1 | |
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2 | /* |
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3 | * static char *rcsid_treasure_c = |
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4 | * "$Id: treasure.C,v 1.5 2006/09/14 21:16:12 root Exp $"; |
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5 | */ |
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6 | |
1 | |
7 | /* |
2 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
9 | |
4 | |
10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
… | |
… | |
22 | |
17 | |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
19 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
23 | */ |
29 | |
24 | |
30 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
31 | |
26 | |
32 | |
27 | |
… | |
… | |
55 | * and doors but not monsters. |
50 | * and doors but not monsters. |
56 | * This function is not map tile aware. |
51 | * This function is not map tile aware. |
57 | */ |
52 | */ |
58 | |
53 | |
59 | int |
54 | int |
60 | wall_blocked (mapstruct *m, int x, int y) |
55 | wall_blocked (maptile *m, int x, int y) |
61 | { |
56 | { |
62 | int r; |
57 | int r; |
63 | |
58 | |
64 | if (OUT_OF_REAL_MAP (m, x, y)) |
59 | if (OUT_OF_REAL_MAP (m, x, y)) |
65 | return 1; |
60 | return 1; |
… | |
… | |
73 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
68 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
74 | treasureoptions (may be 0 for random choices or positive) |
69 | treasureoptions (may be 0 for random choices or positive) |
75 | */ |
70 | */ |
76 | |
71 | |
77 | void |
72 | void |
78 | place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
79 | { |
74 | { |
80 | char styledirname[256]; |
75 | char styledirname[256]; |
81 | char stylefilepath[256]; |
76 | char stylefilepath[256]; |
82 | mapstruct *style_map = 0; |
77 | maptile *style_map = 0; |
83 | int num_treasures; |
78 | int num_treasures; |
84 | |
79 | |
85 | /* bail out if treasure isn't wanted. */ |
80 | /* bail out if treasure isn't wanted. */ |
86 | if (treasure_style) |
81 | if (treasure_style) |
87 | if (!strcmp (treasure_style, "none")) |
82 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
119 | { |
114 | { |
120 | |
115 | |
121 | /* map_layout_style global, and is previously set */ |
116 | /* map_layout_style global, and is previously set */ |
122 | switch (RP->map_layout_style) |
117 | switch (RP->map_layout_style) |
123 | { |
118 | { |
124 | case ONION_LAYOUT: |
119 | case LAYOUT_ONION: |
125 | case SPIRAL_LAYOUT: |
120 | case LAYOUT_SPIRAL: |
126 | case SQUARE_SPIRAL_LAYOUT: |
121 | case LAYOUT_SQUARE_SPIRAL: |
127 | { |
122 | { |
128 | int i, j; |
123 | int i, j; |
129 | |
124 | |
130 | /* search the onion for C's or '>', and put treasure there. */ |
125 | /* search the onion for C's or '>', and put treasure there. */ |
131 | for (i = 0; i < RP->Xsize; i++) |
126 | for (i = 0; i < RP->Xsize; i++) |
132 | { |
127 | { |
133 | for (j = 0; j < RP->Ysize; j++) |
128 | for (j = 0; j < RP->Ysize; j++) |
134 | { |
129 | { |
135 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
130 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
136 | { |
131 | { |
137 | int tdiv = RP->symmetry_used; |
132 | int tdiv = RP->symmetry_used; |
138 | object **doorlist; |
133 | object **doorlist; |
139 | object *chest; |
134 | object *chest; |
140 | |
135 | |
141 | if (tdiv == 3) |
136 | if (tdiv == 3) |
142 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
137 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | /* don't put a chest on an exit. */ |
138 | /* don't put a chest on an exit. */ |
144 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
139 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
145 | if (!chest) |
140 | if (!chest) |
146 | continue; /* if no chest was placed NEXT */ |
141 | continue; /* if no chest was placed NEXT */ |
147 | if (treasureoptions & (DOORED | HIDDEN)) |
142 | if (treasureoptions & (DOORED | HIDDEN)) |
148 | { |
143 | { |
149 | doorlist = find_doors_in_room (map, i, j, RP); |
144 | doorlist = find_doors_in_room (map, i, j, RP); |
150 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
145 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
151 | free (doorlist); |
146 | free (doorlist); |
152 | } |
147 | } |
153 | } |
148 | } |
154 | } |
149 | } |
155 | } |
150 | } |
156 | break; |
151 | break; |
157 | } |
152 | } |
