1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_treasure_c = |
2 | <<<<<<< treasure.C |
4 | * "$Id: treasure.C,v 1.5 2006/09/14 21:16:12 root Exp $"; |
3 | * CrossFire, A Multiplayer game |
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4 | * |
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5 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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6 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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7 | * Copyright (C) 1992 Frank Tore Johansen |
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8 | * |
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9 | * This program is free software; you can redistribute it and/or modify |
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10 | * it under the terms of the GNU General Public License as published by |
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11 | * the Free Software Foundation; either version 2 of the License, or |
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12 | * (at your option) any later version. |
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13 | * |
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14 | * This program is distributed in the hope that it will be useful, |
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15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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17 | * GNU General Public License for more details. |
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18 | * |
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19 | * You should have received a copy of the GNU General Public License |
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20 | * along with this program; if not, write to the Free Software |
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21 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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22 | * |
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23 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
5 | */ |
24 | */ |
6 | |
25 | ======= |
7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
26 | * CrossFire, A Multiplayer game for X-windows |
9 | |
27 | * |
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28 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
29 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
30 | * Copyright (C) 1992 Frank Tore Johansen |
12 | |
31 | * |
13 | This program is free software; you can redistribute it and/or modify |
32 | * This program is free software; you can redistribute it and/or modify |
14 | it under the terms of the GNU General Public License as published by |
33 | * it under the terms of the GNU General Public License as published by |
15 | the Free Software Foundation; either version 2 of the License, or |
34 | * the Free Software Foundation; either version 2 of the License, or |
16 | (at your option) any later version. |
35 | * (at your option) any later version. |
17 | |
36 | * |
18 | This program is distributed in the hope that it will be useful, |
37 | * This program is distributed in the hope that it will be useful, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
38 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
39 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
40 | * GNU General Public License for more details. |
22 | |
41 | * |
23 | You should have received a copy of the GNU General Public License |
42 | * You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
43 | * along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
44 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
45 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
46 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
47 | */ |
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48 | >>>>>>> 1.18 |
29 | |
49 | |
30 | /* placing treasure in maps, where appropriate. */ |
50 | /* placing treasure in maps, where appropriate. */ |
31 | |
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32 | |
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33 | |
51 | |
34 | #include <global.h> |
52 | #include <global.h> |
35 | #include <random_map.h> |
53 | #include <random_map.h> |
36 | #include <rproto.h> |
54 | #include <rproto.h> |
37 | |
55 | |
… | |
… | |
53 | |
71 | |
54 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
72 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
55 | * and doors but not monsters. |
73 | * and doors but not monsters. |
56 | * This function is not map tile aware. |
74 | * This function is not map tile aware. |
57 | */ |
75 | */ |
58 | |
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59 | int |
