1 |
|
2 |
/* |
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* static char *rcsid_treasure_c = |
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* "$Id: treasure.C,v 1.4 2006-09-10 16:06:37 root Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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/* placing treasure in maps, where appropriate. */ |
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|
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|
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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/* some defines for various options which can be set. */ |
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|
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#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
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#define HIDDEN 2 /* doors to treasure are hidden. */ |
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#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
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#define DOORED 8 /* treasure has doors around it. */ |
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#define TRAPPED 16 /* trap dropped in same location as chest. */ |
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#define SPARSE 32 /* 1/2 as much treasure as default */ |
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#define RICH 64 /* 2x as much treasure as default */ |
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#define FILLED 128 /* Fill/tile the entire map with treasure */ |
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#define LAST_OPTION 64 /* set this to the last real option, for random */ |
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|
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#define NO_PASS_DOORS 0 |
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#define PASS_DOORS 1 |
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|
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|
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/* returns true if square x,y has P_NO_PASS set, which is true for walls |
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* and doors but not monsters. |
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* This function is not map tile aware. |
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*/ |
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|
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int |
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wall_blocked (mapstruct *m, int x, int y) |
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{ |
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int r; |
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|
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if (OUT_OF_REAL_MAP (m, x, y)) |
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return 1; |
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r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
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return r; |
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} |
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|
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/* place treasures in the map, given the |
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map, (required) |
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layout, (required) |
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treasure style (may be empty or NULL, or "none" to cause no treasure.) |
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treasureoptions (may be 0 for random choices or positive) |
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*/ |
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|
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void |
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place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
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{ |
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char styledirname[256]; |
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char stylefilepath[256]; |
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mapstruct *style_map = 0; |
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int num_treasures; |
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|
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/* bail out if treasure isn't wanted. */ |
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if (treasure_style) |
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if (!strcmp (treasure_style, "none")) |
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return; |
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if (treasureoptions <= 0) |
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treasureoptions = RANDOM () % (2 * LAST_OPTION); |
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|
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/* filter out the mutually exclusive options */ |
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if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
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{ |
