ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.5 by root, Thu Sep 14 21:16:12 2006 UTC

1
1/* 2/*
2 * static char *rcsid_treasure_c = 3 * static char *rcsid_treasure_c =
3 * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; 4 * "$Id: treasure.C,v 1.5 2006/09/14 21:16:12 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
34#include <random_map.h> 35#include <random_map.h>
35#include <rproto.h> 36#include <rproto.h>
36 37
37/* some defines for various options which can be set. */ 38/* some defines for various options which can be set. */
38 39
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 40#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 41#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 42#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 43#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 44#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 45#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 46#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 47#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 48#define LAST_OPTION 64 /* set this to the last real option, for random */
48 49
49#define NO_PASS_DOORS 0 50#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 51#define PASS_DOORS 1
51 52
52 53
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 54/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 55 * and doors but not monsters.
55 * This function is not map tile aware. 56 * This function is not map tile aware.
56 */ 57 */
57 58
59int
58int wall_blocked(mapstruct *m, int x, int y) { 60wall_blocked (mapstruct *m, int x, int y)
61{
59 int r; 62 int r;
60 63
61 if(OUT_OF_REAL_MAP(m,x,y)) 64 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1; 65 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; 66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 67 return r;
65} 68}
66 69
67/* place treasures in the map, given the 70/* place treasures in the map, given the
68map, (required) 71map, (required)
69layout, (required) 72layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 73treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 74treasureoptions (may be 0 for random choices or positive)
72*/ 75*/
73 76
77void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP)
79{
75 char styledirname[256]; 80 char styledirname[256];
76 char stylefilepath[256]; 81 char stylefilepath[256];
77 mapstruct *style_map=0; 82 mapstruct *style_map = 0;
78 int num_treasures; 83 int num_treasures;
79 84
80 /* bail out if treasure isn't wanted. */ 85 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 86 if (treasure_style)
87 if (!strcmp (treasure_style, "none"))
88 return;
89 if (treasureoptions <= 0)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 90 treasureoptions = RANDOM () % (2 * LAST_OPTION);
83 91
84 /* filter out the mutually exclusive options */ 92 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 94 {
95 if (RANDOM () % 2)
96 treasureoptions -= 1;
97 else
87 else treasureoptions-=2;} 98 treasureoptions -= 2;
99 }
88 100
89 /* pick the number of treasures */ 101 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 102 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 104 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
95 108
96 if(num_treasures <= 0 ) return; 109 if (num_treasures <= 0)
110 return;
97 111
98 /* get the style map */ 112 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 113 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 115 style_map = find_style (styledirname, treasure_style, -1);
102 116
103 /* all the treasure at one spot in the map. */ 117 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 118 if (treasureoptions & CONCENTRATED)
119 {
105 120
106 /* map_layout_style global, and is previously set */ 121 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 122 switch (RP->map_layout_style)
123 {
108 case ONION_LAYOUT: 124 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT: 125 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT: 126 case SQUARE_SPIRAL_LAYOUT:
111 { 127 {
112 int i,j; 128 int i, j;
129
113 /* search the onion for C's or '>', and put treasure there. */ 130 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 131 for (i = 0; i < RP->Xsize; i++)
132 {
115 for(j=0;j<RP->Ysize;j++) { 133 for (j = 0; j < RP->Ysize; j++)
134 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 135 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 {
117 int tdiv = RP->symmetry_used; 137 int tdiv = RP->symmetry_used;
118 object **doorlist; 138 object **doorlist;
119 object *chest; 139 object *chest;
140
141 if (tdiv == 3)
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 142 tdiv = 2; /* this symmetry uses a divisor of 2 */
121 /* don't put a chest on an exit. */ 143 /* don't put a chest on an exit. */
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
145 if (!chest)
123 if(!chest) continue; /* if no chest was placed NEXT */ 146 continue; /* if no chest was placed NEXT */
124 if(treasureoptions & (DOORED|HIDDEN)) { 147 if (treasureoptions & (DOORED | HIDDEN))
148 {