76 | int |
60 | wall_blocked (mapstruct *m, int x, int y) |
77 | wall_blocked (maptile *m, int x, int y) |
61 | { |
78 | { |
62 | int r; |
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63 | |
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64 | if (OUT_OF_REAL_MAP (m, x, y)) |
79 | if (OUT_OF_REAL_MAP (m, x, y)) |
65 | return 1; |
80 | return 1; |
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81 | |
66 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
82 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
67 | return r; |
83 | return r; |
68 | } |
84 | } |
69 | |
85 | |
70 | /* place treasures in the map, given the |
86 | /* place treasures in the map, given the |
71 | map, (required) |
87 | map, (required) |
72 | layout, (required) |
88 | layout, (required) |
73 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
89 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
74 | treasureoptions (may be 0 for random choices or positive) |
90 | treasureoptions (may be 0 for random choices or positive) |
75 | */ |
91 | */ |
76 | |
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77 | void |
92 | void |
78 | place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
93 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
79 | { |
94 | { |
80 | char styledirname[256]; |
95 | char styledirname[1024]; |
81 | char stylefilepath[256]; |
96 | char stylefilepath[1024]; |
82 | mapstruct *style_map = 0; |
97 | maptile *style_map = 0; |
83 | int num_treasures; |
98 | int num_treasures; |
84 | |
99 | |
85 | /* bail out if treasure isn't wanted. */ |
100 | /* bail out if treasure isn't wanted. */ |
86 | if (treasure_style) |
101 | if (treasure_style) |
87 | if (!strcmp (treasure_style, "none")) |
102 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
119 | { |
134 | { |
120 | |
135 | |
121 | /* map_layout_style global, and is previously set */ |
136 | /* map_layout_style global, and is previously set */ |
122 | switch (RP->map_layout_style) |
137 | switch (RP->map_layout_style) |
123 | { |
138 | { |
124 | case ONION_LAYOUT: |
139 | case LAYOUT_ONION: |
125 | case SPIRAL_LAYOUT: |
140 | case LAYOUT_SPIRAL: |
126 | case SQUARE_SPIRAL_LAYOUT: |
141 | case LAYOUT_SQUARE_SPIRAL: |
127 | { |
142 | { |
128 | int i, j; |
143 | int i, j; |
129 | |
144 | |
130 | /* search the onion for C's or '>', and put treasure there. */ |
145 | /* search the onion for C's or '>', and put treasure there. */ |
131 | for (i = 0; i < RP->Xsize; i++) |
146 | for (i = 0; i < RP->Xsize; i++) |
132 | { |
147 | { |
133 | for (j = 0; j < RP->Ysize; j++) |
148 | for (j = 0; j < RP->Ysize; j++) |
134 | { |
149 | { |
135 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
150 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
136 | { |
151 | { |
137 | int tdiv = RP->symmetry_used; |
152 | int tdiv = RP->symmetry_used; |
138 | object **doorlist; |
153 | object **doorlist; |
139 | object *chest; |
154 | object *chest; |
140 | |
155 | |
141 | if (tdiv == 3) |
156 | if (tdiv == 3) |
142 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
157 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | /* don't put a chest on an exit. */ |
158 | /* don't put a chest on an exit. */ |
144 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
159 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
145 | if (!chest) |
160 | if (!chest) |
146 | continue; /* if no chest was placed NEXT */ |
161 | continue; /* if no chest was placed NEXT */ |
147 | if (treasureoptions & (DOORED | HIDDEN)) |
162 | if (treasureoptions & (DOORED | HIDDEN)) |
148 | { |
163 | { |
149 | doorlist = find_doors_in_room (map, i, j, RP); |
164 | doorlist = find_doors_in_room (map, i, j, RP); |
150 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
165 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
151 | free (doorlist); |
166 | free (doorlist); |
152 | } |
167 | } |
153 | } |
168 | } |
154 | } |
169 | } |
155 | } |
170 | } |
156 | break; |
171 | break; |
157 | } |
172 | } |
158 | default: |
173 | default: |
159 | { |
174 | { |
160 | int i, j, tries; |
175 | int i, j, tries; |
161 | object *chest; |
176 | object *chest; |
162 | object **doorlist; |
177 | object **doorlist; |
163 | |
178 | |
164 | i = j = -1; |
179 | i = j = -1; |
165 | tries = 0; |
180 | tries = 0; |
166 | while (i == -1 && tries < 100) |
181 | while (i == -1 && tries < 100) |
167 | { |
182 | { |
168 | i = RANDOM () % (RP->Xsize - 2) + 1; |
183 | i = RANDOM () % (RP->Xsize - 2) + 1; |
169 | j = RANDOM () % (RP->Ysize - 2) + 1; |
184 | j = RANDOM () % (RP->Ysize - 2) + 1; |
170 | find_enclosed_spot (map, &i, &j, RP); |
185 | find_enclosed_spot (map, &i, &j, RP); |
171 | if (wall_blocked (map, i, j)) |
186 | if (wall_blocked (map, i, j)) |
