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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 1.5 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 1.2 2006/08/29 08:01:36 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 = add_string(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 = add_string(keycode); 356 the_key->slaying = keycode;
294 357
295
296 if(door_flag==PASS_DOORS) { 358 if (door_flag == PASS_DOORS)
359 {
297 int tries=0; 360 int tries = 0;
361
298 the_keymaster=NULL; 362 the_keymaster = NULL;
299 while(tries<15&&the_keymaster==NULL) { 363 while (tries < 15 && the_keymaster == NULL)
364 {
300 i = (RANDOM()%(RP->Xsize-2))+1; 365 i = (RANDOM () % (RP->Xsize - 2)) + 1;
301 j = (RANDOM()%(RP->Ysize-2))+1; 366 j = (RANDOM () % (RP->Ysize - 2)) + 1;
302 tries++; 367 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP); 368 the_keymaster = find_closest_monster (map, i, j, RP);
304 } 369 }
305 /* 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. */
306 if(the_keymaster==NULL) { 371 if (the_keymaster == NULL)
372 {
307 int freeindex; 373 int freeindex;
308 374
309 freeindex = -1; 375 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
311 kx = (RANDOM()%(RP->Xsize-2))+1; 378 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
312 ky = (RANDOM()%(RP->Ysize-2))+1; 379 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky); 380 freeindex = find_first_free_spot (the_key, map, kx, ky);
314 } 381 }
315 if(freeindex != -1) { 382 if (freeindex != -1)
383 {
316 kx += freearr_x[freeindex]; 384 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex]; 385 ky += freearr_y[freeindex];
386 }
318 } 387 }
319 }
320 } 388 }
389 else
321 else { /* NO_PASS_DOORS --we have to work harder.*/ 390 { /* NO_PASS_DOORS --we have to work harder. */
322 /* 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
323 NO_PASS_DOORS is set. */ 392 NO_PASS_DOORS is set. */
324 if(n_keys==1) { 393 if (n_keys == 1)
394 {
325 if(wall_blocked(map,x,y)) return 0; 395 if (wall_blocked (map, x, y))
396 return 0;
326 the_keymaster=find_monster_in_room(map,x,y,RP); 397 the_keymaster = find_monster_in_room (map, x, y, RP);
327 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. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP); 399 find_spot_in_room (map, x, y, &kx, &ky, RP);
329 } 400 }
330 else { 401 else
402 {
331 int sum=0; /* count how many keys we actually place */ 403 int sum = 0; /* count how many keys we actually place */
404
332 /* 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. */
333 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);
334 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);
335 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);
336 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);
337 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. */
338 { /* diagnoally this time. */ 411 { /* diagnoally this time. */
339 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);
340 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);
341 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);
342 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);
343 } 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);
344 return 1; 426 return 1;
345 }
346 } 427 }
347 428
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); 429 insert_ob_in_ob (the_key, the_keymaster);
356 return 1; 430 return 1;
357} 431}
358 432
359 433
360 434
361/* 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. */
362 436
363object *theMonsterToFind; 437object *theMonsterToFind;
364 438
365/* 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.
