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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 1.34 by root, Sun Apr 13 22:54:08 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)
105 122 {
106 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 124 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 125 {
126 case LAYOUT_ONION:
127 case LAYOUT_SPIRAL:
128 case LAYOUT_SQUARE_SPIRAL:
129 {
112 int i,j; 130 int i, j;
131
113 /* search the onion for C's or '>', and put treasure there. */ 132 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 133 for (i = 0; i < RP->Xsize; i++)
134 {
115 for(j=0;j<RP->Ysize;j++) { 135 for (j = 0; j < RP->Ysize; j++)
136 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
138 {
117 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
140 object *chest;
141
142 if (tdiv == 3)
143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
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
176 if (wall_blocked (map, i, j))
177 i = -1;
178
179 tries++;
180 }
181
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 183
184 if (!chest)
185 return;
186
187 i = chest->x;
188 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 189 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 190 {
191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 192 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 193 free (doorlist);
128 } 194 }
129 } 195 }
130 } 196 }
197 }
198 else
199 { /* DIFFUSE treasure layout */
200 int ti, i, j;
201
202 for (ti = 0; ti < num_treasures; ti++)
131 } 203 {
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; 204 i = rndm (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 205 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); 206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 207 }
165 } 208 }
166} 209}
167
168
169 210
170/* put a chest into the map, near x and y, with the treasure style 211/* 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, 212 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 */ 213 if the global variable "treasurestyle" is set to that treasure list's name */
173 214object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
216{
175 object *the_chest; 217 object *the_chest;
176 int i,xl,yl; 218 int i, xl, yl;
177 219
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 220 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 221
180 /* first, find a place to put the chest. */ 222 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 223 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 224 if (i == -1)
183 free_object(the_chest); 225 {
226 the_chest->destroy ();
184 return NULL; 227 return NULL;
185 } 228 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 229
230 xl = x + freearr_x[i];
231 yl = y + freearr_y[i];
187 232
188 /* if the placement is blocked, return a fail. */ 233 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 234 if (wall_blocked (map, xl, yl))
190 235 return 0;
191 236
192 /* put the treasures in the chest. */ 237 /* put the treasures in the chest. */
193 /* if(style_map) { */ 238 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 239#if 0 /* don't use treasure style maps for now! */
195 int ti; 240 int ti;
241
196 /* if treasurestyle lists a treasure list, use it. */ 242 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
244
198 if(tlist!=NULL) 245 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 246 for (ti = 0; ti < n_treasures; ti++)
247 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 248 object *new_treasure = style_map->pick_random_object ();
249
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 251 }
203 else { /* use the style map */ 252 else
253 { /* use the style map */
254 the_chest->randomitems = tlist;
255 the_chest->stats.hp = n_treasures;
256 }
257#endif
258 { /* neither style_map no treasure list given */
259 treasurelist *tlist = treasurelist::find ("chest");
260
204 the_chest->randomitems=tlist; 261 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 262 the_chest->stats.hp = n_treasures;
206 } 263 }
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 }
213 264
214 /* stick a trap in the chest if required */ 265 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 266 if (treasureoptions & TRAPPED)
267 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 269 object *the_trap;
270
218 if(trap_map) { 271 if (trap_map)
272 {
219 the_trap= pick_random_object(trap_map); 273 the_trap = trap_map->pick_random_object ();
220 the_trap->stats.Cha = 10+RP->difficulty; 274 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
222 if(the_trap) { 276 if (the_trap)
277 {
223 object *new_trap; 278 object *new_trap;
279
224 new_trap = arch_to_object(the_trap->arch); 280 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 281 new_trap->copy_to (the_trap);
226 new_trap->x = x; 282 new_trap->x = x;
227 new_trap->y = y; 283 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
285 }
229 } 286 }
230 }
231 } 287 }
232 288
233 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 290 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 291 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 {
238 char keybuf[256]; 294 char keybuf[1024];
239 sprintf(keybuf,"%d",(int)RANDOM()); 295
296 sprintf (keybuf, "%d", rndm (1000000000));
