1 | |
|
|
2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
4 | |
3 | * |
5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
7 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
8 | |
7 | * |
9 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
10 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
11 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
12 | (at your option) any later version. |
11 | * (at your option) any later version. |
13 | |
12 | * |
14 | 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, |
15 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
17 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
18 | |
17 | * |
19 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
20 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
21 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
22 | |
21 | * |
23 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
24 | */ |
23 | */ |
25 | |
24 | |
26 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
27 | |
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28 | |
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29 | |
26 | |
30 | #include <global.h> |
27 | #include <global.h> |
31 | #include <random_map.h> |
28 | #include <random_map.h> |
32 | #include <rproto.h> |
29 | #include <rproto.h> |
33 | |
30 | |
… | |
… | |
49 | |
46 | |
50 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
51 | * and doors but not monsters. |
48 | * and doors but not monsters. |
52 | * This function is not map tile aware. |
49 | * This function is not map tile aware. |
53 | */ |
50 | */ |
54 | |
|
|
55 | int |
51 | int |
56 | wall_blocked (maptile *m, int x, int y) |
52 | wall_blocked (maptile *m, int x, int y) |
57 | { |
53 | { |
58 | int r; |
|
|
59 | |
|
|
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
61 | return 1; |
55 | return 1; |
|
|
56 | |
62 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
63 | return r; |
58 | return r; |
64 | } |
59 | } |
65 | |
60 | |
66 | /* place treasures in the map, given the |
61 | /* place treasures in the map, given the |
67 | map, (required) |
62 | map, (required) |
68 | layout, (required) |
63 | layout, (required) |
69 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
64 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasureoptions (may be 0 for random choices or positive) |
65 | treasureoptions (may be 0 for random choices or positive) |
71 | */ |
66 | */ |
72 | |
|
|
73 | void |
67 | void |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
68 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
75 | { |
69 | { |
76 | char styledirname[1024]; |
70 | char styledirname[1024]; |
77 | char stylefilepath[1024]; |
71 | char stylefilepath[1024]; |
… | |
… | |
80 | |
74 | |
81 | /* bail out if treasure isn't wanted. */ |
75 | /* bail out if treasure isn't wanted. */ |
82 | if (treasure_style) |
76 | if (treasure_style) |
83 | if (!strcmp (treasure_style, "none")) |
77 | if (!strcmp (treasure_style, "none")) |
84 | return; |
78 | return; |
|
|
79 | |
85 | if (treasureoptions <= 0) |
80 | if (treasureoptions <= 0) |
86 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
81 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | |
82 | |
88 | /* filter out the mutually exclusive options */ |
83 | /* filter out the mutually exclusive options */ |
89 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
84 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | { |
85 | { |
91 | if (RANDOM () % 2) |
86 | if (rndm (2)) |
92 | treasureoptions -= 1; |
87 | treasureoptions -= 1; |
93 | else |
88 | else |
94 | treasureoptions -= 2; |
89 | treasureoptions -= 2; |
95 | } |
90 | } |
96 | |
91 | |
… | |
… | |
107 | |
102 | |
108 | /* get the style map */ |
103 | /* get the style map */ |
109 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
104 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
105 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | style_map = find_style (styledirname, treasure_style, -1); |
106 | style_map = find_style (styledirname, treasure_style, -1); |
|
|
107 | |
|
|
108 | if (!style_map) |
|
|
109 | { |
|
|
110 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
|
|
111 | return; |
|
|
112 | } |
112 | |
113 | |
113 | /* all the treasure at one spot in the map. */ |
114 | /* all the treasure at one spot in the map. */ |
114 | if (treasureoptions & CONCENTRATED) |
115 | if (treasureoptions & CONCENTRATED) |
115 | { |
116 | { |
