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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 1.30 by root, Sun Jul 1 05:00:19 2007 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
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. */ 24/* placing treasure in maps, where appropriate. */
30
31
32 25
33#include <global.h> 26#include <global.h>
34#include <random_map.h> 27#include <random_map.h>
35#include <rproto.h> 28#include <rproto.h>
36 29
37/* some defines for various options which can be set. */ 30/* some defines for various options which can be set. */
38 31
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 33#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 34#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 35#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 36#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 37#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 38#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 39#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
48 41
49#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 43#define PASS_DOORS 1
51 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
52 52
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 54 * and doors but not monsters.
55 * This function is not map tile aware. 55 * This function is not map tile aware.
56 */ 56 */
57 57int
58int wall_blocked(mapstruct *m, int x, int y) { 58wall_blocked (maptile *m, int x, int y)
59 int r; 59{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 61 return 1;
62
63 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 65}
66 66
67/* place treasures in the map, given the 67/* place treasures in the map, given the
68map, (required) 68map, (required)
69layout, (required) 69layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
72*/ 72*/
73 73void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{
75 char styledirname[256]; 76 char styledirname[1024];
76 char stylefilepath[256]; 77 char stylefilepath[1024];
77 mapstruct *style_map=0; 78 maptile *style_map = 0;
78 int num_treasures; 79 int num_treasures;
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 82 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 83 if (!strcmp (treasure_style, "none"))
84 return;
85
86 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION);
83 88
84 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 91 {
92 if (rndm (2))
93 treasureoptions -= 1;
94 else
87 else treasureoptions-=2;} 95 treasureoptions -= 2;
96 }
88 97
89 /* pick the number of treasures */ 98 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 101 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
103 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 105
96 if(num_treasures <= 0 ) return; 106 if (num_treasures <= 0)
107 return;
97 108
98 /* get the style map */ 109 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 112 style_map = find_style (styledirname, treasure_style, -1);
113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
102 119
103 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 121 if (treasureoptions & CONCENTRATED)
122 {
105 123
106 /* map_layout_style global, and is previously set */ 124 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 125 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 126 {
127 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL:
129 case LAYOUT_SQUARE_SPIRAL:
130 {
112 int i,j; 131 int i, j;
132
113 /* search the onion for C's or '>', and put treasure there. */ 133 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 134 for (i = 0; i < RP->Xsize; i++)
135 {
115 for(j=0;j<RP->Ysize;j++) { 136 for (j = 0; j < RP->Ysize; j++)
137 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 {
117 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest;
143
144 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */
146 /* don't put a chest on an exit. */
147 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
148 if (!chest)
149 continue; /* if no chest was placed NEXT */
150 if (treasureoptions & (DOORED | HIDDEN))
151 {
152 doorlist = find_doors_in_room (map, i, j, RP);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist);
155 }
156 }
157 }
158 }
159 break;
160 }
161 default:
162 {
163 int i, j, tries;
164 object *chest;
118 object **doorlist; 165 object **doorlist;
119 object *chest; 166
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 167 i = j = -1;
121 /* don't put a chest on an exit. */ 168 tries = 0;
169 while (i == -1 && tries < 100)
170 {
171 i = rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1;
173 find_enclosed_spot (map, &i, &j, RP);
174 if (wall_blocked (map, i, j))
175 i = -1;
176 tries++;
177 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 178 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 179 if (!chest)
180 return;
181 i = chest->x;
182 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 183 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 184 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 186 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 187 free (doorlist);
128 } 188 }
129 } 189 }
130 } 190 }
191 }
192 else
193 { /* DIFFUSE treasure layout */
194 int ti, i, j;
195
196 for (ti = 0; ti < num_treasures; ti++)
131 } 197 {
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; 198 i = rndm (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 199 j = rndm (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); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 201 }
165 } 202 }
166} 203}
167
168
169 204
170/* put a chest into the map, near x and y, with the treasure style 205/* 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, 206 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 */ 207 if the global variable "treasurestyle" is set to that treasure list's name */
173 208
209object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 210place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
211{
175 object *the_chest; 212 object *the_chest;
176 int i,xl,yl; 213 int i, xl, yl;
177 214
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 215 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 216
