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1 | |
1 | /* |
2 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
3 | |
4 | |
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5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
8 | |
7 | This program is free software; you can redistribute it and/or modify |
9 | This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
10 | it under the terms of the GNU General Public License as published by |
… | |
… | |
67 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
69 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
68 | treasureoptions (may be 0 for random choices or positive) |
70 | treasureoptions (may be 0 for random choices or positive) |
69 | */ |
71 | */ |
70 | |
72 | |
71 | void |
73 | void |
72 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
73 | { |
75 | { |
74 | char styledirname[256]; |
76 | char styledirname[1024]; |
75 | char stylefilepath[256]; |
77 | char stylefilepath[1024]; |
76 | maptile *style_map = 0; |
78 | maptile *style_map = 0; |
77 | int num_treasures; |
79 | int num_treasures; |
78 | |
80 | |
79 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
80 | if (treasure_style) |
82 | if (treasure_style) |
… | |
… | |
113 | { |
115 | { |
114 | |
116 | |
115 | /* map_layout_style global, and is previously set */ |
117 | /* map_layout_style global, and is previously set */ |
116 | switch (RP->map_layout_style) |
118 | switch (RP->map_layout_style) |
117 | { |
119 | { |
118 | case ONION_LAYOUT: |
120 | case LAYOUT_ONION: |
119 | case SPIRAL_LAYOUT: |
121 | case LAYOUT_SPIRAL: |
120 | case SQUARE_SPIRAL_LAYOUT: |
122 | case LAYOUT_SQUARE_SPIRAL: |
121 | { |
123 | { |
122 | int i, j; |
124 | int i, j; |
123 | |
125 | |
124 | /* search the onion for C's or '>', and put treasure there. */ |
126 | /* search the onion for C's or '>', and put treasure there. */ |
125 | for (i = 0; i < RP->Xsize; i++) |
127 | for (i = 0; i < RP->Xsize; i++) |
126 | { |
128 | { |
127 | for (j = 0; j < RP->Ysize; j++) |
129 | for (j = 0; j < RP->Ysize; j++) |
128 | { |
130 | { |
129 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
131 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
130 | { |
132 | { |
131 | int tdiv = RP->symmetry_used; |
133 | int tdiv = RP->symmetry_used; |
132 | object **doorlist; |
134 | object **doorlist; |
133 | object *chest; |
135 | object *chest; |
134 | |
136 | |
135 | if (tdiv == 3) |
137 | if (tdiv == 3) |
136 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
138 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
137 | /* don't put a chest on an exit. */ |
139 | /* don't put a chest on an exit. */ |
138 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
140 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
139 | if (!chest) |
141 | if (!chest) |
140 | continue; /* if no chest was placed NEXT */ |
142 | continue; /* if no chest was placed NEXT */ |
141 | if (treasureoptions & (DOORED | HIDDEN)) |
143 | if (treasureoptions & (DOORED | HIDDEN)) |
142 | { |
144 | { |
143 | doorlist = find_doors_in_room (map, i, j, RP); |
145 | doorlist = find_doors_in_room (map, i, j, RP); |
144 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
146 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
145 | free (doorlist); |
147 | free (doorlist); |
146 | } |
148 | } |
147 | } |
149 | } |
148 | } |
150 | } |
149 | } |
151 | } |
150 | break; |
152 | break; |
151 | } |
153 | } |
152 | default: |
154 | default: |
153 | { |
155 | { |
154 | int i, j, tries; |
156 | int i, j, tries; |
155 | object *chest; |
157 | object *chest; |
156 | object **doorlist; |
158 | object **doorlist; |
157 | |
159 | |
158 | i = j = -1; |
160 | i = j = -1; |
159 | tries = 0; |
161 | tries = 0; |
160 | while (i == -1 && tries < 100) |
162 | while (i == -1 && tries < 100) |
161 | { |
163 | { |
162 | i = RANDOM () % (RP->Xsize - 2) + 1; |
164 | i = RANDOM () % (RP->Xsize - 2) + 1; |
163 | j = RANDOM () % (RP->Ysize - 2) + 1; |
165 | j = RANDOM () % (RP->Ysize - 2) + 1; |
164 | find_enclosed_spot (map, &i, &j, RP); |
166 | find_enclosed_spot (map, &i, &j, RP); |
165 | if (wall_blocked (map, i, j)) |
167 | if (wall_blocked (map, i, j)) |
166 | i = -1; |
168 | i = -1; |
167 | tries++; |
