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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 1.33 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 *chest;
142
143 if (tdiv == 3)
144 tdiv = 2; /* this symmetry uses a divisor of 2 */
145 /* don't put a chest on an exit. */
146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
148 if (!chest)
149 continue; /* if no chest was placed NEXT */
150
151 if (treasureoptions & (DOORED | HIDDEN))
152 {
153 object **doorlist = find_doors_in_room (map, i, j, RP);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist);
156 }
157 }
158 }
159 }
160 break;
161 }
162 default:
163 {
164 int i, j, tries;
165 object *chest;
118 object **doorlist; 166 object **doorlist;
119 object *chest; 167
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 168 i = j = -1;
121 /* don't put a chest on an exit. */ 169 tries = 0;
170 while (i == -1 && tries < 100)
171 {
172 i = rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP);
175 if (wall_blocked (map, i, j))
176 i = -1;
177 tries++;
178 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 180 if (!chest)
181 return;
182 i = chest->x;
183 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 184 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 185 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 187 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 188 free (doorlist);
128 } 189 }
129 } 190 }
130 } 191 }
192 }
193 else
194 { /* DIFFUSE treasure layout */
195 int ti, i, j;
196
197 for (ti = 0; ti < num_treasures; ti++)
131 } 198 {
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; 199 i = rndm (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 200 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); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 202 }
165 } 203 }
166} 204}
167
168
169 205
170/* put a chest into the map, near x and y, with the treasure style 206/* 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, 207 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 */ 208 if the global variable "treasurestyle" is set to that treasure list's name */
173 209
210object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 211place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
212{
175 object *the_chest; 213 object *the_chest;
176 int i,xl,yl; 214 int i, xl, yl;
177 215
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 216 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 217
180 /* first, find a place to put the chest. */ 218 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 219 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 220 if (i == -1)
183 free_object(the_chest); 221 {
222 the_chest->destroy ();
184 return NULL; 223 return NULL;
185 } 224 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 225
226 xl = x + freearr_x[i];
227 yl = y + freearr_y[i];
187 228
188 /* if the placement is blocked, return a fail. */ 229 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 230 if (wall_blocked (map, xl, yl))
190 231 return 0;
191 232
192 /* put the treasures in the chest. */ 233 /* put the treasures in the chest. */
193 /* if(style_map) { */ 234 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 235#if 0 /* don't use treasure style maps for now! */
195 int ti; 236 int ti;
237
196 /* if treasurestyle lists a treasure list, use it. */ 238 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240
198 if(tlist!=NULL) 241 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 242 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 244 object *new_treasure = style_map->pick_random_object ();
245
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 247 }
203 else { /* use the style map */ 248 else
249 { /* use the style map */
250 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures;
252 }
253#endif
254 { /* neither style_map no treasure list given */
255 treasurelist *tlist = treasurelist::find ("chest");
256
204 the_chest->randomitems=tlist; 257 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
206 } 259 }
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 }
213 260
214 /* stick a trap in the chest if required */ 261 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 262 if (treasureoptions & TRAPPED)
263 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 265 object *the_trap;
266
218 if(trap_map) { 267 if (trap_map)
268 {
219 the_trap= pick_random_object(trap_map); 269 the_trap = trap_map->pick_random_object ();
220 the_trap->stats.Cha = 10+RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
222 if(the_trap) { 272 if (the_trap)
273 {
223 object *new_trap; 274 object *new_trap;
275
224 new_trap = arch_to_object(the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 277 new_trap->copy_to (the_trap);
226 new_trap->x = x; 278 new_trap->x = x;
227 new_trap->y = y; 279 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 280 insert_ob_in_ob (new_trap, the_chest);
281 }
229 } 282 }
230 }
231 } 283 }
232 284
233 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 287 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 {
238 char keybuf[256]; 290 char keybuf[1024];
239 sprintf(keybuf,"%d",(int)RANDOM()); 291
292 sprintf (keybuf, "%d", rndm (1000000000));
240 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 295 }
243 296
244 /* actually place the chest. */ 297 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 298 the_chest->x = xl;
299 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 300 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 301 return the_chest;
248} 302}
249 303
250 304
251/* finds the closest monster and returns him, regardless of doors 305/* finds the closest monster and returns him, regardless of doors
252 or walls */ 306 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 307object *
308find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{
254 int i; 310 int i;
311
255 for(i=0;i<SIZEOFFREE;i++) { 312 for (i = 0; i < SIZEOFFREE; i++)
313 {
256 int lx,ly; 314 int lx, ly;
315
257 lx=x+freearr_x[i]; 316 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 317 ly = y + freearr_y[i];
259 /* boundscheck */ 318 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 320 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 {
263 object *the_monster=get_map_ob(map,lx,ly); 323 object *the_monster = GET_MAP_OB (map, lx, ly);
324
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 325 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)) 326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 327 return the_monster;
328 }
267 } 329 }
268 }
269 return NULL; 330 return NULL;
270} 331}
271 332
272 333
273 334
274/* places keys in the map, preferably in something alive. 335/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 336 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 337 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. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 341
281 The idea is that you call keyplace on x,y where a door is, and it'll make 342 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. 343 sure a key is placed on both sides of the door.
