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1 | |
1 | /* |
2 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
3 | |
4 | |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
67 | 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.) |
68 | treasureoptions (may be 0 for random choices or positive) |
69 | treasureoptions (may be 0 for random choices or positive) |
69 | */ |
70 | */ |
70 | |
71 | |
71 | void |
72 | void |
72 | place_treasure (maptile *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) |
73 | { |
74 | { |
74 | char styledirname[256]; |
75 | char styledirname[256]; |
75 | char stylefilepath[256]; |
76 | char stylefilepath[256]; |
76 | maptile *style_map = 0; |
77 | maptile *style_map = 0; |
77 | int num_treasures; |
78 | int num_treasures; |
… | |
… | |
113 | { |
114 | { |
114 | |
115 | |
115 | /* map_layout_style global, and is previously set */ |
116 | /* map_layout_style global, and is previously set */ |
116 | switch (RP->map_layout_style) |
117 | switch (RP->map_layout_style) |
117 | { |
118 | { |
118 | case ONION_LAYOUT: |
119 | case LAYOUT_ONION: |
119 | case SPIRAL_LAYOUT: |
120 | case LAYOUT_SPIRAL: |
120 | case SQUARE_SPIRAL_LAYOUT: |
121 | case LAYOUT_SQUARE_SPIRAL: |
121 | { |
122 | { |
122 | int i, j; |
123 | int i, j; |
123 | |
124 | |
124 | /* search the onion for C's or '>', and put treasure there. */ |
125 | /* search the onion for C's or '>', and put treasure there. */ |
125 | for (i = 0; i < RP->Xsize; i++) |
126 | for (i = 0; i < RP->Xsize; i++) |
126 | { |
127 | { |
127 | for (j = 0; j < RP->Ysize; j++) |
128 | for (j = 0; j < RP->Ysize; j++) |
128 | { |
129 | { |
129 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
130 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
130 | { |
131 | { |
131 | int tdiv = RP->symmetry_used; |
132 | int tdiv = RP->symmetry_used; |
132 | object **doorlist; |
133 | object **doorlist; |
133 | object *chest; |
134 | object *chest; |
134 | |
135 | |
135 | if (tdiv == 3) |
136 | if (tdiv == 3) |
136 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
137 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
137 | /* don't put a chest on an exit. */ |
138 | /* don't put a chest on an exit. */ |
138 | 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); |
139 | if (!chest) |
140 | if (!chest) |
140 | continue; /* if no chest was placed NEXT */ |
141 | continue; /* if no chest was placed NEXT */ |
141 | if (treasureoptions & (DOORED | HIDDEN)) |
142 | if (treasureoptions & (DOORED | HIDDEN)) |
142 | { |
143 | { |
143 | doorlist = find_doors_in_room (map, i, j, RP); |
144 | doorlist = find_doors_in_room (map, i, j, RP); |
144 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
145 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
145 | free (doorlist); |
146 | free (doorlist); |
146 | } |
147 | } |
147 | } |
148 | } |
148 | } |
149 | } |
149 | } |
150 | } |
150 | break; |
151 | break; |
151 | } |
152 | } |
152 | default: |
153 | default: |
153 | { |
154 | { |
154 | int i, j, tries; |
155 | int i, j, tries; |
155 | object *chest; |
156 | object *chest; |
156 | object **doorlist; |
157 | object **doorlist; |
157 | |
158 | |
158 | i = j = -1; |
159 | i = j = -1; |
159 | tries = 0; |
160 | tries = 0; |
160 | while (i == -1 && tries < 100) |
161 | while (i == -1 && tries < 100) |
161 | { |
162 | { |
162 | i = RANDOM () % (RP->Xsize - 2) + 1; |
163 | i = RANDOM () % (RP->Xsize - 2) + 1; |
163 | j = RANDOM () % (RP->Ysize - 2) + 1; |
164 | j = RANDOM () % (RP->Ysize - 2) + 1; |
164 | find_enclosed_spot (map, &i, &j, RP); |
165 | find_enclosed_spot (map, &i, &j, RP); |
165 | if (wall_blocked (map, i, j)) |
166 | if (wall_blocked (map, i, j)) |
166 | i = -1; |
167 | i = -1; |
167 | tries++; |
168 | tries++; |
168 | } |
169 | } |
169 | 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); |
170 | if (!chest) |
171 | if (!chest) |
171 | return; |
172 | return; |
172 | i = chest->x; |
173 | i = chest->x; |
173 | j = chest->y; |
174 | j = chest->y; |
174 | if (treasureoptions & (DOORED | HIDDEN)) |
175 | if (treasureoptions & (DOORED | HIDDEN)) |
175 | { |
176 | { |
176 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
177 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
177 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
178 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
178 | free (doorlist); |
179 | free (doorlist); |
179 | } |
180 | } |
180 | } |
181 | } |
181 | } |
182 | } |
182 | } |
183 | } |
183 | else |
184 | else |
184 | { /* DIFFUSE treasure layout */ |
185 | { /* DIFFUSE treasure layout */ |
185 | int ti, i, j; |
186 | int ti, i, j; |
… | |
… | |
191 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
192 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
192 | } |
193 | } |
193 | } |
194 | } |
194 | } |
195 | } |
195 | |
196 | |
196 | |
|
|
197 | |
|
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198 | /* 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 |
199 | 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, |
200 | 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 */ |
201 | |
200 | |
