i]);
420 } 512 }
421 free(layout2); 513 free (layout2);
422 514
423 return theMonsterToFind; 515 return theMonsterToFind;
424} 516}
425
426 517
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 519int *room_free_spots_x;
431int *room_free_spots_y; 520int *room_free_spots_y;
432int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
433 522
434/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 525that datastructure. */
437 526void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{
439 int i,j; 529 int i, j;
440 530
441 /* bounds check x and y */ 531 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
533 return;
443 534
444 /* if the square is blocked or searched already, leave */ 535 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 536 if (layout[x][y] != 0)
537 return;
446 538
447 /* set the current square as checked, and add it to the list. 539 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 540 set theMonsterToFind and return it. */
449 /* check off this point */ 541 /* check off this point */
450 layout[x][y]=1; 542 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
454 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* 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++) { 548 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); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 550
459} 551}
460 552
461/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
554void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{
463 char **layout2; 557 char **layout2;
464 int i,j; 558 int i, j;
559
465 number_of_free_spots_in_room=0; 560 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
467 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 563
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 566 for (i = 0; i < RP->Xsize; i++)
567 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 569 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 570 if (wall_blocked (map, i, j))
475 } 571 layout2[i][j] = '#';
476 } 572 }
477 573
478 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
480 576
481 if(number_of_free_spots_in_room > 0) { 577 if (number_of_free_spots_in_room > 0)
578 {
482 i = RANDOM()%number_of_free_spots_in_room; 579 i = RANDOM () % number_of_free_spots_in_room;
483 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
485 } 582 }
486 583
487 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 585 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 586 free (layout2[i]);
490 } 587
491 free(layout2); 588 free (layout2);
492 free(room_free_spots_x); 589 free (room_free_spots_x);
493 free(room_free_spots_y); 590 free (room_free_spots_y);
494} 591}
495 592
496 593
497/* searches the map for a spot with walls around it. The more 594/* 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 595 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.*/ 596 it'll return 0 if no FREE spots are found.*/
500 597void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
599{
502 int x,y; 600 int x, y;
503 int i; 601 int i;
602
504 x = *cx;y=*cy; 603 x = *cx;
604 y = *cy;
505 605
506 for(i=0;i<=SIZEOFFREE1;i++) { 606 for (i = 0; i <= SIZEOFFREE1; i++)
607 {
507 int lx,ly,sindex; 608 int lx, ly, sindex;
609
508 lx = x +freearr_x[i]; 610 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 611 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 612 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 613 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 615 {
616 *cx = lx;
617 *cy = ly;
514 return; 618 return;
515 } 619 }
516 } 620 }
517 621
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 622 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 623 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 624 for (i = 0; i <= SIZEOFFREE1; i++)
625 {
521 int lx,ly,sindex; 626 int lx, ly, sindex;
627
522 lx = x +freearr_x[i]; 628 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 629 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 630 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 631 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 632 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 633 {
634 *cx = lx;
635 *cy = ly;
528 return; 636 return;
529 } 637 }
530 } 638 }
531 639
532 /* settle for one surround point */ 640 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 641 for (i = 0; i <= SIZEOFFREE1; i++)
642 {
534 int lx,ly,sindex; 643 int lx, ly, sindex;
644
535 lx = x +freearr_x[i]; 645 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 646 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 647 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 648 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 649 if (sindex)
540 *cx= lx;*cy= ly; 650 {
651 *cx = lx;
652 *cy = ly;
541 return; 653 return;
542 } 654 }
543 } 655 }
544 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 658
659 if (i != -1)
660 {
547 *cx = x +freearr_x[i]; 661 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 662 *cy = y + freearr_y[i];
549 return;
550 } 663 }
664 else
665 {
551 /* indicate failure */ 666 /* indicate failure */
552 *cx=*cy=-1; 667 *cx = -1;
668 *cy = -1;
669 }
553} 670}
554 671
555 672void
556void remove_monsters(int x,int y,mapstruct *map) { 673remove_monsters (int x, int y, maptile *map)
674{
557 object *tmp; 675 object *tmp;
558 676
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 679 {
562 remove_ob(tmp); 680 if (tmp->head)
563 free_object(tmp); 681 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 682 tmp->remove ();
683 tmp->destroy ();
684 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 685 if (tmp == NULL)
686 break;
566 }; 687 };
567} 688}
568
569 689
570/* surrounds the point x,y by doors, so as to enclose something, like 690/* 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 691 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
573 693object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{
575 int i; 696 int i;
576 char *doors[2]; 697 char *doors[2];
577 object **doorlist; 698 object **doorlist;
578 int ndoors_made=0; 699 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 701
581 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 703 if (opts & DOORED)
704 {
