1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | /* placing treasure in maps, where appropriate. */ |
26 | /* placing treasure in maps, where appropriate. */ |
25 | |
27 | |
26 | #include <global.h> |
28 | #include <global.h> |
27 | #include <random_map.h> |
29 | #include <rmg.h> |
28 | #include <rproto.h> |
30 | #include <rproto.h> |
29 | |
31 | |
30 | /* some defines for various options which can be set. */ |
32 | /* some defines for various options which can be set. */ |
31 | |
33 | |
32 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
34 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
… | |
… | |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | |
43 | |
42 | #define NO_PASS_DOORS 0 |
44 | #define NO_PASS_DOORS 0 |
43 | #define PASS_DOORS 1 |
45 | #define PASS_DOORS 1 |
44 | |
46 | |
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47 | static object *find_closest_monster (maptile *map, int x, int y); |
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48 | static object *find_monster_in_room (maptile *map, int x, int y); |
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49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky); |
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50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
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51 | static object **find_doors_in_room (maptile *map, int x, int y); |
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52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy); |
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54 | static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); |
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55 | |
45 | /* a macro to get a strongly centered random distribution, |
56 | /* a macro to get a strongly centered random distribution, |
46 | from 0 to x, centered at x/2 */ |
57 | from 0 to x, centered at x/2 */ |
47 | static int |
58 | static int |
48 | bc_random (int x) |
59 | bc_random (int x) |
49 | { |
60 | { |
50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
61 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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62 | } |
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63 | |
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64 | static object * |
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65 | gen_key (const shstr &keycode) |
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66 | { |
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67 | /* get a key and set its keycode */ |
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68 | object *key = archetype::get (shstr_key_random_map); |
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69 | key->slaying = keycode; |
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70 | return key; |
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71 | } |
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72 | |
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73 | /* places keys in the map, preferably in something alive. |
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74 | keycode is the key's code, |
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75 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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76 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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77 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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78 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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79 | |
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80 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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81 | sure a key is placed on both sides of the door. |
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82 | */ |
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83 | static int |
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84 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) |
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85 | { |
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86 | int i, j; |
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87 | int kx = 0, ky = 0; |
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88 | object *the_keymaster; /* the monster that gets the key. */ |
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89 | object *the_key = gen_key (keycode); |
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90 | |
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91 | if (door_flag == PASS_DOORS) |
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92 | { |
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93 | int tries = 0; |
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94 | |
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95 | the_keymaster = 0; |
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96 | while (tries < 15 && !the_keymaster) |
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97 | { |
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98 | i = rmg_rndm (map->width - 2) + 1; |
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99 | j = rmg_rndm (map->height - 2) + 1; |
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100 | tries++; |
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101 | the_keymaster = find_closest_monster (map, i, j); |
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102 | } |
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103 | |
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104 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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105 | if (!the_keymaster) |
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106 | { |
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107 | int freeindex; |
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108 | |
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109 | freeindex = -1; |
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110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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111 | { |
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112 | kx = rmg_rndm (map->width - 2) + 1; |
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113 | ky = rmg_rndm (map->height - 2) + 1; |