180 /* first, find a place to put the chest. */ 217 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 218 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 219 if (i == -1)
183 free_object(the_chest); 220 {
221 the_chest->destroy ();
184 return NULL; 222 return NULL;
185 } 223 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 224
225 xl = x + freearr_x[i];
226 yl = y + freearr_y[i];
187 227
188 /* if the placement is blocked, return a fail. */ 228 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 229 if (wall_blocked (map, xl, yl))
190 230 return 0;
191 231
192 /* put the treasures in the chest. */ 232 /* put the treasures in the chest. */
193 /* if(style_map) { */ 233 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 234#if 0 /* don't use treasure style maps for now! */
195 int ti; 235 int ti;
236
196 /* if treasurestyle lists a treasure list, use it. */ 237 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
239
198 if(tlist!=NULL) 240 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 241 for (ti = 0; ti < n_treasures; ti++)
242 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 243 object *new_treasure = style_map->pick_random_object ();
244
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 246 }
203 else { /* use the style map */ 247 else
248 { /* use the style map */
249 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures;
251 }
252#endif
253 { /* neither style_map no treasure list given */
254 treasurelist *tlist = treasurelist::find ("chest");
255
204 the_chest->randomitems=tlist; 256 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
206 } 258 }
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 }
213 259
214 /* stick a trap in the chest if required */ 260 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 261 if (treasureoptions & TRAPPED)
262 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 264 object *the_trap;
265
218 if(trap_map) { 266 if (trap_map)
267 {
219 the_trap= pick_random_object(trap_map); 268 the_trap = trap_map->pick_random_object ();
220 the_trap->stats.Cha = 10+RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
222 if(the_trap) { 271 if (the_trap)
272 {
223 object *new_trap; 273 object *new_trap;
274
224 new_trap = arch_to_object(the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 276 new_trap->copy_to (the_trap);
226 new_trap->x = x; 277 new_trap->x = x;
227 new_trap->y = y; 278 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 279 insert_ob_in_ob (new_trap, the_chest);
280 }
229 } 281 }
230 }
231 } 282 }
232 283
233 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 285 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 286 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
288 {
238 char keybuf[256]; 289 char keybuf[1024];
239 sprintf(keybuf,"%d",(int)RANDOM()); 290
291 sprintf (keybuf, "%d", rndm (1000000000));
240 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 294 }
243 295
244 /* actually place the chest. */ 296 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 297 the_chest->x = xl;
298 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 299 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 300 return the_chest;
248} 301}
249 302
250 303
251/* finds the closest monster and returns him, regardless of doors 304/* finds the closest monster and returns him, regardless of doors
252 or walls */ 305 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 306object *
307find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
308{
254 int i; 309 int i;
310
255 for(i=0;i<SIZEOFFREE;i++) { 311 for (i = 0; i < SIZEOFFREE; i++)
312 {
256 int lx,ly; 313 int lx, ly;
314
257 lx=x+freearr_x[i]; 315 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 316 ly = y + freearr_y[i];
259 /* boundscheck */ 317 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 318 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 319 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 320 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
321 {
263 object *the_monster=get_map_ob(map,lx,ly); 322 object *the_monster = GET_MAP_OB (map, lx, ly);
323
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 324 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)) 325 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 326 return the_monster;
327 }
267 } 328 }
268 }
269 return NULL; 329 return NULL;
270} 330}
271 331
272 332
273 333
274/* places keys in the map, preferably in something alive. 334/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 335 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 336 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. 339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 340
281 The idea is that you call keyplace on x,y where a door is, and it'll make 341 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. 342 sure a key is placed on both sides of the door.
283*/ 343*/
284 344int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
346{
286 int i,j; 347 int i, j;
287 int kx,ky; 348 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 349 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 350 object *the_key;
290 351
291 /* get a key and set its keycode */ 352 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 353 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 354 the_key->slaying = keycode;
294 355
295 if(door_flag==PASS_DOORS) { 356 if (door_flag == PASS_DOORS)
357 {
296 int tries=0; 358 int tries = 0;
359
297 the_keymaster=NULL; 360 the_keymaster = 0;
298 while(tries<15&&the_keymaster==NULL) { 361 while (tries < 15 && !the_keymaster)
299 i = (RANDOM()%(RP->Xsize-2))+1; 362 {
300 j = (RANDOM()%(RP->Ysize-2))+1; 363 i = rndm (RP->Xsize - 2) + 1;
364 j = rndm (RP->Ysize - 2) + 1;
301 tries++; 365 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 367 }
368
304 /* if we don't find a good keymaster, drop the key on the ground. */ 369 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) { 370 if (!the_keymaster)
371 {
306 int freeindex; 372 int freeindex;
307 373
308 freeindex = -1; 374 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
310 kx = (RANDOM()%(RP->Xsize-2))+1; 376 {
311 ky = (RANDOM()%(RP->Ysize-2))+1; 377 kx = rndm (RP->Xsize - 2) + 1;
378 ky = rndm (RP->Ysize - 2) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
313 } 380 }
381
382 // can freeindex ever be < 0?
