1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
… | |
… | |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | |
42 | |
42 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
43 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
44 | |
45 | |
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46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
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47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
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48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
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49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
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50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
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51 | static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
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52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
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54 | static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); |
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55 | |
45 | /* a macro to get a strongly centered random distribution, |
56 | /* a macro to get a strongly centered random distribution, |
46 | from 0 to x, centered at x/2 */ |
57 | from 0 to x, centered at x/2 */ |
47 | static int |
58 | static int |
48 | bc_random (int x) |
59 | bc_random (int x) |
49 | { |
60 | { |
… | |
… | |
52 | |
63 | |
53 | static object * |
64 | static object * |
54 | gen_key (const shstr &keycode) |
65 | gen_key (const shstr &keycode) |
55 | { |
66 | { |
56 | /* get a key and set its keycode */ |
67 | /* get a key and set its keycode */ |
57 | object *key = archetype::get (shstr_key2); |
68 | object *key = archetype::get (shstr_key_random_map); |
58 | |
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59 | key->slaying = keycode; |
69 | key->slaying = keycode; |
60 | key->stats.food = 100; |
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61 | key->speed_left = -1.f; |
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62 | key->flag [FLAG_IS_USED_UP] = true; |
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63 | key->set_speed (1.f / 300.f); |
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64 | |
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65 | return key; |
70 | return key; |
66 | } |
71 | } |
67 | |
72 | |
68 | /* places keys in the map, preferably in something alive. |
73 | /* places keys in the map, preferably in something alive. |
69 | keycode is the key's code, |
74 | keycode is the key's code, |
… | |
… | |
79 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
84 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
80 | { |
85 | { |
81 | int i, j; |
86 | int i, j; |
82 | int kx = 0, ky = 0; |
87 | int kx = 0, ky = 0; |
83 | object *the_keymaster; /* the monster that gets the key. */ |
88 | object *the_keymaster; /* the monster that gets the key. */ |
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89 | object *the_key = gen_key (keycode); |
84 | |
90 | |
85 | if (door_flag == PASS_DOORS) |
91 | if (door_flag == PASS_DOORS) |
86 | { |
92 | { |
87 | int tries = 0; |
93 | int tries = 0; |
88 | |
94 | |
… | |
… | |
103 | freeindex = -1; |
109 | freeindex = -1; |
104 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
105 | { |
111 | { |
106 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
107 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
108 | freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); |
114 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
109 | } |
115 | } |
110 | |
116 | |
111 | // can freeindex ever be < 0? |
117 | // can freeindex ever be < 0? |
112 | if (freeindex >= 0) |
118 | if (freeindex >= 0) |
113 | { |
119 | { |
… | |
… | |
121 | /* don't try to keyplace if we're sitting on a blocked square and |
127 | /* don't try to keyplace if we're sitting on a blocked square and |
122 | NO_PASS_DOORS is set. */ |
128 | NO_PASS_DOORS is set. */ |
123 | if (n_keys == 1) |
129 | if (n_keys == 1) |
124 | { |
130 | { |
125 | if (wall_blocked (map, x, y)) |
131 | if (wall_blocked (map, x, y)) |
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132 | { |
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133 | the_key->destroy (); |
126 | return 0; |
134 | return 0; |
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135 | } |
127 | |
136 | |
128 | the_keymaster = find_monster_in_room (map, x, y, RP); |
137 | the_keymaster = find_monster_in_room (map, x, y, RP); |
129 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
130 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
139 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
131 | } |
140 | } |
… | |
… | |
145 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
146 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
147 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
148 | } |
157 | } |
149 | |
158 | |
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159 | the_key->destroy (); |
150 | return 1; |
160 | return 1; |