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114 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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115 | } |
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116 | |
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117 | // can freeindex ever be < 0? |
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118 | if (freeindex >= 0) |
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119 | { |
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120 | kx += DIRX (freeindex); |
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121 | ky += DIRY (freeindex); |
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122 | } |
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123 | } |
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124 | } |
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125 | else |
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126 | { /* NO_PASS_DOORS --we have to work harder. */ |
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127 | /* don't try to keyplace if we're sitting on a blocked square and |
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128 | NO_PASS_DOORS is set. */ |
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129 | if (n_keys == 1) |
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130 | { |
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131 | if (wall_blocked (map, x, y)) |
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132 | { |
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133 | the_key->destroy (); |
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134 | return 0; |
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135 | } |
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136 | |
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137 | the_keymaster = find_monster_in_room (map, x, y); |
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138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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139 | find_spot_in_room (map, x, y, &kx, &ky); |
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140 | } |
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141 | else |
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142 | { |
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143 | int sum = 0; /* count how many keys we actually place */ |
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144 | |
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145 | /* I'm lazy, so just try to place in all 4 directions. */ |
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146 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); |
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147 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); |
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148 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); |
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149 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); |
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150 | |
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151 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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152 | { /* diagonally this time. */ |
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153 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); |
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154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); |
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155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); |
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156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); |
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157 | } |
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158 | |
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159 | the_key->destroy (); |
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160 | return 1; |
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161 | } |
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162 | } |
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163 | |
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164 | if (the_keymaster) |
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165 | the_keymaster->head_ ()->insert (the_key); |
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166 | else |
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167 | { |
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168 | the_key->x = kx; |
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169 | the_key->y = ky; |
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170 | insert_ob_in_map (the_key, map, NULL, 0); |
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171 | } |
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172 | |
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173 | return 1; |
51 | } |
174 | } |
52 | |
175 | |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
176 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | * and doors but not monsters. |
177 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
178 | * This function is not map tile aware. |
… | |
… | |
62 | |
185 | |
63 | m->at (x, y).update (); |
186 | m->at (x, y).update (); |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
187 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
65 | } |
188 | } |
66 | |
189 | |
67 | /* place treasures in the map, given the |
190 | /* place treasures in the map, given the |
68 | map, (required) |
191 | map, (required) |
69 | layout, (required) |
192 | maze, (required) |
70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
193 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
71 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
72 | */ |
195 | */ |
73 | void |
196 | void |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
197 | place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) |
75 | { |
198 | { |
76 | char styledirname[1024]; |
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77 | char stylefilepath[1024]; |
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78 | maptile *style_map = 0; |
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79 | int num_treasures; |
199 | int num_treasures; |
80 | |
200 | |
81 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