158 | default: |
153 | default: |
159 | { |
154 | { |
160 | int i, j, tries; |
155 | int i, j, tries; |
161 | object *chest; |
156 | object *chest; |
162 | object **doorlist; |
157 | object **doorlist; |
163 | |
158 | |
164 | i = j = -1; |
159 | i = j = -1; |
165 | tries = 0; |
160 | tries = 0; |
166 | while (i == -1 && tries < 100) |
161 | while (i == -1 && tries < 100) |
167 | { |
162 | { |
168 | i = RANDOM () % (RP->Xsize - 2) + 1; |
163 | i = RANDOM () % (RP->Xsize - 2) + 1; |
169 | j = RANDOM () % (RP->Ysize - 2) + 1; |
164 | j = RANDOM () % (RP->Ysize - 2) + 1; |
170 | find_enclosed_spot (map, &i, &j, RP); |
165 | find_enclosed_spot (map, &i, &j, RP); |
171 | if (wall_blocked (map, i, j)) |
166 | if (wall_blocked (map, i, j)) |
172 | i = -1; |
167 | i = -1; |
173 | tries++; |
168 | tries++; |
174 | } |
169 | } |
175 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
170 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
176 | if (!chest) |
171 | if (!chest) |
177 | return; |
172 | return; |
178 | i = chest->x; |
173 | i = chest->x; |
179 | j = chest->y; |
174 | j = chest->y; |
180 | if (treasureoptions & (DOORED | HIDDEN)) |
175 | if (treasureoptions & (DOORED | HIDDEN)) |
181 | { |
176 | { |
182 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
177 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
183 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
178 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
184 | free (doorlist); |
179 | free (doorlist); |
185 | } |
180 | } |
186 | } |
181 | } |
187 | } |
182 | } |
188 | } |
183 | } |
189 | else |
184 | else |
190 | { /* DIFFUSE treasure layout */ |
185 | { /* DIFFUSE treasure layout */ |
191 | int ti, i, j; |
186 | int ti, i, j; |
… | |
… | |
197 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
192 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
198 | } |
193 | } |
199 | } |
194 | } |
200 | } |
195 | } |
201 | |
196 | |
202 | |
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203 | |
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204 | /* put a chest into the map, near x and y, with the treasure style |
197 | /* put a chest into the map, near x and y, with the treasure style |
205 | determined (may be null, or may be a treasure list from lib/treasures, |
198 | 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 */ |
199 | if the global variable "treasurestyle" is set to that treasure list's name */ |
207 | |
200 | |
208 | object * |
201 | object * |
209 | place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) |
202 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
210 | { |
203 | { |
211 | object *the_chest; |
204 | object *the_chest; |
212 | int i, xl, yl; |
205 | int i, xl, yl; |
213 | |
206 | |
214 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
207 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
215 | |
208 | |
216 | /* first, find a place to put the chest. */ |
209 | /* first, find a place to put the chest. */ |
217 | i = find_first_free_spot (the_chest, map, x, y); |
210 | i = find_first_free_spot (the_chest, map, x, y); |
218 | if (i == -1) |
211 | if (i == -1) |
219 | { |
212 | { |
220 | free_object (the_chest); |
213 | the_chest->destroy (); |
221 | return NULL; |
214 | return NULL; |
222 | } |
215 | } |
223 | xl = x + freearr_x[i]; |
216 | xl = x + freearr_x[i]; |
224 | yl = y + freearr_y[i]; |
217 | yl = y + freearr_y[i]; |
225 | |
218 | |
226 | /* if the placement is blocked, return a fail. */ |
219 | /* if the placement is blocked, return a fail. */ |
227 | if (wall_blocked (map, xl, yl)) |
220 | if (wall_blocked (map, xl, yl)) |
228 | return 0; |
221 | return 0; |
229 | |
|
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230 | |
222 | |
231 | /* put the treasures in the chest. */ |
223 | /* put the treasures in the chest. */ |
232 | /* if(style_map) { */ |
224 | /* if(style_map) { */ |
233 | #if 0 /* don't use treasure style maps for now! */ |
225 | #if 0 /* don't use treasure style maps for now! */ |
234 | int ti; |
226 | int ti; |
… | |
… | |
247 | { /* use the style map */ |
239 | { /* use the style map */ |
248 | the_chest->randomitems = tlist; |
240 | the_chest->randomitems = tlist; |
249 | the_chest->stats.hp = n_treasures; |
241 | the_chest->stats.hp = n_treasures; |
250 | } |
242 | } |
251 | #endif |
243 | #endif |
252 | else |