151 | } |
161 | } |
152 | } |
162 | } |
153 | |
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154 | object *the_key = gen_key (keycode); |
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155 | |
163 | |
156 | if (the_keymaster) |
164 | if (the_keymaster) |
157 | the_keymaster->head_ ()->insert (the_key); |
165 | the_keymaster->head_ ()->insert (the_key); |
158 | else |
166 | else |
159 | { |
167 | { |
… | |
… | |
186 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
187 | */ |
195 | */ |
188 | void |
196 | void |
189 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
197 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
190 | { |
198 | { |
191 | char styledirname[1024]; |
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192 | char stylefilepath[1024]; |
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193 | maptile *style_map = 0; |
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194 | int num_treasures; |
199 | int num_treasures; |
195 | |
200 | |
196 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
197 | if (treasure_style) |
202 | if (treasure_style) |
198 | if (!strcmp (treasure_style, "none")) |
203 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
220 | |
225 | |
221 | if (num_treasures <= 0) |
226 | if (num_treasures <= 0) |
222 | return; |
227 | return; |
223 | |
228 | |
224 | /* get the style map */ |
229 | /* get the style map */ |
225 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
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226 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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227 | style_map = find_style (styledirname, treasure_style, -1); |
230 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1); |
228 | |
231 | |
229 | if (!style_map) |
232 | if (!style_map) |
230 | { |
233 | { |
231 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
234 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
232 | return; |
235 | return; |
233 | } |
236 | } |
234 | |
237 | |
235 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
236 | if (treasureoptions & CONCENTRATED) |
239 | if (treasureoptions & CONCENTRATED) |
… | |
… | |
325 | } |
328 | } |
326 | |
329 | |
327 | /* put a chest into the map, near x and y, with the treasure style |
330 | /* put a chest into the map, near x and y, with the treasure style |
328 | determined (may be null, or may be a treasure list from lib/treasures, |
331 | determined (may be null, or may be a treasure list from lib/treasures, |
329 | if the global variable "treasurestyle" is set to that treasure list's name */ |
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
330 | object * |
333 | static object * |
331 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
332 | { |
335 | { |
333 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
334 | |
337 | |
335 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
… | |
… | |
358 | if (tlist != NULL) |
361 | if (tlist != NULL) |
359 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
360 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
361 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
362 | |
365 | |
363 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
364 | } |
367 | } |
365 | else |
368 | else |
366 | { /* use the style map */ |
369 | { /* use the style map */ |
367 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
368 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
… | |
… | |
412 | the_chest->y = yl; |
415 | the_chest->y = yl; |
413 | insert_ob_in_map (the_chest, map, NULL, 0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
414 | return the_chest; |
417 | return the_chest; |
415 | } |
418 | } |
416 | |
419 | |
417 | |
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|
418 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
419 | or walls */ |
421 | static object * |
420 | object * |
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|
421 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
422 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
422 | { |
423 | { |
423 | int i; |
424 | int i; |
424 | |
425 | |
425 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
433 | /* don't bother searching this square unless the map says life exists. */ |
434 | /* don't bother searching this square unless the map says life exists. */ |
434 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | { |
436 | { |
436 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | |
438 | |
438 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
439 | for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above); |
439 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
440 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
440 | return the_monster; |
441 | return the_monster; |
441 | } |
442 | } |
442 | } |
443 | } |
443 | return NULL; |
444 | return NULL; |
444 | } |
445 | } |
445 | |
446 | |
446 | /* both find_monster_in_room routines need to have access to this. */ |
447 | /* both find_monster_in_room routines need to have access to this. */ |
447 | |
448 | |
448 | object *theMonsterToFind; |
449 | static object *theMonsterToFind; |
449 | |
