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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 1.38 by root, Sun May 4 14:12:38 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 (rmg_rndm (x) + rmg_rndm (x) + rmg_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 = rmg_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 (rmg_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
163 default:
164 {
165 int i, j, tries;
166 object *chest;
118 object **doorlist; 167 object **doorlist;
119 object *chest; 168
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 169 i = j = -1;
121 /* don't put a chest on an exit. */ 170 tries = 0;
171 while (i == -1 && tries < 100)
172 {
173 i = rmg_rndm (RP->Xsize - 2) + 1;
174 j = rmg_rndm (RP->Ysize - 2) + 1;
175 find_enclosed_spot (map, &i, &j, RP);
176
177 if (wall_blocked (map, i, j))
178 i = -1;
179
180 tries++;
181 }
182
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 184
185 if (!chest)
186 return;
187
188 i = chest->x;
189 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 190 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 191 {
192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 193 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 194 free (doorlist);
128 } 195 }
129 } 196 }
130 } 197 }
198 }
199 else
200 { /* DIFFUSE treasure layout */
201 int ti, i, j;
202
203 for (ti = 0; ti < num_treasures; ti++)
131 } 204 {
132 break; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 206 j = rmg_rndm (RP->Ysize - 2) + 1;
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;
142 j = RANDOM()%(RP->Ysize-2)+1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 208 }
165 } 209 }
166} 210}
167
168
169 211
170/* put a chest into the map, near x and y, with the treasure style 212/* 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, 213 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 */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
173 215object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 217{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 219
180 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 221 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 222 if (i == -1)
183 free_object(the_chest); 223 {
224 the_chest->destroy ();
184 return NULL; 225 return NULL;
185 } 226 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 227
228 int xl = x + freearr_x[i];
229 int yl = y + freearr_y[i];
187 230
188 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 232 if (wall_blocked (map, xl, yl))
190 233 return 0;
191 234
192 /* put the treasures in the chest. */ 235 /* put the treasures in the chest. */
193 /* if(style_map) { */ 236 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 237#if 0 /* don't use treasure style maps for now! */
195 int ti; 238 int ti;
239
196 /* if treasurestyle lists a treasure list, use it. */ 240 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
242
198 if(tlist!=NULL) 243 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 244 for (ti = 0; ti < n_treasures; ti++)
245 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
247
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 248 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 249 }
203 else { /* use the style map */ 250 else
251 { /* use the style map */
252 the_chest->randomitems = tlist;
253 the_chest->stats.hp = n_treasures;
254 }
255#endif
256 { /* neither style_map no treasure list given */
257 treasurelist *tlist = treasurelist::find ("chest");
258
204 the_chest->randomitems=tlist; 259 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
206 } 261 }
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 }
213 262
214 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 264 if (treasureoptions & TRAPPED)
265 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 267
218 if(trap_map) { 268 if (trap_map)
219 the_trap= pick_random_object(trap_map); 269 {
270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
220 the_trap->stats.Cha = 10+RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
222 if(the_trap) { 275 if (the_trap)
223 object *new_trap; 276 {
224 new_trap = arch_to_object(the_trap->arch); 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 278
226 new_trap->x = x; 279 new_trap->x = x;
227 new_trap->y = y; 280 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
282 }
229 } 283 }
230 }
231 } 284 }
232 285
233 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 287 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 288 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
290 {
238 char keybuf[256]; 291 char keybuf[1024];
239 sprintf(keybuf,"%d",(int)RANDOM()); 292
293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
240 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 296 }
243 297
244 /* actually place the chest. */ 298 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 299 the_chest->x = xl;
300 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 301 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 302 return the_chest;
248} 303}
249 304
250 305
251/* finds the closest monster and returns him, regardless of doors 306/* finds the closest monster and returns him, regardless of doors
252 or walls */ 307 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 308object *
309find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
310{
254 int i; 311 int i;
312
255 for(i=0;i<SIZEOFFREE;i++) { 313 for (i = 0; i < SIZEOFFREE; i++)
314 {
256 int lx,ly; 315 int lx, ly;
316
257 lx=x+freearr_x[i]; 317 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 318 ly = y + freearr_y[i];
259 /* boundscheck */ 319 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 320 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 321 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 322 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
323 {
263 object *the_monster=get_map_ob(map,lx,ly); 324 object *the_monster = GET_MAP_OB (map, lx, ly);
325
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 326 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)) 327 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 328 return the_monster;
329 }
267 } 330 }
268 }
269 return NULL; 331 return NULL;
270} 332}
271 333
272 334
273 335
274/* places keys in the map, preferably in something alive. 336/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 337 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 338 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. 341 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 342
281 The idea is that you call keyplace on x,y where a door is, and it'll make 343 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. 344 sure a key is placed on both sides of the door.
283*/ 345*/
284 346int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 347keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
348{
286 int i,j; 349 int i, j;
287 int kx,ky; 350 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
289 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 object *the_key = archetype::get (shstr_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 = rmg_rndm (RP->Xsize - 2) + 1;
365 j = rmg_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 = rmg_rndm (RP->Xsize - 2) + 1;
379 ky = rmg_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 = rmg_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 }
487
396 return theMonsterToFind; 488 return theMonsterToFind;
397} 489}
398
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. */
493object *
494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
495{
496 Layout layout2 (RP);
402 497
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 498 layout2->clear ();
404 char **layout2; 499
405 int i,j;
406 theMonsterToFind=0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 500 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 501 for (int i = 0; i < layout2->w; i++)
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 502 for (int j = 0; j < layout2->h; j++)
411 for(j=0;j<RP->Ysize;j++) { 503 if (wall_blocked (map, i, j))
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 504 layout2[i][j] = '#';
413 } 505
414 } 506 theMonsterToFind = 0;
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 508
417 /* deallocate the temp. layout */ 509 layout2.free ();
418 for(i=0;i<RP->Xsize;i++) {
419 free(layout2[i]);
420 }
421 free(layout2);
422 510
423 return theMonsterToFind; 511 return theMonsterToFind;
424} 512}
425
426 513
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 515int *room_free_spots_x;
431int *room_free_spots_y; 516int *room_free_spots_y;
432int number_of_free_spots_in_room; 517int number_of_free_spots_in_room;
433 518
434/* the workhorse routine, which finds the free spots in a room: 519/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 520a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 521that datastructure. */
437 522void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{
439 int i,j; 525 int i, j;
440 526
441 /* bounds check x and y */ 527 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 528 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
529 return;
443 530
444 /* if the square is blocked or searched already, leave */ 531 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 532 if (layout[x][y] != 0)
533 return;
446 534
447 /* set the current square as checked, and add it to the list. 535 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 536 set theMonsterToFind and return it. */
449 /* check off this point */ 537 /* check off this point */
450 layout[x][y]=1; 538 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
542
454 /* now search all the 8 squares around recursively for free spots,in random order */ 543 /* 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++) { 544 for (i = rmg_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); 545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 546
459} 547}
460 548
461/* find a random non-blocked spot in this room to drop a key. */ 549/* find a random non-blocked spot in this room to drop a key. */
550void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 551find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
552{
463 char **layout2; 553 char **layout2;
464 int i,j; 554 int i, j;
555
465 number_of_free_spots_in_room=0; 556 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 557 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); 558 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 559
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 560 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 561 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 562 for (i = 0; i < RP->Xsize; i++)
563 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 564 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 565 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 566 if (wall_blocked (map, i, j))
475 } 567 layout2[i][j] = '#';
476 } 568 }
477 569
478 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
480 572
481 if(number_of_free_spots_in_room > 0) { 573 if (number_of_free_spots_in_room > 0)
574 {
482 i = RANDOM()%number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
483 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
485 } 578 }
486 579
487 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 581 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 582 free (layout2[i]);
490 } 583
491 free(layout2); 584 free (layout2);
492 free(room_free_spots_x); 585 free (room_free_spots_x);
493 free(room_free_spots_y); 586 free (room_free_spots_y);
494} 587}
495 588
496 589
497/* searches the map for a spot with walls around it. The more 590/* 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 591 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.*/ 592 it'll return 0 if no FREE spots are found.*/
500 593void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 594find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
595{
502 int x,y; 596 int x, y;
503 int i; 597 int i;
598
504 x = *cx;y=*cy; 599 x = *cx;
600 y = *cy;
505 601
506 for(i=0;i<=SIZEOFFREE1;i++) { 602 for (i = 0; i <= SIZEOFFREE1; i++)
603 {
507 int lx,ly,sindex; 604 int lx, ly, sindex;
605
508 lx = x +freearr_x[i]; 606 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 607 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 608 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 609 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 610 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 611 {
612 *cx = lx;
613 *cy = ly;
514 return; 614 return;
515 } 615 }
516 } 616 }
517 617
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 618 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 619 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 620 for (i = 0; i <= SIZEOFFREE1; i++)
621 {
521 int lx,ly,sindex; 622 int lx, ly, sindex;
623
522 lx = x +freearr_x[i]; 624 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 625 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 626 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 627 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 628 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 629 {
630 *cx = lx;
631 *cy = ly;
528 return; 632 return;
529 } 633 }
530 } 634 }
531 635
532 /* settle for one surround point */ 636 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 637 for (i = 0; i <= SIZEOFFREE1; i++)
638 {
534 int lx,ly,sindex; 639 int lx, ly, sindex;
640
535 lx = x +freearr_x[i]; 641 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 642 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 643 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 644 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 645 if (sindex)
540 *cx= lx;*cy= ly; 646 {
647 *cx = lx;
648 *cy = ly;
541 return; 649 return;
542 } 650 }
543 } 651 }