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253 | { /* neither style_map no treasure list given */ |
244 | { /* neither style_map no treasure list given */ |
254 | treasurelist *tlist = find_treasurelist ("chest"); |
245 | treasurelist *tlist = find_treasurelist ("chest"); |
255 | |
246 | |
256 | the_chest->randomitems = tlist; |
247 | the_chest->randomitems = tlist; |
257 | the_chest->stats.hp = n_treasures; |
248 | the_chest->stats.hp = n_treasures; |
258 | } |
249 | } |
259 | |
250 | |
260 | /* stick a trap in the chest if required */ |
251 | /* stick a trap in the chest if required */ |
261 | if (treasureoptions & TRAPPED) |
252 | if (treasureoptions & TRAPPED) |
262 | { |
253 | { |
263 | mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
254 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 | object *the_trap; |
255 | object *the_trap; |
265 | |
256 | |
266 | if (trap_map) |
257 | if (trap_map) |
267 | { |
258 | { |
268 | the_trap = pick_random_object (trap_map); |
259 | the_trap = pick_random_object (trap_map); |
… | |
… | |
271 | if (the_trap) |
262 | if (the_trap) |
272 | { |
263 | { |
273 | object *new_trap; |
264 | object *new_trap; |
274 | |
265 | |
275 | new_trap = arch_to_object (the_trap->arch); |
266 | new_trap = arch_to_object (the_trap->arch); |
276 | copy_object (new_trap, the_trap); |
267 | new_trap->copy_to (the_trap); |
277 | new_trap->x = x; |
268 | new_trap->x = x; |
278 | new_trap->y = y; |
269 | new_trap->y = y; |
279 | insert_ob_in_ob (new_trap, the_chest); |
270 | insert_ob_in_ob (new_trap, the_chest); |
280 | } |
271 | } |
281 | } |
272 | } |
… | |
… | |
303 | |
294 | |
304 | |
295 | |
305 | /* finds the closest monster and returns him, regardless of doors |
296 | /* finds the closest monster and returns him, regardless of doors |
306 | or walls */ |
297 | or walls */ |
307 | object * |
298 | object * |
308 | find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) |
299 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
309 | { |
300 | { |
310 | int i; |
301 | int i; |
311 | |
302 | |
312 | for (i = 0; i < SIZEOFFREE; i++) |
303 | for (i = 0; i < SIZEOFFREE; i++) |
313 | { |
304 | { |
… | |
… | |
318 | /* boundscheck */ |
309 | /* boundscheck */ |
319 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
310 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
320 | /* don't bother searching this square unless the map says life exists. */ |
311 | /* don't bother searching this square unless the map says life exists. */ |
321 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
312 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
322 | { |
313 | { |
323 | object *the_monster = get_map_ob (map, lx, ly); |
314 | object *the_monster = GET_MAP_OB (map, lx, ly); |
324 | |
315 | |
325 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
316 | 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)) |
317 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
327 | return the_monster; |
318 | return the_monster; |
328 | } |
319 | } |
… | |
… | |
342 | The idea is that you call keyplace on x,y where a door is, and it'll make |
333 | 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. |
334 | sure a key is placed on both sides of the door. |
344 | */ |
335 | */ |
345 | |
336 | |
346 | int |
337 | int |
347 | keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
338 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
348 | { |
339 | { |
349 | int i, j; |
340 | int i, j; |
350 | int kx, ky; |
341 | int kx, ky; |
351 | object *the_keymaster; /* the monster that gets the key. */ |
342 | object *the_keymaster; /* the monster that gets the key. */ |
352 | object *the_key; |
343 | object *the_key; |
… | |
… | |
438 | |
429 | |
439 | /* a recursive routine which will return a monster, eventually,if there is one. |
430 | /* 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 */ |
431 | it does a check-off on the layout, converting 0's to 1's */ |
441 | |
432 | |
442 | object * |
433 | object * |
443 | find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) |
434 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
444 | { |
435 | { |
445 | int i, j; |
436 | int i, j; |
446 | |
437 | |
447 | /* if we've found a monster already, leave */ |
438 | /* if we've found a monster already, leave */ |
448 | if (theMonsterToFind != NULL) |
439 | if (theMonsterToFind != NULL) |
… | |
… | |
459 | /* check the current square for a monster. If there is one, |