82 | if (treasure_style) |
202 | if (treasure_style) |
83 | if (!strcmp (treasure_style, "none")) |
203 | if (!strcmp (treasure_style, "none")) |
84 | return; |
204 | return; |
85 | |
205 | |
86 | if (treasureoptions <= 0) |
206 | if (treasureoptions <= 0) |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
207 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
88 | |
208 | |
89 | /* filter out the mutually exclusive options */ |
209 | /* filter out the mutually exclusive options */ |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
210 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
91 | { |
211 | { |
92 | if (rndm (2)) |
212 | if (rmg_rndm (2)) |
93 | treasureoptions -= 1; |
213 | treasureoptions -= 1; |
94 | else |
214 | else |
95 | treasureoptions -= 2; |
215 | treasureoptions -= 2; |
96 | } |
216 | } |
97 | |
217 | |
… | |
… | |
105 | |
225 | |
106 | if (num_treasures <= 0) |
226 | if (num_treasures <= 0) |
107 | return; |
227 | return; |
108 | |
228 | |
109 | /* get the style map */ |
229 | /* get the style map */ |
110 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
230 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
111 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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112 | style_map = find_style (styledirname, treasure_style, -1); |
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113 | |
231 | |
114 | if (!style_map) |
232 | if (!style_map) |
115 | { |
233 | { |
116 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
234 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
117 | return; |
235 | return; |
118 | } |
236 | } |
119 | |
237 | |
120 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
121 | if (treasureoptions & CONCENTRATED) |
239 | if (treasureoptions & CONCENTRATED) |
… | |
… | |
132 | /* search the onion for C's or '>', and put treasure there. */ |
250 | /* search the onion for C's or '>', and put treasure there. */ |
133 | for (i = 0; i < RP->Xsize; i++) |
251 | for (i = 0; i < RP->Xsize; i++) |
134 | { |
252 | { |
135 | for (j = 0; j < RP->Ysize; j++) |
253 | for (j = 0; j < RP->Ysize; j++) |
136 | { |
254 | { |
137 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
255 | if (maze[i][j] == 'C' || maze[i][j] == '>') |
138 | { |
256 | { |
139 | int tdiv = RP->symmetry_used; |
257 | int tdiv = RP->symmetry_used; |
140 | object *chest; |
258 | object *chest; |
141 | |
259 | |
142 | if (tdiv == 3) |
260 | if (tdiv == 3) |
… | |
… | |
148 | if (!chest) |
266 | if (!chest) |
149 | continue; /* if no chest was placed NEXT */ |
267 | continue; /* if no chest was placed NEXT */ |
150 | |
268 | |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
269 | if (treasureoptions & (DOORED | HIDDEN)) |
152 | { |
270 | { |
153 | object **doorlist = find_doors_in_room (map, i, j, RP); |
271 | object **doorlist = find_doors_in_room (map, i, j); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
272 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
155 | free (doorlist); |
273 | free (doorlist); |
156 | } |
274 | } |
157 | } |
275 | } |
158 | } |
276 | } |
159 | } |
277 | } |
160 | break; |
278 | break; |
161 | } |
279 | } |
|
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280 | |
162 | default: |
281 | default: |
163 | { |
282 | { |
164 | int i, j, tries; |
283 | int i, j, tries; |
165 | object *chest; |
284 | object *chest; |
166 | object **doorlist; |
285 | object **doorlist; |
167 | |
286 | |
168 | i = j = -1; |
287 | i = j = -1; |
169 | tries = 0; |
288 | tries = 0; |
170 | while (i == -1 && tries < 100) |
289 | while (i == -1 && tries < 100) |
171 | { |
290 | { |
172 | i = rndm (RP->Xsize - 2) + 1; |
291 | i = rmg_rndm (RP->Xsize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
292 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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293 | |
174 | find_enclosed_spot (map, &i, &j, RP); |
294 | find_enclosed_spot (map, &i, &j); |
175 | |
295 | |
176 | if (wall_blocked (map, i, j)) |
296 | if (wall_blocked (map, i, j)) |
177 | i = -1; |
297 | i = -1; |
178 | |
298 | |
179 | tries++; |
299 | tries++; |
… | |
… | |
186 | |
306 | |
187 | i = chest->x; |
307 | i = chest->x; |
188 | j = chest->y; |
308 | j = chest->y; |
189 | if (treasureoptions & (DOORED | HIDDEN)) |
309 | if (treasureoptions & (DOORED | HIDDEN)) |
190 | { |
310 | { |
191 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
311 | doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
192 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
312 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
193 | free (doorlist); |
313 | free (doorlist); |
194 | } |
314 | } |
195 | } |
315 | } |
196 | } |
316 | } |
197 | } |
317 | } |
198 | else |
318 | else |
199 | { /* DIFFUSE treasure layout */ |
319 | { /* DIFFUSE treasure maze */ |
200 | int ti, i, j; |
320 | int ti, i, j; |
201 | |
321 | |
202 | for (ti = 0; ti < num_treasures; ti++) |
322 | for (ti = 0; ti < num_treasures; ti++) |
203 | { |
323 | { |
204 | i = rndm (RP->Xsize - 2) + 1; |
324 | i = rmg_rndm (RP->Xsize - 2) + 1; |
205 | j = rndm (RP->Ysize - 2) + 1; |
325 | j = rmg_rndm (RP->Ysize - 2) + 1; |
206 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
326 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
207 | } |
327 | } |
208 | } |
328 | } |
209 | } |
329 | } |
210 | |
330 | |
211 | /* put a chest into the map, near x and y, with the treasure style |
331 | /* put a chest into the map, near x and y, with the treasure style |
212 | determined (may be null, or may be a treasure list from lib/treasures, |
332 | determined (may be null, or may be a treasure list from lib/treasures, |
213 | if the global variable "treasurestyle" is set to that treasure list's name */ |
333 | if the global variable "treasurestyle" is set to that treasure list's name */ |
214 | object * |
334 | static object * |
215 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
335 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
216 | { |
336 | { |
217 | object *the_chest; |
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218 | int i, xl, yl; |
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219 | |
|
|
220 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
337 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
221 | |
338 | |
222 | /* first, find a place to put the chest. */ |
339 | /* first, find a place to put the chest. */ |
223 | i = find_first_free_spot (the_chest, map, x, y); |