169 | tries++; |
168 | } |
170 | } |
169 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
171 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
170 | if (!chest) |
172 | if (!chest) |
171 | return; |
173 | return; |
172 | i = chest->x; |
174 | i = chest->x; |
173 | j = chest->y; |
175 | j = chest->y; |
174 | if (treasureoptions & (DOORED | HIDDEN)) |
176 | if (treasureoptions & (DOORED | HIDDEN)) |
175 | { |
177 | { |
176 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
178 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
177 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
179 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
178 | free (doorlist); |
180 | free (doorlist); |
179 | } |
181 | } |
180 | } |
182 | } |
181 | } |
183 | } |
182 | } |
184 | } |
183 | else |
185 | else |
184 | { /* DIFFUSE treasure layout */ |
186 | { /* DIFFUSE treasure layout */ |
185 | int ti, i, j; |
187 | int ti, i, j; |
… | |
… | |
191 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
193 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
192 | } |
194 | } |
193 | } |
195 | } |
194 | } |
196 | } |
195 | |
197 | |
196 | |
|
|
197 | |
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198 | /* put a chest into the map, near x and y, with the treasure style |
198 | /* put a chest into the map, near x and y, with the treasure style |
199 | determined (may be null, or may be a treasure list from lib/treasures, |
199 | determined (may be null, or may be a treasure list from lib/treasures, |
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
201 | |
201 | |
202 | object * |
202 | object * |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
204 | { |
204 | { |
205 | object *the_chest; |
205 | object *the_chest; |
206 | int i, xl, yl; |
206 | int i, xl, yl; |
207 | |
207 | |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
… | |
… | |
218 | yl = y + freearr_y[i]; |
218 | yl = y + freearr_y[i]; |
219 | |
219 | |
220 | /* if the placement is blocked, return a fail. */ |
220 | /* if the placement is blocked, return a fail. */ |
221 | if (wall_blocked (map, xl, yl)) |
221 | if (wall_blocked (map, xl, yl)) |
222 | return 0; |
222 | return 0; |
223 | |
|
|
224 | |
223 | |
225 | /* put the treasures in the chest. */ |
224 | /* put the treasures in the chest. */ |
226 | /* if(style_map) { */ |
225 | /* if(style_map) { */ |
227 | #if 0 /* don't use treasure style maps for now! */ |
226 | #if 0 /* don't use treasure style maps for now! */ |
228 | int ti; |
227 | int ti; |
… | |
… | |
241 | { /* use the style map */ |
240 | { /* use the style map */ |
242 | the_chest->randomitems = tlist; |
241 | the_chest->randomitems = tlist; |
243 | the_chest->stats.hp = n_treasures; |
242 | the_chest->stats.hp = n_treasures; |
244 | } |
243 | } |
245 | #endif |
244 | #endif |
246 | else |
|
|
247 | { /* neither style_map no treasure list given */ |
245 | { /* neither style_map no treasure list given */ |
248 | treasurelist *tlist = find_treasurelist ("chest"); |
246 | treasurelist *tlist = find_treasurelist ("chest"); |
249 | |
247 | |
250 | the_chest->randomitems = tlist; |
248 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
249 | the_chest->stats.hp = n_treasures; |
… | |
… | |
279 | the lockcode. It's not worth bothering to lock the chest if |
277 | the lockcode. It's not worth bothering to lock the chest if |
280 | there's only 1 treasure.... */ |
278 | there's only 1 treasure.... */ |
281 | |
279 | |
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
280 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
283 | { |
281 | { |
284 | char keybuf[256]; |
282 | char keybuf[1024]; |
285 | |
283 | |
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
284 | sprintf (keybuf, "%d", (int) RANDOM ()); |
287 | the_chest->slaying = keybuf; |
285 | the_chest->slaying = keybuf; |
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
286 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
289 | } |
287 | } |
… | |
… | |
297 | |
295 | |
298 | |
296 | |
299 | /* finds the closest monster and returns him, regardless of doors |
297 | /* finds the closest monster and returns him, regardless of doors |
300 | or walls */ |
298 | or walls */ |
301 | object * |
299 | object * |