450 | |
450 | /* a recursive routine which will return a monster, eventually,if there is one. |
451 | /* a recursive routine which will return a monster, eventually,if there is one. |
451 | it does a check-off on the layout, converting 0's to 1's */ |
452 | it does a check-off on the layout, converting 0's to 1's */ |
452 | |
453 | static object * |
453 | object * |
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|
454 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
454 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
455 | { |
455 | { |
456 | int i, j; |
456 | int i, j; |
457 | |
457 | |
458 | /* if we've found a monster already, leave */ |
458 | /* if we've found a monster already, leave */ |
… | |
… | |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
474 | { |
474 | { |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
476 | |
476 | |
477 | /* check off this point */ |
477 | /* check off this point */ |
478 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
478 | for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
479 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
479 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
480 | { |
480 | { |
481 | theMonsterToFind = the_monster; |
481 | theMonsterToFind = the_monster; |
482 | return theMonsterToFind; |
482 | return theMonsterToFind; |
483 | } |
483 | } |
484 | } |
484 | } |
… | |
… | |
494 | return theMonsterToFind; |
494 | return theMonsterToFind; |
495 | } |
495 | } |
496 | |
496 | |
497 | /* sets up some data structures: the _recursive form does the |
497 | /* sets up some data structures: the _recursive form does the |
498 | real work. */ |
498 | real work. */ |
499 | object * |
499 | static object * |
500 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
500 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
501 | { |
501 | { |
502 | Layout layout2 (RP); |
502 | Layout layout2 (RP); |
503 | |
503 | |
504 | layout2->clear (); |
504 | layout2->clear (); |
… | |
… | |
516 | |
516 | |
517 | return theMonsterToFind; |
517 | return theMonsterToFind; |
518 | } |
518 | } |
519 | |
519 | |
520 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
520 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
521 | int *room_free_spots_x; |
521 | static int *room_free_spots_x; |
522 | int *room_free_spots_y; |
522 | static int *room_free_spots_y; |
523 | int number_of_free_spots_in_room; |
523 | static int number_of_free_spots_in_room; |
524 | |
524 | |
525 | /* the workhorse routine, which finds the free spots in a room: |
525 | /* the workhorse routine, which finds the free spots in a room: |
526 | a datastructure of free points is set up, and a position chosen from |
526 | a datastructure of free points is set up, and a position chosen from |
527 | that datastructure. */ |
527 | that datastructure. */ |
528 | void |
528 | static void |
529 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
529 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
530 | { |
530 | { |
531 | int i, j; |
531 | int i, j; |
532 | |
532 | |
533 | /* bounds check x and y */ |
533 | /* bounds check x and y */ |
… | |
… | |
551 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
551 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
552 | |
552 | |
553 | } |
553 | } |
554 | |
554 | |
555 | /* find a random non-blocked spot in this room to drop a key. */ |
555 | /* find a random non-blocked spot in this room to drop a key. */ |
556 | void |
556 | static void |
557 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
557 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
558 | { |
558 | { |
559 | char **layout2; |
559 | char **layout2; |
560 | int i, j; |
560 | int i, j; |
561 | |
561 | |
… | |
… | |
594 | |
594 | |
595 | |
595 | |
596 | /* searches the map for a spot with walls around it. The more |
596 | /* searches the map for a spot with walls around it. The more |
597 | walls the better, but it'll settle for 1 wall, or even 0, but |
597 | walls the better, but it'll settle for 1 wall, or even 0, but |
598 | it'll return 0 if no FREE spots are found.*/ |
598 | it'll return 0 if no FREE spots are found.*/ |
599 | void |
599 | static void |
600 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
600 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
601 | { |
601 | { |
602 | int x, y; |
602 | int x, y; |
603 | int i; |
603 | int i; |
604 | |
604 | |
… | |
… | |
669 | *cx = -1; |
669 | *cx = -1; |
670 | *cy = -1; |
670 | *cy = -1; |
671 | } |
671 | } |
672 | } |
672 | } |
673 | |
673 | |
674 | void |
674 | static void |
675 | remove_monsters (int x, int y, maptile *map) |
675 | remove_monsters (int x, int y, maptile *map) |
676 | { |
676 | { |
677 | object *tmp; |
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|
678 | |
|
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679 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
677 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
680 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
681 | { |
678 | { |
682 | if (tmp->head) |
679 | object *next = tmp->above; |
683 | tmp = tmp->head; |
680 | |
684 | tmp->remove (); |
