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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.31 by root, Sun Aug 26 15:31:04 2007 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: treasure.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
30
31
32 25
33#include <global.h> 26#include <global.h>
34#include <random_map.h> 27#include <random_map.h>
35#include <rproto.h> 28#include <rproto.h>
36 29
37/* some defines for various options which can be set. */ 30/* some defines for various options which can be set. */
38 31
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 33#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 34#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 35#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 36#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 37#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 38#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 39#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
48 41
49#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 43#define PASS_DOORS 1
51 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
52 52
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 54 * and doors but not monsters.
55 * This function is not map tile aware. 55 * This function is not map tile aware.
56 */ 56 */
57 57int
58int wall_blocked(mapstruct *m, int x, int y) { 58wall_blocked (maptile *m, int x, int y)
59 int r; 59{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 61 return 1;
62
63 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 65}
66 66
67/* place treasures in the map, given the 67/* place treasures in the map, given the
68map, (required) 68map, (required)
69layout, (required) 69layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
72*/ 72*/
73 73void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{
75 char styledirname[256]; 76 char styledirname[1024];
76 char stylefilepath[256]; 77 char stylefilepath[1024];
77 mapstruct *style_map=0; 78 maptile *style_map = 0;
78 int num_treasures; 79 int num_treasures;
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 82 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 83 if (!strcmp (treasure_style, "none"))
84 return;
85
86 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION);
83 88
84 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 91 {
92 if (rndm (2))
93 treasureoptions -= 1;
94 else
87 else treasureoptions-=2;} 95 treasureoptions -= 2;
96 }
88 97
89 /* pick the number of treasures */ 98 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 101 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
103 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 105
96 if(num_treasures <= 0 ) return; 106 if (num_treasures <= 0)
107 return;
97 108
98 /* get the style map */ 109 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 112 style_map = find_style (styledirname, treasure_style, -1);
113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
102 119
103 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 121 if (treasureoptions & CONCENTRATED)
122 {
105 123
106 /* map_layout_style global, and is previously set */ 124 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 125 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 126 {
127 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL:
129 case LAYOUT_SQUARE_SPIRAL:
130 {
112 int i,j; 131 int i, j;
132
113 /* search the onion for C's or '>', and put treasure there. */ 133 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 134 for (i = 0; i < RP->Xsize; i++)
135 {
115 for(j=0;j<RP->Ysize;j++) { 136 for (j = 0; j < RP->Ysize; j++)
137 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 {
117 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest;
143
144 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */
146 /* don't put a chest on an exit. */
147 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
148 if (!chest)
149 continue; /* if no chest was placed NEXT */
150 if (treasureoptions & (DOORED | HIDDEN))
151 {
152 doorlist = find_doors_in_room (map, i, j, RP);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist);
155 }
156 }
157 }
158 }
159 break;
160 }
161 default:
162 {
163 int i, j, tries;
164 object *chest;
118 object **doorlist; 165 object **doorlist;
119 object *chest; 166
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 167 i = j = -1;
121 /* don't put a chest on an exit. */ 168 tries = 0;
169 while (i == -1 && tries < 100)
170 {
171 i = rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1;
173 find_enclosed_spot (map, &i, &j, RP);
174 if (wall_blocked (map, i, j))
175 i = -1;
176 tries++;
177 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 178 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 179 if (!chest)
180 return;
181 i = chest->x;
182 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 183 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 184 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 186 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 187 free (doorlist);
128 } 188 }
129 } 189 }
130 } 190 }
191 }
192 else
193 { /* DIFFUSE treasure layout */
194 int ti, i, j;
195
196 for (ti = 0; ti < num_treasures; ti++)
131 } 197 {
132 break;
133 }
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1; 198 i = rndm (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 199 j = rndm (RP->Ysize - 2) + 1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 201 }
165 } 202 }
166} 203}
167
168
169 204
170/* put a chest into the map, near x and y, with the treasure style 205/* put a chest into the map, near x and y, with the treasure style