583 doors[0]="locked_door2"; 705 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 706 doors[1] = "locked_door1";
585 } 707 }
586 else { 708 else
709 {
587 doors[0]="door_1"; 710 doors[0] = "door_1";
588 doors[1]="door_2"; 711 doors[1] = "door_2";
589 } 712 }
590 713
591 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 715 for (i = 1; i < 9; i++)
716 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 718
595 if(!wall_blocked(map,x1,y1) 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
598 new_door->x = x + freearr_x[i]; 724 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; 725 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 726 ndoors_made++;
604 } 727 }
605 } 728 }
729
606 return doorlist; 730 return doorlist;
607} 731}
608 732
609 733
610/* returns the first door in this square, or NULL if there isn't a door. */ 734/* returns the first door in this square, or NULL if there isn't a door. */
735object *
611object *door_in_square(mapstruct *map,int x,int y) { 736door_in_square (maptile *map, int x, int y)
737{
612 object *tmp; 738 object *tmp;
739
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp;
615 return NULL; 743 return NULL;
616} 744}
617 745
618 746
619/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
748void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
750{
621 int i,j; 751 int i, j;
622 object *door; 752 object *door;
623 753
624 /* bounds check x and y */ 754 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 755 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
756 return;
626 757
627 /* if the square is blocked or searched already, leave */ 758 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 759 if (layout[x][y] == 1)
760 return;
629 761
630 /* check off this point */ 762 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 763 if (layout[x][y] == '#')
764 { /* there could be a door here */
632 layout[x][y]=1; 765 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 766 door = door_in_square (map, x, y);
634 if(door!=NULL) { 767 if (door)
768 {
635 doorlist[*ndoors]=door; 769 doorlist[*ndoors] = door;
636 if(*ndoors>254) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
637 { 771 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 773 return;
640 } 774 }
775
641 *ndoors=*ndoors+1; 776 *ndoors = *ndoors + 1;
642 } 777 }
643 } 778 }
644 else { 779 else
780 {
645 layout[x][y]=1; 781 layout[x][y] = 1;
646 /* now search all the 8 squares around recursively for free spots,in random order */ 782 /* 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++) { 783 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); 784 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
649 }
650 } 785 }
651} 786}
652 787
653/* find a random non-blocked spot in this room to drop a key. */ 788/* 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) { 789object **
790find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
791{
655 char **layout2; 792 char **layout2;
656 object **doorlist; 793 object **doorlist;
657 int i,j; 794 int i, j;
658 int ndoors=0; 795 int ndoors = 0;
659 796
660 doorlist = (object **)calloc(sizeof(int),256); 797 doorlist = (object **) calloc (sizeof (int), 1024);
661 798
662
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 800 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 801 for (i = 0; i < RP->Xsize; i++)
802 {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 804 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 805 {
669 } 806 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#';
808 }
670 } 809 }
671 810
672 /* setup num_free_spots and room_free_spots */ 811 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 812 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 813
675 /* deallocate the temp. layout */ 814 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) { 815 for (i = 0; i < RP->Xsize; i++)
677 free(layout2[i]); 816 free (layout2[i]);
678 } 817
679 free(layout2); 818 free (layout2);
680 return doorlist; 819 return doorlist;
681} 820}
682 821
683 822
684 823
685/* locks and/or hides all the doors in doorlist, or does nothing if 824/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 825 opts doesn't say to lock/hide doors. */
687 826
827void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 828lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
829{
689 object *door; 830 object *door;
690 int i; 831 int i;
832
691 /* lock the doors and hide the keys. */ 833 /* lock the doors and hide the keys. */
692 834
693 if(opts & DOORED) { 835 if (opts & DOORED)
836 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 837 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
838 {
695 object *new_door=get_archetype("locked_door1"); 839 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 840 char keybuf[1024];
841
697 door=doorlist[i]; 842 door = doorlist[i];
698 new_door->face = door->face; 843 new_door->face = door->face;
699 new_door->x = door->x; 844 new_door->x = door->x;
700 new_door->y = door->y; 845 new_door->y = door->y;
701 remove_ob(door); 846 door->remove ();
702 free_object(door); 847 door->destroy ();
703 doorlist[i]=new_door; 848 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 849 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 850 sprintf (keybuf, "%d", (int) RANDOM ());
706 new_door->slaying = keybuf; 851 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 852 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 853 }
709 } 854 }
710 855
711 /* change the faces of the doors and surrounding walls to hide them. */ 856 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 857 if (opts & HIDDEN)
858 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
860 {
714 object *wallface; 861 object *wallface;
862
715 door=doorlist[i]; 863 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 864 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 865 if (wallface != NULL)
866 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 867 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 871 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 872 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 873 wallface->remove ();
874 wallface->destroy ();
875 }
725 } 876 }
726 }
727 } 877 }
728} 878}

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