302 | find_closest_monster (maptile *map, int x, int y, RMParms * RP) |
300 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
303 | { |
301 | { |
304 | int i; |
302 | int i; |
305 | |
303 | |
306 | for (i = 0; i < SIZEOFFREE; i++) |
304 | for (i = 0; i < SIZEOFFREE; i++) |
307 | { |
305 | { |
… | |
… | |
312 | /* boundscheck */ |
310 | /* boundscheck */ |
313 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
311 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
314 | /* don't bother searching this square unless the map says life exists. */ |
312 | /* don't bother searching this square unless the map says life exists. */ |
315 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
313 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
316 | { |
314 | { |
317 | object *the_monster = get_map_ob (map, lx, ly); |
315 | object *the_monster = GET_MAP_OB (map, lx, ly); |
318 | |
316 | |
319 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
317 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
320 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
318 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
321 | return the_monster; |
319 | return the_monster; |
322 | } |
320 | } |
… | |
… | |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
334 | The idea is that you call keyplace on x,y where a door is, and it'll make |
337 | sure a key is placed on both sides of the door. |
335 | sure a key is placed on both sides of the door. |
338 | */ |
336 | */ |
339 | |
337 | |
340 | int |
338 | int |
341 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
339 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
342 | { |
340 | { |
343 | int i, j; |
341 | int i, j; |
344 | int kx, ky; |
342 | int kx, ky; |
345 | object *the_keymaster; /* the monster that gets the key. */ |
343 | object *the_keymaster; /* the monster that gets the key. */ |
346 | object *the_key; |
344 | object *the_key; |
… | |
… | |
369 | freeindex = -1; |
367 | freeindex = -1; |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
368 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
371 | { |
369 | { |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
370 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
371 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
374 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
372 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
375 | } |
373 | } |
|
|
374 | |
376 | if (freeindex != -1) |
375 | if (freeindex != -1) |
377 | { |
376 | { |
378 | kx += freearr_x[freeindex]; |
377 | kx += freearr_x[freeindex]; |
379 | ky += freearr_y[freeindex]; |
378 | ky += freearr_y[freeindex]; |
380 | } |
379 | } |
… | |
… | |
386 | NO_PASS_DOORS is set. */ |
385 | NO_PASS_DOORS is set. */ |
387 | if (n_keys == 1) |
386 | if (n_keys == 1) |
388 | { |
387 | { |
389 | if (wall_blocked (map, x, y)) |
388 | if (wall_blocked (map, x, y)) |
390 | return 0; |
389 | return 0; |
|
|
390 | |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 | } |
394 | } |
395 | else |
395 | else |
… | |
… | |
432 | |
432 | |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
434 | it does a check-off on the layout, converting 0's to 1's */ |
434 | it does a check-off on the layout, converting 0's to 1's */ |
435 | |
435 | |
436 | object * |
436 | object * |
437 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) |
437 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
438 | { |
438 | { |
439 | int i, j; |
439 | int i, j; |
440 | |
440 | |
441 | /* if we've found a monster already, leave */ |
441 | /* if we've found a monster already, leave */ |
442 | if (theMonsterToFind != NULL) |
442 | if (theMonsterToFind != NULL) |
… | |
… | |
453 | /* check the current square for a monster. If there is one, |
453 | /* check the current square for a monster. If there is one, |
454 | set theMonsterToFind and return it. */ |
454 | set theMonsterToFind and return it. */ |
455 | layout[x][y] = 1; |
455 | layout[x][y] = 1; |
456 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
456 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
457 | { |
457 | { |
458 | object *the_monster = get_map_ob (map, x, y); |
458 | object *the_monster = GET_MAP_OB (map, x, y); |
459 | |
459 | |