172 | i = -1; |
187 | i = -1; |
173 | tries++; |
188 | tries++; |
174 | } |
189 | } |
175 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
190 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
176 | if (!chest) |
191 | if (!chest) |
177 | return; |
192 | return; |
178 | i = chest->x; |
193 | i = chest->x; |
179 | j = chest->y; |
194 | j = chest->y; |
180 | if (treasureoptions & (DOORED | HIDDEN)) |
195 | if (treasureoptions & (DOORED | HIDDEN)) |
181 | { |
196 | { |
182 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
197 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
183 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
198 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
184 | free (doorlist); |
199 | free (doorlist); |
185 | } |
200 | } |
186 | } |
201 | } |
187 | } |
202 | } |
188 | } |
203 | } |
189 | else |
204 | else |
190 | { /* DIFFUSE treasure layout */ |
205 | { /* DIFFUSE treasure layout */ |
191 | int ti, i, j; |
206 | int ti, i, j; |
… | |
… | |
197 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
212 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
198 | } |
213 | } |
199 | } |
214 | } |
200 | } |
215 | } |
201 | |
216 | |
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 |
217 | /* 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, |
218 | 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 */ |
219 | if the global variable "treasurestyle" is set to that treasure list's name */ |
207 | |
220 | |
208 | object * |
221 | object * |
209 | place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) |
222 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
210 | { |
223 | { |
211 | object *the_chest; |
224 | object *the_chest; |
212 | int i, xl, yl; |
225 | int i, xl, yl; |
213 | |
226 | |
214 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
227 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
215 | |
228 | |
216 | /* first, find a place to put the chest. */ |
229 | /* first, find a place to put the chest. */ |
217 | i = find_first_free_spot (the_chest, map, x, y); |
230 | i = find_first_free_spot (the_chest, map, x, y); |
218 | if (i == -1) |
231 | if (i == -1) |
219 | { |
232 | { |
220 | free_object (the_chest); |
233 | the_chest->destroy (); |
221 | return NULL; |
234 | return NULL; |
222 | } |
235 | } |
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236 | |
223 | xl = x + freearr_x[i]; |
237 | xl = x + freearr_x[i]; |
224 | yl = y + freearr_y[i]; |
238 | yl = y + freearr_y[i]; |
225 | |
239 | |
226 | /* if the placement is blocked, return a fail. */ |
240 | /* if the placement is blocked, return a fail. */ |
227 | if (wall_blocked (map, xl, yl)) |
241 | if (wall_blocked (map, xl, yl)) |
228 | return 0; |
242 | return 0; |
229 | |
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230 | |
243 | |
231 | /* put the treasures in the chest. */ |
244 | /* put the treasures in the chest. */ |
232 | /* if(style_map) { */ |
245 | /* if(style_map) { */ |
233 | #if 0 /* don't use treasure style maps for now! */ |
246 | #if 0 /* don't use treasure style maps for now! */ |
234 | int ti; |
247 | int ti; |
… | |
… | |
247 | { /* use the style map */ |
260 | { /* use the style map */ |
248 | the_chest->randomitems = tlist; |
261 | the_chest->randomitems = tlist; |
249 | the_chest->stats.hp = n_treasures; |
262 | the_chest->stats.hp = n_treasures; |
250 | } |
263 | } |
251 | #endif |
264 | #endif |
252 | else |
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253 | { /* neither style_map no treasure list given */ |
265 | { /* neither style_map no treasure list given */ |
254 | treasurelist *tlist = find_treasurelist ("chest"); |
266 | treasurelist *tlist = find_treasurelist ("chest"); |
255 | |
267 | |
256 | the_chest->randomitems = tlist; |
268 | the_chest->randomitems = tlist; |
257 | the_chest->stats.hp = n_treasures; |
269 | the_chest->stats.hp = n_treasures; |
258 | } |
270 | } |
259 | |
271 | |
260 | /* stick a trap in the chest if required */ |
272 | /* stick a trap in the chest if required */ |
261 | if (treasureoptions & TRAPPED) |
273 | if (treasureoptions & TRAPPED) |
262 | { |
274 | { |
263 | mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
275 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 | object *the_trap; |
276 | object *the_trap; |
265 | |
277 | |
266 | if (trap_map) |
278 | if (trap_map) |
267 | { |
279 | { |
268 | the_trap = pick_random_object (trap_map); |
280 | the_trap = pick_random_object (trap_map); |
… | |
… | |
271 | if (the_trap) |
283 | if (the_trap) |
272 | { |
284 | { |
273 | object *new_trap; |
285 | object *new_trap; |
274 | |
286 | |
275 | new_trap = arch_to_object (the_trap->arch); |
287 | new_trap = arch_to_object (the_trap->arch); |