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if (RANDOM () % 2) |
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treasureoptions -= 1; |
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else |
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treasureoptions -= 2; |
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} |
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|
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/* pick the number of treasures */ |
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if (treasureoptions & SPARSE) |
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num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
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else if (treasureoptions & RICH) |
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num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
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else |
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num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
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|
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if (num_treasures <= 0) |
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return; |
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|
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/* get the style map */ |
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sprintf (styledirname, "%s", "/styles/treasurestyles"); |
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sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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style_map = find_style (styledirname, treasure_style, -1); |
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|
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/* all the treasure at one spot in the map. */ |
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if (treasureoptions & CONCENTRATED) |
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{ |
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|
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/* map_layout_style global, and is previously set */ |
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switch (RP->map_layout_style) |
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{ |
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case ONION_LAYOUT: |
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case SPIRAL_LAYOUT: |
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case SQUARE_SPIRAL_LAYOUT: |
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{ |
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int i, j; |
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|
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/* search the onion for C's or '>', and put treasure there. */ |
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for (i = 0; i < RP->Xsize; i++) |
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{ |
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for (j = 0; j < RP->Ysize; j++) |
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{ |
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if (layout[i][j] == 'C' || layout[i][j] == '>') |
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{ |
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int tdiv = RP->symmetry_used; |
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object **doorlist; |
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object *chest; |
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|
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if (tdiv == 3) |
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tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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/* don't put a chest on an exit. */ |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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if (!chest) |
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continue; /* if no chest was placed NEXT */ |
147 |
if (treasureoptions & (DOORED | HIDDEN)) |
148 |
{ |
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doorlist = find_doors_in_room (map, i, j, RP); |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
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free (doorlist); |
152 |
} |
153 |
} |
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} |
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} |
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break; |
157 |
} |
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default: |
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{ |
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int i, j, tries; |
161 |
object *chest; |
162 |
object **doorlist; |
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|
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i = j = -1; |
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tries = 0; |
166 |
while (i == -1 && tries < 100) |
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{ |
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i = RANDOM () % (RP->Xsize - 2) + 1; |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