366 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 */
367 441
442object *
368object *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{
369 int i,j; 445 int i, j;
446
370 /* if we've found a monster already, leave */ 447 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 448 if (theMonsterToFind != NULL)
449 return theMonsterToFind;
372 450
373 /* bounds check x and y */ 451 /* bounds check x and y */
374 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;
375 454
376 /* 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)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 457 return theMonsterToFind; /* might be NULL, that's fine. */
378 458
379 /* check the current square for a monster. If there is one, 459 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 460 set theMonsterToFind and return it. */
381 layout[x][y]=1; 461 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 {
383 object *the_monster = get_map_ob(map,x,y); 464 object *the_monster = get_map_ob (map, x, y);
465
384 /* check off this point */ 466 /* check off this point */
385 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);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 {
387 theMonsterToFind=the_monster; 470 theMonsterToFind = the_monster;
388 return theMonsterToFind; 471 return theMonsterToFind;
389 } 472 }
390 } 473 }
391 474
392 /* 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 */
393 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 {
394 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);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 479 if (theMonsterToFind != NULL)
480 return theMonsterToFind;
396 } 481 }
397 return theMonsterToFind; 482 return theMonsterToFind;
398} 483}
399 484
400 485
401/* sets up some data structures: the _recursive form does the 486/* sets up some data structures: the _recursive form does the
402 real work. */ 487 real work. */
403 488
489object *
404object *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{
405 char **layout2; 492 char **layout2;
406 int i,j; 493 int i, j;
494
407 theMonsterToFind=0; 495 theMonsterToFind = 0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 496 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 497 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 498 for (i = 0; i < RP->Xsize; i++)
499 {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) { 501 for (j = 0; j < RP->Ysize; j++)
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 502 {
414 } 503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
505 }
415 } 506 }
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 508
418 /* deallocate the temp. layout */ 509 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) { 510 for (i = 0; i < RP->Xsize; i++)
511 {
420 free(layout2[i]); 512 free (layout2[i]);
421 } 513 }
422 free(layout2); 514 free (layout2);
423 515
424 return theMonsterToFind; 516 return theMonsterToFind;
425} 517}
426
427 518
428
429 519
520
521
430/* 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 */
431int *room_free_spots_x; 523int *room_free_spots_x;
432int *room_free_spots_y; 524int *room_free_spots_y;
433int number_of_free_spots_in_room; 525int number_of_free_spots_in_room;
434 526
435/* the workhorse routine, which finds the free spots in a room: 527/* the workhorse routine, which finds the free spots in a room:
436a 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
437that datastructure. */ 529that datastructure. */
438 530
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, RMParms * 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++;
455 /* 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 */
456 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 {
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 } 555 }
459 556
460} 557}
461 558
462/* 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
463void 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{
464 char **layout2; 563 char **layout2;
465 int i,j; 564 int i, j;
565
466 number_of_free_spots_in_room=0; 566 number_of_free_spots_in_room = 0;
467 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);
468 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);
469 569
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 570 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 571 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 572 for (i = 0; i < RP->Xsize; i++)
573 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 575 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 576 {
476 } 577 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#';
579 }
477 } 580 }
478 581
479 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
481 584
482 if(number_of_free_spots_in_room > 0) { 585 if (number_of_free_spots_in_room > 0)
586 {
483 i = RANDOM()%number_of_free_spots_in_room; 587 i = RANDOM () % number_of_free_spots_in_room;
484 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
486 } 590 }
487 591
488 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 593 for (i = 0; i < RP->Xsize; i++)
594 {