125 doorlist=find_doors_in_room(map,i,j,RP); 149 doorlist = find_doors_in_room (map, i, j, RP);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 150 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 151 free (doorlist);
152 }
153 }
154 }
155 }
156 break;
128 } 157 }
158 default:
159 {
160 int i, j, tries;
161 object *chest;
162 object **doorlist;
163
164 i = j = -1;
165 tries = 0;
166 while (i == -1 && tries < 100)
167 {
168 i = RANDOM () % (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP);
171 if (wall_blocked (map, i, j))
172 i = -1;
173 tries++;
174 }
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
176 if (!chest)
177 return;
178 i = chest->x;
179 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN))
181 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist);
185 }
129 } 186 }
130 } 187 }
188 }
189 else
190 { /* DIFFUSE treasure layout */
191 int ti, i, j;
192
193 for (ti = 0; ti < num_treasures; ti++)
131 } 194 {
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; 195 i = RANDOM () % (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 196 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); 197 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 198 }
165 } 199 }
166} 200}
167 201
168 202
169 203
170/* put a chest into the map, near x and y, with the treasure style 204/* 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, 205 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 */ 206 if the global variable "treasurestyle" is set to that treasure list's name */
173 207
208object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP)
210{
175 object *the_chest; 211 object *the_chest;
176 int i,xl,yl; 212 int i, xl, yl;
177 213
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 214 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 215
180 /* first, find a place to put the chest. */ 216 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 217 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 218 if (i == -1)
219 {
183 free_object(the_chest); 220 free_object (the_chest);
184 return NULL; 221 return NULL;
185 } 222 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 223 xl = x + freearr_x[i];
224 yl = y + freearr_y[i];
187 225
188 /* if the placement is blocked, return a fail. */ 226 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 227 if (wall_blocked (map, xl, yl))
190 228 return 0;
191 229
230
192 /* put the treasures in the chest. */ 231 /* put the treasures in the chest. */
193 /* if(style_map) { */ 232 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 233#if 0 /* don't use treasure style maps for now! */
195 int ti; 234 int ti;
235
196 /* if treasurestyle lists a treasure list, use it. */ 236 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 237 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238
198 if(tlist!=NULL) 239 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 240 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 242 object *new_treasure = pick_random_object (style_map);
243
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 245 }
203 else { /* use the style map */ 246 else
247 { /* use the style map */
248 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures;
250 }
251#endif
252 else
253 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest");
255
204 the_chest->randomitems=tlist; 256 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
206 } 258 }
207#endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213 259
214 /* stick a trap in the chest if required */ 260 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 261 if (treasureoptions & TRAPPED)
262 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 264 object *the_trap;
265
218 if(trap_map) { 266 if (trap_map)
267 {
219 the_trap= pick_random_object(trap_map); 268 the_trap = pick_random_object (trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
222 if(the_trap) { 271 if (the_trap)
272 {
223 object *new_trap; 273 object *new_trap;
274
224 new_trap = arch_to_object(the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 276 copy_object (new_trap, the_trap);
226 new_trap->x = x; 277 new_trap->x = x;
227 new_trap->y = y; 278 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 279 insert_ob_in_ob (new_trap, the_chest);
280 }
229 } 281 }
230 }
231 } 282 }
232 283
233 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 285 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 286 there's only 1 treasure.... */
236 287
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 {
238 char keybuf[256]; 290 char keybuf[256];
291
239 sprintf(keybuf,"%d",(int)RANDOM()); 292 sprintf (keybuf, "%d", (int) RANDOM ());
240 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 295 }
243 296
244 /* actually place the chest. */ 297 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 298 the_chest->x = xl;
299 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 300 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 301 return the_chest;
248} 302}
249 303
250 304
251/* finds the closest monster and returns him, regardless of doors 305/* finds the closest monster and returns him, regardless of doors
252 or walls */ 306 or walls */
307object *
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP)
309{
254 int i; 310 int i;