283*/ 344*/
284 345int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347{
286 int i,j; 348 int i, j;
287 int kx,ky; 349 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 351 object *the_key;
290 352
291 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 354 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 355 the_key->slaying = keycode;
294 356
295 if(door_flag==PASS_DOORS) { 357 if (door_flag == PASS_DOORS)
358 {
296 int tries=0; 359 int tries = 0;
360
297 the_keymaster=NULL; 361 the_keymaster = 0;
298 while(tries<15&&the_keymaster==NULL) { 362 while (tries < 15 && !the_keymaster)
299 i = (RANDOM()%(RP->Xsize-2))+1; 363 {
300 j = (RANDOM()%(RP->Ysize-2))+1; 364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
301 tries++; 366 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 368 }
369
304 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) { 371 if (!the_keymaster)
372 {
306 int freeindex; 373 int freeindex;
307 374
308 freeindex = -1; 375 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
310 kx = (RANDOM()%(RP->Xsize-2))+1; 377 {
311 ky = (RANDOM()%(RP->Ysize-2))+1; 378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = rndm (RP->Ysize - 2) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
313 } 381 }
382
383 // can freeindex ever be < 0?
314 if(freeindex != -1) { 384 if (freeindex >= 0)
385 {
315 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
316 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
388 }
317 } 389 }
318 }
319 } 390 }
391 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 392 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 393 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 395 if (n_keys == 1)
396 {
324 if(wall_blocked(map,x,y)) return 0; 397 if (wall_blocked (map, x, y))
398 return 0;
399
325 the_keymaster=find_monster_in_room(map,x,y,RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 403 }
329 else { 404 else
405 {
330 int sum=0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
407
331 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* 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); 409 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); 410 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); 411 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); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 415 { /* diagonally this time. */
338 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);
339 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);
340 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);
341 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 431 return 1;
344 }
345 } 432 }
346 433
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); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
355 return 1; 435 return 1;
356} 436}
357 437
358 438
359 439
360/* both find_monster_in_room routines need to have access to this. */ 440/* both find_monster_in_room routines need to have access to this. */
361 441
362object *theMonsterToFind; 442object *theMonsterToFind;
363 443
364/* a recursive routine which will return a monster, eventually,if there is one. 444/* 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 */ 445 it does a check-off on the layout, converting 0's to 1's */
366 446
447object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
449{
368 int i,j; 450 int i, j;
451
369 /* if we've found a monster already, leave */ 452 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 453 if (theMonsterToFind != NULL)
454 return theMonsterToFind;
371 455
372 /* bounds check x and y */ 456 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 457 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
458 return theMonsterToFind;
374 459
375 /* if the square is blocked or searched already, leave */ 460 /* if the square is blocked or searched already, leave */
461 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 462 return theMonsterToFind; /* might be NULL, that's fine. */
377 463
378 /* check the current square for a monster. If there is one, 464 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 465 set theMonsterToFind and return it. */
380 layout[x][y]=1; 466 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 {
382 object *the_monster = get_map_ob(map,x,y); 469 object *the_monster = GET_MAP_OB (map, x, y);
470
383 /* check off this point */ 471 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 472 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)) { 473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
474 {
386 theMonsterToFind=the_monster; 475 theMonsterToFind = the_monster;
387 return theMonsterToFind; 476 return theMonsterToFind;
388 } 477 }
389 } 478 }
390 479
391 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* 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++) { 481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
482 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 483 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; 484 if (theMonsterToFind != NULL)
485 return theMonsterToFind;
395 } 486 }
396 return theMonsterToFind; 487 return theMonsterToFind;
397} 488}
398 489
399 490
400/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
401 real work. */ 492 real work. */
402 493
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 494object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
496{
404 char **layout2; 497 char **layout2;
405 int i,j; 498 int i, j;
499
406 theMonsterToFind=0; 500 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 503 for (i = 0; i < RP->Xsize; i++)
504 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 506 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 507 if (wall_blocked (map, i, j))
413 } 508 layout2[i][j] = '#';
414 } 509 }
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++)
419 free(layout2[i]); 515 free (layout2[i]);
420 } 516
421 free(layout2); 517 free (layout2);
422 518
423 return theMonsterToFind; 519 return theMonsterToFind;
424} 520}
425
426 521
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 523int *room_free_spots_x;
431int *room_free_spots_y; 524int *room_free_spots_y;
432int number_of_free_spots_in_room; 525int number_of_free_spots_in_room;
433 526
434/* the workhorse routine, which finds the free spots in a room: 527/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 528a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 529that datastructure. */