171 determined (may be null, or may be a treasure list from lib/treasures, 206 determined (may be null, or may be a treasure list from lib/treasures,
172 if the global variable "treasurestyle" is set to that treasure list's name */ 207 if the global variable "treasurestyle" is set to that treasure list's name */
173 208
209object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 210place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
211{
175 object *the_chest; 212 object *the_chest;
176 int i,xl,yl; 213 int i, xl, yl;
177 214
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 215 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 216
180 /* first, find a place to put the chest. */ 217 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 218 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 219 if (i == -1)
183 free_object(the_chest); 220 {
221 the_chest->destroy ();
184 return NULL; 222 return NULL;
185 } 223 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 224
225 xl = x + freearr_x[i];
226 yl = y + freearr_y[i];
187 227
188 /* if the placement is blocked, return a fail. */ 228 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 229 if (wall_blocked (map, xl, yl))
190 230 return 0;
191 231
192 /* put the treasures in the chest. */ 232 /* put the treasures in the chest. */
193 /* if(style_map) { */ 233 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 234#if 0 /* don't use treasure style maps for now! */
195 int ti; 235 int ti;
236
196 /* if treasurestyle lists a treasure list, use it. */ 237 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
239
198 if(tlist!=NULL) 240 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 241 for (ti = 0; ti < n_treasures; ti++)
242 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 243 object *new_treasure = style_map->pick_random_object ();
244
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 246 }
203 else { /* use the style map */ 247 else
248 { /* use the style map */
249 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures;
251 }
252#endif
253 { /* neither style_map no treasure list given */
254 treasurelist *tlist = treasurelist::find ("chest");
255
204 the_chest->randomitems=tlist; 256 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
206 } 258 }
207#endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213 259
214 /* stick a trap in the chest if required */ 260 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 261 if (treasureoptions & TRAPPED)
262 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 264 object *the_trap;
265
218 if(trap_map) { 266 if (trap_map)
267 {
219 the_trap= pick_random_object(trap_map); 268 the_trap = trap_map->pick_random_object ();
220 the_trap->stats.Cha = 10+RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
222 if(the_trap) { 271 if (the_trap)
272 {
223 object *new_trap; 273 object *new_trap;
274
224 new_trap = arch_to_object(the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 276 new_trap->copy_to (the_trap);
226 new_trap->x = x; 277 new_trap->x = x;
227 new_trap->y = y; 278 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 279 insert_ob_in_ob (new_trap, the_chest);
280 }
229 } 281 }
230 }
231 } 282 }
232 283
233 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 285 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 286 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
288 {
238 char keybuf[256]; 289 char keybuf[1024];
239 sprintf(keybuf,"%d",(int)RANDOM()); 290
291 sprintf (keybuf, "%d", rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 292 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 294 }
243 295
244 /* actually place the chest. */ 296 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 297 the_chest->x = xl;
298 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 299 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 300 return the_chest;
248} 301}
249 302
250 303
251/* finds the closest monster and returns him, regardless of doors 304/* finds the closest monster and returns him, regardless of doors
252 or walls */ 305 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 306object *
307find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
308{
254 int i; 309 int i;
310
255 for(i=0;i<SIZEOFFREE;i++) { 311 for (i = 0; i < SIZEOFFREE; i++)
312 {
256 int lx,ly; 313 int lx, ly;
314
257 lx=x+freearr_x[i]; 315 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 316 ly = y + freearr_y[i];
259 /* boundscheck */ 317 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 318 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 319 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 320 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
321 {
263 object *the_monster=get_map_ob(map,lx,ly); 322 object *the_monster = GET_MAP_OB (map, lx, ly);
323
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 324 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 325 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 326 return the_monster;
327 }
267 } 328 }
268 }
269 return NULL; 329 return NULL;
270} 330}
271 331
272 332
273 333
274/* places keys in the map, preferably in something alive. 334/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 335 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 336 door_flag is either PASS_DOORS or NO_PASS_DOORS.
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 340
281 The idea is that you call keyplace on x,y where a door is, and it'll make 341 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door. 342 sure a key is placed on both sides of the door.