340 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
224 | if (i == -1) |
341 | if (i == -1) |
225 | { |
342 | { |
226 | the_chest->destroy (); |
343 | the_chest->destroy (); |
227 | return NULL; |
344 | return NULL; |
228 | } |
345 | } |
229 | |
346 | |
230 | xl = x + freearr_x[i]; |
347 | int xl = x + DIRX (i); |
231 | yl = y + freearr_y[i]; |
348 | int yl = y + DIRY (i); |
232 | |
349 | |
233 | /* if the placement is blocked, return a fail. */ |
350 | /* if the placement is blocked, return a fail. */ |
234 | if (wall_blocked (map, xl, yl)) |
351 | if (wall_blocked (map, xl, yl)) |
235 | return 0; |
352 | return 0; |
236 | |
353 | |
… | |
… | |
243 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
360 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
244 | |
361 | |
245 | if (tlist != NULL) |
362 | if (tlist != NULL) |
246 | for (ti = 0; ti < n_treasures; ti++) |
363 | for (ti = 0; ti < n_treasures; ti++) |
247 | { /* use the treasure list */ |
364 | { /* use the treasure list */ |
248 | object *new_treasure = style_map->pick_random_object (); |
365 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
249 | |
366 | |
250 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
367 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
251 | } |
368 | } |
252 | else |
369 | else |
253 | { /* use the style map */ |
370 | { /* use the style map */ |
254 | the_chest->randomitems = tlist; |
371 | the_chest->randomitems = tlist; |
255 | the_chest->stats.hp = n_treasures; |
372 | the_chest->stats.hp = n_treasures; |
… | |
… | |
263 | } |
380 | } |
264 | |
381 | |
265 | /* stick a trap in the chest if required */ |
382 | /* stick a trap in the chest if required */ |
266 | if (treasureoptions & TRAPPED) |
383 | if (treasureoptions & TRAPPED) |
267 | { |
384 | { |
268 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
385 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
269 | object *the_trap; |
|
|
270 | |
386 | |
271 | if (trap_map) |
387 | if (trap_map) |
272 | { |
388 | { |
273 | the_trap = trap_map->pick_random_object (); |
389 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
390 | |
274 | the_trap->stats.Cha = 10 + RP->difficulty; |
391 | the_trap->stats.Cha = 10 + RP->difficulty; |
275 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
392 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
393 | |
276 | if (the_trap) |
394 | if (the_trap) |
277 | { |
395 | { |
278 | object *new_trap; |
396 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
279 | |
397 | |
280 | new_trap = arch_to_object (the_trap->arch); |
|
|
281 | new_trap->copy_to (the_trap); |
|
|
282 | new_trap->x = x; |
398 | new_trap->x = x; |
283 | new_trap->y = y; |
399 | new_trap->y = y; |
284 | insert_ob_in_ob (new_trap, the_chest); |
400 | insert_ob_in_ob (new_trap, the_chest); |
285 | } |
401 | } |
286 | } |
402 | } |
… | |
… | |
289 | /* set the chest lock code, and call the keyplacer routine with |
405 | /* set the chest lock code, and call the keyplacer routine with |
290 | the lockcode. It's not worth bothering to lock the chest if |
406 | the lockcode. It's not worth bothering to lock the chest if |
291 | there's only 1 treasure.... */ |
407 | there's only 1 treasure.... */ |
292 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
408 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
293 | { |
409 | { |
294 | char keybuf[1024]; |
410 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
295 | |
|
|
296 | sprintf (keybuf, "%d", rndm (1000000000)); |
|
|
297 | the_chest->slaying = keybuf; |
|
|
298 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
411 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); |
299 | } |
412 | } |
300 | |
413 | |
301 | /* actually place the chest. */ |
414 | /* actually place the chest. */ |
302 | the_chest->x = xl; |
415 | the_chest->x = xl; |
303 | the_chest->y = yl; |
416 | the_chest->y = yl; |
304 | insert_ob_in_map (the_chest, map, NULL, 0); |
417 | insert_ob_in_map (the_chest, map, NULL, 0); |
305 | return the_chest; |
418 | return the_chest; |
306 | } |
419 | } |
307 | |
420 | |
308 | |
|
|
309 | /* finds the closest monster and returns him, regardless of doors |
421 | /* finds the closest monster and returns him, regardless of doors or walls */ |
310 | or walls */ |
422 | static object * |
311 | object * |
|
|
312 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
423 | find_closest_monster (maptile *map, int x, int y) |
313 | { |
424 | { |
314 | int i; |
425 | int i; |
315 | |
426 | |
316 | for (i = 0; i < SIZEOFFREE; i++) |
427 | for (i = 0; i < SIZEOFFREE; i++) |
317 | { |
428 | { |
318 | int lx, ly; |
429 | int lx, ly; |
319 | |
430 | |
320 | lx = x + freearr_x[i]; |
431 | lx = x + DIRX (i); |
321 | ly = y + freearr_y[i]; |
432 | ly = y + DIRY (i); |
322 | /* boundscheck */ |
433 | /* boundscheck */ |
323 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
434 | if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) |
324 | /* don't bother searching this square unless the map says life exists. */ |
435 | /* don't bother searching this square unless the map says life exists. */ |
325 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
436 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
326 | { |
437 | { |
327 | object *the_monster = GET_MAP_OB (map, lx, ly); |
438 | object *the_monster = GET_MAP_OB (map, lx, ly); |
328 | |
439 | |
329 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
440 | for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) |
|
|
441 | ; |
|
|
442 | |
330 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
443 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
331 | return the_monster; |
444 | return the_monster; |
332 | } |
445 | } |
333 | } |
446 | } |
334 | return NULL; |
447 | return NULL; |
335 | } |
448 | } |
336 | |
449 | |
337 | |
|
|
338 | |
|
|
339 | /* places keys in the map, preferably in something alive. |
|
|
340 | keycode is the key's code, |
|
|
341 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
342 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
343 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
344 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
345 | |
|
|
346 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
347 | sure a key is placed on both sides of the door. |
|
|
348 | */ |
|
|
349 | int |
|
|
350 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
351 | { |
|
|
352 | int i, j; |
|
|
353 | int kx = 0, ky = 0; |