437 530void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 531find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
532{
439 int i,j; 533 int i, j;
440 534
441 /* bounds check x and y */ 535 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 536 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
537 return;
443 538
444 /* if the square is blocked or searched already, leave */ 539 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 540 if (layout[x][y] != 0)
541 return;
446 542
447 /* set the current square as checked, and add it to the list. 543 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 544 set theMonsterToFind and return it. */
449 /* check off this point */ 545 /* check off this point */
450 layout[x][y]=1; 546 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 547 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 548 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 549 number_of_free_spots_in_room++;
550
454 /* now search all the 8 squares around recursively for free spots,in random order */ 551 /* 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++) { 552 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); 553 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 554
459} 555}
460 556
461/* find a random non-blocked spot in this room to drop a key. */ 557/* find a random non-blocked spot in this room to drop a key. */
558void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 559find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
560{
463 char **layout2; 561 char **layout2;
464 int i,j; 562 int i, j;
563
465 number_of_free_spots_in_room=0; 564 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 565 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); 566 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 567
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 568 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 569 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 570 for (i = 0; i < RP->Xsize; i++)
571 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 572 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 573 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 574 if (wall_blocked (map, i, j))
475 } 575 layout2[i][j] = '#';
476 } 576 }
477 577
478 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
480 580
481 if(number_of_free_spots_in_room > 0) { 581 if (number_of_free_spots_in_room > 0)
582 {
482 i = RANDOM()%number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
483 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
485 } 586 }
486 587
487 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 589 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 590 free (layout2[i]);
490 } 591
491 free(layout2); 592 free (layout2);
492 free(room_free_spots_x); 593 free (room_free_spots_x);
493 free(room_free_spots_y); 594 free (room_free_spots_y);
494} 595}
495 596
496 597
497/* searches the map for a spot with walls around it. The more 598/* 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 599 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.*/ 600 it'll return 0 if no FREE spots are found.*/
500 601void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{
502 int x,y; 604 int x, y;
503 int i; 605 int i;
606
504 x = *cx;y=*cy; 607 x = *cx;
608 y = *cy;
505 609
506 for(i=0;i<=SIZEOFFREE1;i++) { 610 for (i = 0; i <= SIZEOFFREE1; i++)
611 {
507 int lx,ly,sindex; 612 int lx, ly, sindex;
613
508 lx = x +freearr_x[i]; 614 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 615 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 616 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 617 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 619 {
620 *cx = lx;
621 *cy = ly;
514 return; 622 return;
515 } 623 }
516 } 624 }
517 625
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 626 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 627 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 628 for (i = 0; i <= SIZEOFFREE1; i++)
629 {
521 int lx,ly,sindex; 630 int lx, ly, sindex;
631
522 lx = x +freearr_x[i]; 632 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 633 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 634 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 635 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 637 {
638 *cx = lx;
639 *cy = ly;
528 return; 640 return;
529 } 641 }
530 } 642 }
531 643
532 /* settle for one surround point */ 644 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 645 for (i = 0; i <= SIZEOFFREE1; i++)
646 {
534 int lx,ly,sindex; 647 int lx, ly, sindex;
648
535 lx = x +freearr_x[i]; 649 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 650 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 651 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 652 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 653 if (sindex)
540 *cx= lx;*cy= ly; 654 {
655 *cx = lx;
656 *cy = ly;
541 return; 657 return;
542 } 658 }
543 } 659 }
544 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 662
663 if (i != -1)
664 {
547 *cx = x +freearr_x[i]; 665 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 666 *cy = y + freearr_y[i];
549 return;
550 } 667 }
668 else
669 {
551 /* indicate failure */ 670 /* indicate failure */
552 *cx=*cy=-1; 671 *cx = -1;
672 *cy = -1;
673 }
553} 674}
554 675
555 676void
556void remove_monsters(int x,int y,mapstruct *map) { 677remove_monsters (int x, int y, maptile *map)
678{
557 object *tmp; 679 object *tmp;
558 680
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 683 {
562 remove_ob(tmp); 684 if (tmp->head)
563 free_object(tmp); 685 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 686 tmp->remove ();
687 tmp->destroy ();
688 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 689 if (tmp == NULL)
690 break;
566 }; 691 };
567} 692}
568
569 693
570/* surrounds the point x,y by doors, so as to enclose something, like 694/* 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 695 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
573 697object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 698surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
699{
575 int i; 700 int i;
576 char *doors[2]; 701 const char *doors[2];
577 object **doorlist; 702 object **doorlist;
578 int ndoors_made=0; 703 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 704 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 705