283*/ 343*/
284 344int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
346{
286 int i,j; 347 int i, j;
287 int kx,ky; 348 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 349 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 350 object *the_key;
290 351
291 /* get a key and set its keycode */ 352 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 353 the_key = get_archetype ("key2");
293 the_key->slaying = add_string(keycode); 354 the_key->slaying = keycode;
294 355
295
296 if(door_flag==PASS_DOORS) { 356 if (door_flag == PASS_DOORS)
357 {
297 int tries=0; 358 int tries = 0;
359
298 the_keymaster=NULL; 360 the_keymaster = 0;
299 while(tries<15&&the_keymaster==NULL) { 361 while (tries < 15 && !the_keymaster)
300 i = (RANDOM()%(RP->Xsize-2))+1; 362 {
301 j = (RANDOM()%(RP->Ysize-2))+1; 363 i = rndm (RP->Xsize - 2) + 1;
364 j = rndm (RP->Ysize - 2) + 1;
302 tries++; 365 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
304 } 367 }
368
305 /* if we don't find a good keymaster, drop the key on the ground. */ 369 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) { 370 if (!the_keymaster)
371 {
307 int freeindex; 372 int freeindex;
308 373
309 freeindex = -1; 374 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
311 kx = (RANDOM()%(RP->Xsize-2))+1; 376 {
312 ky = (RANDOM()%(RP->Ysize-2))+1; 377 kx = rndm (RP->Xsize - 2) + 1;
378 ky = rndm (RP->Ysize - 2) + 1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky); 379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
314 } 380 }
381
382 // can freeindex ever be < 0?
315 if(freeindex != -1) { 383 if (freeindex >= 0)
384 {
316 kx += freearr_x[freeindex]; 385 kx += freearr_x [freeindex];
317 ky += freearr_y[freeindex]; 386 ky += freearr_y [freeindex];
387 }
318 } 388 }
319 }
320 } 389 }
390 else
321 else { /* NO_PASS_DOORS --we have to work harder.*/ 391 { /* NO_PASS_DOORS --we have to work harder. */
322 /* don't try to keyplace if we're sitting on a blocked square and 392 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */ 393 NO_PASS_DOORS is set. */
324 if(n_keys==1) { 394 if (n_keys == 1)
395 {
325 if(wall_blocked(map,x,y)) return 0; 396 if (wall_blocked (map, x, y))
397 return 0;
398
326 the_keymaster=find_monster_in_room(map,x,y,RP); 399 the_keymaster = find_monster_in_room (map, x, y, RP);
327 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP); 401 find_spot_in_room (map, x, y, &kx, &ky, RP);
329 } 402 }
330 else { 403 else
404 {
331 int sum=0; /* count how many keys we actually place */ 405 int sum = 0; /* count how many keys we actually place */
406
332 /* I'm lazy, so just try to place in all 4 directions. */ 407 /* I'm lazy, so just try to place in all 4 directions. */
333 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);
334 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);
335 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); 410 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
336 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); 411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
338 { /* diagnoally this time. */ 414 { /* diagonally this time. */
339 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);
340 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);
341 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);
342 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);
343 } 419 }
420
421 return 1;
422 }
423 }
424
425 if (!the_keymaster)
426 {
427 the_key->x = kx;
428 the_key->y = ky;
429 insert_ob_in_map (the_key, map, NULL, 0);
344 return 1; 430 return 1;
345 }
346 } 431 }
347 432
348 if(the_keymaster==NULL) {
349 the_key->x = kx;
350 the_key->y = ky;
351 insert_ob_in_map(the_key,map,NULL,0);
352 return 1;
353 }
354
355 insert_ob_in_ob(the_key,the_keymaster); 433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
356 return 1; 434 return 1;
357} 435}
358 436
359 437
360 438
361/* both find_monster_in_room routines need to have access to this. */ 439/* both find_monster_in_room routines need to have access to this. */
362 440
363object *theMonsterToFind; 441object *theMonsterToFind;
364 442
365/* a recursive routine which will return a monster, eventually,if there is one. 443/* a recursive routine which will return a monster, eventually,if there is one.