|
|
354 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
355 | object *the_key; |
|
|
356 | |
|
|
357 | /* get a key and set its keycode */ |
|
|
358 | the_key = get_archetype ("key2"); |
|
|
359 | the_key->slaying = keycode; |
|
|
360 | |
|
|
361 | if (door_flag == PASS_DOORS) |
|
|
362 | { |
|
|
363 | int tries = 0; |
|
|
364 | |
|
|
365 | the_keymaster = 0; |
|
|
366 | while (tries < 15 && !the_keymaster) |
|
|
367 | { |
|
|
368 | i = rndm (RP->Xsize - 2) + 1; |
|
|
369 | j = rndm (RP->Ysize - 2) + 1; |
|
|
370 | tries++; |
|
|
371 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
372 | } |
|
|
373 | |
|
|
374 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
375 | if (!the_keymaster) |
|
|
376 | { |
|
|
377 | int freeindex; |
|
|
378 | |
|
|
379 | freeindex = -1; |
|
|
380 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
381 | { |
|
|
382 | kx = rndm (RP->Xsize - 2) + 1; |
|
|
383 | ky = rndm (RP->Ysize - 2) + 1; |
|
|
384 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
385 | } |
|
|
386 | |
|
|
387 | // can freeindex ever be < 0? |
|
|
388 | if (freeindex >= 0) |
|
|
389 | { |
|
|
390 | kx += freearr_x [freeindex]; |
|
|
391 | ky += freearr_y [freeindex]; |
|
|
392 | } |
|
|
393 | } |
|
|
394 | } |
|
|
395 | else |
|
|
396 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
397 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
398 | NO_PASS_DOORS is set. */ |
|
|
399 | if (n_keys == 1) |
|
|
400 | { |
|
|
401 | if (wall_blocked (map, x, y)) |
|
|
402 | return 0; |
|
|
403 | |
|
|
404 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
405 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
406 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
407 | } |
|
|
408 | else |
|
|
409 | { |
|
|
410 | int sum = 0; /* count how many keys we actually place */ |
|
|
411 | |
|
|
412 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
413 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
414 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
415 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
416 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
417 | |
|
|
418 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
419 | { /* diagonally this time. */ |
|
|
420 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
421 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
422 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
423 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
424 | } |
|
|
425 | |
|
|
426 | return 1; |
|
|
427 | } |
|
|
428 | } |
|
|
429 | |
|
|
430 | if (!the_keymaster) |
|
|
431 | { |
|
|
432 | the_key->x = kx; |
|
|
433 | the_key->y = ky; |
|
|
434 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
435 | return 1; |
|
|
436 | } |
|
|
437 | |
|
|
438 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
|
|
439 | return 1; |
|
|
440 | } |
|
|
441 | |
|
|
442 | |
|
|
443 | |
|
|
444 | /* both find_monster_in_room routines need to have access to this. */ |
450 | /* both find_monster_in_room routines need to have access to this. */ |
445 | |
451 | |
446 | object *theMonsterToFind; |
452 | static object *theMonsterToFind; |
447 | |
453 | |
448 | /* a recursive routine which will return a monster, eventually,if there is one. |
454 | /* a recursive routine which will return a monster, eventually,if there is one. |
449 | it does a check-off on the layout, converting 0's to 1's */ |
455 | it does a check-off on the maze, converting 0's to 1's */ |
450 | |
456 | static object * |
451 | object * |
|
|
452 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
457 | find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) |
453 | { |
458 | { |
454 | int i, j; |
459 | int i, j; |
455 | |
460 | |
456 | /* if we've found a monster already, leave */ |
461 | /* if we've found a monster already, leave */ |
457 | if (theMonsterToFind != NULL) |
462 | if (theMonsterToFind != NULL) |
458 | return theMonsterToFind; |
463 | return theMonsterToFind; |
459 | |
464 | |
460 | /* bounds check x and y */ |
465 | /* bounds check x and y */ |
461 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
466 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
462 | return theMonsterToFind; |
467 | return theMonsterToFind; |
463 | |
468 | |
464 | /* if the square is blocked or searched already, leave */ |
469 | /* if the square is blocked or searched already, leave */ |
465 | if (layout[x][y] != 0) |
470 | if (maze[x][y] != 0) |
466 | return theMonsterToFind; /* might be NULL, that's fine. */ |
471 | return theMonsterToFind; /* might be NULL, that's fine. */ |
467 | |
472 | |
468 | /* check the current square for a monster. If there is one, |
473 | /* check the current square for a monster. If there is one, |
469 | set theMonsterToFind and return it. */ |
474 | set theMonsterToFind and return it. */ |
470 | layout[x][y] = 1; |
475 | maze[x][y] = 1; |
471 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
476 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
472 | { |
477 | { |
473 | object *the_monster = GET_MAP_OB (map, x, y); |
478 | object *the_monster = GET_MAP_OB (map, x, y); |
474 | |
479 | |
475 | /* check off this point */ |
480 | /* check off this point */ |
476 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
481 | for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
477 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
482 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
478 | { |
483 | { |
479 | theMonsterToFind = the_monster; |
484 | theMonsterToFind = the_monster; |
480 | return theMonsterToFind; |
485 | return theMonsterToFind; |
481 | } |
486 | } |
482 | } |
487 | } |
483 | |
488 | |
484 | /* now search all the 8 squares around recursively for a monster,in random order */ |
489 | /* now search all the 8 squares around recursively for a monster,in random order */ |
485 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
490 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
486 | { |
491 | { |
487 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
492 | theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); |
488 | if (theMonsterToFind != NULL) |
493 | if (theMonsterToFind) |
489 | return theMonsterToFind; |
494 | return theMonsterToFind; |
490 | } |
495 | } |
|
|
496 | |
491 | return theMonsterToFind; |
497 | return theMonsterToFind; |
492 | } |
498 | } |
493 | |
|
|
494 | |
499 | |
495 | /* sets up some data structures: the _recursive form does the |