581 /* this is a list we pick from, for horizontal and vertical doors */ 706 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 707 if (opts & DOORED)
708 {
583 doors[0]="locked_door2"; 709 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 710 doors[1] = "locked_door1";
585 } 711 }
586 else { 712 else
713 {
587 doors[0]="door_1"; 714 doors[0] = "door_1";
588 doors[1]="door_2"; 715 doors[1] = "door_2";
589 } 716 }
590 717
591 /* place doors in all the 8 adjacent unblocked squares. */ 718 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 719 for (i = 1; i < 9; i++)
720 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 722
595 if(!wall_blocked(map,x1,y1) 723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 724 { /* place a door */
725 remove_monsters (x1, y1, map);
726
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 727 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
598 new_door->x = x + freearr_x[i]; 728 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; 729 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 730 ndoors_made++;
604 } 731 }
605 } 732 }
733
606 return doorlist; 734 return doorlist;
607} 735}
608 736
609 737
610/* returns the first door in this square, or NULL if there isn't a door. */ 738/* returns the first door in this square, or NULL if there isn't a door. */
739object *
611object *door_in_square(mapstruct *map,int x,int y) { 740door_in_square (maptile *map, int x, int y)
741{
612 object *tmp; 742 object *tmp;
743
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp;
615 return NULL; 747 return NULL;
616} 748}
617
618 749
619/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
751void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
753{
621 int i,j; 754 int i, j;
622 object *door; 755 object *door;
623 756
624 /* bounds check x and y */ 757 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 758 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
759 return;
626 760
627 /* if the square is blocked or searched already, leave */ 761 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 762 if (layout[x][y] == 1)
763 return;
629 764
630 /* check off this point */ 765 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 766 if (layout[x][y] == '#')
767 { /* there could be a door here */
632 layout[x][y]=1; 768 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 769 door = door_in_square (map, x, y);
634 if(door!=NULL) { 770 if (door)
771 {
635 doorlist[*ndoors]=door; 772 doorlist[*ndoors] = door;
773
636 if(*ndoors>254) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
637 { 775 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 777 return;
640 } 778 }
779
641 *ndoors=*ndoors+1; 780 *ndoors = *ndoors + 1;
642 } 781 }
643 } 782 }
644 else { 783 else
784 {
645 layout[x][y]=1; 785 layout[x][y] = 1;
786
646 /* now search all the 8 squares around recursively for free spots,in random order */ 787 /* 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++) { 788 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); 789 find_doors_in_room_recursive (layout, map,
649 } 790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP);
650 } 792 }
651} 793}
652 794
653/* find a random non-blocked spot in this room to drop a key. */ 795/* 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) { 796object **
655 char **layout2; 797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
656 object **doorlist; 798{
657 int i,j; 799 int i, j;
658 int ndoors=0; 800 int ndoors = 0;
659 801
660 doorlist = (object **)calloc(sizeof(int),256); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
661 803
804 MazeData layout2 (RP->Xsize, RP->Ysize);
662 805
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 807 for (i = 0; i < RP->Xsize; i++)
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 808 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 809 if (wall_blocked (map, i, j))
669 } 810 layout2[i][j] = '#';
670 } 811
671
672 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 814
675 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) {
677 free(layout2[i]);
678 }
679 free(layout2);
680 return doorlist; 815 return doorlist;
681} 816}
682
683
684 817
685/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
687 820void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
822{
689 object *door; 823 object *door;
690 int i; 824 int i;
825
691 /* lock the doors and hide the keys. */ 826 /* lock the doors and hide the keys. */
692 827
693 if(opts & DOORED) { 828 if (opts & DOORED)
829 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 830 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
831 {
695 object *new_door=get_archetype("locked_door1"); 832 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 833 char keybuf[1024];
834
697 door=doorlist[i]; 835 door = doorlist[i];
698 new_door->face = door->face; 836 new_door->face = door->face;
699 new_door->x = door->x; 837 new_door->x = door->x;
700 new_door->y = door->y; 838 new_door->y = door->y;
701 remove_ob(door); 839 door->remove ();
702 free_object(door); 840 door->destroy ();
703 doorlist[i]=new_door; 841 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 842 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 843 sprintf (keybuf, "%d", rndm (1000000000));
706 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 846 }
709 } 847 }
710 848
711 /* change the faces of the doors and surrounding walls to hide them. */ 849 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 850 if (opts & HIDDEN)
851 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 852 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
853 {
714 object *wallface; 854 object *wallface;
855
715 door=doorlist[i]; 856 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 857 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 858 if (wallface != NULL)
859 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 860 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 861 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 862 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 863 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 864 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 865 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 866 wallface->remove ();
867 wallface->destroy ();
868 }
725 } 869 }
726 }
727 } 870 }
728} 871}

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