366 it does a check-off on the layout, converting 0's to 1's */ 444 it does a check-off on the layout, converting 0's to 1's */
367 445
446object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 447find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
448{
369 int i,j; 449 int i, j;
450
370 /* if we've found a monster already, leave */ 451 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 452 if (theMonsterToFind != NULL)
453 return theMonsterToFind;
372 454
373 /* bounds check x and y */ 455 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 456 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
457 return theMonsterToFind;
375 458
376 /* if the square is blocked or searched already, leave */ 459 /* if the square is blocked or searched already, leave */
460 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 461 return theMonsterToFind; /* might be NULL, that's fine. */
378 462
379 /* check the current square for a monster. If there is one, 463 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 464 set theMonsterToFind and return it. */
381 layout[x][y]=1; 465 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 466 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
467 {
383 object *the_monster = get_map_ob(map,x,y); 468 object *the_monster = GET_MAP_OB (map, x, y);
469
384 /* check off this point */ 470 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 471 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 472 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
473 {
387 theMonsterToFind=the_monster; 474 theMonsterToFind = the_monster;
388 return theMonsterToFind; 475 return theMonsterToFind;
389 } 476 }
390 } 477 }
391 478
392 /* now search all the 8 squares around recursively for a monster,in random order */ 479 /* now search all the 8 squares around recursively for a monster,in random order */
393 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 480 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
481 {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 482 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 483 if (theMonsterToFind != NULL)
484 return theMonsterToFind;
396 } 485 }
397 return theMonsterToFind; 486 return theMonsterToFind;
398} 487}
399 488
400 489
401/* sets up some data structures: the _recursive form does the 490/* sets up some data structures: the _recursive form does the
402 real work. */ 491 real work. */
403 492
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 493object *
494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
495{
405 char **layout2; 496 char **layout2;
406 int i,j; 497 int i, j;
498
407 theMonsterToFind=0; 499 theMonsterToFind = 0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 500 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 501 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 502 for (i = 0; i < RP->Xsize; i++)
503 {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) { 505 for (j = 0; j < RP->Ysize; j++)
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 506 {
414 } 507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
415 } 510 }
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 512
418 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) { 514 for (i = 0; i < RP->Xsize; i++)
515 {
420 free(layout2[i]); 516 free (layout2[i]);
421 } 517 }
422 free(layout2); 518 free (layout2);
423 519
424 return theMonsterToFind; 520 return theMonsterToFind;
425} 521}
426
427 522
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x; 524int *room_free_spots_x;
432int *room_free_spots_y; 525int *room_free_spots_y;
433int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
434 527
435/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 530that datastructure. */
438 531void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{
440 int i,j; 534 int i, j;
441 535
442 /* bounds check x and y */ 536 /* bounds check x and y */
443 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;
444 539
445 /* if the square is blocked or searched already, leave */ 540 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 541 if (layout[x][y] != 0)
542 return;
447 543
448 /* 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.
449 set theMonsterToFind and return it. */ 545 set theMonsterToFind and return it. */
450 /* check off this point */ 546 /* check off this point */
451 layout[x][y]=1; 547 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
455 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
456 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 553 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
457 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);
458 }
459 555
460} 556}
461 557
462/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
559void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
561{
464 char **layout2; 562 char **layout2;
465 int i,j; 563 int i, j;
564
466 number_of_free_spots_in_room=0; 565 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 566 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 567 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 568
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 571 for (i = 0; i < RP->Xsize; i++)
572 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 574 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 575 if (wall_blocked (map, i, j))
476 } 576 layout2[i][j] = '#';