276 | copy_object (new_trap, the_trap); |
288 | new_trap->copy_to (the_trap); |
277 | new_trap->x = x; |
289 | new_trap->x = x; |
278 | new_trap->y = y; |
290 | new_trap->y = y; |
279 | insert_ob_in_ob (new_trap, the_chest); |
291 | insert_ob_in_ob (new_trap, the_chest); |
280 | } |
292 | } |
281 | } |
293 | } |
… | |
… | |
285 | the lockcode. It's not worth bothering to lock the chest if |
297 | the lockcode. It's not worth bothering to lock the chest if |
286 | there's only 1 treasure.... */ |
298 | there's only 1 treasure.... */ |
287 | |
299 | |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
300 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
289 | { |
301 | { |
290 | char keybuf[256]; |
302 | char keybuf[1024]; |
291 | |
303 | |
292 | sprintf (keybuf, "%d", (int) RANDOM ()); |
304 | sprintf (keybuf, "%d", (int) RANDOM ()); |
293 | the_chest->slaying = keybuf; |
305 | the_chest->slaying = keybuf; |
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
306 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
295 | } |
307 | } |
… | |
… | |
303 | |
315 | |
304 | |
316 | |
305 | /* finds the closest monster and returns him, regardless of doors |
317 | /* finds the closest monster and returns him, regardless of doors |
306 | or walls */ |
318 | or walls */ |
307 | object * |
319 | object * |
308 | find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) |
320 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
309 | { |
321 | { |
310 | int i; |
322 | int i; |
311 | |
323 | |
312 | for (i = 0; i < SIZEOFFREE; i++) |
324 | for (i = 0; i < SIZEOFFREE; i++) |
313 | { |
325 | { |
… | |
… | |
318 | /* boundscheck */ |
330 | /* boundscheck */ |
319 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
331 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
320 | /* don't bother searching this square unless the map says life exists. */ |
332 | /* don't bother searching this square unless the map says life exists. */ |
321 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
333 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
322 | { |
334 | { |
323 | object *the_monster = get_map_ob (map, lx, ly); |
335 | object *the_monster = GET_MAP_OB (map, lx, ly); |
324 | |
336 | |
325 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
337 | 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)) |
338 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
327 | return the_monster; |
339 | return the_monster; |
328 | } |
340 | } |
… | |
… | |
340 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
352 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
341 | |
353 | |
342 | The idea is that you call keyplace on x,y where a door is, and it'll make |
354 | 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. |
355 | sure a key is placed on both sides of the door. |
344 | */ |
356 | */ |
345 | |
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346 | int |
357 | int |
347 | keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
358 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
348 | { |
359 | { |
349 | int i, j; |
360 | int i, j; |
350 | int kx, ky; |
361 | int kx = 0, ky = 0; |
351 | object *the_keymaster; /* the monster that gets the key. */ |
362 | object *the_keymaster; /* the monster that gets the key. */ |
352 | object *the_key; |
363 | object *the_key; |
353 | |
364 | |
354 | /* get a key and set its keycode */ |
365 | /* get a key and set its keycode */ |
355 | the_key = get_archetype ("key2"); |
366 | the_key = get_archetype ("key2"); |
… | |
… | |
357 | |
368 | |
358 | if (door_flag == PASS_DOORS) |
369 | if (door_flag == PASS_DOORS) |
359 | { |
370 | { |
360 | int tries = 0; |
371 | int tries = 0; |
361 | |
372 | |
362 | the_keymaster = NULL; |
373 | the_keymaster = 0; |
363 | while (tries < 15 && the_keymaster == NULL) |
374 | while (tries < 15 && !the_keymaster) |
364 | { |
375 | { |
365 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
376 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
366 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
377 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
367 | tries++; |
378 | tries++; |
368 | the_keymaster = find_closest_monster (map, i, j, RP); |
379 | the_keymaster = find_closest_monster (map, i, j, RP); |
369 | } |
380 | } |
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381 | |
370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
382 | /* if we don't find a good keymaster, drop the key on the ground. */ |
371 | if (the_keymaster == NULL) |
383 | if (!the_keymaster) |
372 | { |
384 | { |
373 | int freeindex; |
385 | int freeindex; |
374 | |
386 | |
375 | freeindex = -1; |
387 | freeindex = -1; |
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