202 | object * |
201 | object * |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *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) |
204 | { |
203 | { |
205 | object *the_chest; |
204 | object *the_chest; |
206 | int i, xl, yl; |
205 | int i, xl, yl; |
207 | |
206 | |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
207 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
… | |
… | |
218 | yl = y + freearr_y[i]; |
217 | yl = y + freearr_y[i]; |
219 | |
218 | |
220 | /* if the placement is blocked, return a fail. */ |
219 | /* if the placement is blocked, return a fail. */ |
221 | if (wall_blocked (map, xl, yl)) |
220 | if (wall_blocked (map, xl, yl)) |
222 | return 0; |
221 | return 0; |
223 | |
|
|
224 | |
222 | |
225 | /* put the treasures in the chest. */ |
223 | /* put the treasures in the chest. */ |
226 | /* if(style_map) { */ |
224 | /* if(style_map) { */ |
227 | #if 0 /* don't use treasure style maps for now! */ |
225 | #if 0 /* don't use treasure style maps for now! */ |
228 | int ti; |
226 | int ti; |
… | |
… | |
241 | { /* use the style map */ |
239 | { /* use the style map */ |
242 | the_chest->randomitems = tlist; |
240 | the_chest->randomitems = tlist; |
243 | the_chest->stats.hp = n_treasures; |
241 | the_chest->stats.hp = n_treasures; |
244 | } |
242 | } |
245 | #endif |
243 | #endif |
246 | else |
|
|
247 | { /* neither style_map no treasure list given */ |
244 | { /* neither style_map no treasure list given */ |
248 | treasurelist *tlist = find_treasurelist ("chest"); |
245 | treasurelist *tlist = find_treasurelist ("chest"); |
249 | |
246 | |
250 | the_chest->randomitems = tlist; |
247 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
248 | the_chest->stats.hp = n_treasures; |
… | |
… | |
297 | |
294 | |
298 | |
295 | |
299 | /* finds the closest monster and returns him, regardless of doors |
296 | /* finds the closest monster and returns him, regardless of doors |
300 | or walls */ |
297 | or walls */ |
301 | object * |
298 | object * |
302 | find_closest_monster (maptile *map, int x, int y, RMParms * RP) |
299 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
303 | { |
300 | { |
304 | int i; |
301 | int i; |
305 | |
302 | |
306 | for (i = 0; i < SIZEOFFREE; i++) |
303 | for (i = 0; i < SIZEOFFREE; i++) |
307 | { |
304 | { |
… | |
… | |
312 | /* boundscheck */ |
309 | /* boundscheck */ |
313 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
310 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
314 | /* 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. */ |
315 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
312 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
316 | { |
313 | { |
317 | object *the_monster = get_map_ob (map, lx, ly); |
314 | object *the_monster = GET_MAP_OB (map, lx, ly); |
318 | |
315 | |
319 | 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); |
320 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
317 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
321 | return the_monster; |
318 | return the_monster; |
322 | } |
319 | } |
… | |
… | |
336 | 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 |
337 | sure a key is placed on both sides of the door. |
334 | sure a key is placed on both sides of the door. |
338 | */ |
335 | */ |
339 | |
336 | |
340 | int |
337 | int |
341 | keyplace (maptile *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) |
342 | { |
339 | { |
343 | int i, j; |
340 | int i, j; |
344 | int kx, ky; |
341 | int kx, ky; |
345 | object *the_keymaster; /* the monster that gets the key. */ |
342 | object *the_keymaster; /* the monster that gets the key. */ |
346 | object *the_key; |
343 | object *the_key; |
… | |
… | |
432 | |
429 | |
433 | /* 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. |
434 | 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 */ |
435 | |
432 | |
436 | object * |
433 | object * |
437 | find_monster_in_room_recursive (char **layout, maptile *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) |
438 | { |
435 | { |
439 | int i, j; |
436 | int i, j; |
440 | |
437 | |
441 | /* if we've found a monster already, leave */ |
438 | /* if we've found a monster already, leave */ |
442 | if (theMonsterToFind != NULL) |
439 | if (theMonsterToFind != NULL) |
… | |
… | |
453 | /* check the current square for a monster. If there is one, |
450 | /* check the current square for a monster. If there is one, |
454 | set theMonsterToFind and return it. */ |
451 | set theMonsterToFind and return it. */ |
455 | layout[x][y] = 1; |
452 | layout[x][y] = 1; |
456 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
453 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
457 | { |
454 | { |
458 | object *the_monster = get_map_ob (map, x, y); |
455 | object *the_monster = GET_MAP_OB (map, x, y); |
459 | |
456 | |
460 | /* check off this point */ |
457 | /* check off this point */ |
461 | 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); |
462 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
459 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
463 | { |
460 | { |
… | |
… | |
479 | |
476 | |