314 if(freeindex != -1) { 383 if (freeindex >= 0)
384 {
315 kx += freearr_x[freeindex]; 385 kx += freearr_x [freeindex];
316 ky += freearr_y[freeindex]; 386 ky += freearr_y [freeindex];
387 }
317 } 388 }
318 }
319 } 389 }
390 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 391 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 392 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 393 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 394 if (n_keys == 1)
395 {
324 if(wall_blocked(map,x,y)) return 0; 396 if (wall_blocked (map, x, y))
397 return 0;
398
325 the_keymaster=find_monster_in_room(map,x,y,RP); 399 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 401 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 402 }
329 else { 403 else
404 {
330 int sum=0; /* count how many keys we actually place */ 405 int sum = 0; /* count how many keys we actually place */
406
331 /* I'm lazy, so just try to place in all 4 directions. */ 407 /* 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); 408 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); 409 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); 410 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); 411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 414 { /* diagonally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 415 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); 416 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); 417 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); 418 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 419 }
420
421 return 1;
422 }
423 }
424
425 if (!the_keymaster)
426 {
427 the_key->x = kx;
428 the_key->y = ky;
429 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 430 return 1;
344 }
345 } 431 }
346 432
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); 433 insert_ob_in_ob (the_key, the_keymaster);
355 return 1; 434 return 1;
356} 435}
357 436
358 437
359 438
360/* both find_monster_in_room routines need to have access to this. */ 439/* both find_monster_in_room routines need to have access to this. */
361 440
362object *theMonsterToFind; 441object *theMonsterToFind;
363 442
364/* a recursive routine which will return a monster, eventually,if there is one. 443/* 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 */ 444 it does a check-off on the layout, converting 0's to 1's */
366 445
446object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 447find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
448{
368 int i,j; 449 int i, j;
450
369 /* if we've found a monster already, leave */ 451 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 452 if (theMonsterToFind != NULL)
453 return theMonsterToFind;
371 454
372 /* bounds check x and y */ 455 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 456 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
457 return theMonsterToFind;
374 458
375 /* if the square is blocked or searched already, leave */ 459 /* if the square is blocked or searched already, leave */
460 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 461 return theMonsterToFind; /* might be NULL, that's fine. */
377 462
378 /* check the current square for a monster. If there is one, 463 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 464 set theMonsterToFind and return it. */
380 layout[x][y]=1; 465 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 466 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
467 {
382 object *the_monster = get_map_ob(map,x,y); 468 object *the_monster = GET_MAP_OB (map, x, y);
469
383 /* check off this point */ 470 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 471 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)) { 472 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
473 {
386 theMonsterToFind=the_monster; 474 theMonsterToFind = the_monster;
387 return theMonsterToFind; 475 return theMonsterToFind;
388 } 476 }
389 } 477 }
390 478
391 /* now search all the 8 squares around recursively for a monster,in random order */ 479 /* 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++) { 480 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
481 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 482 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; 483 if (theMonsterToFind != NULL)
484 return theMonsterToFind;
395 } 485 }
396 return theMonsterToFind; 486 return theMonsterToFind;
397} 487}
398 488
399 489
400/* sets up some data structures: the _recursive form does the 490/* sets up some data structures: the _recursive form does the
401 real work. */ 491 real work. */
402 492
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 493object *
494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
495{
404 char **layout2; 496 char **layout2;
405 int i,j; 497 int i, j;
498
406 theMonsterToFind=0; 499 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 500 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 501 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 502 for (i = 0; i < RP->Xsize; i++)
503 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 505 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 506 {
413 } 507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
414 } 510 }
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 512
417 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 514 for (i = 0; i < RP->Xsize; i++)
515 {
419 free(layout2[i]); 516 free (layout2[i]);
420 } 517 }
421 free(layout2); 518 free (layout2);
422 519
423 return theMonsterToFind; 520 return theMonsterToFind;
424} 521}
425
426 522
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 524int *room_free_spots_x;
431int *room_free_spots_y; 525int *room_free_spots_y;
432int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
433 527
434/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 530that datastructure. */