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find_enclosed_spot (map, &i, &j, RP); |
171 |
if (wall_blocked (map, i, j)) |
172 |
i = -1; |
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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 |
{ |
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doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
184 |
free (doorlist); |
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} |
186 |
} |
187 |
} |
188 |
} |
189 |
else |
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{ /* DIFFUSE treasure layout */ |
191 |
int ti, i, j; |
192 |
|
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for (ti = 0; ti < num_treasures; ti++) |
194 |
{ |
195 |
i = RANDOM () % (RP->Xsize - 2) + 1; |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
197 |
place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
198 |
} |
199 |
} |
200 |
} |
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|
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|
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|
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/* put a chest into the map, near x and y, with the treasure style |
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determined (may be null, or may be a treasure list from lib/treasures, |
206 |
if the global variable "treasurestyle" is set to that treasure list's name */ |
207 |
|
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object * |
209 |
place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) |
210 |
{ |
211 |
object *the_chest; |
212 |
int i, xl, yl; |
213 |
|
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the_chest = get_archetype ("chest"); /* was "chest_2" */ |
215 |
|
216 |
/* first, find a place to put the chest. */ |
217 |
i = find_first_free_spot (the_chest, map, x, y); |
218 |
if (i == -1) |
219 |
{ |
220 |
free_object (the_chest); |
221 |
return NULL; |
222 |
} |
223 |
xl = x + freearr_x[i]; |
224 |
yl = y + freearr_y[i]; |
225 |
|
226 |
/* if the placement is blocked, return a fail. */ |
227 |
if (wall_blocked (map, xl, yl)) |
228 |
return 0; |
229 |
|
230 |
|
231 |
/* put the treasures in the chest. */ |
232 |
/* if(style_map) { */ |
233 |
#if 0 /* don't use treasure style maps for now! */ |
234 |
int ti; |
235 |
|
236 |
/* if treasurestyle lists a treasure list, use it. */ |
237 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
238 |
|
239 |
if (tlist != NULL) |
240 |
for (ti = 0; ti < n_treasures; ti++) |
241 |
{ /* use the treasure list */ |
242 |
object *new_treasure = pick_random_object (style_map); |
243 |
|
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insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
245 |
} |
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 |
|
256 |
the_chest->randomitems = tlist; |
257 |
the_chest->stats.hp = n_treasures; |
258 |
} |
259 |
|
260 |
/* stick a trap in the chest if required */ |
261 |
if (treasureoptions & TRAPPED) |
262 |
{ |
263 |
mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 |
object *the_trap; |
265 |
|
266 |
if (trap_map) |
267 |
{ |
268 |
the_trap = pick_random_object (trap_map); |
269 |
the_trap->stats.Cha = 10 + RP->difficulty; |
270 |
the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
271 |
if (the_trap) |
272 |
{ |
273 |
object *new_trap; |
274 |
|
275 |
new_trap = arch_to_object (the_trap->arch); |
276 |
copy_object (new_trap, the_trap); |
277 |
new_trap->x = x; |
278 |
new_trap->y = y; |
279 |
insert_ob_in_ob (new_trap, the_chest); |
280 |
} |
281 |
} |
282 |
} |
283 |
|
284 |
/* set the chest lock code, and call the keyplacer routine with |
285 |
the lockcode. It's not worth bothering to lock the chest if |
286 |
there's only 1 treasure.... */ |
287 |
|
288 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
289 |
{ |
290 |
char keybuf[256]; |
291 |
|
292 |
sprintf (keybuf, "%d", (int) RANDOM ()); |
293 |
the_chest->slaying = keybuf; |
294 |
keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
295 |
} |
296 |
|
297 |
/* actually place the chest. */ |
298 |
the_chest->x = xl; |
299 |
the_chest->y = yl; |
300 |
insert_ob_in_map (the_chest, map, NULL, 0); |
301 |
return the_chest; |
302 |
} |
303 |
|
304 |
|
305 |
/* finds the closest monster and returns him, regardless of doors |
306 |
or walls */ |
307 |
object * |
308 |
find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) |
309 |
{ |
310 |
int i; |
311 |
|
312 |
for (i = 0; i < SIZEOFFREE; i++) |
313 |
{ |
314 |
int lx, ly; |
315 |
|
316 |
lx = x + freearr_x[i]; |
317 |
ly = y + freearr_y[i]; |
318 |
/* boundscheck */ |
319 |
if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
320 |
/* don't bother searching this square unless the map says life exists. */ |
321 |
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
322 |
{ |
323 |
object *the_monster = get_map_ob (map, lx, ly); |
324 |
|
325 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
326 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
327 |
return the_monster; |
328 |
} |
329 |
} |
330 |
return NULL; |
331 |
} |
332 |
|
333 |
|
334 |
|
335 |
/* places keys in the map, preferably in something alive. |
336 |
keycode is the key's code, |
337 |
door_flag is either PASS_DOORS or NO_PASS_DOORS. |
338 |
NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
339 |
if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
340 |
it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
341 |
|
342 |
The idea is that you call keyplace on x,y where a door is, and it'll make |
343 |
sure a key is placed on both sides of the door. |
344 |
*/ |
345 |
|
346 |
int |
347 |
keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
348 |
{ |
349 |
int i, j; |
350 |
int kx, ky; |
351 |
object *the_keymaster; /* the monster that gets the key. */ |
352 |
object *the_key; |
353 |
|
354 |
/* get a key and set its keycode */ |
355 |
the_key = get_archetype ("key2"); |
356 |
the_key->slaying = keycode; |
357 |
|
358 |
if (door_flag == PASS_DOORS) |
359 |
{ |
360 |
int tries = 0; |
361 |
|
362 |
the_keymaster = NULL; |
363 |
while (tries < 15 && the_keymaster == NULL) |
364 |
{ |
365 |
i = (RANDOM () % (RP->Xsize - 2)) + 1; |
366 |
j = (RANDOM () % (RP->Ysize - 2)) + 1; |
367 |
tries++; |
368 |
the_keymaster = find_closest_monster (map, i, j, RP); |
369 |
} |
370 |
/* if we don't find a good keymaster, drop the key on the ground. */ |
371 |
if (the_keymaster == NULL) |
372 |
{ |
373 |
int freeindex; |
374 |
|
375 |
freeindex = -1; |
376 |
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
377 |
{ |
378 |
kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
379 |
ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
380 |
freeindex = find_first_free_spot (the_key, map, kx, ky); |
381 |
} |
382 |
if (freeindex != -1) |
383 |
{ |
384 |
kx += freearr_x[freeindex]; |
385 |
ky += freearr_y[freeindex]; |
386 |
} |
387 |
} |
388 |
} |
389 |
else |
390 |
{ /* NO_PASS_DOORS --we have to work harder. */ |
391 |
/* don't try to keyplace if we're sitting on a blocked square and |
392 |
NO_PASS_DOORS is set. */ |
393 |
if (n_keys == 1) |
394 |
{ |
395 |
if (wall_blocked (map, x, y)) |
396 |
return 0; |
397 |
the_keymaster = find_monster_in_room (map, x, y, RP); |
398 |
if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
399 |
find_spot_in_room (map, x, y, &kx, &ky, RP); |
400 |
} |
401 |
else |
402 |
{ |
403 |
int sum = 0; /* count how many keys we actually place */ |
404 |
|
405 |
/* I'm lazy, so just try to place in all 4 directions. */ |
406 |
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
407 |
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
408 |
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
409 |
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
410 |
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
411 |
{ /* diagnoally this time. */ |
412 |
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); |
414 |
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); |
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); |
426 |
return 1; |
427 |
} |
428 |
|
429 |
insert_ob_in_ob (the_key, the_keymaster); |
430 |
return 1; |
431 |
} |
432 |
|
433 |
|
434 |
|
435 |
/* both find_monster_in_room routines need to have access to this. */ |
436 |
|
437 |
object *theMonsterToFind; |
438 |
|
439 |
/* a recursive routine which will return a monster, eventually,if there is one. |
440 |
it does a check-off on the layout, converting 0's to 1's */ |
441 |
|
442 |
object * |
443 |
find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) |
444 |
{ |
445 |
int i, j; |
446 |
|
447 |
/* if we've found a monster already, leave */ |
448 |
if (theMonsterToFind != NULL) |
449 |
return theMonsterToFind; |
450 |
|
451 |
/* bounds check x and y */ |
452 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
453 |
return theMonsterToFind; |
454 |
|
455 |
/* if the square is blocked or searched already, leave */ |
456 |
if (layout[x][y] != 0) |
457 |
return theMonsterToFind; /* might be NULL, that's fine. */ |
458 |
|
459 |
/* check the current square for a monster. If there is one, |
460 |
set theMonsterToFind and return it. */ |
461 |
layout[x][y] = 1; |
462 |
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
463 |
{ |
464 |
object *the_monster = get_map_ob (map, x, y); |
465 |
|
466 |
/* check off this point */ |
467 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
468 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
469 |
{ |
470 |
theMonsterToFind = the_monster; |
471 |
return theMonsterToFind; |
472 |
} |
473 |
} |
474 |
|
475 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
476 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
477 |
{ |
478 |
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
479 |
if (theMonsterToFind != NULL) |
480 |
return theMonsterToFind; |
481 |
} |
482 |
return theMonsterToFind; |
483 |
} |
484 |
|
485 |
|
486 |
/* sets up some data structures: the _recursive form does the |
487 |
real work. */ |
488 |
|
489 |
object * |
490 |
find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) |
491 |
{ |
492 |
char **layout2; |
493 |
int i, j; |
494 |
|
495 |
theMonsterToFind = 0; |
496 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
497 |
/* allocate and copy the layout, converting C to 0. */ |
498 |
for (i = 0; i < RP->Xsize; i++) |
499 |
{ |
500 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
501 |
for (j = 0; j < RP->Ysize; j++) |
502 |
{ |
503 |
if (wall_blocked (map, i, j)) |
504 |
layout2[i][j] = '#'; |
505 |
} |
506 |
} |