311
255 for(i=0;i<SIZEOFFREE;i++) { 312 for (i = 0; i < SIZEOFFREE; i++)
313 {
256 int lx,ly; 314 int lx, ly;
315
257 lx=x+freearr_x[i]; 316 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 317 ly = y + freearr_y[i];
259 /* boundscheck */ 318 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 320 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 {
263 object *the_monster=get_map_ob(map,lx,ly); 323 object *the_monster = get_map_ob (map, lx, ly);
324
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 327 return the_monster;
328 }
267 } 329 }
268 }
269 return NULL; 330 return NULL;
270} 331}
271 332
272 333
273 334
274/* places keys in the map, preferably in something alive. 335/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 336 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 341
281 The idea is that you call keyplace on x,y where a door is, and it'll make 342 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
283*/ 344*/
284 345
346int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
348{
286 int i,j; 349 int i, j;
287 int kx,ky; 350 int kx, ky;
288 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 352 object *the_key;
290 353
291 /* get a key and set its keycode */ 354 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 355 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 356 the_key->slaying = keycode;
294 357
295 if(door_flag==PASS_DOORS) { 358 if (door_flag == PASS_DOORS)
359 {
296 int tries=0; 360 int tries = 0;
361
297 the_keymaster=NULL; 362 the_keymaster = NULL;
298 while(tries<15&&the_keymaster==NULL) { 363 while (tries < 15 && the_keymaster == NULL)
364 {
299 i = (RANDOM()%(RP->Xsize-2))+1; 365 i = (RANDOM () % (RP->Xsize - 2)) + 1;
300 j = (RANDOM()%(RP->Ysize-2))+1; 366 j = (RANDOM () % (RP->Ysize - 2)) + 1;
301 tries++; 367 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 368 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 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 == NULL)
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++)
377 {
310 kx = (RANDOM()%(RP->Xsize-2))+1; 378 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
311 ky = (RANDOM()%(RP->Ysize-2))+1; 379 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 380 freeindex = find_first_free_spot (the_key, map, kx, ky);
313 } 381 }
314 if(freeindex != -1) { 382 if (freeindex != -1)
383 {
315 kx += freearr_x[freeindex]; 384 kx += freearr_x[freeindex];
316 ky += freearr_y[freeindex]; 385 ky += freearr_y[freeindex];
386 }
317 } 387 }
318 }
319 } 388 }
389 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 390 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 391 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 392 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 393 if (n_keys == 1)
394 {
324 if(wall_blocked(map,x,y)) return 0; 395 if (wall_blocked (map, x, y))
396 return 0;
325 the_keymaster=find_monster_in_room(map,x,y,RP); 397 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 399 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 400 }
329 else { 401 else
402 {
330 int sum=0; /* count how many keys we actually place */ 403 int sum = 0; /* count how many keys we actually place */
404
331 /* I'm lazy, so just try to place in all 4 directions. */ 405 /* 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); 406 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); 407 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); 408 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); 409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 410 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 411 { /* diagnoally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
339 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); 413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
340 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); 414 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); 415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 416 }
417 return 1;
418 }
419 }
420
421 if (the_keymaster == NULL)
422 {
423 the_key->x = kx;
424 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 426 return 1;
344 }
345 } 427 }
346 428
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); 429 insert_ob_in_ob (the_key, the_keymaster);
355 return 1; 430 return 1;
356} 431}
357 432
358 433
359 434
360/* both find_monster_in_room routines need to have access to this. */ 435/* both find_monster_in_room routines need to have access to this. */
361 436
362object *theMonsterToFind; 437object *theMonsterToFind;
363 438
364/* a recursive routine which will return a monster, eventually,if there is one. 439/* 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 */ 440 it does a check-off on the layout, converting 0's to 1's */
366 441
442object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP)
444{
368 int i,j; 445 int i, j;
446
369 /* if we've found a monster already, leave */ 447 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 448 if (theMonsterToFind != NULL)
449 return theMonsterToFind;
371 450
372 /* bounds check x and y */ 451 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 452 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