116 | |
117 | |
… | |
… | |
333 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
334 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
334 | |
335 | |
335 | The idea is that you call keyplace on x,y where a door is, and it'll make |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
336 | sure a key is placed on both sides of the door. |
337 | sure a key is placed on both sides of the door. |
337 | */ |
338 | */ |
338 | |
|
|
339 | int |
339 | int |
340 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
340 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
341 | { |
341 | { |
342 | int i, j; |
342 | int i, j; |
343 | int kx, ky; |
343 | int kx = 0, ky = 0; |
344 | object *the_keymaster; /* the monster that gets the key. */ |
344 | object *the_keymaster; /* the monster that gets the key. */ |
345 | object *the_key; |
345 | object *the_key; |
346 | |
346 | |
347 | /* get a key and set its keycode */ |
347 | /* get a key and set its keycode */ |
348 | the_key = get_archetype ("key2"); |
348 | the_key = get_archetype ("key2"); |
… | |
… | |
350 | |
350 | |
351 | if (door_flag == PASS_DOORS) |
351 | if (door_flag == PASS_DOORS) |
352 | { |
352 | { |
353 | int tries = 0; |
353 | int tries = 0; |
354 | |
354 | |
355 | the_keymaster = NULL; |
355 | the_keymaster = 0; |
356 | while (tries < 15 && the_keymaster == NULL) |
356 | while (tries < 15 && !the_keymaster) |
357 | { |
357 | { |
358 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
358 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
359 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
359 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
360 | tries++; |
360 | tries++; |
361 | the_keymaster = find_closest_monster (map, i, j, RP); |
361 | the_keymaster = find_closest_monster (map, i, j, RP); |
362 | } |
362 | } |
|
|
363 | |
363 | /* if we don't find a good keymaster, drop the key on the ground. */ |
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
364 | if (the_keymaster == NULL) |
365 | if (!the_keymaster) |
365 | { |
366 | { |
366 | int freeindex; |
367 | int freeindex; |
367 | |
368 | |
368 | freeindex = -1; |
369 | freeindex = -1; |
369 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
… | |
… | |
371 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
372 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
373 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
374 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
374 | } |
375 | } |
375 | |
376 | |
|
|
377 | // can freeindex ever be < 0? |
376 | if (freeindex != -1) |
378 | if (freeindex >= 0) |
377 | { |
379 | { |
378 | kx += freearr_x[freeindex]; |
380 | kx += freearr_x [freeindex]; |
379 | ky += freearr_y[freeindex]; |
381 | ky += freearr_y [freeindex]; |
380 | } |
382 | } |
381 | } |
383 | } |
382 | } |
384 | } |
383 | else |
385 | else |
384 | { /* NO_PASS_DOORS --we have to work harder. */ |
386 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
388 | { |
390 | { |
389 | if (wall_blocked (map, x, y)) |
391 | if (wall_blocked (map, x, y)) |
390 | return 0; |
392 | return 0; |
391 | |
393 | |
392 | the_keymaster = find_monster_in_room (map, x, y, RP); |
394 | the_keymaster = find_monster_in_room (map, x, y, RP); |
393 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
395 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
394 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
396 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
395 | } |
397 | } |
396 | else |
398 | else |
397 | { |
399 | { |
398 | int sum = 0; /* count how many keys we actually place */ |
400 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
400 | /* I'm lazy, so just try to place in all 4 directions. */ |
402 | /* I'm lazy, so just try to place in all 4 directions. */ |
401 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
403 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
402 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
404 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
403 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
405 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
404 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
406 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
407 | |
405 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
408 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
406 | { /* diagnoally this time. */ |
409 | { /* diagonally this time. */ |