480 | /* sets up some data structures: the _recursive form does the |
477 | /* sets up some data structures: the _recursive form does the |
481 | real work. */ |
478 | real work. */ |
482 | |
479 | |
483 | object * |
480 | object * |
484 | find_monster_in_room (maptile *map, int x, int y, RMParms * RP) |
481 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
485 | { |
482 | { |
486 | char **layout2; |
483 | char **layout2; |
487 | int i, j; |
484 | int i, j; |
488 | |
485 | |
489 | theMonsterToFind = 0; |
486 | theMonsterToFind = 0; |
… | |
… | |
521 | /* the workhorse routine, which finds the free spots in a room: |
518 | /* the workhorse routine, which finds the free spots in a room: |
522 | a datastructure of free points is set up, and a position chosen from |
519 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
520 | that datastructure. */ |
524 | |
521 | |
525 | void |
522 | void |
526 | 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) |
527 | { |
524 | { |
528 | int i, j; |
525 | int i, j; |
529 | |
526 | |
530 | /* bounds check x and y */ |
527 | /* bounds check x and y */ |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
528 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
550 | |
547 | |
551 | } |
548 | } |
552 | |
549 | |
553 | /* 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. */ |
554 | void |
551 | void |
555 | find_spot_in_room (maptile *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) |
556 | { |
553 | { |
557 | char **layout2; |
554 | char **layout2; |
558 | int i, j; |
555 | int i, j; |
559 | |
556 | |
560 | number_of_free_spots_in_room = 0; |
557 | number_of_free_spots_in_room = 0; |
… | |
… | |
597 | /* 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 |
598 | 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 |
599 | it'll return 0 if no FREE spots are found.*/ |
596 | it'll return 0 if no FREE spots are found.*/ |
600 | |
597 | |
601 | void |
598 | void |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) |
599 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | { |
600 | { |
604 | int x, y; |
601 | int x, y; |
605 | int i; |
602 | int i; |
606 | |
603 | |
607 | x = *cx; |
604 | x = *cx; |
… | |
… | |
673 | void |
670 | void |
674 | remove_monsters (int x, int y, maptile *map) |
671 | remove_monsters (int x, int y, maptile *map) |
675 | { |
672 | { |
676 | object *tmp; |
673 | object *tmp; |
677 | |
674 | |
678 | 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) |
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
676 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
680 | { |
677 | { |
681 | if (tmp->head) |
678 | if (tmp->head) |
682 | tmp = tmp->head; |
679 | tmp = tmp->head; |
683 | tmp->remove (); |
680 | tmp->remove (); |
684 | tmp->destroy (); |
681 | tmp->destroy (); |
685 | tmp = get_map_ob (map, x, y); |
682 | tmp = GET_MAP_OB (map, x, y); |
686 | if (tmp == NULL) |
683 | if (tmp == NULL) |
687 | break; |
684 | break; |
688 | }; |
685 | }; |
689 | } |
686 | } |
690 | |
687 | |
… | |
… | |
739 | object * |
736 | object * |
740 | door_in_square (maptile *map, int x, int y) |
737 | door_in_square (maptile *map, int x, int y) |
741 | { |
738 | { |
742 | object *tmp; |
739 | object *tmp; |
743 | |
740 | |
744 | 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) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
742 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
746 | return tmp; |
743 | return tmp; |
747 | return NULL; |
744 | return NULL; |
748 | } |
745 | } |
749 | |
746 | |
750 | |
747 | |
751 | /* the workhorse routine, which finds the doors in a room */ |
748 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
749 | void |
753 | find_doors_in_room_recursive (char **layout, maptile *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) |
754 | { |
751 | { |
755 | int i, j; |
752 | int i, j; |
756 | object *door; |
753 | object *door; |
757 | |
754 | |
758 | /* bounds check x and y */ |
755 | /* bounds check x and y */ |
… | |
… | |
790 | } |
787 | } |
791 | } |
788 | } |
792 | |
789 | |
793 | /* 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. */ |
794 | object ** |
791 | object ** |
795 | find_doors_in_room (maptile *map, int x, int y, RMParms * RP) |
792 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
796 | { |
793 | { |
797 | char **layout2; |
794 | char **layout2; |
798 | object **doorlist; |
795 | object **doorlist; |
799 | int i, j; |
796 | int i, j; |
800 | int ndoors = 0; |
797 | int ndoors = 0; |
… | |
… | |
830 | |
827 | |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
828 | /* locks and/or hides all the doors in doorlist, or does nothing if |
832 | opts doesn't say to lock/hide doors. */ |
829 | opts doesn't say to lock/hide doors. */ |
833 | |
830 | |
834 | void |
831 | void |
835 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) |
832 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
836 | { |
833 | { |
837 | object *door; |
834 | object *door; |
838 | int i; |
835 | int i; |
839 | |
836 | |
840 | /* lock the doors and hide the keys. */ |
837 | /* lock the doors and hide the keys. */ |