450 | /* check the current square for a monster. If there is one, |
460 | set theMonsterToFind and return it. */ |
451 | set theMonsterToFind and return it. */ |
461 | layout[x][y] = 1; |
452 | layout[x][y] = 1; |
462 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
453 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
463 | { |
454 | { |
464 | object *the_monster = get_map_ob (map, x, y); |
455 | object *the_monster = GET_MAP_OB (map, x, y); |
465 | |
456 | |
466 | /* check off this point */ |
457 | /* check off this point */ |
467 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
458 | 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)) |
459 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
469 | { |
460 | { |
… | |
… | |
485 | |
476 | |
486 | /* sets up some data structures: the _recursive form does the |
477 | /* sets up some data structures: the _recursive form does the |
487 | real work. */ |
478 | real work. */ |
488 | |
479 | |
489 | object * |
480 | object * |
490 | find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) |
481 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
491 | { |
482 | { |
492 | char **layout2; |
483 | char **layout2; |
493 | int i, j; |
484 | int i, j; |
494 | |
485 | |
495 | theMonsterToFind = 0; |
486 | theMonsterToFind = 0; |
… | |
… | |
527 | /* the workhorse routine, which finds the free spots in a room: |
518 | /* 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 |
519 | a datastructure of free points is set up, and a position chosen from |
529 | that datastructure. */ |
520 | that datastructure. */ |
530 | |
521 | |
531 | void |
522 | void |
532 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
523 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
533 | { |
524 | { |
534 | int i, j; |
525 | int i, j; |
535 | |
526 | |
536 | /* bounds check x and y */ |
527 | /* bounds check x and y */ |
537 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
528 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
556 | |
547 | |
557 | } |
548 | } |
558 | |
549 | |
559 | /* find a random non-blocked spot in this room to drop a key. */ |
550 | /* find a random non-blocked spot in this room to drop a key. */ |
560 | void |
551 | void |
561 | find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) |
552 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
562 | { |
553 | { |
563 | char **layout2; |
554 | char **layout2; |
564 | int i, j; |
555 | int i, j; |
565 | |
556 | |
566 | number_of_free_spots_in_room = 0; |
557 | number_of_free_spots_in_room = 0; |
… | |
… | |
603 | /* 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 |
604 | 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 |
605 | it'll return 0 if no FREE spots are found.*/ |
596 | it'll return 0 if no FREE spots are found.*/ |
606 | |
597 | |
607 | void |
598 | void |
608 | find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) |
599 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
609 | { |
600 | { |
610 | int x, y; |
601 | int x, y; |
611 | int i; |
602 | int i; |
612 | |
603 | |
613 | x = *cx; |
604 | x = *cx; |
… | |
… | |
675 | *cx = *cy = -1; |
666 | *cx = *cy = -1; |
676 | } |
667 | } |
677 | |
668 | |
678 | |
669 | |
679 | void |
670 | void |
680 | remove_monsters (int x, int y, mapstruct *map) |
671 | remove_monsters (int x, int y, maptile *map) |
681 | { |
672 | { |
682 | object *tmp; |
673 | object *tmp; |
683 | |
674 | |
684 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
675 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
685 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
676 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
686 | { |
677 | { |
687 | if (tmp->head) |
678 | if (tmp->head) |
688 | tmp = tmp->head; |
679 | tmp = tmp->head; |
689 | remove_ob (tmp); |
680 | tmp->remove (); |
690 | free_object (tmp); |
681 | tmp->destroy (); |
691 | tmp = get_map_ob (map, x, y); |
682 | tmp = GET_MAP_OB (map, x, y); |
692 | if (tmp == NULL) |
683 | if (tmp == NULL) |
693 | break; |
684 | break; |
694 | }; |
685 | }; |
695 | } |
686 | } |
696 | |
687 | |
… | |
… | |
698 | /* surrounds the point x,y by doors, so as to enclose something, like |
689 | /* 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 |
690 | a chest. It only goes as far as the 8 squares surrounding, and |
700 | it'll remove any monsters it finds.*/ |