477 } 577 }
478 578
479 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
481 581
482 if(number_of_free_spots_in_room > 0) { 582 if (number_of_free_spots_in_room > 0)
583 {
483 i = RANDOM()%number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
486 } 587 }
487 588
488 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 590 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 591 free (layout2[i]);
491 } 592
492 free(layout2); 593 free (layout2);
493 free(room_free_spots_x); 594 free (room_free_spots_x);
494 free(room_free_spots_y); 595 free (room_free_spots_y);
495} 596}
496 597
497 598
498/* searches the map for a spot with walls around it. The more 599/* searches the map for a spot with walls around it. The more
499 walls the better, but it'll settle for 1 wall, or even 0, but 600 walls the better, but it'll settle for 1 wall, or even 0, but
500 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
501 602void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{
503 int x,y; 605 int x, y;
504 int i; 606 int i;
607
505 x = *cx;y=*cy; 608 x = *cx;
609 y = *cy;
506 610
507 for(i=0;i<=SIZEOFFREE1;i++) { 611 for (i = 0; i <= SIZEOFFREE1; i++)
612 {
508 int lx,ly,sindex; 613 int lx, ly, sindex;
614
509 lx = x +freearr_x[i]; 615 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 616 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 617 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 618 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 620 {
621 *cx = lx;
622 *cy = ly;
515 return; 623 return;
516 } 624 }
517 } 625 }
518 626
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 627 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 628 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 629 for (i = 0; i <= SIZEOFFREE1; i++)
630 {
522 int lx,ly,sindex; 631 int lx, ly, sindex;
632
523 lx = x +freearr_x[i]; 633 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 634 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 635 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 636 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 638 {
639 *cx = lx;
640 *cy = ly;
529 return; 641 return;
530 } 642 }
531 } 643 }
532 644
533 /* settle for one surround point */ 645 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 646 for (i = 0; i <= SIZEOFFREE1; i++)
647 {
535 int lx,ly,sindex; 648 int lx, ly, sindex;
649
536 lx = x +freearr_x[i]; 650 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 651 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 652 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 653 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 654 if (sindex)
541 *cx= lx;*cy= ly; 655 {
656 *cx = lx;
657 *cy = ly;
542 return; 658 return;
543 } 659 }
544 } 660 }
545 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 663
664 if (i != -1)
665 {
548 *cx = x +freearr_x[i]; 666 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 667 *cy = y + freearr_y[i];
550 return;
551 } 668 }
669 else
670 {
552 /* indicate failure */ 671 /* indicate failure */
553 *cx=*cy=-1; 672 *cx = -1;
673 *cy = -1;
674 }
554} 675}
555 676
556 677void
557void remove_monsters(int x,int y,mapstruct *map) { 678remove_monsters (int x, int y, maptile *map)
679{
558 object *tmp; 680 object *tmp;
559 681
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
562 if(tmp->head) tmp=tmp->head; 684 {
563 remove_ob(tmp); 685 if (tmp->head)
564 free_object(tmp); 686 tmp = tmp->head;
565 tmp=get_map_ob(map,x,y); 687 tmp->remove ();
688 tmp->destroy ();
689 tmp = GET_MAP_OB (map, x, y);
566 if(tmp==NULL) break; 690 if (tmp == NULL)
691 break;
567 }; 692 };
568} 693}
569
570 694
571/* surrounds the point x,y by doors, so as to enclose something, like 695/* surrounds the point x,y by doors, so as to enclose something, like
572 a chest. It only goes as far as the 8 squares surrounding, and 696 a chest. It only goes as far as the 8 squares surrounding, and
573 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
574 698object **
575object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
700{
576 int i; 701 int i;
577 char *doors[2]; 702 const char *doors[2];
578 object **doorlist; 703 object **doorlist;
579 int ndoors_made=0; 704 int ndoors_made = 0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
581 706
582 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) { 708 if (opts & DOORED)
709 {
584 doors[0]="locked_door2"; 710 doors[0] = "locked_door2";
585 doors[1]="locked_door1"; 711 doors[1] = "locked_door1";
586 } 712 }
587 else { 713 else
714 {
588 doors[0]="door_1"; 715 doors[0] = "door_1";
589 doors[1]="door_2"; 716 doors[1] = "door_2";
590 } 717 }
591 718
592 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) { 720 for (i = 1; i < 9; i++)
721 {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
595 723
596 if(!wall_blocked(map,x1,y1) 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
597 || layout[x1][y1]=='>') {/* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
599 new_door->x = x + freearr_x[i]; 729 map->insert (new_door, x1, y1);
600 new_door->y = y + freearr_y[i];
601 remove_monsters(new_door->x,new_door->y,map);
602 insert_ob_in_map(new_door,map,NULL,0);
603 doorlist[ndoors_made]=new_door; 730 doorlist[ndoors_made] = new_door;
604 ndoors_made++; 731 ndoors_made++;
605 } 732 }
606 } 733 }
734
607 return doorlist; 735 return doorlist;