388 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
377 | { |
389 | { |
378 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
390 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
379 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
391 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
380 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
392 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
381 | } |
393 | } |
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394 | |
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395 | // can freeindex ever be < 0? |
382 | if (freeindex != -1) |
396 | if (freeindex >= 0) |
383 | { |
397 | { |
384 | kx += freearr_x[freeindex]; |
398 | kx += freearr_x [freeindex]; |
385 | ky += freearr_y[freeindex]; |
399 | ky += freearr_y [freeindex]; |
386 | } |
400 | } |
387 | } |
401 | } |
388 | } |
402 | } |
389 | else |
403 | else |
390 | { /* NO_PASS_DOORS --we have to work harder. */ |
404 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
392 | NO_PASS_DOORS is set. */ |
406 | NO_PASS_DOORS is set. */ |
393 | if (n_keys == 1) |
407 | if (n_keys == 1) |
394 | { |
408 | { |
395 | if (wall_blocked (map, x, y)) |
409 | if (wall_blocked (map, x, y)) |
396 | return 0; |
410 | return 0; |
|
|
411 | |
397 | the_keymaster = find_monster_in_room (map, x, y, RP); |
412 | the_keymaster = find_monster_in_room (map, x, y, RP); |
398 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
413 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
399 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
414 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
400 | } |
415 | } |
401 | else |
416 | else |
402 | { |
417 | { |
403 | int sum = 0; /* count how many keys we actually place */ |
418 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
405 | /* I'm lazy, so just try to place in all 4 directions. */ |
420 | /* 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); |
421 | 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); |
422 | 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); |
423 | 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); |
424 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
425 | |
410 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
426 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
411 | { /* diagnoally this time. */ |
427 | { /* diagonally this time. */ |
412 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
428 | 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); |
429 | 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); |
430 | 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); |
431 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
416 | } |
432 | } |
|
|
433 | |
417 | return 1; |
434 | return 1; |
418 | } |
435 | } |
419 | } |
436 | } |
420 | |
437 | |
421 | if (the_keymaster == NULL) |
438 | if (!the_keymaster) |
422 | { |
439 | { |
423 | the_key->x = kx; |
440 | the_key->x = kx; |
424 | the_key->y = ky; |
441 | the_key->y = ky; |
425 | insert_ob_in_map (the_key, map, NULL, 0); |
442 | insert_ob_in_map (the_key, map, NULL, 0); |
426 | return 1; |
443 | return 1; |
… | |
… | |
438 | |
455 | |
439 | /* a recursive routine which will return a monster, eventually,if there is one. |
456 | /* 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 */ |
457 | it does a check-off on the layout, converting 0's to 1's */ |
441 | |
458 | |
442 | object * |
459 | object * |
443 | find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) |
460 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
444 | { |
461 | { |
445 | int i, j; |
462 | int i, j; |
446 | |
463 | |
447 | /* if we've found a monster already, leave */ |
464 | /* if we've found a monster already, leave */ |
448 | if (theMonsterToFind != NULL) |
465 | if (theMonsterToFind != NULL) |
… | |
… | |
459 | /* check the current square for a monster. If there is one, |
476 | /* check the current square for a monster. If there is one, |
460 | set theMonsterToFind and return it. */ |
477 | set theMonsterToFind and return it. */ |
461 | layout[x][y] = 1; |
478 | layout[x][y] = 1; |
462 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
479 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
463 | { |
480 | { |
464 | object *the_monster = get_map_ob (map, x, y); |
481 | object *the_monster = GET_MAP_OB (map, x, y); |
465 | |
482 | |
466 | /* check off this point */ |
483 | /* check off this point */ |
467 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
484 | 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)) |
485 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
469 | { |
486 | { |
… | |
… | |
485 | |
502 | |
486 | /* sets up some data structures: the _recursive form does the |