460 | /* check off this point */ |
460 | /* check off this point */ |
461 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
461 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
462 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
462 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
463 | { |
463 | { |
… | |
… | |
479 | |
479 | |
480 | /* sets up some data structures: the _recursive form does the |
480 | /* sets up some data structures: the _recursive form does the |
481 | real work. */ |
481 | real work. */ |
482 | |
482 | |
483 | object * |
483 | object * |
484 | find_monster_in_room (maptile *map, int x, int y, RMParms * RP) |
484 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
485 | { |
485 | { |
486 | char **layout2; |
486 | char **layout2; |
487 | int i, j; |
487 | int i, j; |
488 | |
488 | |
489 | theMonsterToFind = 0; |
489 | theMonsterToFind = 0; |
… | |
… | |
521 | /* the workhorse routine, which finds the free spots in a room: |
521 | /* the workhorse routine, which finds the free spots in a room: |
522 | a datastructure of free points is set up, and a position chosen from |
522 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
523 | that datastructure. */ |
524 | |
524 | |
525 | void |
525 | void |
526 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
526 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | { |
527 | { |
528 | int i, j; |
528 | int i, j; |
529 | |
529 | |
530 | /* bounds check x and y */ |
530 | /* bounds check x and y */ |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
550 | |
550 | |
551 | } |
551 | } |
552 | |
552 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
554 | void |
554 | void |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
556 | { |
556 | { |
557 | char **layout2; |
557 | char **layout2; |
558 | int i, j; |
558 | int i, j; |
559 | |
559 | |
560 | number_of_free_spots_in_room = 0; |
560 | number_of_free_spots_in_room = 0; |
… | |
… | |
597 | /* searches the map for a spot with walls around it. The more |
597 | /* searches the map for a spot with walls around it. The more |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
599 | it'll return 0 if no FREE spots are found.*/ |
599 | it'll return 0 if no FREE spots are found.*/ |
600 | |
600 | |
601 | void |
601 | void |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | { |
603 | { |
604 | int x, y; |
604 | int x, y; |
605 | int i; |
605 | int i; |
606 | |
606 | |
607 | x = *cx; |
607 | x = *cx; |
… | |
… | |
673 | void |
673 | void |
674 | remove_monsters (int x, int y, maptile *map) |
674 | remove_monsters (int x, int y, maptile *map) |
675 | { |
675 | { |
676 | object *tmp; |
676 | object *tmp; |
677 | |
677 | |
678 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
678 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
680 | { |
680 | { |
681 | if (tmp->head) |
681 | if (tmp->head) |
682 | tmp = tmp->head; |
682 | tmp = tmp->head; |
683 | tmp->remove (); |
683 | tmp->remove (); |
684 | tmp->destroy (); |
684 | tmp->destroy (); |
685 | tmp = get_map_ob (map, x, y); |
685 | tmp = GET_MAP_OB (map, x, y); |
686 | if (tmp == NULL) |
686 | if (tmp == NULL) |
687 | break; |
687 | break; |
688 | }; |
688 | }; |
689 | } |
689 | } |
690 | |
690 | |
… | |
… | |
739 | object * |
739 | object * |
740 | door_in_square (maptile *map, int x, int y) |
740 | door_in_square (maptile *map, int x, int y) |
741 | { |
741 | { |
742 | object *tmp; |
742 | object *tmp; |
743 | |
743 | |
744 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
744 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
746 | return tmp; |
746 | return tmp; |
747 | return NULL; |
747 | return NULL; |
748 | } |
748 | } |
749 | |
749 | |
750 | |
750 | |
751 | /* the workhorse routine, which finds the doors in a room */ |
751 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
752 | void |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
754 | { |
754 | { |
755 | int i, j; |
755 | int i, j; |
756 | object *door; |
756 | object *door; |
757 | |
757 | |
758 | /* bounds check x and y */ |
758 | /* bounds check x and y */ |
… | |
… | |
766 | /* check off this point */ |
766 | /* check off this point */ |
767 | if (layout[x][y] == '#') |