407 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
410 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
408 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
411 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
409 | 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); |
410 | 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); |
411 | } |
414 | } |
|
|
415 | |
412 | return 1; |
416 | return 1; |
413 | } |
417 | } |
414 | } |
418 | } |
415 | |
419 | |
416 | if (the_keymaster == NULL) |
420 | if (!the_keymaster) |
417 | { |
421 | { |
418 | the_key->x = kx; |
422 | the_key->x = kx; |
419 | the_key->y = ky; |
423 | the_key->y = ky; |
420 | insert_ob_in_map (the_key, map, NULL, 0); |
424 | insert_ob_in_map (the_key, map, NULL, 0); |
421 | return 1; |
425 | return 1; |
… | |
… | |
466 | return theMonsterToFind; |
470 | return theMonsterToFind; |
467 | } |
471 | } |
468 | } |
472 | } |
469 | |
473 | |
470 | /* now search all the 8 squares around recursively for a monster,in random order */ |
474 | /* now search all the 8 squares around recursively for a monster,in random order */ |
471 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
475 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
472 | { |
476 | { |
473 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
477 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
474 | if (theMonsterToFind != NULL) |
478 | if (theMonsterToFind != NULL) |
475 | return theMonsterToFind; |
479 | return theMonsterToFind; |
476 | } |
480 | } |
… | |
… | |
509 | free (layout2); |
513 | free (layout2); |
510 | |
514 | |
511 | return theMonsterToFind; |
515 | return theMonsterToFind; |
512 | } |
516 | } |
513 | |
517 | |
514 | |
|
|
515 | |
|
|
516 | |
|
|
517 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
518 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
518 | int *room_free_spots_x; |
519 | int *room_free_spots_x; |
519 | int *room_free_spots_y; |
520 | int *room_free_spots_y; |
520 | int number_of_free_spots_in_room; |
521 | int number_of_free_spots_in_room; |
521 | |
522 | |
522 | /* the workhorse routine, which finds the free spots in a room: |
523 | /* the workhorse routine, which finds the free spots in a room: |
523 | a datastructure of free points is set up, and a position chosen from |
524 | a datastructure of free points is set up, and a position chosen from |
524 | that datastructure. */ |
525 | that datastructure. */ |
525 | |
|
|
526 | void |
526 | void |
527 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
528 | { |
528 | { |
529 | int i, j; |
529 | int i, j; |
530 | |
530 | |
… | |
… | |
541 | /* check off this point */ |
541 | /* check off this point */ |
542 | layout[x][y] = 1; |
542 | layout[x][y] = 1; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
545 | number_of_free_spots_in_room++; |
545 | number_of_free_spots_in_room++; |
|
|
546 | |
546 | /* now search all the 8 squares around recursively for free spots,in random order */ |
547 | /* now search all the 8 squares around recursively for free spots,in random order */ |
547 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 | { |
|
|
549 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
550 | } |
|
|
551 | |
550 | |
552 | } |
551 | } |
553 | |
552 | |
554 | /* 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. */ |
555 | void |
554 | void |
… | |
… | |
566 | /* allocate and copy the layout, converting C to 0. */ |
565 | /* allocate and copy the layout, converting C to 0. */ |
567 | for (i = 0; i < RP->Xsize; i++) |
566 | for (i = 0; i < RP->Xsize; i++) |
568 | { |
567 | { |
569 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
570 | for (j = 0; j < RP->Ysize; j++) |
569 | for (j = 0; j < RP->Ysize; j++) |
571 | { |
|
|
572 | if (wall_blocked (map, i, j)) |
570 | if (wall_blocked (map, i, j)) |
573 | layout2[i][j] = '#'; |
571 | layout2[i][j] = '#'; |
574 | } |
|
|
575 | } |
572 | } |
576 | |
573 | |
577 | /* setup num_free_spots and room_free_spots */ |
574 | /* setup num_free_spots and room_free_spots */ |
578 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
579 | |
576 | |
… | |
… | |
584 | *ky = room_free_spots_y[i]; |
581 | *ky = room_free_spots_y[i]; |
585 | } |
582 | } |
586 | |
583 | |
587 | /* deallocate the temp. layout */ |
584 | /* deallocate the temp. layout */ |
588 | for (i = 0; i < RP->Xsize; i++) |
585 | for (i = 0; i < RP->Xsize; i++) |
589 | { |
|
|
590 | free (layout2[i]); |