608} 736}
609 737
610 738
611/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
740object *
612object *door_in_square(mapstruct *map,int x,int y) { 741door_in_square (maptile *map, int x, int y)
742{
613 object *tmp; 743 object *tmp;
744
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp;
616 return NULL; 748 return NULL;
617} 749}
618 750
619 751
620/* the workhorse routine, which finds the doors in a room */ 752/* the workhorse routine, which finds the doors in a room */
753void
621void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
755{
622 int i,j; 756 int i, j;
623 object *door; 757 object *door;
624 758
625 /* bounds check x and y */ 759 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 760 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
761 return;
627 762
628 /* if the square is blocked or searched already, leave */ 763 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return; 764 if (layout[x][y] == 1)
765 return;
630 766
631 /* check off this point */ 767 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */ 768 if (layout[x][y] == '#')
769 { /* there could be a door here */
633 layout[x][y]=1; 770 layout[x][y] = 1;
634 door=door_in_square(map,x,y); 771 door = door_in_square (map, x, y);
635 if(door!=NULL) { 772 if (door)
773 {
636 doorlist[*ndoors]=door; 774 doorlist[*ndoors] = door;
637 if(*ndoors>254) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
638 { 776 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return; 778 return;
641 } 779 }
780
642 *ndoors=*ndoors+1; 781 *ndoors = *ndoors + 1;
643 } 782 }
644 } 783 }
645 else { 784 else
785 {
646 layout[x][y]=1; 786 layout[x][y] = 1;
787
647 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
648 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
649 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); 790 find_doors_in_room_recursive (layout, map,
650 } 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
651 } 793 }
652} 794}
653 795
654/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
655object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { 797object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{
656 char **layout2; 800 char **layout2;
657 object **doorlist; 801 object **doorlist;
658 int i,j; 802 int i, j;
659 int ndoors=0; 803 int ndoors = 0;
660 804
661 doorlist = (object **)calloc(sizeof(int),256); 805 doorlist = (object **) calloc (sizeof (int), 1024);
662 806
663
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) { 809 for (i = 0; i < RP->Xsize; i++)
810 {
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) { 812 for (j = 0; j < RP->Ysize; j++)
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 813 {
670 } 814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
671 } 817 }
672 818
673 /* setup num_free_spots and room_free_spots */ 819 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
675 821
676 /* deallocate the temp. layout */ 822 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) { 823 for (i = 0; i < RP->Xsize; i++)
678 free(layout2[i]); 824 free (layout2[i]);
679 } 825
680 free(layout2); 826 free (layout2);
681 return doorlist; 827 return doorlist;
682} 828}
683 829
684 830
685 831
686/* locks and/or hides all the doors in doorlist, or does nothing if 832/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 833 opts doesn't say to lock/hide doors. */
688 834
835void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{
690 object *door; 838 object *door;
691 int i; 839 int i;
840
692 /* lock the doors and hide the keys. */ 841 /* lock the doors and hide the keys. */
693 842
694 if(opts & DOORED) { 843 if (opts & DOORED)
844 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
846 {
696 object *new_door=get_archetype("locked_door1"); 847 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 848 char keybuf[1024];
849
698 door=doorlist[i]; 850 door = doorlist[i];
699 new_door->face = door->face; 851 new_door->face = door->face;
700 new_door->x = door->x; 852 new_door->x = door->x;
701 new_door->y = door->y; 853 new_door->y = door->y;
702 remove_ob(door); 854 door->remove ();
703 free_object(door); 855 door->destroy ();
704 doorlist[i]=new_door; 856 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 857 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 858 sprintf (keybuf, "%d", rndm (1000000000));
707 new_door->slaying = add_string(keybuf); 859 new_door->slaying = keybuf;
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
709 } 861 }
710 } 862 }
711 863
712 /* change the faces of the doors and surrounding walls to hide them. */ 864 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 865 if (opts & HIDDEN)
866 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 867 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
868 {
715 object *wallface; 869 object *wallface;
870
716 door=doorlist[i]; 871 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 872 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 873 if (wallface != NULL)
874 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
723 door->face = wallface->face; 879 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 880 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
725 free_object(wallface); 881 wallface->remove ();
882 wallface->destroy ();
883 }
726 } 884 }
727 }
728 } 885 }
729} 886}

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