507 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
508 |
|
509 |
/* deallocate the temp. layout */ |
510 |
for (i = 0; i < RP->Xsize; i++) |
511 |
{ |
512 |
free (layout2[i]); |
513 |
} |
514 |
free (layout2); |
515 |
|
516 |
return theMonsterToFind; |
517 |
} |
518 |
|
519 |
|
520 |
|
521 |
|
522 |
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
523 |
int *room_free_spots_x; |
524 |
int *room_free_spots_y; |
525 |
int number_of_free_spots_in_room; |
526 |
|
527 |
/* the workhorse routine, which finds the free spots in a room: |
528 |
a datastructure of free points is set up, and a position chosen from |
529 |
that datastructure. */ |
530 |
|
531 |
void |
532 |
find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
533 |
{ |
534 |
int i, j; |
535 |
|
536 |
/* bounds check x and y */ |
537 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
538 |
return; |
539 |
|
540 |
/* if the square is blocked or searched already, leave */ |
541 |
if (layout[x][y] != 0) |
542 |
return; |
543 |
|
544 |
/* set the current square as checked, and add it to the list. |
545 |
set theMonsterToFind and return it. */ |
546 |
/* check off this point */ |
547 |
layout[x][y] = 1; |
548 |
room_free_spots_x[number_of_free_spots_in_room] = x; |
549 |
room_free_spots_y[number_of_free_spots_in_room] = y; |
550 |
number_of_free_spots_in_room++; |
551 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
552 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
553 |
{ |
554 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
555 |
} |
556 |
|
557 |
} |
558 |
|
559 |
/* find a random non-blocked spot in this room to drop a key. */ |
560 |
void |
561 |
find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) |
562 |
{ |
563 |
char **layout2; |
564 |
int i, j; |
565 |
|
566 |
number_of_free_spots_in_room = 0; |
567 |
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
568 |
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
569 |
|
570 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
571 |
/* allocate and copy the layout, converting C to 0. */ |
572 |
for (i = 0; i < RP->Xsize; i++) |
573 |
{ |
574 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
575 |
for (j = 0; j < RP->Ysize; j++) |
576 |
{ |
577 |
if (wall_blocked (map, i, j)) |
578 |
layout2[i][j] = '#'; |
579 |
} |
580 |
} |
581 |
|
582 |
/* setup num_free_spots and room_free_spots */ |
583 |
find_spot_in_room_recursive (layout2, x, y, RP); |
584 |
|
585 |
if (number_of_free_spots_in_room > 0) |
586 |
{ |
587 |
i = RANDOM () % number_of_free_spots_in_room; |
588 |
*kx = room_free_spots_x[i]; |
589 |
*ky = room_free_spots_y[i]; |
590 |
} |
591 |
|
592 |
/* deallocate the temp. layout */ |
593 |
for (i = 0; i < RP->Xsize; i++) |
594 |
{ |
595 |
free (layout2[i]); |
596 |
} |
597 |
free (layout2); |
598 |
free (room_free_spots_x); |
599 |
free (room_free_spots_y); |
600 |
} |
601 |
|
602 |
|
603 |
/* searches the map for a spot with walls around it. The more |
604 |
walls the better, but it'll settle for 1 wall, or even 0, but |
605 |
it'll return 0 if no FREE spots are found.*/ |
606 |
|
607 |
void |
608 |
find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) |
609 |
{ |
610 |
int x, y; |
611 |
int i; |
612 |
|
613 |
x = *cx; |
614 |
y = *cy; |
615 |
|
616 |
for (i = 0; i <= SIZEOFFREE1; i++) |
617 |
{ |
618 |
int lx, ly, sindex; |
619 |
|
620 |
lx = x + freearr_x[i]; |
621 |
ly = y + freearr_y[i]; |
622 |
sindex = surround_flag3 (map, lx, ly, RP); |
623 |
/* if it's blocked on 3 sides, it's enclosed */ |
624 |
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
625 |
{ |
626 |
*cx = lx; |
627 |
*cy = ly; |
628 |
return; |
629 |
} |
630 |
} |
631 |
|
632 |
/* OK, if we got here, we're obviously someplace where there's no enclosed |
633 |
spots--try to find someplace which is 2x enclosed. */ |
634 |
for (i = 0; i <= SIZEOFFREE1; i++) |
635 |
{ |
636 |
int lx, ly, sindex; |
637 |
|
638 |
lx = x + freearr_x[i]; |
639 |
ly = y + freearr_y[i]; |
640 |
sindex = surround_flag3 (map, lx, ly, RP); |
641 |
/* if it's blocked on 3 sides, it's enclosed */ |
642 |
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
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]; |
672 |
return; |
673 |
} |
674 |
/* indicate failure */ |
675 |
*cx = *cy = -1; |
676 |
} |
677 |
|
678 |
|
679 |
void |
680 |
remove_monsters (int x, int y, mapstruct *map) |
681 |
{ |
682 |
object *tmp; |
683 |
|
684 |
for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
685 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
686 |
{ |
687 |
if (tmp->head) |
688 |
tmp = tmp->head; |
689 |
remove_ob (tmp); |
690 |
free_object (tmp); |
691 |
tmp = get_map_ob (map, x, y); |
692 |
if (tmp == NULL) |
693 |
break; |
694 |
}; |
695 |
} |
696 |
|
697 |
|
698 |
/* surrounds the point x,y by doors, so as to enclose something, like |
699 |
a chest. It only goes as far as the 8 squares surrounding, and |
700 |
it'll remove any monsters it finds.*/ |
701 |
|
702 |
object ** |
703 |
surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) |
704 |
{ |
705 |
int i; |
706 |
char *doors[2]; |
707 |
object **doorlist; |
708 |
int ndoors_made = 0; |
709 |
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
710 |
|
711 |
/* this is a list we pick from, for horizontal and vertical doors */ |