503 | /* sets up some data structures: the _recursive form does the |
487 | real work. */ |
504 | real work. */ |
488 | |
505 | |
489 | object * |
506 | object * |
490 | find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) |
507 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
491 | { |
508 | { |
492 | char **layout2; |
509 | char **layout2; |
493 | int i, j; |
510 | int i, j; |
494 | |
511 | |
495 | theMonsterToFind = 0; |
512 | theMonsterToFind = 0; |
… | |
… | |
514 | free (layout2); |
531 | free (layout2); |
515 | |
532 | |
516 | return theMonsterToFind; |
533 | return theMonsterToFind; |
517 | } |
534 | } |
518 | |
535 | |
519 | |
|
|
520 | |
|
|
521 | |
|
|
522 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
536 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
523 | int *room_free_spots_x; |
537 | int *room_free_spots_x; |
524 | int *room_free_spots_y; |
538 | int *room_free_spots_y; |
525 | int number_of_free_spots_in_room; |
539 | int number_of_free_spots_in_room; |
526 | |
540 | |
527 | /* the workhorse routine, which finds the free spots in a room: |
541 | /* 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 |
542 | a datastructure of free points is set up, and a position chosen from |
529 | that datastructure. */ |
543 | that datastructure. */ |
530 | |
|
|
531 | void |
544 | void |
532 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
545 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
533 | { |
546 | { |
534 | int i, j; |
547 | int i, j; |
535 | |
548 | |
536 | /* bounds check x and y */ |
549 | /* bounds check x and y */ |
537 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
550 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
546 | /* check off this point */ |
559 | /* check off this point */ |
547 | layout[x][y] = 1; |
560 | layout[x][y] = 1; |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
561 | room_free_spots_x[number_of_free_spots_in_room] = x; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
562 | room_free_spots_y[number_of_free_spots_in_room] = y; |
550 | number_of_free_spots_in_room++; |
563 | number_of_free_spots_in_room++; |
|
|
564 | |
551 | /* now search all the 8 squares around recursively for free spots,in random order */ |
565 | /* 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++) |
566 | 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); |
567 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
555 | } |
|
|
556 | |
568 | |
557 | } |
569 | } |
558 | |
570 | |
559 | /* find a random non-blocked spot in this room to drop a key. */ |
571 | /* find a random non-blocked spot in this room to drop a key. */ |
560 | void |
572 | void |
561 | find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) |
573 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
562 | { |
574 | { |
563 | char **layout2; |
575 | char **layout2; |
564 | int i, j; |
576 | int i, j; |
565 | |
577 | |
566 | number_of_free_spots_in_room = 0; |
578 | number_of_free_spots_in_room = 0; |
… | |
… | |
571 | /* allocate and copy the layout, converting C to 0. */ |
583 | /* allocate and copy the layout, converting C to 0. */ |
572 | for (i = 0; i < RP->Xsize; i++) |
584 | for (i = 0; i < RP->Xsize; i++) |
573 | { |
585 | { |
574 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
586 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
575 | for (j = 0; j < RP->Ysize; j++) |
587 | for (j = 0; j < RP->Ysize; j++) |
576 | { |
|
|
577 | if (wall_blocked (map, i, j)) |
588 | if (wall_blocked (map, i, j)) |
578 | layout2[i][j] = '#'; |
589 | layout2[i][j] = '#'; |
579 | } |
|
|
580 | } |
590 | } |
581 | |
591 | |
582 | /* setup num_free_spots and room_free_spots */ |
592 | /* setup num_free_spots and room_free_spots */ |
583 | find_spot_in_room_recursive (layout2, x, y, RP); |
593 | find_spot_in_room_recursive (layout2, x, y, RP); |
584 | |
594 | |
… | |
… | |
589 | *ky = room_free_spots_y[i]; |
599 | *ky = room_free_spots_y[i]; |
590 | } |
600 | } |
591 | |
601 | |
592 | /* deallocate the temp. layout */ |
602 | /* deallocate the temp. layout */ |
593 | for (i = 0; i < RP->Xsize; i++) |
603 | for (i = 0; i < RP->Xsize; i++) |
594 | { |
|
|
595 | free (layout2[i]); |
604 | free (layout2[i]); |
596 | } |
605 | |
597 | free (layout2); |
606 | free (layout2); |
598 | free (room_free_spots_x); |
607 | free (room_free_spots_x); |
599 | free (room_free_spots_y); |
608 | free (room_free_spots_y); |
600 | } |
609 | } |
601 | |
610 | |
602 | |
611 | |
603 | /* searches the map for a spot with walls around it. The more |
612 | /* 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 |
613 | 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.*/ |
614 | it'll return 0 if no FREE spots are found.*/ |
606 | |
|
|
607 | void |