240 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 299 }
243 300
244 /* actually place the chest. */ 301 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 302 the_chest->x = xl;
303 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 304 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 305 return the_chest;
248} 306}
249 307
250 308
251/* finds the closest monster and returns him, regardless of doors 309/* finds the closest monster and returns him, regardless of doors
252 or walls */ 310 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 311object *
312find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
313{
254 int i; 314 int i;
315
255 for(i=0;i<SIZEOFFREE;i++) { 316 for (i = 0; i < SIZEOFFREE; i++)
317 {
256 int lx,ly; 318 int lx, ly;
319
257 lx=x+freearr_x[i]; 320 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 321 ly = y + freearr_y[i];
259 /* boundscheck */ 322 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 323 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 324 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
326 {
263 object *the_monster=get_map_ob(map,lx,ly); 327 object *the_monster = GET_MAP_OB (map, lx, ly);
328
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 329 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)) 330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 331 return the_monster;
332 }
267 } 333 }
268 }
269 return NULL; 334 return NULL;
270} 335}
271 336
272 337
273 338
274/* places keys in the map, preferably in something alive. 339/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 340 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 341 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. 344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 345
281 The idea is that you call keyplace on x,y where a door is, and it'll make 346 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. 347 sure a key is placed on both sides of the door.
283*/ 348*/
284 349int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
286 int i,j; 352 int i, j;
287 int kx,ky; 353 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 354 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 355 object *the_key;
290 356
291 /* get a key and set its keycode */ 357 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 358 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 359 the_key->slaying = keycode;
294 360
295 if(door_flag==PASS_DOORS) { 361 if (door_flag == PASS_DOORS)
362 {
296 int tries=0; 363 int tries = 0;
364
297 the_keymaster=NULL; 365 the_keymaster = 0;
298 while(tries<15&&the_keymaster==NULL) { 366 while (tries < 15 && !the_keymaster)
299 i = (RANDOM()%(RP->Xsize-2))+1; 367 {
300 j = (RANDOM()%(RP->Ysize-2))+1; 368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
301 tries++; 370 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 372 }
373
304 /* if we don't find a good keymaster, drop the key on the ground. */ 374 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) { 375 if (!the_keymaster)
376 {
306 int freeindex; 377 int freeindex;
307 378
308 freeindex = -1; 379 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
310 kx = (RANDOM()%(RP->Xsize-2))+1; 381 {
311 ky = (RANDOM()%(RP->Ysize-2))+1; 382 kx = rndm (RP->Xsize - 2) + 1;
383 ky = rndm (RP->Ysize - 2) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
313 } 385 }
386
387 // can freeindex ever be < 0?
314 if(freeindex != -1) { 388 if (freeindex >= 0)
389 {
315 kx += freearr_x[freeindex]; 390 kx += freearr_x [freeindex];
316 ky += freearr_y[freeindex]; 391 ky += freearr_y [freeindex];
392 }
317 } 393 }
318 }
319 } 394 }
395 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 396 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 397 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 398 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 399 if (n_keys == 1)
400 {
324 if(wall_blocked(map,x,y)) return 0; 401 if (wall_blocked (map, x, y))
402 return 0;
403
325 the_keymaster=find_monster_in_room(map,x,y,RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 407 }
329 else { 408 else
409 {
330 int sum=0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
411
331 /* I'm lazy, so just try to place in all 4 directions. */ 412 /* 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); 413 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); 414 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); 415 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); 416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 419 { /* diagonally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 420 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); 421 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); 422 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); 423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 435 return 1;
344 }
345 } 436 }
346 437
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); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
355 return 1; 439 return 1;
356} 440}
357 441
358 442
359 443
360/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
361 445
362object *theMonsterToFind; 446object *theMonsterToFind;
363 447
364/* a recursive routine which will return a monster, eventually,if there is one. 448/* 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 */ 449 it does a check-off on the layout, converting 0's to 1's */