500 | /* sets up some data structures: the _recursive form does the |
496 | real work. */ |
501 | real work. */ |
497 | |
502 | static object * |
498 | object * |
|
|
499 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
503 | find_monster_in_room (maptile *map, int x, int y) |
500 | { |
504 | { |
501 | char **layout2; |
505 | layout layout2 (map->width, map->height); |
502 | int i, j; |
506 | |
|
|
507 | // find walls |
|
|
508 | for (int i = 0; i < layout2.w; i++) |
|
|
509 | for (int j = 0; j < layout2.h; j++) |
|
|
510 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
503 | |
511 | |
504 | theMonsterToFind = 0; |
512 | theMonsterToFind = 0; |
505 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
506 | /* allocate and copy the layout, converting C to 0. */ |
|
|
507 | for (i = 0; i < RP->Xsize; i++) |
|
|
508 | { |
|
|
509 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
510 | for (j = 0; j < RP->Ysize; j++) |
|
|
511 | if (wall_blocked (map, i, j)) |
|
|
512 | layout2[i][j] = '#'; |
|
|
513 | } |
|
|
514 | |
|
|
515 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
513 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); |
516 | |
|
|
517 | /* deallocate the temp. layout */ |
|
|
518 | for (i = 0; i < RP->Xsize; i++) |
|
|
519 | free (layout2[i]); |
|
|
520 | |
|
|
521 | free (layout2); |
|
|
522 | |
514 | |
523 | return theMonsterToFind; |
515 | return theMonsterToFind; |
524 | } |
516 | } |
525 | |
|
|
526 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
|
|
527 | int *room_free_spots_x; |
|
|
528 | int *room_free_spots_y; |
|
|
529 | int number_of_free_spots_in_room; |
|
|
530 | |
517 | |
531 | /* the workhorse routine, which finds the free spots in a room: |
518 | /* the workhorse routine, which finds the free spots in a room: |
532 | 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 |
533 | that datastructure. */ |
520 | that datastructure. */ |
534 | void |
521 | static void |
535 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
522 | find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y) |
536 | { |
523 | { |
537 | int i, j; |
|
|
538 | |
|
|
539 | /* bounds check x and y */ |
524 | /* bounds check x and y */ |
540 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
525 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
541 | return; |
526 | return; |
542 | |
527 | |
543 | /* if the square is blocked or searched already, leave */ |
528 | /* if the square is blocked or searched already, leave */ |
544 | if (layout[x][y] != 0) |
529 | if (maze[x][y] != 0) |
545 | return; |
530 | return; |
546 | |
531 | |
547 | /* set the current square as checked, and add it to the list. |
532 | /* set the current square as checked, and add it to the list. |
548 | set theMonsterToFind and return it. */ |
533 | set theMonsterToFind and return it. */ |
549 | /* check off this point */ |
534 | /* check off this point */ |
550 | layout[x][y] = 1; |
535 | maze[x][y] = 1; |
551 | room_free_spots_x[number_of_free_spots_in_room] = x; |
536 | spots.push (point (x, y)); |
552 | room_free_spots_y[number_of_free_spots_in_room] = y; |
|
|
553 | number_of_free_spots_in_room++; |
|
|
554 | |
537 | |
555 | /* now search all the 8 squares around recursively for free spots,in random order */ |
538 | /* now search all the 8 squares around recursively for free spots,in random order */ |
556 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
539 | for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
557 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
540 | find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); |
558 | |
541 | |
559 | } |
542 | } |
560 | |
543 | |
561 | /* find a random non-blocked spot in this room to drop a key. */ |
544 | /* find a random non-blocked spot in this room to drop a key. */ |
562 | void |
545 | static void |
563 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
546 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) |
564 | { |
547 | { |
565 | char **layout2; |
548 | fixed_stack<point> spots (map->width * map->height); |
566 | int i, j; |
|
|
567 | |
549 | |
568 | number_of_free_spots_in_room = 0; |
550 | layout layout2 (map->width, map->height); |
569 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
570 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
571 | |
551 | |
572 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
573 | /* allocate and copy the layout, converting C to 0. */ |
552 | /* allocate and copy the maze, converting C to 0. */ |
574 | for (i = 0; i < RP->Xsize; i++) |
553 | for (int i = 0; i < map->width; i++) |
575 | { |
554 | for (int j = 0; j < map->height; j++) |
576 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
555 | layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; |
577 | for (j = 0; j < RP->Ysize; j++) |
|
|
578 | if (wall_blocked (map, i, j)) |
|
|
579 | layout2[i][j] = '#'; |
|
|
580 | } |
|
|
581 | |
556 | |
582 | /* setup num_free_spots and room_free_spots */ |
557 | /* setup num_free_spots and room_free_spots */ |
583 | find_spot_in_room_recursive (layout2, x, y, RP); |
558 | find_spot_in_room_recursive (layout2, spots, x, y); |
584 | |
559 | |
585 | if (number_of_free_spots_in_room > 0) |
560 | if (spots.size) |
586 | { |
|
|
587 | i = rndm (number_of_free_spots_in_room); |
|
|
588 | *kx = room_free_spots_x[i]; |
|
|
589 | *ky = room_free_spots_y[i]; |
|
|
590 | } |
561 | { |
|
|
562 | point p = spots [rmg_rndm (spots.size)]; |
591 | |
563 | |
592 | /* deallocate the temp. layout */ |
564 | *kx = p.x; |
593 | for (i = 0; i < RP->Xsize; i++) |
565 | *ky = p.y; |
594 | free (layout2[i]); |
566 | } |
595 | |
|
|
596 | free (layout2); |
|
|
597 | free (room_free_spots_x); |
|
|
598 | free (room_free_spots_y); |
|
|
599 | } |
567 | } |
600 | |
|
|
601 | |
568 | |
602 | /* searches the map for a spot with walls around it. The more |
569 | /* searches the map for a spot with walls around it. The more |
603 | walls the better, but it'll settle for 1 wall, or even 0, but |
570 | walls the better, but it'll settle for 1 wall, or even 0, but |
604 | it'll return 0 if no FREE spots are found.*/ |
571 | it'll return 0 if no FREE spots are found.*/ |
605 | void |
572 | static void |
606 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
573 | find_enclosed_spot (maptile *map, int *cx, int *cy) |
607 | { |
574 | { |
608 | int x, y; |
575 | int x, y; |
609 | int i; |
576 | int i; |
610 | |
577 | |
611 | x = *cx; |
578 | x = *cx; |
… | |