767 | if (layout[x][y] == '#') |
768 | { /* there could be a door here */ |
768 | { /* there could be a door here */ |
769 | layout[x][y] = 1; |
769 | layout[x][y] = 1; |
770 | door = door_in_square (map, x, y); |
770 | door = door_in_square (map, x, y); |
771 | if (door != NULL) |
771 | if (door) |
772 | { |
772 | { |
773 | doorlist[*ndoors] = door; |
773 | doorlist[*ndoors] = door; |
774 | if (*ndoors > 254) /* eek! out of memory */ |
774 | if (*ndoors > 1022) /* eek! out of memory */ |
775 | { |
775 | { |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 | return; |
777 | return; |
778 | } |
778 | } |
|
|
779 | |
779 | *ndoors = *ndoors + 1; |
780 | *ndoors = *ndoors + 1; |
780 | } |
781 | } |
781 | } |
782 | } |
782 | else |
783 | else |
783 | { |
784 | { |
784 | layout[x][y] = 1; |
785 | layout[x][y] = 1; |
785 | /* now search all the 8 squares around recursively for free spots,in random order */ |
786 | /* now search all the 8 squares around recursively for free spots,in random order */ |
786 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
787 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
787 | { |
|
|
788 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
788 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
789 | } |
|
|
790 | } |
789 | } |
791 | } |
790 | } |
792 | |
791 | |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
792 | /* find a random non-blocked spot in this room to drop a key. */ |
794 | object ** |
793 | object ** |
795 | find_doors_in_room (maptile *map, int x, int y, RMParms * RP) |
794 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
796 | { |
795 | { |
797 | char **layout2; |
796 | char **layout2; |
798 | object **doorlist; |
797 | object **doorlist; |
799 | int i, j; |
798 | int i, j; |
800 | int ndoors = 0; |
799 | int ndoors = 0; |
801 | |
800 | |
802 | doorlist = (object **) calloc (sizeof (int), 256); |
801 | doorlist = (object **) calloc (sizeof (int), 1024); |
803 | |
|
|
804 | |
802 | |
805 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
803 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
806 | /* allocate and copy the layout, converting C to 0. */ |
804 | /* allocate and copy the layout, converting C to 0. */ |
807 | for (i = 0; i < RP->Xsize; i++) |
805 | for (i = 0; i < RP->Xsize; i++) |
808 | { |
806 | { |
… | |
… | |
817 | /* setup num_free_spots and room_free_spots */ |
815 | /* setup num_free_spots and room_free_spots */ |
818 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
816 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
819 | |
817 | |
820 | /* deallocate the temp. layout */ |
818 | /* deallocate the temp. layout */ |
821 | for (i = 0; i < RP->Xsize; i++) |
819 | for (i = 0; i < RP->Xsize; i++) |
822 | { |
|
|
823 | free (layout2[i]); |
820 | free (layout2[i]); |
824 | } |
821 | |
825 | free (layout2); |
822 | free (layout2); |
826 | return doorlist; |
823 | return doorlist; |
827 | } |
824 | } |
828 | |
825 | |
829 | |
826 | |
830 | |
827 | |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
828 | /* locks and/or hides all the doors in doorlist, or does nothing if |
832 | opts doesn't say to lock/hide doors. */ |
829 | opts doesn't say to lock/hide doors. */ |
833 | |
830 | |
834 | void |
831 | void |
835 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) |
832 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
836 | { |
833 | { |
837 | object *door; |
834 | object *door; |
838 | int i; |
835 | int i; |
839 | |
836 | |
840 | /* lock the doors and hide the keys. */ |
837 | /* lock the doors and hide the keys. */ |
… | |
… | |
842 | if (opts & DOORED) |
839 | if (opts & DOORED) |
843 | { |
840 | { |
844 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
841 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
845 | { |
842 | { |
846 | object *new_door = get_archetype ("locked_door1"); |
843 | object *new_door = get_archetype ("locked_door1"); |
847 | char keybuf[256]; |
844 | char keybuf[1024]; |
848 | |
845 | |
849 | door = doorlist[i]; |
846 | door = doorlist[i]; |
850 | new_door->face = door->face; |
847 | new_door->face = door->face; |
851 | new_door->x = door->x; |
848 | new_door->x = door->x; |
852 | new_door->y = door->y; |
849 | new_door->y = door->y; |