437 531void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{
439 int i,j; 534 int i, j;
440 535
441 /* bounds check x and y */ 536 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
538 return;
443 539
444 /* if the square is blocked or searched already, leave */ 540 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 541 if (layout[x][y] != 0)
542 return;
446 543
447 /* set the current square as checked, and add it to the list. 544 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 545 set theMonsterToFind and return it. */
449 /* check off this point */ 546 /* check off this point */
450 layout[x][y]=1; 547 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
454 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* 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++) { 553 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); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 555
459} 556}
460 557
461/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
559void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
561{
463 char **layout2; 562 char **layout2;
464 int i,j; 563 int i, j;
564
465 number_of_free_spots_in_room=0; 565 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 566 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); 567 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 568
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 571 for (i = 0; i < RP->Xsize; i++)
572 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 574 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 575 if (wall_blocked (map, i, j))
475 } 576 layout2[i][j] = '#';
476 } 577 }
477 578
478 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
480 581
481 if(number_of_free_spots_in_room > 0) { 582 if (number_of_free_spots_in_room > 0)
583 {
482 i = RANDOM()%number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
483 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
485 } 587 }
486 588
487 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 590 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 591 free (layout2[i]);
490 } 592
491 free(layout2); 593 free (layout2);
492 free(room_free_spots_x); 594 free (room_free_spots_x);
493 free(room_free_spots_y); 595 free (room_free_spots_y);
494} 596}
495 597
496 598
497/* searches the map for a spot with walls around it. The more 599/* 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 600 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.*/ 601 it'll return 0 if no FREE spots are found.*/
500 602void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{
502 int x,y; 605 int x, y;
503 int i; 606 int i;
607
504 x = *cx;y=*cy; 608 x = *cx;
609 y = *cy;
505 610
506 for(i=0;i<=SIZEOFFREE1;i++) { 611 for (i = 0; i <= SIZEOFFREE1; i++)
612 {
507 int lx,ly,sindex; 613 int lx, ly, sindex;
614
508 lx = x +freearr_x[i]; 615 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 616 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 617 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 618 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 620 {
621 *cx = lx;
622 *cy = ly;
514 return; 623 return;
515 } 624 }
516 } 625 }
517 626
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 627 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 628 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 629 for (i = 0; i <= SIZEOFFREE1; i++)
630 {
521 int lx,ly,sindex; 631 int lx, ly, sindex;
632
522 lx = x +freearr_x[i]; 633 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 634 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 635 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 636 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 638 {
639 *cx = lx;
640 *cy = ly;
528 return; 641 return;
529 } 642 }
530 } 643 }
531 644
532 /* settle for one surround point */ 645 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 646 for (i = 0; i <= SIZEOFFREE1; i++)
647 {
534 int lx,ly,sindex; 648 int lx, ly, sindex;
649
535 lx = x +freearr_x[i]; 650 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 651 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 652 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 653 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 654 if (sindex)
540 *cx= lx;*cy= ly; 655 {
656 *cx = lx;
657 *cy = ly;
541 return; 658 return;
542 } 659 }
543 } 660 }
544 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 663
664 if (i != -1)
665 {
547 *cx = x +freearr_x[i]; 666 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 667 *cy = y + freearr_y[i];
549 return;
550 } 668 }
669 else
670 {
551 /* indicate failure */ 671 /* indicate failure */
552 *cx=*cy=-1; 672 *cx = -1;
673 *cy = -1;
674 }
553} 675}
554 676
555 677void
556void remove_monsters(int x,int y,mapstruct *map) { 678remove_monsters (int x, int y, maptile *map)
679{
557 object *tmp; 680 object *tmp;
558 681
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 684 {
562 remove_ob(tmp); 685 if (tmp->head)
563 free_object(tmp); 686 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 687 tmp->remove ();
688 tmp->destroy ();
689 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 690 if (tmp == NULL)
691 break;
566 }; 692 };
567} 693}
568
569 694
570/* surrounds the point x,y by doors, so as to enclose something, like 695/* 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 696 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
573 698object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
700{
575 int i; 701 int i;
576 char *doors[2]; 702 const char *doors[2];
577 object **doorlist; 703 object **doorlist;
578 int ndoors_made=0; 704 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 706
581 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 708 if (opts & DOORED)
709 {
583 doors[0]="locked_door2"; 710 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 711 doors[1] = "locked_door1";