… | |
613 | |
580 | |
614 | for (i = 0; i <= SIZEOFFREE1; i++) |
581 | for (i = 0; i <= SIZEOFFREE1; i++) |
615 | { |
582 | { |
616 | int lx, ly, sindex; |
583 | int lx, ly, sindex; |
617 | |
584 | |
618 | lx = x + freearr_x[i]; |
585 | lx = x + DIRX (i); |
619 | ly = y + freearr_y[i]; |
586 | ly = y + DIRY (i); |
620 | sindex = surround_flag3 (map, lx, ly, RP); |
587 | sindex = surround_flag3 (map, lx, ly); |
621 | /* if it's blocked on 3 sides, it's enclosed */ |
588 | /* if it's blocked on 3 sides, it's enclosed */ |
622 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
589 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
623 | { |
590 | { |
624 | *cx = lx; |
591 | *cx = lx; |
625 | *cy = ly; |
592 | *cy = ly; |
… | |
… | |
631 | spots--try to find someplace which is 2x enclosed. */ |
598 | spots--try to find someplace which is 2x enclosed. */ |
632 | for (i = 0; i <= SIZEOFFREE1; i++) |
599 | for (i = 0; i <= SIZEOFFREE1; i++) |
633 | { |
600 | { |
634 | int lx, ly, sindex; |
601 | int lx, ly, sindex; |
635 | |
602 | |
636 | lx = x + freearr_x[i]; |
603 | lx = x + DIRX (i); |
637 | ly = y + freearr_y[i]; |
604 | ly = y + DIRY (i); |
638 | sindex = surround_flag3 (map, lx, ly, RP); |
605 | sindex = surround_flag3 (map, lx, ly); |
639 | /* if it's blocked on 3 sides, it's enclosed */ |
606 | /* if it's blocked on 3 sides, it's enclosed */ |
640 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
607 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
641 | { |
608 | { |
642 | *cx = lx; |
609 | *cx = lx; |
643 | *cy = ly; |
610 | *cy = ly; |
… | |
… | |
648 | /* settle for one surround point */ |
615 | /* settle for one surround point */ |
649 | for (i = 0; i <= SIZEOFFREE1; i++) |
616 | for (i = 0; i <= SIZEOFFREE1; i++) |
650 | { |
617 | { |
651 | int lx, ly, sindex; |
618 | int lx, ly, sindex; |
652 | |
619 | |
653 | lx = x + freearr_x[i]; |
620 | lx = x + DIRX (i); |
654 | ly = y + freearr_y[i]; |
621 | ly = y + DIRY (i); |
655 | sindex = surround_flag3 (map, lx, ly, RP); |
622 | sindex = surround_flag3 (map, lx, ly); |
656 | /* if it's blocked on 3 sides, it's enclosed */ |
623 | /* if it's blocked on 3 sides, it's enclosed */ |
657 | if (sindex) |
624 | if (sindex) |
658 | { |
625 | { |
659 | *cx = lx; |
626 | *cx = lx; |
660 | *cy = ly; |
627 | *cy = ly; |
661 | return; |
628 | return; |
662 | } |
629 | } |
663 | } |
630 | } |
664 | /* give up and return the closest free spot. */ |
631 | /* give up and return the closest free spot. */ |
665 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
632 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
666 | |
633 | |
667 | if (i != -1) |
634 | if (i != -1) |
668 | { |
635 | { |
669 | *cx = x + freearr_x[i]; |
636 | *cx = x + DIRX (i); |
670 | *cy = y + freearr_y[i]; |
637 | *cy = y + DIRY (i); |
671 | } |
638 | } |
672 | else |
639 | else |
673 | { |
640 | { |
674 | /* indicate failure */ |
641 | /* indicate failure */ |
675 | *cx = -1; |
642 | *cx = -1; |
676 | *cy = -1; |
643 | *cy = -1; |
677 | } |
644 | } |
678 | } |
645 | } |
679 | |
646 | |
680 | void |
647 | static void |
681 | remove_monsters (int x, int y, maptile *map) |
648 | remove_monsters (int x, int y, maptile *map) |
682 | { |
649 | { |
683 | object *tmp; |
|
|
684 | |
|
|
685 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
650 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
686 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
687 | { |
651 | { |
688 | if (tmp->head) |
652 | object *next = tmp->above; |
689 | tmp = tmp->head; |
653 | |
690 | tmp->remove (); |
654 | if (tmp->flag [FLAG_ALIVE]) |
691 | tmp->destroy (); |
655 | tmp->head_ ()->destroy (); |
692 | tmp = GET_MAP_OB (map, x, y); |
656 | |
693 | if (tmp == NULL) |
657 | tmp = next; |
694 | break; |
|
|
695 | }; |
658 | } |
696 | } |
659 | } |
697 | |
660 | |
698 | /* surrounds the point x,y by doors, so as to enclose something, like |
661 | /* 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 |
662 | a chest. It only goes as far as the 8 squares surrounding, and |
700 | it'll remove any monsters it finds.*/ |
663 | it'll remove any monsters it finds.*/ |
701 | object ** |
664 | static object ** |
702 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
665 | surround_by_doors (maptile *map, char **maze, int x, int y, int opts) |
703 | { |
666 | { |
704 | int i; |
667 | int i; |
705 | const char *doors[2]; |
668 | const char *doors[2]; |
706 | object **doorlist; |
669 | object **doorlist; |
707 | int ndoors_made = 0; |
670 | int ndoors_made = 0; |
… | |
… | |
720 | } |
683 | } |
721 | |
684 | |
722 | /* place doors in all the 8 adjacent unblocked squares. */ |
685 | /* place doors in all the 8 adjacent unblocked squares. */ |
723 | for (i = 1; i < 9; i++) |
686 | for (i = 1; i < 9; i++) |
724 | { |
687 | { |
725 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
688 | int x1 = x + DIRX (i), y1 = y + DIRY (i); |
726 | |
689 | |
727 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
690 | if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
728 | { /* place a door */ |
691 | { /* place a door */ |
729 | remove_monsters (x1, y1, map); |
692 | remove_monsters (x1, y1, map); |
730 | |
693 | |
731 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
694 | object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]); |
732 | map->insert (new_door, x1, y1); |
695 | map->insert (new_door, x1, y1); |
733 | doorlist[ndoors_made] = new_door; |
696 | doorlist[ndoors_made] = new_door; |
734 | ndoors_made++; |
697 | ndoors_made++; |
735 | } |
698 | } |
736 | } |
699 | } |
737 | |
700 | |
738 | return doorlist; |
701 | return doorlist; |
739 | } |
702 | } |
740 | |
703 | |
741 | |
|
|
742 | /* returns the first door in this square, or NULL if there isn't a door. */ |
704 | /* returns the first door in this square, or NULL if there isn't a door. */ |
743 | object * |
705 | static object * |
744 | door_in_square (maptile *map, int x, int y) |
706 | door_in_square (maptile *map, int x, int y) |
745 | { |
707 | { |
746 | object *tmp; |
|
|
747 | |
|
|
748 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
708 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
749 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
709 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
750 | return tmp; |
710 | return tmp; |
|
|
711 | |
751 | return NULL; |
712 | return NULL; |
752 | } |
713 | } |
753 | |
714 | |
754 | /* the workhorse routine, which finds the doors in a room */ |