453 return theMonsterToFind;
374 454
375 /* if the square is blocked or searched already, leave */ 455 /* if the square is blocked or searched already, leave */
456 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 457 return theMonsterToFind; /* might be NULL, that's fine. */
377 458
378 /* check the current square for a monster. If there is one, 459 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 460 set theMonsterToFind and return it. */
380 layout[x][y]=1; 461 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 {
382 object *the_monster = get_map_ob(map,x,y); 464 object *the_monster = get_map_ob (map, x, y);
465
383 /* check off this point */ 466 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 467 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)) { 468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 {
386 theMonsterToFind=the_monster; 470 theMonsterToFind = the_monster;
387 return theMonsterToFind; 471 return theMonsterToFind;
388 } 472 }
389 } 473 }
390 474
391 /* now search all the 8 squares around recursively for a monster,in random order */ 475 /* 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++) { 476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 478 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; 479 if (theMonsterToFind != NULL)
480 return theMonsterToFind;
395 } 481 }
396 return theMonsterToFind; 482 return theMonsterToFind;
397} 483}
398 484
399 485
400/* sets up some data structures: the _recursive form does the 486/* sets up some data structures: the _recursive form does the
401 real work. */ 487 real work. */
402 488
489object *
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP)
491{
404 char **layout2; 492 char **layout2;
405 int i,j; 493 int i, j;
494
406 theMonsterToFind=0; 495 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 496 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 497 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 498 for (i = 0; i < RP->Xsize; i++)
499 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 501 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 502 {
413 } 503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
505 }
414 } 506 }
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 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 510 for (i = 0; i < RP->Xsize; i++)
511 {
419 free(layout2[i]); 512 free (layout2[i]);
420 } 513 }
421 free(layout2); 514 free (layout2);
422 515
423 return theMonsterToFind; 516 return theMonsterToFind;
424} 517}
425
426 518
427
428 519
520
521
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 523int *room_free_spots_x;
431int *room_free_spots_y; 524int *room_free_spots_y;
432int number_of_free_spots_in_room; 525int number_of_free_spots_in_room;
433 526
434/* the workhorse routine, which finds the free spots in a room: 527/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 528a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 529that datastructure. */
437 530
531void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP)
533{
439 int i,j; 534 int i, j;
440 535
441 /* bounds check x and y */ 536 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
538 return;
443 539
444 /* if the square is blocked or searched already, leave */ 540 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 541 if (layout[x][y] != 0)
542 return;
446 543
447 /* set the current square as checked, and add it to the list. 544 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 545 set theMonsterToFind and return it. */
449 /* check off this point */ 546 /* check off this point */
450 layout[x][y]=1; 547 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
454 /* now search all the 8 squares around recursively for free spots,in random order */ 551 /* now search all the 8 squares around recursively for free spots,in random order */
455 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 {
456 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 } 555 }
458 556
459} 557}
460 558
461/* find a random non-blocked spot in this room to drop a key. */ 559/* find a random non-blocked spot in this room to drop a key. */
560void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP)
562{
463 char **layout2; 563 char **layout2;
464 int i,j; 564 int i, j;
565
465 number_of_free_spots_in_room=0; 566 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 567 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); 568 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 569
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 570 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 571 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 572 for (i = 0; i < RP->Xsize; i++)
573 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 575 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 576 {
475 } 577 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#';
579 }
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 = RANDOM () % 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++)
594 {
489 free(layout2[i]); 595 free (layout2[i]);
490 } 596 }
491 free(layout2); 597 free (layout2);