615 | void |
608 | find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) |
616 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
609 | { |
617 | { |
610 | int x, y; |
618 | int x, y; |
611 | int i; |
619 | int i; |
612 | |
620 | |
613 | x = *cx; |
621 | x = *cx; |
… | |
… | |
662 | *cy = ly; |
670 | *cy = ly; |
663 | return; |
671 | return; |
664 | } |
672 | } |
665 | } |
673 | } |
666 | /* give up and return the closest free spot. */ |
674 | /* give up and return the closest free spot. */ |
667 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
675 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
668 | if (i != -1 && i <= SIZEOFFREE1) |
676 | |
|
|
677 | if (i != -1) |
669 | { |
678 | { |
670 | *cx = x + freearr_x[i]; |
679 | *cx = x + freearr_x[i]; |
671 | *cy = y + freearr_y[i]; |
680 | *cy = y + freearr_y[i]; |
672 | return; |
681 | } |
|
|
682 | else |
673 | } |
683 | { |
674 | /* indicate failure */ |
684 | /* indicate failure */ |
|
|
685 | *cx = -1; |
675 | *cx = *cy = -1; |
686 | *cy = -1; |
|
|
687 | } |
676 | } |
688 | } |
677 | |
689 | |
678 | |
690 | |
679 | void |
691 | void |
680 | remove_monsters (int x, int y, mapstruct *map) |
692 | remove_monsters (int x, int y, maptile *map) |
681 | { |
693 | { |
682 | object *tmp; |
694 | object *tmp; |
683 | |
695 | |
684 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
696 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
685 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
697 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
686 | { |
698 | { |
687 | if (tmp->head) |
699 | if (tmp->head) |
688 | tmp = tmp->head; |
700 | tmp = tmp->head; |
689 | remove_ob (tmp); |
701 | tmp->remove (); |
690 | free_object (tmp); |
702 | tmp->destroy (); |
691 | tmp = get_map_ob (map, x, y); |
703 | tmp = GET_MAP_OB (map, x, y); |
692 | if (tmp == NULL) |
704 | if (tmp == NULL) |
693 | break; |
705 | break; |
694 | }; |
706 | }; |
695 | } |
707 | } |
696 | |
708 | |
… | |
… | |
698 | /* surrounds the point x,y by doors, so as to enclose something, like |
710 | /* 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 |
711 | a chest. It only goes as far as the 8 squares surrounding, and |
700 | it'll remove any monsters it finds.*/ |
712 | it'll remove any monsters it finds.*/ |
701 | |
713 | |
702 | object ** |
714 | object ** |
703 | surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) |
715 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
704 | { |
716 | { |
705 | int i; |
717 | int i; |
706 | char *doors[2]; |
718 | char *doors[2]; |
707 | object **doorlist; |
719 | object **doorlist; |
708 | int ndoors_made = 0; |
720 | int ndoors_made = 0; |
… | |
… | |
741 | } |
753 | } |
742 | |
754 | |
743 | |
755 | |
744 | /* returns the first door in this square, or NULL if there isn't a door. */ |
756 | /* returns the first door in this square, or NULL if there isn't a door. */ |
745 | object * |
757 | object * |
746 | door_in_square (mapstruct *map, int x, int y) |
758 | door_in_square (maptile *map, int x, int y) |
747 | { |
759 | { |
748 | object *tmp; |
760 | object *tmp; |
749 | |
761 | |
750 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
762 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
751 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
763 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
752 | return tmp; |
764 | return tmp; |
753 | return NULL; |
765 | return NULL; |
754 | } |
766 | } |
755 | |
767 | |
756 | |
768 | |
757 | /* the workhorse routine, which finds the doors in a room */ |
769 | /* the workhorse routine, which finds the doors in a room */ |
758 | void |
770 | void |
759 | find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
771 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
760 | { |
772 | { |
761 | int i, j; |
773 | int i, j; |
762 | object *door; |
774 | object *door; |
763 | |
775 | |
764 | /* bounds check x and y */ |
776 | /* bounds check x and y */ |
… | |
… | |
772 | /* check off this point */ |
784 | /* check off this point */ |
773 | if (layout[x][y] == '#') |
785 | if (layout[x][y] == '#') |
774 | { /* there could be a door here */ |
786 | { /* there could be a door here */ |
775 | layout[x][y] = 1; |
787 | layout[x][y] = 1; |
776 | door = door_in_square (map, x, y); |
788 | door = door_in_square (map, x, y); |
777 | if (door != NULL) |
789 | if (door) |
778 | { |
790 | { |
779 | doorlist[*ndoors] = door; |
791 | doorlist[*ndoors] = door; |
780 | if (*ndoors > 254) /* eek! out of memory */ |
792 | if (*ndoors > 1022) /* eek! out of memory */ |
781 | { |
793 | { |
782 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
794 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
783 | return; |
795 | return; |
784 | } |
796 | } |
|
|
797 | |
785 | *ndoors = *ndoors + 1; |
798 | *ndoors = *ndoors + 1; |
786 | } |
799 | } |
787 | } |
800 | } |
788 | else |
801 | else |
789 | { |
802 | { |
790 | layout[x][y] = 1; |
803 | layout[x][y] = 1; |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
804 | /* 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++) |
805 | 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); |
806 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
795 | } |
|
|
796 | } |
807 | } |
797 | } |
808 | } |
798 | |
809 | |
799 | /* find a random non-blocked spot in this room to drop a key. */ |
810 | /* find a random non-blocked spot in this room to drop a key. */ |
800 | object ** |
811 | object ** |
801 | find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) |
812 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
802 | { |
813 | { |
803 | char **layout2; |
814 | char **layout2; |
804 | object **doorlist; |
815 | object **doorlist; |
805 | int i, j; |
816 | int i, j; |
806 | int ndoors = 0; |
817 | int ndoors = 0; |
807 | |
818 | |
808 | doorlist = (object **) calloc (sizeof (int), 256); |
819 | doorlist = (object **) calloc (sizeof (int), 1024); |
809 | |
|
|
810 | |
820 | |
811 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
821 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
812 | /* allocate and copy the layout, converting C to 0. */ |
822 | /* allocate and copy the layout, converting C to 0. */ |
813 | for (i = 0; i < RP->Xsize; i++) |
823 | for (i = 0; i < RP->Xsize; i++) |
814 | { |
824 | { |
… | |
… | |
823 | /* setup num_free_spots and room_free_spots */ |
833 | /* setup num_free_spots and room_free_spots */ |
824 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
834 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
825 | |
835 | |
826 | /* deallocate the temp. layout */ |
836 | /* deallocate the temp. layout */ |
827 | for (i = 0; i < RP->Xsize; i++) |
837 | for (i = 0; i < RP->Xsize; i++) |
828 | { |
|
|
829 | free (layout2[i]); |
838 | free (layout2[i]); |
830 | } |
839 | |
831 | free (layout2); |
840 | free (layout2); |
832 | return doorlist; |
841 | return doorlist; |
833 | } |
842 | } |
834 | |
843 | |
835 | |
844 | |
836 | |
845 | |
837 | /* locks and/or hides all the doors in doorlist, or does nothing if |
846 | /* locks and/or hides all the doors in doorlist, or does nothing if |
838 | opts doesn't say to lock/hide doors. */ |
847 | opts doesn't say to lock/hide doors. */ |
839 | |
848 | |
840 | void |
849 | void |
841 | lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) |
850 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
842 | { |
851 | { |
843 | object *door; |
852 | object *door; |
844 | int i; |
853 | int i; |
845 | |
854 | |
846 | /* lock the doors and hide the keys. */ |
855 | /* lock the doors and hide the keys. */ |
… | |
… | |
848 | if (opts & DOORED) |
857 | if (opts & DOORED) |
849 | { |
858 | { |
850 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
859 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
851 | { |
860 | { |
852 | object *new_door = get_archetype ("locked_door1"); |
861 | object *new_door = get_archetype ("locked_door1"); |
853 | char keybuf[256]; |
862 | char keybuf[1024]; |
854 | |
863 | |
855 | door = doorlist[i]; |
864 | door = doorlist[i]; |
856 | new_door->face = door->face; |
865 | new_door->face = door->face; |
857 | new_door->x = door->x; |
866 | new_door->x = door->x; |
858 | new_door->y = door->y; |
867 | new_door->y = door->y; |
859 | remove_ob (door); |
868 | door->remove (); |
860 | free_object (door); |
869 | door->destroy (); |
861 | doorlist[i] = new_door; |
870 | doorlist[i] = new_door; |
862 | insert_ob_in_map (new_door, map, NULL, 0); |
871 | insert_ob_in_map (new_door, map, NULL, 0); |
863 | sprintf (keybuf, "%d", (int) RANDOM ()); |
872 | sprintf (keybuf, "%d", (int) RANDOM ()); |
864 | new_door->slaying = keybuf; |
873 | new_door->slaying = keybuf; |
865 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
874 | 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); |
890 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
882 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
891 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
883 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
892 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
884 | door->face = wallface->face; |
893 | door->face = wallface->face; |
885 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
894 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
886 | remove_ob (wallface); |
895 | wallface->remove (); |
887 | free_object (wallface); |
896 | wallface->destroy (); |
888 | } |
897 | } |
889 | } |
898 | } |
890 | } |
899 | } |
891 | } |
900 | } |