366 450
451object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453{
368 int i,j; 454 int i, j;
455
369 /* if we've found a monster already, leave */ 456 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 457 if (theMonsterToFind != NULL)
458 return theMonsterToFind;
371 459
372 /* bounds check x and y */ 460 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
462 return theMonsterToFind;
374 463
375 /* if the square is blocked or searched already, leave */ 464 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 466 return theMonsterToFind; /* might be NULL, that's fine. */
377 467
378 /* check the current square for a monster. If there is one, 468 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 469 set theMonsterToFind and return it. */
380 layout[x][y]=1; 470 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 {
382 object *the_monster = get_map_ob(map,x,y); 473 object *the_monster = GET_MAP_OB (map, x, y);
474
383 /* check off this point */ 475 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 476 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)) { 477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
478 {
386 theMonsterToFind=the_monster; 479 theMonsterToFind = the_monster;
387 return theMonsterToFind; 480 return theMonsterToFind;
388 } 481 }
389 } 482 }
390 483
391 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* 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++) { 485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 487 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; 488 if (theMonsterToFind != NULL)
489 return theMonsterToFind;
395 } 490 }
396 return theMonsterToFind; 491 return theMonsterToFind;
397} 492}
398 493
399 494
400/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
401 real work. */ 496 real work. */
402 497
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 498object *
499find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
500{
404 char **layout2; 501 char **layout2;
405 int i,j; 502 int i, j;
503
406 theMonsterToFind=0; 504 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 505 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 507 for (i = 0; i < RP->Xsize; i++)
508 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 510 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 511 if (wall_blocked (map, i, j))
413 } 512 layout2[i][j] = '#';
414 } 513 }
514
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 516
417 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 518 for (i = 0; i < RP->Xsize; i++)
419 free(layout2[i]); 519 free (layout2[i]);
420 } 520
421 free(layout2); 521 free (layout2);
422 522
423 return theMonsterToFind; 523 return theMonsterToFind;
424} 524}
425
426 525
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 526/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 527int *room_free_spots_x;
431int *room_free_spots_y; 528int *room_free_spots_y;
432int number_of_free_spots_in_room; 529int number_of_free_spots_in_room;
433 530
434/* the workhorse routine, which finds the free spots in a room: 531/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 532a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 533that datastructure. */
437 534void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 535find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
536{
439 int i,j; 537 int i, j;
440 538
441 /* bounds check x and y */ 539 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 540 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
541 return;
443 542
444 /* if the square is blocked or searched already, leave */ 543 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 544 if (layout[x][y] != 0)
545 return;
446 546
447 /* set the current square as checked, and add it to the list. 547 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 548 set theMonsterToFind and return it. */
449 /* check off this point */ 549 /* check off this point */
450 layout[x][y]=1; 550 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 551 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 552 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 553 number_of_free_spots_in_room++;
554
454 /* now search all the 8 squares around recursively for free spots,in random order */ 555 /* 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++) { 556 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); 557 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 558
459} 559}
460 560
461/* find a random non-blocked spot in this room to drop a key. */ 561/* find a random non-blocked spot in this room to drop a key. */
562void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 563find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
564{
463 char **layout2; 565 char **layout2;
464 int i,j; 566 int i, j;
567
465 number_of_free_spots_in_room=0; 568 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 569 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); 570 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 571
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 572 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 573 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 574 for (i = 0; i < RP->Xsize; i++)
575 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 576 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 577 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 578 if (wall_blocked (map, i, j))
475 } 579 layout2[i][j] = '#';
476 } 580 }
477 581
478 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
480 584
481 if(number_of_free_spots_in_room > 0) { 585 if (number_of_free_spots_in_room > 0)
586 {
482 i = RANDOM()%number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
483 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
485 } 590 }
486 591
487 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 593 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 594 free (layout2[i]);
490 } 595
491 free(layout2); 596 free (layout2);
492 free(room_free_spots_x); 597 free (room_free_spots_x);
493 free(room_free_spots_y); 598 free (room_free_spots_y);
494} 599}
495 600
496 601
497/* searches the map for a spot with walls around it. The more 602/* 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 603 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.*/ 604 it'll return 0 if no FREE spots are found.*/
500 605void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 606find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
607{
502 int x,y; 608 int x, y;
503 int i; 609 int i;
610
504 x = *cx;y=*cy; 611 x = *cx;
612 y = *cy;
505 613
506 for(i=0;i<=SIZEOFFREE1;i++) { 614 for (i = 0; i <= SIZEOFFREE1; i++)
615 {
507 int lx,ly,sindex; 616 int lx, ly, sindex;
617
508 lx = x +freearr_x[i]; 618 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 619 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 620 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 621 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 622 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 623 {
624 *cx = lx;
625 *cy = ly;
514 return; 626 return;
515 } 627 }
516 } 628 }
517 629
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 630 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 631 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 632 for (i = 0; i <= SIZEOFFREE1; i++)
633 {
521 int lx,ly,sindex; 634 int lx, ly, sindex;
635
522 lx = x +freearr_x[i]; 636 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 637 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 638 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 639 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 640 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 641 {
642 *cx = lx;
643 *cy = ly;
528 return; 644 return;
529 } 645 }
530 } 646 }
531 647
532 /* settle for one surround point */ 648 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 649 for (i = 0; i <= SIZEOFFREE1; i++)
650 {
534 int lx,ly,sindex; 651 int lx, ly, sindex;
652
535 lx = x +freearr_x[i]; 653 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 654 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 655 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 656 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 657 if (sindex)
540 *cx= lx;*cy= ly; 658 {
659 *cx = lx;
660 *cy = ly;
541 return; 661 return;
542 } 662 }
543 } 663 }
544 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 666
667 if (i != -1)
668 {
547 *cx = x +freearr_x[i]; 669 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 670 *cy = y + freearr_y[i];
549 return;
550 } 671 }
672 else
673 {
551 /* indicate failure */ 674 /* indicate failure */
552 *cx=*cy=-1; 675 *cx = -1;
676 *cy = -1;
677 }
553} 678}
554 679
555 680void
556void remove_monsters(int x,int y,mapstruct *map) { 681remove_monsters (int x, int y, maptile *map)
682{
557 object *tmp; 683 object *tmp;
558 684
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 687 {
562 remove_ob(tmp); 688 if (tmp->head)
563 free_object(tmp); 689 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 690 tmp->remove ();
691 tmp->destroy ();
692 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 693 if (tmp == NULL)
694 break;
566 }; 695 };
567} 696}
568
569 697
570/* surrounds the point x,y by doors, so as to enclose something, like 698/* 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 699 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
573 701object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{
575 int i; 704 int i;
576 char *doors[2]; 705 const char *doors[2];
577 object **doorlist; 706 object **doorlist;
578 int ndoors_made=0; 707 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 709
581 /* this is a list we pick from, for horizontal and vertical doors */ 710 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 711 if (opts & DOORED)
712 {
583 doors[0]="locked_door2"; 713 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 714 doors[1] = "locked_door1";
585 } 715 }
586 else { 716 else
717 {
587 doors[0]="door_1"; 718 doors[0] = "door_1";
588 doors[1]="door_2"; 719 doors[1] = "door_2";
589 } 720 }
590 721
591 /* place doors in all the 8 adjacent unblocked squares. */ 722 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 723 for (i = 1; i < 9; i++)
724 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 726
595 if(!wall_blocked(map,x1,y1) 727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 728 { /* place a door */
729 remove_monsters (x1, y1, map);
730
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