490 free(layout2[i]); 595 free (layout2[i]);
491 } 596 }
492 free(layout2); 597 free (layout2);
493 free(room_free_spots_x); 598 free (room_free_spots_x);
494 free(room_free_spots_y); 599 free (room_free_spots_y);
495} 600}
496 601
497 602
498/* 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
499 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
500 it'll return 0 if no FREE spots are found.*/ 605 it'll return 0 if no FREE spots are found.*/
501 606
607void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP)
609{
503 int x,y; 610 int x, y;
504 int i; 611 int i;
612
505 x = *cx;y=*cy; 613 x = *cx;
614 y = *cy;
506 615
507 for(i=0;i<=SIZEOFFREE1;i++) { 616 for (i = 0; i <= SIZEOFFREE1; i++)
617 {
508 int lx,ly,sindex; 618 int lx, ly, sindex;
619
509 lx = x +freearr_x[i]; 620 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 621 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 622 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 624 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 625 {
626 *cx = lx;
627 *cy = ly;
515 return; 628 return;
516 } 629 }
517 } 630 }
518 631
519 /* 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
520 spots--try to find someplace which is 2x enclosed. */ 633 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 634 for (i = 0; i <= SIZEOFFREE1; i++)
635 {
522 int lx,ly,sindex; 636 int lx, ly, sindex;
637
523 lx = x +freearr_x[i]; 638 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 639 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 640 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 641 /* if it's blocked on 3 sides, it's enclosed */
527 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)
528 *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];
529 return; 672 return;
530 } 673 }
531 }
532
533 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) {
535 int lx,ly,sindex;
536 lx = x +freearr_x[i];
537 ly = y +freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP);
539 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) {
541 *cx= lx;*cy= ly;
542 return;
543 }
544 }
545 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y);
547 if(i!=-1&&i<=SIZEOFFREE1) {
548 *cx = x +freearr_x[i];
549 *cy = y +freearr_y[i];
550 return;
551 }
552 /* indicate failure */ 674 /* indicate failure */
553 *cx=*cy=-1; 675 *cx = *cy = -1;
554} 676}
555 677
556 678
679void
557void remove_monsters(int x,int y,mapstruct *map) { 680remove_monsters (int x, int y, mapstruct *map)
681{
558 object *tmp; 682 object *tmp;
559 683
560 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)
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 685 if (QUERY_FLAG (tmp, FLAG_ALIVE))
562 if(tmp->head) tmp=tmp->head; 686 {
687 if (tmp->head)
688 tmp = tmp->head;
563 remove_ob(tmp); 689 remove_ob (tmp);
564 free_object(tmp); 690 free_object (tmp);
565 tmp=get_map_ob(map,x,y); 691 tmp = get_map_ob (map, x, y);
566 if(tmp==NULL) break; 692 if (tmp == NULL)
693 break;
567 }; 694 };
568} 695}
569 696
570 697
571/* 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
572 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
573 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
574 701
702object **
575object ** 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{
576 int i; 705 int i;
577 char *doors[2]; 706 char *doors[2];
578 object **doorlist; 707 object **doorlist;
579 int ndoors_made=0; 708 int ndoors_made = 0;
580 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 */
581 710
582 /* 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 */
583 if(opts&DOORED) { 712 if (opts & DOORED)
713 {
584 doors[0]="locked_door2"; 714 doors[0] = "locked_door2";
585 doors[1]="locked_door1"; 715 doors[1] = "locked_door1";
586 } 716 }
587 else { 717 else
718 {
588 doors[0]="door_1"; 719 doors[0] = "door_1";
589 doors[1]="door_2"; 720 doors[1] = "door_2";
590 } 721 }
591 722
592 /* place doors in all the 8 adjacent unblocked squares. */ 723 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) { 724 for (i = 1; i < 9; i++)
725 {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
595 727
596 if(!wall_blocked(map,x1,y1) 728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
597 || layout[x1][y1]=='>') {/* place a door */ 729 { /* place a door */
598 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
599 new_door->x = x + freearr_x[i]; 732 new_door->x = x + freearr_x[i];
600 new_door->y = y + freearr_y[i]; 733 new_door->y = y + freearr_y[i];
601 remove_monsters(new_door->x,new_door->y,map); 734 remove_monsters (new_door->x, new_door->y, map);
602 insert_ob_in_map(new_door,map,NULL,0); 735 insert_ob_in_map (new_door, map, NULL, 0);
603 doorlist[ndoors_made]=new_door; 736 doorlist[ndoors_made] = new_door;
604 ndoors_made++; 737 ndoors_made++;
605 } 738 }
606 } 739 }
607 return doorlist; 740 return doorlist;
608} 741}
609 742
610 743
611/* 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 *
612object *door_in_square(mapstruct *map,int x,int y) { 746door_in_square (mapstruct *map, int x, int y)
747{
613 object *tmp; 748 object *tmp;
749