492 free(room_free_spots_x); 598 free (room_free_spots_x);
493 free(room_free_spots_y); 599 free (room_free_spots_y);
494} 600}
495 601
496 602
497/* searches the map for a spot with walls around it. The more 603/* 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 604 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.*/ 605 it'll return 0 if no FREE spots are found.*/
500 606
607void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP)
609{
502 int x,y; 610 int x, y;
503 int i; 611 int i;
612
504 x = *cx;y=*cy; 613 x = *cx;
614 y = *cy;
505 615
506 for(i=0;i<=SIZEOFFREE1;i++) { 616 for (i = 0; i <= SIZEOFFREE1; i++)
617 {
507 int lx,ly,sindex; 618 int lx, ly, sindex;
619
508 lx = x +freearr_x[i]; 620 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 621 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 622 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 624 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 625 {
626 *cx = lx;
627 *cy = ly;
514 return; 628 return;
515 } 629 }
516 } 630 }
517 631
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 632 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 633 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 634 for (i = 0; i <= SIZEOFFREE1; i++)
635 {
521 int lx,ly,sindex; 636 int lx, ly, sindex;
637
522 lx = x +freearr_x[i]; 638 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 639 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 640 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 641 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 642 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 643 {
644 *cx = lx;
645 *cy = ly;
646 return;
647 }
648 }
649
650 /* settle for one surround point */
651 for (i = 0; i <= SIZEOFFREE1; i++)
652 {
653 int lx, ly, sindex;
654
655 lx = x + freearr_x[i];
656 ly = y + freearr_y[i];
657 sindex = surround_flag3 (map, lx, ly, RP);
658 /* if it's blocked on 3 sides, it's enclosed */
659 if (sindex)
660 {
661 *cx = lx;
662 *cy = ly;
663 return;
664 }
665 }
666 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y);
668 if (i != -1 && i <= SIZEOFFREE1)
669 {
670 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i];
528 return; 672 return;
529 } 673 }
530 }
531
532 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) {
534 int lx,ly,sindex;
535 lx = x +freearr_x[i];
536 ly = y +freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP);
538 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) {
540 *cx= lx;*cy= ly;
541 return;
542 }
543 }
544 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y);
546 if(i!=-1&&i<=SIZEOFFREE1) {
547 *cx = x +freearr_x[i];
548 *cy = y +freearr_y[i];
549 return;
550 }
551 /* indicate failure */ 674 /* indicate failure */
552 *cx=*cy=-1; 675 *cx = *cy = -1;
553} 676}
554 677
555 678
679void
556void remove_monsters(int x,int y,mapstruct *map) { 680remove_monsters (int x, int y, mapstruct *map)
681{
557 object *tmp; 682 object *tmp;
558 683
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 685 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 686 {
687 if (tmp->head)
688 tmp = tmp->head;
562 remove_ob(tmp); 689 remove_ob (tmp);
563 free_object(tmp); 690 free_object (tmp);
564 tmp=get_map_ob(map,x,y); 691 tmp = get_map_ob (map, x, y);
565 if(tmp==NULL) break; 692 if (tmp == NULL)
693 break;
566 }; 694 };
567} 695}
568 696
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.*/
573 701
702object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts)
704{
575 int i; 705 int i;
576 char *doors[2]; 706 char *doors[2];
577 object **doorlist; 707 object **doorlist;
578 int ndoors_made=0; 708 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 710
581 /* this is a list we pick from, for horizontal and vertical doors */ 711 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 712 if (opts & DOORED)
713 {
583 doors[0]="locked_door2"; 714 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 715 doors[1] = "locked_door1";
585 } 716 }
586 else { 717 else
718 {
587 doors[0]="door_1"; 719 doors[0] = "door_1";
588 doors[1]="door_2"; 720 doors[1] = "door_2";
589 } 721 }
590 722
591 /* place doors in all the 8 adjacent unblocked squares. */ 723 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 724 for (i = 1; i < 9; i++)
725 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 727
595 if(!wall_blocked(map,x1,y1) 728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 729 { /* place a door */
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
731
598 new_door->x = x + freearr_x[i]; 732 new_door->x = x + freearr_x[i];
599 new_door->y = y + freearr_y[i]; 733 new_door->y = y + freearr_y[i];
600 remove_monsters(new_door->x,new_door->y,map); 734 remove_monsters (new_door->x, new_door->y, map);
601 insert_ob_in_map(new_door,map,NULL,0); 735 insert_ob_in_map (new_door, map, NULL, 0);
602 doorlist[ndoors_made]=new_door; 736 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 737 ndoors_made++;
604 } 738 }
605 } 739 }
606 return doorlist; 740 return doorlist;
607} 741}
608 742
609 743
610/* returns the first door in this square, or NULL if there isn't a door. */ 744/* returns the first door in this square, or NULL if there isn't a door. */