544 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 653 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 654
655 if (i != -1)
656 {
547 *cx = x +freearr_x[i]; 657 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 658 *cy = y + freearr_y[i];
549 return;
550 } 659 }
660 else
661 {
551 /* indicate failure */ 662 /* indicate failure */
552 *cx=*cy=-1; 663 *cx = -1;
664 *cy = -1;
665 }
553} 666}
554 667
555 668void
556void remove_monsters(int x,int y,mapstruct *map) { 669remove_monsters (int x, int y, maptile *map)
670{
557 object *tmp; 671 object *tmp;
558 672
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 673 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 674 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 675 {
562 remove_ob(tmp); 676 if (tmp->head)
563 free_object(tmp); 677 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 678 tmp->remove ();
679 tmp->destroy ();
680 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 681 if (tmp == NULL)
682 break;
566 }; 683 };
567} 684}
568
569 685
570/* surrounds the point x,y by doors, so as to enclose something, like 686/* 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 687 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
573 689object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
691{
575 int i; 692 int i;
576 char *doors[2]; 693 const char *doors[2];
577 object **doorlist; 694 object **doorlist;
578 int ndoors_made=0; 695 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 697
581 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 699 if (opts & DOORED)
700 {
583 doors[0]="locked_door2"; 701 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 702 doors[1] = "locked_door1";
585 } 703 }
586 else { 704 else
705 {
587 doors[0]="door_1"; 706 doors[0] = "door_1";
588 doors[1]="door_2"; 707 doors[1] = "door_2";
589 } 708 }
590 709
591 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 711 for (i = 1; i < 9; i++)
712 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 714
595 if(!wall_blocked(map,x1,y1) 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
598 new_door->x = x + freearr_x[i]; 720 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; 721 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 722 ndoors_made++;
604 } 723 }
605 } 724 }
725
606 return doorlist; 726 return doorlist;
607} 727}
608 728
609 729
610/* returns the first door in this square, or NULL if there isn't a door. */ 730/* returns the first door in this square, or NULL if there isn't a door. */
731object *
611object *door_in_square(mapstruct *map,int x,int y) { 732door_in_square (maptile *map, int x, int y)
733{
612 object *tmp; 734 object *tmp;
735
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
738 return tmp;
615 return NULL; 739 return NULL;
616} 740}
617
618 741
619/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
743void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
745{
621 int i,j; 746 int i, j;
622 object *door; 747 object *door;
623 748
624 /* bounds check x and y */ 749 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 750 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
751 return;
626 752
627 /* if the square is blocked or searched already, leave */ 753 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 754 if (layout[x][y] == 1)
755 return;
629 756
630 /* check off this point */ 757 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 758 if (layout[x][y] == '#')
759 { /* there could be a door here */
632 layout[x][y]=1; 760 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 761 door = door_in_square (map, x, y);
634 if(door!=NULL) { 762 if (door)
763 {
635 doorlist[*ndoors]=door; 764 doorlist[*ndoors] = door;
765
636 if(*ndoors>254) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
637 { 767 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 769 return;
640 } 770 }
771
641 *ndoors=*ndoors+1; 772 *ndoors = *ndoors + 1;
642 } 773 }
643 } 774 }
644 else { 775 else
776 {
645 layout[x][y]=1; 777 layout[x][y] = 1;
778
646 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* 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++) { 780 for (i = rmg_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); 781 find_doors_in_room_recursive (layout, map,
649 } 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
650 } 784 }
651} 785}
652 786
653/* find a random non-blocked spot in this room to drop a key. */ 787/* 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) { 788object **
655 char **layout2; 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
656 object **doorlist; 790{
657 int i,j; 791 int i, j;
658 int ndoors=0; 792 int ndoors = 0;
659 793
660 doorlist = (object **)calloc(sizeof(int),256); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
661 795
796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
662 798
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 800 for (i = 0; i < RP->Xsize; i++)
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 801 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
669 } 803
670 }
671
672 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 806
675 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) {
677 free(layout2[i]);
678 }
679 free(layout2);
680 return doorlist; 807 return doorlist;
681} 808}
682
683
684 809
685/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
687 812void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
814{
689 object *door; 815 object *door;
690 int i; 816 int i;
817
691 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
692 819
693 if(opts & DOORED) { 820 if (opts & DOORED)
821 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 822 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
823 {
695 object *new_door=get_archetype("locked_door1"); 824 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 825 char keybuf[1024];
826
697 door=doorlist[i]; 827 door = doorlist[i];
698 new_door->face = door->face; 828 new_door->face = door->face;
699 new_door->x = door->x; 829 new_door->x = door->x;
700 new_door->y = door->y; 830 new_door->y = door->y;
701 remove_ob(door); 831 door->remove ();
702 free_object(door); 832 door->destroy ();
703 doorlist[i]=new_door; 833 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 834 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
706 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 837 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 838 }
709 } 839 }
710 840
711 /* change the faces of the doors and surrounding walls to hide them. */ 841 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 842 if (opts & HIDDEN)
843 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 {
714 object *wallface; 846 object *wallface;
847
715 door=doorlist[i]; 848 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 849 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 850 if (wallface != NULL)
851 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
722 door->face = wallface->face; 857 door->face = wallface->face;
858
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 860 wallface->remove ();
861
862 wallface->destroy ();
863 }
725 } 864 }
726 }
727 } 865 }
728} 866}

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