614 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)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp;
616 return NULL; 753 return NULL;
617} 754}
618 755
619 756
620/* the workhorse routine, which finds the doors in a room */ 757/* the workhorse routine, which finds the doors in a room */
758void
621void 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{
622 int i,j; 761 int i, j;
623 object *door; 762 object *door;
624 763
625 /* bounds check x and y */ 764 /* bounds check x and y */
626 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;
627 767
628 /* if the square is blocked or searched already, leave */ 768 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return; 769 if (layout[x][y] == 1)
770 return;
630 771
631 /* check off this point */ 772 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */ 773 if (layout[x][y] == '#')
774 { /* there could be a door here */
633 layout[x][y]=1; 775 layout[x][y] = 1;
634 door=door_in_square(map,x,y); 776 door = door_in_square (map, x, y);
635 if(door!=NULL) { 777 if (door != NULL)
778 {
636 doorlist[*ndoors]=door; 779 doorlist[*ndoors] = door;
637 if(*ndoors>254) /* eek! out of memory */ 780 if (*ndoors > 254) /* eek! out of memory */
638 { 781 {
639 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");
640 return; 783 return;
641 } 784 }
642 *ndoors=*ndoors+1; 785 *ndoors = *ndoors + 1;
643 } 786 }
644 } 787 }
645 else { 788 else
789 {
646 layout[x][y]=1; 790 layout[x][y] = 1;
647 /* 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 */
648 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 {
649 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);
650 } 795 }
651 } 796 }
652} 797}
653 798
654/* 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 **
655object** 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{
656 char **layout2; 803 char **layout2;
657 object **doorlist; 804 object **doorlist;
658 int i,j; 805 int i, j;
659 int ndoors=0; 806 int ndoors = 0;
660 807
661 doorlist = (object **)calloc(sizeof(int),256); 808 doorlist = (object **) calloc (sizeof (int), 256);
662 809
663 810
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */ 812 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) { 813 for (i = 0; i < RP->Xsize; i++)
814 {
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) { 816 for (j = 0; j < RP->Ysize; j++)
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 817 {
670 } 818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
671 } 821 }
672 822
673 /* setup num_free_spots and room_free_spots */ 823 /* setup num_free_spots and room_free_spots */
674 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);
675 825
676 /* deallocate the temp. layout */ 826 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) { 827 for (i = 0; i < RP->Xsize; i++)
828 {
678 free(layout2[i]); 829 free (layout2[i]);
679 } 830 }
680 free(layout2); 831 free (layout2);
681 return doorlist; 832 return doorlist;
682} 833}
683 834
684 835
685 836
686/* 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
687 opts doesn't say to lock/hide doors. */ 838 opts doesn't say to lock/hide doors. */
688 839
840void
689void 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{
690 object *door; 843 object *door;
691 int i; 844 int i;
845
692 /* lock the doors and hide the keys. */ 846 /* lock the doors and hide the keys. */
693 847
694 if(opts & DOORED) { 848 if (opts & DOORED)
849 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 {
696 object *new_door=get_archetype("locked_door1"); 852 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 853 char keybuf[256];
854
698 door=doorlist[i]; 855 door = doorlist[i];
699 new_door->face = door->face; 856 new_door->face = door->face;
700 new_door->x = door->x; 857 new_door->x = door->x;
701 new_door->y = door->y; 858 new_door->y = door->y;
702 remove_ob(door); 859 remove_ob (door);
703 free_object(door); 860 free_object (door);
704 doorlist[i]=new_door; 861 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 862 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 863 sprintf (keybuf, "%d", (int) RANDOM ());
707 new_door->slaying = add_string(keybuf); 864 new_door->slaying = keybuf;
708 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);
709 } 866 }
710 } 867 }
711 868
712 /* 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. */
713 if(opts & HIDDEN) { 870 if (opts & HIDDEN)
871 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 872 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
873 {
715 object *wallface; 874 object *wallface;
875
716 door=doorlist[i]; 876 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 877 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 878 if (wallface != NULL)
879 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
723 door->face = wallface->face; 884 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 885 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface);
725 free_object(wallface); 887 free_object (wallface);
888 }
726 } 889 }
727 }
728 } 890 }
729} 891}

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