681 | if (tmp->flag [FLAG_ALIVE]) |
685 | tmp->destroy (); |
682 | tmp->head_ ()->destroy (); |
686 | tmp = GET_MAP_OB (map, x, y); |
683 | |
687 | if (tmp == NULL) |
684 | tmp = next; |
688 | break; |
|
|
689 | }; |
685 | } |
690 | } |
686 | } |
691 | |
687 | |
692 | /* surrounds the point x,y by doors, so as to enclose something, like |
688 | /* surrounds the point x,y by doors, so as to enclose something, like |
693 | a chest. It only goes as far as the 8 squares surrounding, and |
689 | a chest. It only goes as far as the 8 squares surrounding, and |
694 | it'll remove any monsters it finds.*/ |
690 | it'll remove any monsters it finds.*/ |
695 | object ** |
691 | static object ** |
696 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
692 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
697 | { |
693 | { |
698 | int i; |
694 | int i; |
699 | const char *doors[2]; |
695 | const char *doors[2]; |
700 | object **doorlist; |
696 | object **doorlist; |
… | |
… | |
730 | } |
726 | } |
731 | |
727 | |
732 | return doorlist; |
728 | return doorlist; |
733 | } |
729 | } |
734 | |
730 | |
735 | |
|
|
736 | /* returns the first door in this square, or NULL if there isn't a door. */ |
731 | /* returns the first door in this square, or NULL if there isn't a door. */ |
737 | object * |
732 | static object * |
738 | door_in_square (maptile *map, int x, int y) |
733 | door_in_square (maptile *map, int x, int y) |
739 | { |
734 | { |
740 | object *tmp; |
|
|
741 | |
|
|
742 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
735 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
743 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
736 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
744 | return tmp; |
737 | return tmp; |
|
|
738 | |
745 | return NULL; |
739 | return NULL; |
746 | } |
740 | } |
747 | |
741 | |
748 | /* the workhorse routine, which finds the doors in a room */ |
742 | /* the workhorse routine, which finds the doors in a room */ |
749 | void |
743 | static void |
750 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
744 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
751 | { |
745 | { |
752 | int i, j; |
746 | int i, j; |
753 | object *door; |
747 | object *door; |
754 | |
748 | |
… | |
… | |
789 | doorlist, ndoors, RP); |
783 | doorlist, ndoors, RP); |
790 | } |
784 | } |
791 | } |
785 | } |
792 | |
786 | |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
787 | /* find a random non-blocked spot in this room to drop a key. */ |
794 | object ** |
788 | static object ** |
795 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
789 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
796 | { |
790 | { |
797 | int i, j; |
791 | int i, j; |
798 | int ndoors = 0; |
792 | int ndoors = 0; |
799 | |
793 | |
… | |
… | |
813 | return doorlist; |
807 | return doorlist; |
814 | } |
808 | } |
815 | |
809 | |
816 | /* locks and/or hides all the doors in doorlist, or does nothing if |
810 | /* locks and/or hides all the doors in doorlist, or does nothing if |
817 | opts doesn't say to lock/hide doors. */ |
811 | opts doesn't say to lock/hide doors. */ |
818 | void |
812 | static void |
819 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
813 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
820 | { |
814 | { |
821 | object *door; |
815 | object *door; |
822 | int i; |
816 | int i; |
823 | |
817 | |
824 | /* lock the doors and hide the keys. */ |
818 | /* lock the doors and hide the keys. */ |
825 | |
819 | |
826 | if (opts & DOORED) |
820 | if (opts & DOORED) |
827 | { |
821 | { |
828 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
822 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
829 | { |
823 | { |
830 | object *new_door = get_archetype ("locked_door1"); |
824 | object *new_door = get_archetype (shstr_locked_door1); |
831 | |
825 | |
832 | door = doorlist[i]; |
826 | door = doorlist[i]; |
833 | new_door->face = door->face; |
827 | new_door->face = door->face; |
834 | new_door->x = door->x; |
828 | new_door->x = door->x; |
835 | new_door->y = door->y; |
829 | new_door->y = door->y; |
836 | door->remove (); |
|
|
837 | door->destroy (); |
830 | door->destroy (); |
838 | doorlist[i] = new_door; |
831 | doorlist[i] = new_door; |
839 | insert_ob_in_map (new_door, map, NULL, 0); |
832 | insert_ob_in_map (new_door, map, NULL, 0); |
840 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
833 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
841 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
834 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
… | |
… | |
858 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
851 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
859 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
852 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
860 | |
853 | |
861 | door->face = wallface->face; |
854 | door->face = wallface->face; |
862 | |
855 | |
863 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
|
|
864 | wallface->remove (); |
|
|
865 | |
|
|
866 | wallface->destroy (); |
856 | wallface->destroy (); |
867 | } |
857 | } |
868 | } |
858 | } |
869 | } |
859 | } |
870 | } |
860 | } |