585 } 712 }
586 else { 713 else
714 {
587 doors[0]="door_1"; 715 doors[0] = "door_1";
588 doors[1]="door_2"; 716 doors[1] = "door_2";
589 } 717 }
590 718
591 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 720 for (i = 1; i < 9; i++)
721 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 723
595 if(!wall_blocked(map,x1,y1) 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
598 new_door->x = x + freearr_x[i]; 729 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; 730 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 731 ndoors_made++;
604 } 732 }
605 } 733 }
734
606 return doorlist; 735 return doorlist;
607} 736}
608 737
609 738
610/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
740object *
611object *door_in_square(mapstruct *map,int x,int y) { 741door_in_square (maptile *map, int x, int y)
742{
612 object *tmp; 743 object *tmp;
744
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp;
615 return NULL; 748 return NULL;
616} 749}
617 750
618 751
619/* the workhorse routine, which finds the doors in a room */ 752/* the workhorse routine, which finds the doors in a room */
753void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
755{
621 int i,j; 756 int i, j;
622 object *door; 757 object *door;
623 758
624 /* bounds check x and y */ 759 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 760 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
761 return;
626 762
627 /* if the square is blocked or searched already, leave */ 763 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 764 if (layout[x][y] == 1)
765 return;
629 766
630 /* check off this point */ 767 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 768 if (layout[x][y] == '#')
769 { /* there could be a door here */
632 layout[x][y]=1; 770 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 771 door = door_in_square (map, x, y);
634 if(door!=NULL) { 772 if (door)
773 {
635 doorlist[*ndoors]=door; 774 doorlist[*ndoors] = door;
636 if(*ndoors>254) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
637 { 776 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 778 return;
640 } 779 }
780
641 *ndoors=*ndoors+1; 781 *ndoors = *ndoors + 1;
642 } 782 }
643 } 783 }
644 else { 784 else
785 {
645 layout[x][y]=1; 786 layout[x][y] = 1;
787
646 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* 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++) { 789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; 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); 790 find_doors_in_room_recursive (layout, map,
649 } 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
650 } 793 }
651} 794}
652 795
653/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
654object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { 797object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{
655 char **layout2; 800 char **layout2;
656 object **doorlist; 801 object **doorlist;
657 int i,j; 802 int i, j;
658 int ndoors=0; 803 int ndoors = 0;
659 804
660 doorlist = (object **)calloc(sizeof(int),256); 805 doorlist = (object **) calloc (sizeof (int), 1024);
661 806
662
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 809 for (i = 0; i < RP->Xsize; i++)
810 {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 812 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 813 {
669 } 814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
670 } 817 }
671 818
672 /* setup num_free_spots and room_free_spots */ 819 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 821
675 /* deallocate the temp. layout */ 822 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) { 823 for (i = 0; i < RP->Xsize; i++)
677 free(layout2[i]); 824 free (layout2[i]);
678 } 825
679 free(layout2); 826 free (layout2);
680 return doorlist; 827 return doorlist;
681} 828}
682 829
683 830
684 831
685/* locks and/or hides all the doors in doorlist, or does nothing if 832/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 833 opts doesn't say to lock/hide doors. */
687 834
835void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{
689 object *door; 838 object *door;
690 int i; 839 int i;
840
691 /* lock the doors and hide the keys. */ 841 /* lock the doors and hide the keys. */
692 842
693 if(opts & DOORED) { 843 if (opts & DOORED)
844 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
846 {
695 object *new_door=get_archetype("locked_door1"); 847 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 848 char keybuf[1024];
849
697 door=doorlist[i]; 850 door = doorlist[i];
698 new_door->face = door->face; 851 new_door->face = door->face;
699 new_door->x = door->x; 852 new_door->x = door->x;
700 new_door->y = door->y; 853 new_door->y = door->y;
701 remove_ob(door); 854 door->remove ();
702 free_object(door); 855 door->destroy ();
703 doorlist[i]=new_door; 856 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 857 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 858 sprintf (keybuf, "%d", rndm (1000000000));
706 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 861 }
709 } 862 }
710 863
711 /* change the faces of the doors and surrounding walls to hide them. */ 864 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 865 if (opts & HIDDEN)
866 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 867 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
868 {
714 object *wallface; 869 object *wallface;
870
715 door=doorlist[i]; 871 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 872 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 873 if (wallface != NULL)
874 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 879 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 880 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 881 wallface->remove ();
882 wallface->destroy ();
883 }
725 } 884 }
726 }
727 } 885 }
728} 886}

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