712 |
if (opts & DOORED) |
713 |
{ |
714 |
doors[0] = "locked_door2"; |
715 |
doors[1] = "locked_door1"; |
716 |
} |
717 |
else |
718 |
{ |
719 |
doors[0] = "door_1"; |
720 |
doors[1] = "door_2"; |
721 |
} |
722 |
|
723 |
/* place doors in all the 8 adjacent unblocked squares. */ |
724 |
for (i = 1; i < 9; i++) |
725 |
{ |
726 |
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
727 |
|
728 |
if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
729 |
{ /* place a door */ |
730 |
object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
731 |
|
732 |
new_door->x = x + freearr_x[i]; |
733 |
new_door->y = y + freearr_y[i]; |
734 |
remove_monsters (new_door->x, new_door->y, map); |
735 |
insert_ob_in_map (new_door, map, NULL, 0); |
736 |
doorlist[ndoors_made] = new_door; |
737 |
ndoors_made++; |
738 |
} |
739 |
} |
740 |
return doorlist; |
741 |
} |
742 |
|
743 |
|
744 |
/* returns the first door in this square, or NULL if there isn't a door. */ |
745 |
object * |
746 |
door_in_square (mapstruct *map, int x, int y) |
747 |
{ |
748 |
object *tmp; |
749 |
|
750 |
for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
751 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
752 |
return tmp; |
753 |
return NULL; |
754 |
} |
755 |
|
756 |
|
757 |
/* the workhorse routine, which finds the doors in a room */ |
758 |
void |
759 |
find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
760 |
{ |
761 |
int i, j; |
762 |
object *door; |
763 |
|
764 |
/* bounds check x and y */ |
765 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
766 |
return; |
767 |
|
768 |
/* if the square is blocked or searched already, leave */ |
769 |
if (layout[x][y] == 1) |
770 |
return; |
771 |
|
772 |
/* check off this point */ |
773 |
if (layout[x][y] == '#') |
774 |
{ /* there could be a door here */ |
775 |
layout[x][y] = 1; |
776 |
door = door_in_square (map, x, y); |
777 |
if (door != NULL) |
778 |
{ |
779 |
doorlist[*ndoors] = door; |
780 |
if (*ndoors > 254) /* eek! out of memory */ |
781 |
{ |
782 |
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
783 |
return; |
784 |
} |
785 |
*ndoors = *ndoors + 1; |
786 |
} |
787 |
} |
788 |
else |
789 |
{ |
790 |
layout[x][y] = 1; |
791 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
792 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
793 |
{ |
794 |
find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
795 |
} |
796 |
} |
797 |
} |
798 |
|
799 |
/* find a random non-blocked spot in this room to drop a key. */ |
800 |
object ** |
801 |
find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) |
802 |
{ |
803 |
char **layout2; |
804 |
object **doorlist; |
805 |
int i, j; |
806 |
int ndoors = 0; |
807 |
|
808 |
doorlist = (object **) calloc (sizeof (int), 256); |
809 |
|
810 |
|
811 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
812 |
/* allocate and copy the layout, converting C to 0. */ |
813 |
for (i = 0; i < RP->Xsize; i++) |
814 |
{ |
815 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
816 |
for (j = 0; j < RP->Ysize; j++) |
817 |
{ |
818 |
if (wall_blocked (map, i, j)) |
819 |
layout2[i][j] = '#'; |
820 |
} |
821 |
} |
822 |
|
823 |
/* setup num_free_spots and room_free_spots */ |
824 |
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
825 |
|
826 |
/* deallocate the temp. layout */ |
827 |
for (i = 0; i < RP->Xsize; i++) |
828 |
{ |
829 |
free (layout2[i]); |
830 |
} |
831 |
free (layout2); |
832 |
return doorlist; |
833 |
} |
834 |
|
835 |
|
836 |
|
837 |
/* locks and/or hides all the doors in doorlist, or does nothing if |
838 |
opts doesn't say to lock/hide doors. */ |
839 |
|
840 |
void |
841 |
lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) |
842 |
{ |
843 |
object *door; |
844 |
int i; |
845 |
|
846 |
/* lock the doors and hide the keys. */ |
847 |
|
848 |
if (opts & DOORED) |
849 |
{ |
850 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
851 |
{ |
852 |
object *new_door = get_archetype ("locked_door1"); |
853 |
char keybuf[256]; |
854 |
|
855 |
door = doorlist[i]; |
856 |
new_door->face = door->face; |
857 |
new_door->x = door->x; |
858 |
new_door->y = door->y; |
859 |
remove_ob (door); |
860 |
free_object (door); |
861 |
doorlist[i] = new_door; |
862 |
insert_ob_in_map (new_door, map, NULL, 0); |
863 |
sprintf (keybuf, "%d", (int) RANDOM ()); |
864 |
new_door->slaying = keybuf; |
865 |
keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
866 |
} |
867 |
} |
868 |
|
869 |
/* change the faces of the doors and surrounding walls to hide them. */ |
870 |
if (opts & HIDDEN) |
871 |
{ |
872 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
873 |
{ |
874 |
object *wallface; |
875 |
|
876 |
door = doorlist[i]; |
877 |
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
878 |
if (wallface != NULL) |
879 |
{ |
880 |
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
881 |
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
882 |
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
883 |
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
884 |
door->face = wallface->face; |
885 |
if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
886 |
remove_ob (wallface); |
887 |
free_object (wallface); |
888 |
} |
889 |
} |
890 |
} |
891 |
} |