586 | free (layout2[i]); |
591 | } |
587 | |
592 | free (layout2); |
588 | free (layout2); |
593 | free (room_free_spots_x); |
589 | free (room_free_spots_x); |
594 | free (room_free_spots_y); |
590 | free (room_free_spots_y); |
595 | } |
591 | } |
596 | |
592 | |
597 | |
593 | |
598 | /* searches the map for a spot with walls around it. The more |
594 | /* searches the map for a spot with walls around it. The more |
599 | walls the better, but it'll settle for 1 wall, or even 0, but |
595 | walls the better, but it'll settle for 1 wall, or even 0, but |
600 | it'll return 0 if no FREE spots are found.*/ |
596 | it'll return 0 if no FREE spots are found.*/ |
601 | |
|
|
602 | void |
597 | void |
603 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
598 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
604 | { |
599 | { |
605 | int x, y; |
600 | int x, y; |
606 | int i; |
601 | int i; |
… | |
… | |
672 | *cx = -1; |
667 | *cx = -1; |
673 | *cy = -1; |
668 | *cy = -1; |
674 | } |
669 | } |
675 | } |
670 | } |
676 | |
671 | |
677 | |
|
|
678 | void |
672 | void |
679 | remove_monsters (int x, int y, maptile *map) |
673 | remove_monsters (int x, int y, maptile *map) |
680 | { |
674 | { |
681 | object *tmp; |
675 | object *tmp; |
682 | |
676 | |
683 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
677 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
684 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
678 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
685 | { |
679 | { |
686 | if (tmp->head) |
680 | if (tmp->head) |
687 | tmp = tmp->head; |
681 | tmp = tmp->head; |
688 | tmp->remove (); |
682 | tmp->remove (); |
… | |
… | |
691 | if (tmp == NULL) |
685 | if (tmp == NULL) |
692 | break; |
686 | break; |
693 | }; |
687 | }; |
694 | } |
688 | } |
695 | |
689 | |
696 | |
|
|
697 | /* surrounds the point x,y by doors, so as to enclose something, like |
690 | /* surrounds the point x,y by doors, so as to enclose something, like |
698 | a chest. It only goes as far as the 8 squares surrounding, and |
691 | a chest. It only goes as far as the 8 squares surrounding, and |
699 | it'll remove any monsters it finds.*/ |
692 | it'll remove any monsters it finds.*/ |
700 | |
|
|
701 | object ** |
693 | object ** |
702 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
703 | { |
695 | { |
704 | int i; |
696 | int i; |
705 | char *doors[2]; |
697 | char *doors[2]; |
… | |
… | |
722 | /* place doors in all the 8 adjacent unblocked squares. */ |
714 | /* place doors in all the 8 adjacent unblocked squares. */ |
723 | for (i = 1; i < 9; i++) |
715 | for (i = 1; i < 9; i++) |
724 | { |
716 | { |
725 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
717 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
726 | |
718 | |
727 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
719 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
728 | { /* place a door */ |
720 | { /* place a door */ |
|
|
721 | remove_monsters (x1, y1, map); |
|
|
722 | |
729 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
723 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
730 | |
724 | map->insert (new_door, x1, y1); |
731 | new_door->x = x + freearr_x[i]; |
|
|
732 | new_door->y = y + freearr_y[i]; |
|
|
733 | remove_monsters (new_door->x, new_door->y, map); |
|
|
734 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
735 | doorlist[ndoors_made] = new_door; |
725 | doorlist[ndoors_made] = new_door; |
736 | ndoors_made++; |
726 | ndoors_made++; |
737 | } |
727 | } |
738 | } |
728 | } |
|
|
729 | |
739 | return doorlist; |
730 | return doorlist; |
740 | } |
731 | } |
741 | |
732 | |
742 | |
733 | |
743 | /* returns the first door in this square, or NULL if there isn't a door. */ |
734 | /* returns the first door in this square, or NULL if there isn't a door. */ |
… | |
… | |
787 | } |
778 | } |
788 | else |
779 | else |
789 | { |
780 | { |
790 | layout[x][y] = 1; |
781 | layout[x][y] = 1; |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
782 | /* 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++) |
783 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
793 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
784 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
794 | } |
785 | } |
795 | } |
786 | } |
796 | |
787 | |
797 | /* find a random non-blocked spot in this room to drop a key. */ |
788 | /* find a random non-blocked spot in this room to drop a key. */ |