691 | it'll remove any monsters it finds.*/ |
701 | |
692 | |
702 | object ** |
693 | object ** |
703 | surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
704 | { |
695 | { |
705 | int i; |
696 | int i; |
706 | char *doors[2]; |
697 | char *doors[2]; |
707 | object **doorlist; |
698 | object **doorlist; |
708 | int ndoors_made = 0; |
699 | int ndoors_made = 0; |
… | |
… | |
741 | } |
732 | } |
742 | |
733 | |
743 | |
734 | |
744 | /* returns the first door in this square, or NULL if there isn't a door. */ |
735 | /* returns the first door in this square, or NULL if there isn't a door. */ |
745 | object * |
736 | object * |
746 | door_in_square (mapstruct *map, int x, int y) |
737 | door_in_square (maptile *map, int x, int y) |
747 | { |
738 | { |
748 | object *tmp; |
739 | object *tmp; |
749 | |
740 | |
750 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
741 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
751 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
742 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
752 | return tmp; |
743 | return tmp; |
753 | return NULL; |
744 | return NULL; |
754 | } |
745 | } |
755 | |
746 | |
756 | |
747 | |
757 | /* the workhorse routine, which finds the doors in a room */ |
748 | /* the workhorse routine, which finds the doors in a room */ |
758 | void |
749 | void |
759 | find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
750 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
760 | { |
751 | { |
761 | int i, j; |
752 | int i, j; |
762 | object *door; |
753 | object *door; |
763 | |
754 | |
764 | /* bounds check x and y */ |
755 | /* bounds check x and y */ |
… | |
… | |
796 | } |
787 | } |
797 | } |
788 | } |
798 | |
789 | |
799 | /* find a random non-blocked spot in this room to drop a key. */ |
790 | /* find a random non-blocked spot in this room to drop a key. */ |
800 | object ** |
791 | object ** |
801 | find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) |
792 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
802 | { |
793 | { |
803 | char **layout2; |
794 | char **layout2; |
804 | object **doorlist; |
795 | object **doorlist; |
805 | int i, j; |
796 | int i, j; |
806 | int ndoors = 0; |
797 | int ndoors = 0; |
… | |
… | |
836 | |
827 | |
837 | /* 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 |
838 | opts doesn't say to lock/hide doors. */ |
829 | opts doesn't say to lock/hide doors. */ |
839 | |
830 | |
840 | void |
831 | void |
841 | lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) |
832 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
842 | { |
833 | { |
843 | object *door; |
834 | object *door; |
844 | int i; |
835 | int i; |
845 | |
836 | |
846 | /* lock the doors and hide the keys. */ |
837 | /* lock the doors and hide the keys. */ |
… | |
… | |
854 | |
845 | |
855 | door = doorlist[i]; |
846 | door = doorlist[i]; |
856 | new_door->face = door->face; |
847 | new_door->face = door->face; |
857 | new_door->x = door->x; |
848 | new_door->x = door->x; |
858 | new_door->y = door->y; |
849 | new_door->y = door->y; |
859 | remove_ob (door); |
850 | door->remove (); |
860 | free_object (door); |
851 | door->destroy (); |
861 | doorlist[i] = new_door; |
852 | doorlist[i] = new_door; |
862 | insert_ob_in_map (new_door, map, NULL, 0); |
853 | insert_ob_in_map (new_door, map, NULL, 0); |
863 | sprintf (keybuf, "%d", (int) RANDOM ()); |
854 | sprintf (keybuf, "%d", (int) RANDOM ()); |
864 | new_door->slaying = keybuf; |
855 | new_door->slaying = keybuf; |
865 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
856 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
… | |
… | |
881 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
872 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
882 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
873 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
883 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
874 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
884 | door->face = wallface->face; |
875 | door->face = wallface->face; |
885 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
876 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
886 | remove_ob (wallface); |
877 | wallface->remove (); |
887 | free_object (wallface); |
878 | wallface->destroy (); |
888 | } |
879 | } |
889 | } |
880 | } |
890 | } |
881 | } |
891 | } |
882 | } |