745object *
611object *door_in_square(mapstruct *map,int x,int y) { 746door_in_square (mapstruct *map, int x, int y)
747{
612 object *tmp; 748 object *tmp;
749
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp;
615 return NULL; 753 return NULL;
616} 754}
617 755
618 756
619/* the workhorse routine, which finds the doors in a room */ 757/* the workhorse routine, which finds the doors in a room */
758void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP)
760{
621 int i,j; 761 int i, j;
622 object *door; 762 object *door;
623 763
624 /* bounds check x and y */ 764 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 765 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
766 return;
626 767
627 /* if the square is blocked or searched already, leave */ 768 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 769 if (layout[x][y] == 1)
770 return;
629 771
630 /* check off this point */ 772 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 773 if (layout[x][y] == '#')
774 { /* there could be a door here */
632 layout[x][y]=1; 775 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 776 door = door_in_square (map, x, y);
634 if(door!=NULL) { 777 if (door != NULL)
778 {
635 doorlist[*ndoors]=door; 779 doorlist[*ndoors] = door;
636 if(*ndoors>254) /* eek! out of memory */ 780 if (*ndoors > 254) /* eek! out of memory */
637 { 781 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 783 return;
640 } 784 }
641 *ndoors=*ndoors+1; 785 *ndoors = *ndoors + 1;
642 } 786 }
643 } 787 }
644 else { 788 else
789 {
645 layout[x][y]=1; 790 layout[x][y] = 1;
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 = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
793 {
648 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); 794 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
649 } 795 }
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. */
800object **
654object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { 801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP)
802{
655 char **layout2; 803 char **layout2;
656 object **doorlist; 804 object **doorlist;
657 int i,j; 805 int i, j;
658 int ndoors=0; 806 int ndoors = 0;
659 807
660 doorlist = (object **)calloc(sizeof(int),256); 808 doorlist = (object **) calloc (sizeof (int), 256);
661 809
662 810
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 812 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 813 for (i = 0; i < RP->Xsize; i++)
814 {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 816 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 817 {
669 } 818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
670 } 821 }
671 822
672 /* setup num_free_spots and room_free_spots */ 823 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 825
675 /* deallocate the temp. layout */ 826 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) { 827 for (i = 0; i < RP->Xsize; i++)
828 {
677 free(layout2[i]); 829 free (layout2[i]);
678 } 830 }
679 free(layout2); 831 free (layout2);
680 return doorlist; 832 return doorlist;
681} 833}
682 834
683 835
684 836
685/* locks and/or hides all the doors in doorlist, or does nothing if 837/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 838 opts doesn't say to lock/hide doors. */
687 839
840void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP)
842{
689 object *door; 843 object *door;
690 int i; 844 int i;
845
691 /* lock the doors and hide the keys. */ 846 /* lock the doors and hide the keys. */
692 847
693 if(opts & DOORED) { 848 if (opts & DOORED)
849 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 {
695 object *new_door=get_archetype("locked_door1"); 852 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 853 char keybuf[256];
854
697 door=doorlist[i]; 855 door = doorlist[i];
698 new_door->face = door->face; 856 new_door->face = door->face;
699 new_door->x = door->x; 857 new_door->x = door->x;
700 new_door->y = door->y; 858 new_door->y = door->y;
701 remove_ob(door); 859 remove_ob (door);
702 free_object(door); 860 free_object (door);
703 doorlist[i]=new_door; 861 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 862 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 863 sprintf (keybuf, "%d", (int) RANDOM ());
706 new_door->slaying = keybuf; 864 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 866 }
709 } 867 }
710 868
711 /* change the faces of the doors and surrounding walls to hide them. */ 869 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 870 if (opts & HIDDEN)
871 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 872 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
873 {
714 object *wallface; 874 object *wallface;
875
715 door=doorlist[i]; 876 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 877 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 878 if (wallface != NULL)
879 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 884 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 885 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface);
724 free_object(wallface); 887 free_object (wallface);
888 }
725 } 889 }
726 }
727 } 890 }
728} 891}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines