1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_treasure_c = |
2 | * CrossFire, A Multiplayer game |
4 | * "$Id: treasure.C,v 1.5 2006/09/14 21:16:12 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
5 | */ |
23 | */ |
6 | |
24 | |
7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
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30 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
31 | |
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32 | |
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33 | |
26 | |
34 | #include <global.h> |
27 | #include <global.h> |
35 | #include <random_map.h> |
28 | #include <random_map.h> |
36 | #include <rproto.h> |
29 | #include <rproto.h> |
37 | |
30 | |
… | |
… | |
53 | |
46 | |
54 | /* 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 |
55 | * and doors but not monsters. |
48 | * and doors but not monsters. |
56 | * This function is not map tile aware. |
49 | * This function is not map tile aware. |
57 | */ |
50 | */ |
58 | |
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59 | int |
51 | int |
60 | wall_blocked (mapstruct *m, int x, int y) |
52 | wall_blocked (maptile *m, int x, int y) |
61 | { |
53 | { |
62 | int r; |
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63 | |
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64 | if (OUT_OF_REAL_MAP (m, x, y)) |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
65 | return 1; |
55 | return 1; |
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56 | |
66 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
67 | return r; |
58 | return r; |
68 | } |
59 | } |
69 | |
60 | |
70 | /* place treasures in the map, given the |
61 | /* place treasures in the map, given the |
71 | map, (required) |
62 | map, (required) |
72 | layout, (required) |
63 | layout, (required) |
73 | 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.) |
74 | treasureoptions (may be 0 for random choices or positive) |
65 | treasureoptions (may be 0 for random choices or positive) |
75 | */ |
66 | */ |
76 | |
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77 | void |
67 | void |
78 | place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
68 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
79 | { |
69 | { |
80 | char styledirname[256]; |
70 | char styledirname[1024]; |
81 | char stylefilepath[256]; |
71 | char stylefilepath[1024]; |
82 | mapstruct *style_map = 0; |
72 | maptile *style_map = 0; |
83 | int num_treasures; |
73 | int num_treasures; |
84 | |
74 | |
85 | /* bail out if treasure isn't wanted. */ |
75 | /* bail out if treasure isn't wanted. */ |
86 | if (treasure_style) |
76 | if (treasure_style) |
87 | if (!strcmp (treasure_style, "none")) |
77 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
119 | { |
109 | { |
120 | |
110 | |
121 | /* map_layout_style global, and is previously set */ |
111 | /* map_layout_style global, and is previously set */ |
122 | switch (RP->map_layout_style) |
112 | switch (RP->map_layout_style) |
123 | { |
113 | { |
124 | case ONION_LAYOUT: |
114 | case LAYOUT_ONION: |
125 | case SPIRAL_LAYOUT: |
115 | case LAYOUT_SPIRAL: |
126 | case SQUARE_SPIRAL_LAYOUT: |
116 | case LAYOUT_SQUARE_SPIRAL: |
127 | { |
117 | { |
128 | int i, j; |
118 | int i, j; |
129 | |
119 | |
130 | /* search the onion for C's or '>', and put treasure there. */ |
120 | /* search the onion for C's or '>', and put treasure there. */ |
131 | for (i = 0; i < RP->Xsize; i++) |
121 | for (i = 0; i < RP->Xsize; i++) |
132 | { |
122 | { |
133 | for (j = 0; j < RP->Ysize; j++) |
123 | for (j = 0; j < RP->Ysize; j++) |
134 | { |
124 | { |
135 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
125 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
136 | { |
126 | { |
137 | int tdiv = RP->symmetry_used; |
127 | int tdiv = RP->symmetry_used; |
138 | object **doorlist; |
128 | object **doorlist; |
139 | object *chest; |
129 | object *chest; |
140 | |
130 | |
141 | if (tdiv == 3) |
131 | if (tdiv == 3) |
142 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
132 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | /* don't put a chest on an exit. */ |
133 | /* don't put a chest on an exit. */ |
144 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
134 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
145 | if (!chest) |
135 | if (!chest) |
146 | continue; /* if no chest was placed NEXT */ |
136 | continue; /* if no chest was placed NEXT */ |
147 | if (treasureoptions & (DOORED | HIDDEN)) |
137 | if (treasureoptions & (DOORED | HIDDEN)) |
148 | { |
138 | { |
149 | doorlist = find_doors_in_room (map, i, j, RP); |
139 | doorlist = find_doors_in_room (map, i, j, RP); |
150 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
140 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
151 | free (doorlist); |
141 | free (doorlist); |
152 | } |
142 | } |
153 | } |
143 | } |
154 | } |
144 | } |
155 | } |
145 | } |
156 | break; |
146 | break; |
157 | } |
147 | } |
158 | default: |
148 | default: |
159 | { |
149 | { |
160 | int i, j, tries; |
150 | int i, j, tries; |
161 | object *chest; |
151 | object *chest; |
162 | object **doorlist; |
152 | object **doorlist; |
163 | |
153 | |
164 | i = j = -1; |
154 | i = j = -1; |
165 | tries = 0; |
155 | tries = 0; |
166 | while (i == -1 && tries < 100) |
156 | while (i == -1 && tries < 100) |
167 | { |
157 | { |
168 | i = RANDOM () % (RP->Xsize - 2) + 1; |
158 | i = RANDOM () % (RP->Xsize - 2) + 1; |
169 | j = RANDOM () % (RP->Ysize - 2) + 1; |
159 | j = RANDOM () % (RP->Ysize - 2) + 1; |
170 | find_enclosed_spot (map, &i, &j, RP); |
160 | find_enclosed_spot (map, &i, &j, RP); |
171 | if (wall_blocked (map, i, j)) |
161 | if (wall_blocked (map, i, j)) |
172 | i = -1; |
162 | i = -1; |
173 | tries++; |
163 | tries++; |
174 | } |
164 | } |
175 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
165 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
176 | if (!chest) |
166 | if (!chest) |
177 | return; |
167 | return; |
178 | i = chest->x; |
168 | i = chest->x; |
179 | j = chest->y; |
169 | j = chest->y; |
180 | if (treasureoptions & (DOORED | HIDDEN)) |
170 | if (treasureoptions & (DOORED | HIDDEN)) |
181 | { |
171 | { |
182 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
172 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
183 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
173 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
184 | free (doorlist); |
174 | free (doorlist); |
185 | } |
175 | } |
186 | } |
176 | } |
187 | } |
177 | } |
188 | } |
178 | } |
189 | else |
179 | else |
190 | { /* DIFFUSE treasure layout */ |
180 | { /* DIFFUSE treasure layout */ |
191 | int ti, i, j; |
181 | int ti, i, j; |
… | |
… | |
197 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
187 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
198 | } |
188 | } |
199 | } |
189 | } |
200 | } |
190 | } |
201 | |
191 | |
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 |
192 | /* 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, |
193 | 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 */ |
194 | if the global variable "treasurestyle" is set to that treasure list's name */ |
207 | |
195 | |
208 | object * |
196 | object * |
209 | place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) |
197 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
210 | { |
198 | { |
211 | object *the_chest; |
199 | object *the_chest; |
212 | int i, xl, yl; |
200 | int i, xl, yl; |
213 | |
201 | |
214 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
202 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
215 | |
203 | |
216 | /* first, find a place to put the chest. */ |
204 | /* first, find a place to put the chest. */ |
217 | i = find_first_free_spot (the_chest, map, x, y); |
205 | i = find_first_free_spot (the_chest, map, x, y); |
218 | if (i == -1) |
206 | if (i == -1) |
219 | { |
207 | { |
220 | free_object (the_chest); |
208 | the_chest->destroy (); |
221 | return NULL; |
209 | return NULL; |
222 | } |
210 | } |
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211 | |
223 | xl = x + freearr_x[i]; |
212 | xl = x + freearr_x[i]; |
224 | yl = y + freearr_y[i]; |
213 | yl = y + freearr_y[i]; |
225 | |
214 | |
226 | /* if the placement is blocked, return a fail. */ |
215 | /* if the placement is blocked, return a fail. */ |
227 | if (wall_blocked (map, xl, yl)) |
216 | if (wall_blocked (map, xl, yl)) |
228 | return 0; |
217 | return 0; |
229 | |
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230 | |
218 | |
231 | /* put the treasures in the chest. */ |
219 | /* put the treasures in the chest. */ |
232 | /* if(style_map) { */ |
220 | /* if(style_map) { */ |
233 | #if 0 /* don't use treasure style maps for now! */ |
221 | #if 0 /* don't use treasure style maps for now! */ |
234 | int ti; |
222 | int ti; |
… | |
… | |
247 | { /* use the style map */ |
235 | { /* use the style map */ |
248 | the_chest->randomitems = tlist; |
236 | the_chest->randomitems = tlist; |
249 | the_chest->stats.hp = n_treasures; |
237 | the_chest->stats.hp = n_treasures; |
250 | } |
238 | } |
251 | #endif |
239 | #endif |
252 | else |
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253 | { /* neither style_map no treasure list given */ |
240 | { /* neither style_map no treasure list given */ |
254 | treasurelist *tlist = find_treasurelist ("chest"); |
241 | treasurelist *tlist = find_treasurelist ("chest"); |
255 | |
242 | |
256 | the_chest->randomitems = tlist; |
243 | the_chest->randomitems = tlist; |
257 | the_chest->stats.hp = n_treasures; |
244 | the_chest->stats.hp = n_treasures; |
258 | } |
245 | } |
259 | |
246 | |
260 | /* stick a trap in the chest if required */ |
247 | /* stick a trap in the chest if required */ |
261 | if (treasureoptions & TRAPPED) |
248 | if (treasureoptions & TRAPPED) |
262 | { |
249 | { |
263 | mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
250 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 | object *the_trap; |
251 | object *the_trap; |
265 | |
252 | |
266 | if (trap_map) |
253 | if (trap_map) |
267 | { |
254 | { |
268 | the_trap = pick_random_object (trap_map); |
255 | the_trap = pick_random_object (trap_map); |
… | |
… | |
271 | if (the_trap) |
258 | if (the_trap) |
272 | { |
259 | { |
273 | object *new_trap; |
260 | object *new_trap; |
274 | |
261 | |
275 | new_trap = arch_to_object (the_trap->arch); |
262 | new_trap = arch_to_object (the_trap->arch); |
276 | copy_object (new_trap, the_trap); |
263 | new_trap->copy_to (the_trap); |
277 | new_trap->x = x; |
264 | new_trap->x = x; |
278 | new_trap->y = y; |
265 | new_trap->y = y; |
279 | insert_ob_in_ob (new_trap, the_chest); |
266 | insert_ob_in_ob (new_trap, the_chest); |
280 | } |
267 | } |
281 | } |
268 | } |
… | |
… | |
285 | the lockcode. It's not worth bothering to lock the chest if |
272 | the lockcode. It's not worth bothering to lock the chest if |
286 | there's only 1 treasure.... */ |
273 | there's only 1 treasure.... */ |
287 | |
274 | |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
275 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
289 | { |
276 | { |
290 | char keybuf[256]; |
277 | char keybuf[1024]; |
291 | |
278 | |
292 | sprintf (keybuf, "%d", (int) RANDOM ()); |
279 | sprintf (keybuf, "%d", (int) RANDOM ()); |
293 | the_chest->slaying = keybuf; |
280 | the_chest->slaying = keybuf; |
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
281 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
295 | } |
282 | } |
… | |
… | |
303 | |
290 | |
304 | |
291 | |
305 | /* finds the closest monster and returns him, regardless of doors |
292 | /* finds the closest monster and returns him, regardless of doors |
306 | or walls */ |
293 | or walls */ |
307 | object * |
294 | object * |
308 | find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) |
295 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
309 | { |
296 | { |
310 | int i; |
297 | int i; |
311 | |
298 | |
312 | for (i = 0; i < SIZEOFFREE; i++) |
299 | for (i = 0; i < SIZEOFFREE; i++) |
313 | { |
300 | { |
… | |
… | |
318 | /* boundscheck */ |
305 | /* boundscheck */ |
319 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
306 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
320 | /* don't bother searching this square unless the map says life exists. */ |
307 | /* don't bother searching this square unless the map says life exists. */ |
321 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
308 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
322 | { |
309 | { |
323 | object *the_monster = get_map_ob (map, lx, ly); |
310 | object *the_monster = GET_MAP_OB (map, lx, ly); |
324 | |
311 | |
325 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
312 | 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)) |
313 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
327 | return the_monster; |
314 | return the_monster; |
328 | } |
315 | } |
… | |
… | |
340 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
327 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
341 | |
328 | |
342 | The idea is that you call keyplace on x,y where a door is, and it'll make |
329 | 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. |
330 | sure a key is placed on both sides of the door. |
344 | */ |
331 | */ |
345 | |
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346 | int |
332 | int |
347 | keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
333 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
348 | { |
334 | { |
349 | int i, j; |
335 | int i, j; |
350 | int kx, ky; |
336 | int kx = 0, ky = 0; |
351 | object *the_keymaster; /* the monster that gets the key. */ |
337 | object *the_keymaster; /* the monster that gets the key. */ |
352 | object *the_key; |
338 | object *the_key; |
353 | |
339 | |
354 | /* get a key and set its keycode */ |
340 | /* get a key and set its keycode */ |
355 | the_key = get_archetype ("key2"); |
341 | the_key = get_archetype ("key2"); |
… | |
… | |
357 | |
343 | |
358 | if (door_flag == PASS_DOORS) |
344 | if (door_flag == PASS_DOORS) |
359 | { |
345 | { |
360 | int tries = 0; |
346 | int tries = 0; |
361 | |
347 | |
362 | the_keymaster = NULL; |
348 | the_keymaster = 0; |
363 | while (tries < 15 && the_keymaster == NULL) |
349 | while (tries < 15 && !the_keymaster) |
364 | { |
350 | { |
365 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
351 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
366 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
352 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
367 | tries++; |
353 | tries++; |
368 | the_keymaster = find_closest_monster (map, i, j, RP); |
354 | the_keymaster = find_closest_monster (map, i, j, RP); |
369 | } |
355 | } |
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356 | |
370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
357 | /* if we don't find a good keymaster, drop the key on the ground. */ |
371 | if (the_keymaster == NULL) |
358 | if (!the_keymaster) |
372 | { |
359 | { |
373 | int freeindex; |
360 | int freeindex; |
374 | |
361 | |
375 | freeindex = -1; |
362 | freeindex = -1; |
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
363 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
377 | { |
364 | { |
378 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
365 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
379 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
366 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
380 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
367 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
381 | } |
368 | } |
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369 | |
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370 | // can freeindex ever be < 0? |
382 | if (freeindex != -1) |
371 | if (freeindex >= 0) |
383 | { |
372 | { |
384 | kx += freearr_x[freeindex]; |
373 | kx += freearr_x [freeindex]; |
385 | ky += freearr_y[freeindex]; |
374 | ky += freearr_y [freeindex]; |
386 | } |
375 | } |
387 | } |
376 | } |
388 | } |
377 | } |
389 | else |
378 | else |
390 | { /* NO_PASS_DOORS --we have to work harder. */ |
379 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
392 | NO_PASS_DOORS is set. */ |
381 | NO_PASS_DOORS is set. */ |
393 | if (n_keys == 1) |
382 | if (n_keys == 1) |
394 | { |
383 | { |
395 | if (wall_blocked (map, x, y)) |
384 | if (wall_blocked (map, x, y)) |
396 | return 0; |
385 | return 0; |
|
|
386 | |
397 | the_keymaster = find_monster_in_room (map, x, y, RP); |
387 | the_keymaster = find_monster_in_room (map, x, y, RP); |
398 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
388 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
399 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
389 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
400 | } |
390 | } |
401 | else |
391 | else |
402 | { |
392 | { |
403 | int sum = 0; /* count how many keys we actually place */ |
393 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
405 | /* I'm lazy, so just try to place in all 4 directions. */ |
395 | /* 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); |
396 | 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); |
397 | 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); |
398 | 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); |
399 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
400 | |
410 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
401 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
411 | { /* diagnoally this time. */ |
402 | { /* diagonally this time. */ |
412 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
403 | 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); |
404 | 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); |
405 | 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); |
406 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
416 | } |
407 | } |
|
|
408 | |
417 | return 1; |
409 | return 1; |
418 | } |
410 | } |
419 | } |
411 | } |
420 | |
412 | |
421 | if (the_keymaster == NULL) |
413 | if (!the_keymaster) |
422 | { |
414 | { |
423 | the_key->x = kx; |
415 | the_key->x = kx; |
424 | the_key->y = ky; |
416 | the_key->y = ky; |
425 | insert_ob_in_map (the_key, map, NULL, 0); |
417 | insert_ob_in_map (the_key, map, NULL, 0); |
426 | return 1; |
418 | return 1; |
… | |
… | |
438 | |
430 | |
439 | /* a recursive routine which will return a monster, eventually,if there is one. |
431 | /* 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 */ |
432 | it does a check-off on the layout, converting 0's to 1's */ |
441 | |
433 | |
442 | object * |
434 | object * |
443 | find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) |
435 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
444 | { |
436 | { |
445 | int i, j; |
437 | int i, j; |
446 | |
438 | |
447 | /* if we've found a monster already, leave */ |
439 | /* if we've found a monster already, leave */ |
448 | if (theMonsterToFind != NULL) |
440 | if (theMonsterToFind != NULL) |
… | |
… | |
459 | /* check the current square for a monster. If there is one, |
451 | /* check the current square for a monster. If there is one, |
460 | set theMonsterToFind and return it. */ |
452 | set theMonsterToFind and return it. */ |
461 | layout[x][y] = 1; |
453 | layout[x][y] = 1; |
462 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
454 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
463 | { |
455 | { |
464 | object *the_monster = get_map_ob (map, x, y); |
456 | object *the_monster = GET_MAP_OB (map, x, y); |
465 | |
457 | |
466 | /* check off this point */ |
458 | /* check off this point */ |
467 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
459 | 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)) |
460 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
469 | { |
461 | { |
… | |
… | |
485 | |
477 | |
486 | /* sets up some data structures: the _recursive form does the |
478 | /* sets up some data structures: the _recursive form does the |
487 | real work. */ |
479 | real work. */ |
488 | |
480 | |
489 | object * |
481 | object * |
490 | find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) |
482 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
491 | { |
483 | { |
492 | char **layout2; |
484 | char **layout2; |
493 | int i, j; |
485 | int i, j; |
494 | |
486 | |
495 | theMonsterToFind = 0; |
487 | theMonsterToFind = 0; |
… | |
… | |
514 | free (layout2); |
506 | free (layout2); |
515 | |
507 | |
516 | return theMonsterToFind; |
508 | return theMonsterToFind; |
517 | } |
509 | } |
518 | |
510 | |
519 | |
|
|
520 | |
|
|
521 | |
|
|
522 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
511 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
523 | int *room_free_spots_x; |
512 | int *room_free_spots_x; |
524 | int *room_free_spots_y; |
513 | int *room_free_spots_y; |
525 | int number_of_free_spots_in_room; |
514 | int number_of_free_spots_in_room; |
526 | |
515 | |
527 | /* the workhorse routine, which finds the free spots in a room: |
516 | /* 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 |
517 | a datastructure of free points is set up, and a position chosen from |
529 | that datastructure. */ |
518 | that datastructure. */ |
530 | |
|
|
531 | void |
519 | void |
532 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
520 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
533 | { |
521 | { |
534 | int i, j; |
522 | int i, j; |
535 | |
523 | |
536 | /* bounds check x and y */ |
524 | /* bounds check x and y */ |
537 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
525 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
546 | /* check off this point */ |
534 | /* check off this point */ |
547 | layout[x][y] = 1; |
535 | layout[x][y] = 1; |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
536 | room_free_spots_x[number_of_free_spots_in_room] = x; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
537 | room_free_spots_y[number_of_free_spots_in_room] = y; |
550 | number_of_free_spots_in_room++; |
538 | number_of_free_spots_in_room++; |
|
|
539 | |
551 | /* now search all the 8 squares around recursively for free spots,in random order */ |
540 | /* 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++) |
541 | 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); |
542 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
555 | } |
|
|
556 | |
543 | |
557 | } |
544 | } |
558 | |
545 | |
559 | /* find a random non-blocked spot in this room to drop a key. */ |
546 | /* find a random non-blocked spot in this room to drop a key. */ |
560 | void |
547 | void |
561 | find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) |
548 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
562 | { |
549 | { |
563 | char **layout2; |
550 | char **layout2; |
564 | int i, j; |
551 | int i, j; |
565 | |
552 | |
566 | number_of_free_spots_in_room = 0; |
553 | number_of_free_spots_in_room = 0; |
… | |
… | |
571 | /* allocate and copy the layout, converting C to 0. */ |
558 | /* allocate and copy the layout, converting C to 0. */ |
572 | for (i = 0; i < RP->Xsize; i++) |
559 | for (i = 0; i < RP->Xsize; i++) |
573 | { |
560 | { |
574 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
561 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
575 | for (j = 0; j < RP->Ysize; j++) |
562 | for (j = 0; j < RP->Ysize; j++) |
576 | { |
|
|
577 | if (wall_blocked (map, i, j)) |
563 | if (wall_blocked (map, i, j)) |
578 | layout2[i][j] = '#'; |
564 | layout2[i][j] = '#'; |
579 | } |
|
|
580 | } |
565 | } |
581 | |
566 | |
582 | /* setup num_free_spots and room_free_spots */ |
567 | /* setup num_free_spots and room_free_spots */ |
583 | find_spot_in_room_recursive (layout2, x, y, RP); |
568 | find_spot_in_room_recursive (layout2, x, y, RP); |
584 | |
569 | |
… | |
… | |
589 | *ky = room_free_spots_y[i]; |
574 | *ky = room_free_spots_y[i]; |
590 | } |
575 | } |
591 | |
576 | |
592 | /* deallocate the temp. layout */ |
577 | /* deallocate the temp. layout */ |
593 | for (i = 0; i < RP->Xsize; i++) |
578 | for (i = 0; i < RP->Xsize; i++) |
594 | { |
|
|
595 | free (layout2[i]); |
579 | free (layout2[i]); |
596 | } |
580 | |
597 | free (layout2); |
581 | free (layout2); |
598 | free (room_free_spots_x); |
582 | free (room_free_spots_x); |
599 | free (room_free_spots_y); |
583 | free (room_free_spots_y); |
600 | } |
584 | } |
601 | |
585 | |
602 | |
586 | |
603 | /* searches the map for a spot with walls around it. The more |
587 | /* 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 |
588 | 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.*/ |
589 | it'll return 0 if no FREE spots are found.*/ |
606 | |
|
|
607 | void |
590 | void |
608 | find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) |
591 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
609 | { |
592 | { |
610 | int x, y; |
593 | int x, y; |
611 | int i; |
594 | int i; |
612 | |
595 | |
613 | x = *cx; |
596 | x = *cx; |
… | |
… | |
662 | *cy = ly; |
645 | *cy = ly; |
663 | return; |
646 | return; |
664 | } |
647 | } |
665 | } |
648 | } |
666 | /* give up and return the closest free spot. */ |
649 | /* give up and return the closest free spot. */ |
667 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
650 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
668 | if (i != -1 && i <= SIZEOFFREE1) |
651 | |
|
|
652 | if (i != -1) |
669 | { |
653 | { |
670 | *cx = x + freearr_x[i]; |
654 | *cx = x + freearr_x[i]; |
671 | *cy = y + freearr_y[i]; |
655 | *cy = y + freearr_y[i]; |
672 | return; |
656 | } |
|
|
657 | else |
673 | } |
658 | { |
674 | /* indicate failure */ |
659 | /* indicate failure */ |
|
|
660 | *cx = -1; |
675 | *cx = *cy = -1; |
661 | *cy = -1; |
|
|
662 | } |
676 | } |
663 | } |
677 | |
664 | |
678 | |
665 | |
679 | void |
666 | void |
680 | remove_monsters (int x, int y, mapstruct *map) |
667 | remove_monsters (int x, int y, maptile *map) |
681 | { |
668 | { |
682 | object *tmp; |
669 | object *tmp; |
683 | |
670 | |
684 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
671 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
685 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
672 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
686 | { |
673 | { |
687 | if (tmp->head) |
674 | if (tmp->head) |
688 | tmp = tmp->head; |
675 | tmp = tmp->head; |
689 | remove_ob (tmp); |
676 | tmp->remove (); |
690 | free_object (tmp); |
677 | tmp->destroy (); |
691 | tmp = get_map_ob (map, x, y); |
678 | tmp = GET_MAP_OB (map, x, y); |
692 | if (tmp == NULL) |
679 | if (tmp == NULL) |
693 | break; |
680 | break; |
694 | }; |
681 | }; |
695 | } |
682 | } |
696 | |
683 | |
… | |
… | |
698 | /* surrounds the point x,y by doors, so as to enclose something, like |
685 | /* 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 |
686 | a chest. It only goes as far as the 8 squares surrounding, and |
700 | it'll remove any monsters it finds.*/ |
687 | it'll remove any monsters it finds.*/ |
701 | |
688 | |
702 | object ** |
689 | object ** |
703 | surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) |
690 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
704 | { |
691 | { |
705 | int i; |
692 | int i; |
706 | char *doors[2]; |
693 | char *doors[2]; |
707 | object **doorlist; |
694 | object **doorlist; |
708 | int ndoors_made = 0; |
695 | int ndoors_made = 0; |
… | |
… | |
741 | } |
728 | } |
742 | |
729 | |
743 | |
730 | |
744 | /* returns the first door in this square, or NULL if there isn't a door. */ |
731 | /* returns the first door in this square, or NULL if there isn't a door. */ |
745 | object * |
732 | object * |
746 | door_in_square (mapstruct *map, int x, int y) |
733 | door_in_square (maptile *map, int x, int y) |
747 | { |
734 | { |
748 | object *tmp; |
735 | object *tmp; |
749 | |
736 | |
750 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
737 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
751 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
738 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
752 | return tmp; |
739 | return tmp; |
753 | return NULL; |
740 | return NULL; |
754 | } |
741 | } |
755 | |
742 | |
756 | |
743 | |
757 | /* the workhorse routine, which finds the doors in a room */ |
744 | /* the workhorse routine, which finds the doors in a room */ |
758 | void |
745 | void |
759 | find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
746 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
760 | { |
747 | { |
761 | int i, j; |
748 | int i, j; |
762 | object *door; |
749 | object *door; |
763 | |
750 | |
764 | /* bounds check x and y */ |
751 | /* bounds check x and y */ |
… | |
… | |
772 | /* check off this point */ |
759 | /* check off this point */ |
773 | if (layout[x][y] == '#') |
760 | if (layout[x][y] == '#') |
774 | { /* there could be a door here */ |
761 | { /* there could be a door here */ |
775 | layout[x][y] = 1; |
762 | layout[x][y] = 1; |
776 | door = door_in_square (map, x, y); |
763 | door = door_in_square (map, x, y); |
777 | if (door != NULL) |
764 | if (door) |
778 | { |
765 | { |
779 | doorlist[*ndoors] = door; |
766 | doorlist[*ndoors] = door; |
780 | if (*ndoors > 254) /* eek! out of memory */ |
767 | if (*ndoors > 1022) /* eek! out of memory */ |
781 | { |
768 | { |
782 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
769 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
783 | return; |
770 | return; |
784 | } |
771 | } |
|
|
772 | |
785 | *ndoors = *ndoors + 1; |
773 | *ndoors = *ndoors + 1; |
786 | } |
774 | } |
787 | } |
775 | } |
788 | else |
776 | else |
789 | { |
777 | { |
790 | layout[x][y] = 1; |
778 | layout[x][y] = 1; |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
779 | /* 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++) |
780 | 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); |
781 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
795 | } |
|
|
796 | } |
782 | } |
797 | } |
783 | } |
798 | |
784 | |
799 | /* find a random non-blocked spot in this room to drop a key. */ |
785 | /* find a random non-blocked spot in this room to drop a key. */ |
800 | object ** |
786 | object ** |
801 | find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) |
787 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
802 | { |
788 | { |
803 | char **layout2; |
789 | char **layout2; |
804 | object **doorlist; |
790 | object **doorlist; |
805 | int i, j; |
791 | int i, j; |
806 | int ndoors = 0; |
792 | int ndoors = 0; |
807 | |
793 | |
808 | doorlist = (object **) calloc (sizeof (int), 256); |
794 | doorlist = (object **) calloc (sizeof (int), 1024); |
809 | |
|
|
810 | |
795 | |
811 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
796 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
812 | /* allocate and copy the layout, converting C to 0. */ |
797 | /* allocate and copy the layout, converting C to 0. */ |
813 | for (i = 0; i < RP->Xsize; i++) |
798 | for (i = 0; i < RP->Xsize; i++) |
814 | { |
799 | { |
… | |
… | |
823 | /* setup num_free_spots and room_free_spots */ |
808 | /* setup num_free_spots and room_free_spots */ |
824 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
809 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
825 | |
810 | |
826 | /* deallocate the temp. layout */ |
811 | /* deallocate the temp. layout */ |
827 | for (i = 0; i < RP->Xsize; i++) |
812 | for (i = 0; i < RP->Xsize; i++) |
828 | { |
|
|
829 | free (layout2[i]); |
813 | free (layout2[i]); |
830 | } |
814 | |
831 | free (layout2); |
815 | free (layout2); |
832 | return doorlist; |
816 | return doorlist; |
833 | } |
817 | } |
834 | |
818 | |
835 | |
819 | |
836 | |
820 | |
837 | /* locks and/or hides all the doors in doorlist, or does nothing if |
821 | /* locks and/or hides all the doors in doorlist, or does nothing if |
838 | opts doesn't say to lock/hide doors. */ |
822 | opts doesn't say to lock/hide doors. */ |
839 | |
823 | |
840 | void |
824 | void |
841 | lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) |
825 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
842 | { |
826 | { |
843 | object *door; |
827 | object *door; |
844 | int i; |
828 | int i; |
845 | |
829 | |
846 | /* lock the doors and hide the keys. */ |
830 | /* lock the doors and hide the keys. */ |
… | |
… | |
848 | if (opts & DOORED) |
832 | if (opts & DOORED) |
849 | { |
833 | { |
850 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
834 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
851 | { |
835 | { |
852 | object *new_door = get_archetype ("locked_door1"); |
836 | object *new_door = get_archetype ("locked_door1"); |
853 | char keybuf[256]; |
837 | char keybuf[1024]; |
854 | |
838 | |
855 | door = doorlist[i]; |
839 | door = doorlist[i]; |
856 | new_door->face = door->face; |
840 | new_door->face = door->face; |
857 | new_door->x = door->x; |
841 | new_door->x = door->x; |
858 | new_door->y = door->y; |
842 | new_door->y = door->y; |
859 | remove_ob (door); |
843 | door->remove (); |
860 | free_object (door); |
844 | door->destroy (); |
861 | doorlist[i] = new_door; |
845 | doorlist[i] = new_door; |
862 | insert_ob_in_map (new_door, map, NULL, 0); |
846 | insert_ob_in_map (new_door, map, NULL, 0); |
863 | sprintf (keybuf, "%d", (int) RANDOM ()); |
847 | sprintf (keybuf, "%d", (int) RANDOM ()); |
864 | new_door->slaying = keybuf; |
848 | new_door->slaying = keybuf; |
865 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
849 | 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); |
865 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
882 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
866 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
883 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
867 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
884 | door->face = wallface->face; |
868 | door->face = wallface->face; |
885 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
869 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
886 | remove_ob (wallface); |
870 | wallface->remove (); |
887 | free_object (wallface); |
871 | wallface->destroy (); |
888 | } |
872 | } |
889 | } |
873 | } |
890 | } |
874 | } |
891 | } |
875 | } |