598 new_door->x = x + freearr_x[i]; 732 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; 733 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 734 ndoors_made++;
604 } 735 }
605 } 736 }
737
606 return doorlist; 738 return doorlist;
607} 739}
608 740
609 741
610/* returns the first door in this square, or NULL if there isn't a door. */ 742/* returns the first door in this square, or NULL if there isn't a door. */
743object *
611object *door_in_square(mapstruct *map,int x,int y) { 744door_in_square (maptile *map, int x, int y)
745{
612 object *tmp; 746 object *tmp;
747
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp;
615 return NULL; 751 return NULL;
616} 752}
617
618 753
619/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
755void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
757{
621 int i,j; 758 int i, j;
622 object *door; 759 object *door;
623 760
624 /* bounds check x and y */ 761 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 762 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
763 return;
626 764
627 /* if the square is blocked or searched already, leave */ 765 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 766 if (layout[x][y] == 1)
767 return;
629 768
630 /* check off this point */ 769 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 770 if (layout[x][y] == '#')
771 { /* there could be a door here */
632 layout[x][y]=1; 772 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 773 door = door_in_square (map, x, y);
634 if(door!=NULL) { 774 if (door)
775 {
635 doorlist[*ndoors]=door; 776 doorlist[*ndoors] = door;
777
636 if(*ndoors>254) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
637 { 779 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 781 return;
640 } 782 }
783
641 *ndoors=*ndoors+1; 784 *ndoors = *ndoors + 1;
642 } 785 }
643 } 786 }
644 else { 787 else
788 {
645 layout[x][y]=1; 789 layout[x][y] = 1;
790
646 /* now search all the 8 squares around recursively for free spots,in random order */ 791 /* 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++) { 792 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); 793 find_doors_in_room_recursive (layout, map,
649 } 794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 doorlist, ndoors, RP);
650 } 796 }
651} 797}
652 798
653/* find a random non-blocked spot in this room to drop a key. */ 799/* 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) { 800object **
655 char **layout2; 801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
656 object **doorlist; 802{
657 int i,j; 803 int i, j;
658 int ndoors=0; 804 int ndoors = 0;
659 805
660 doorlist = (object **)calloc(sizeof(int),256); 806 object **doorlist = (object **) calloc (sizeof (int), 1024);
661 807
808 MazeData layout2 (RP->Xsize, RP->Ysize);
662 809
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 811 for (i = 0; i < RP->Xsize; i++)
666 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 if (wall_blocked (map, i, j))
669 } 814 layout2[i][j] = '#';
670 } 815
671
672 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 818
675 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) {
677 free(layout2[i]);
678 }
679 free(layout2);
680 return doorlist; 819 return doorlist;
681} 820}
682
683
684 821
685/* locks and/or hides all the doors in doorlist, or does nothing if 822/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
687 824void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
826{
689 object *door; 827 object *door;
690 int i; 828 int i;
829
691 /* lock the doors and hide the keys. */ 830 /* lock the doors and hide the keys. */
692 831
693 if(opts & DOORED) { 832 if (opts & DOORED)
833 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
835 {
695 object *new_door=get_archetype("locked_door1"); 836 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 837 char keybuf[1024];
838
697 door=doorlist[i]; 839 door = doorlist[i];
698 new_door->face = door->face; 840 new_door->face = door->face;
699 new_door->x = door->x; 841 new_door->x = door->x;
700 new_door->y = door->y; 842 new_door->y = door->y;
701 remove_ob(door); 843 door->remove ();
702 free_object(door); 844 door->destroy ();
703 doorlist[i]=new_door; 845 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 846 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 847 sprintf (keybuf, "%d", rndm (1000000000));
706 new_door->slaying = keybuf; 848 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 850 }
709 } 851 }
710 852
711 /* change the faces of the doors and surrounding walls to hide them. */ 853 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 854 if (opts & HIDDEN)
855 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 856 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
857 {
714 object *wallface; 858 object *wallface;
859
715 door=doorlist[i]; 860 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 861 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 862 if (wallface != NULL)
863 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 868 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 869 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 870 wallface->remove ();
871 wallface->destroy ();
872 }
725 } 873 }
726 }
727 } 874 }
728} 875}

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