715 | /* the workhorse routine, which finds the doors in a room */ |
755 | void |
716 | static void |
756 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
717 | find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) |
757 | { |
718 | { |
758 | int i, j; |
719 | int i, j; |
759 | object *door; |
720 | object *door; |
760 | |
721 | |
761 | /* bounds check x and y */ |
722 | /* bounds check x and y */ |
762 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
723 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
763 | return; |
724 | return; |
764 | |
725 | |
765 | /* if the square is blocked or searched already, leave */ |
726 | /* if the square is blocked or searched already, leave */ |
766 | if (layout[x][y] == 1) |
727 | if (maze[x][y] == 1) |
767 | return; |
728 | return; |
768 | |
729 | |
769 | /* check off this point */ |
730 | /* check off this point */ |
770 | if (layout[x][y] == '#') |
731 | if (maze[x][y] == '#') |
771 | { /* there could be a door here */ |
732 | { /* there could be a door here */ |
772 | layout[x][y] = 1; |
733 | maze[x][y] = 1; |
773 | door = door_in_square (map, x, y); |
734 | door = door_in_square (map, x, y); |
774 | if (door) |
735 | if (door) |
775 | { |
736 | { |
776 | doorlist[*ndoors] = door; |
737 | doorlist[*ndoors] = door; |
777 | |
738 | |
… | |
… | |
784 | *ndoors = *ndoors + 1; |
745 | *ndoors = *ndoors + 1; |
785 | } |
746 | } |
786 | } |
747 | } |
787 | else |
748 | else |
788 | { |
749 | { |
789 | layout[x][y] = 1; |
750 | maze[x][y] = 1; |
790 | |
751 | |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
752 | /* now search all the 8 squares around recursively for free spots,in random order */ |
792 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
753 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
793 | find_doors_in_room_recursive (layout, map, |
754 | find_doors_in_room_recursive (maze, map, |
794 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
755 | x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1), |
795 | doorlist, ndoors, RP); |
756 | doorlist, ndoors); |
796 | } |
757 | } |
797 | } |
758 | } |
798 | |
759 | |
799 | /* find a random non-blocked spot in this room to drop a key. */ |
760 | /* find a random non-blocked spot in this room to drop a key. */ |
800 | object ** |
761 | static object ** |
801 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
762 | find_doors_in_room (maptile *map, int x, int y) |
802 | { |
763 | { |
803 | int i, j; |
764 | int i, j; |
804 | int ndoors = 0; |
765 | int ndoors = 0; |
805 | |
766 | |
806 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
767 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
807 | |
768 | |
808 | MazeData layout2 (RP->Xsize, RP->Ysize); |
769 | layout layout2 (map->width, map->height); |
|
|
770 | layout2.clear (); |
809 | |
771 | |
810 | /* allocate and copy the layout, converting C to 0. */ |
772 | /* allocate and copy the maze, converting C to 0. */ |
811 | for (i = 0; i < RP->Xsize; i++) |
773 | for (i = 0; i < map->width; i++) |
812 | for (j = 0; j < RP->Ysize; j++) |
774 | for (j = 0; j < map->height; j++) |
813 | if (wall_blocked (map, i, j)) |
775 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
814 | layout2[i][j] = '#'; |
|
|
815 | |
776 | |
816 | /* setup num_free_spots and room_free_spots */ |
777 | /* setup num_free_spots and room_free_spots */ |
817 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
778 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); |
818 | |
779 | |
819 | return doorlist; |
780 | return doorlist; |
820 | } |
781 | } |
821 | |
782 | |
822 | /* locks and/or hides all the doors in doorlist, or does nothing if |
783 | /* locks and/or hides all the doors in doorlist, or does nothing if |
823 | opts doesn't say to lock/hide doors. */ |
784 | opts doesn't say to lock/hide doors. */ |
824 | void |
785 | static void |
825 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
786 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
826 | { |
787 | { |
827 | object *door; |
788 | object *door; |
828 | int i; |
789 | int i; |
829 | |
790 | |
830 | /* lock the doors and hide the keys. */ |
791 | /* lock the doors and hide the keys. */ |
831 | |
792 | |
832 | if (opts & DOORED) |
793 | if (opts & DOORED) |
833 | { |
794 | { |
834 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
795 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
835 | { |
796 | { |
836 | object *new_door = get_archetype ("locked_door1"); |
797 | object *new_door = archetype::get (shstr_locked_door1); |
837 | char keybuf[1024]; |
|
|
838 | |
798 | |
839 | door = doorlist[i]; |
799 | door = doorlist[i]; |
840 | new_door->face = door->face; |
800 | new_door->face = door->face; |
841 | new_door->x = door->x; |
801 | new_door->x = door->x; |
842 | new_door->y = door->y; |
802 | new_door->y = door->y; |
843 | door->remove (); |
|
|
844 | door->destroy (); |
803 | door->destroy (); |
845 | doorlist[i] = new_door; |
804 | doorlist[i] = new_door; |
846 | insert_ob_in_map (new_door, map, NULL, 0); |
805 | insert_ob_in_map (new_door, map, NULL, 0); |
847 | sprintf (keybuf, "%d", rndm (1000000000)); |
806 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
848 | new_door->slaying = keybuf; |
|
|
849 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
807 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); |
850 | } |
808 | } |
851 | } |
809 | } |
852 | |
810 | |
853 | /* change the faces of the doors and surrounding walls to hide them. */ |
811 | /* change the faces of the doors and surrounding walls to hide them. */ |
854 | if (opts & HIDDEN) |
812 | if (opts & HIDDEN) |
… | |
… | |
863 | { |
821 | { |
864 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
822 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
865 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
823 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
866 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
824 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
867 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
825 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
826 | |
868 | door->face = wallface->face; |
827 | door->face = wallface->face; |
869 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
828 | |
870 | wallface->remove (); |
|
|
871 | wallface->destroy (); |
829 | wallface->destroy (); |
872 | } |
830 | } |
873 | } |
831 | } |
874 | } |
832 | } |
875 | } |
833 | } |