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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * 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 |
9 | * 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 |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * 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/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
… | |
… | |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | |
42 | |
42 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
43 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
44 | |
45 | |
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|
46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
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47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
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48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
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49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
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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, random_map_params *RP); |
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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, random_map_params *RP); |
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54 | static object **surround_by_doors (maptile *map, char **layout, 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 | { |
… | |
… | |
98 | freeindex = -1; |
109 | freeindex = -1; |
99 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
100 | { |
111 | { |
101 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
102 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
103 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
114 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
104 | } |
115 | } |
105 | |
116 | |
106 | // can freeindex ever be < 0? |
117 | // can freeindex ever be < 0? |
107 | if (freeindex >= 0) |
118 | if (freeindex >= 0) |
108 | { |
119 | { |
… | |
… | |
117 | NO_PASS_DOORS is set. */ |
128 | NO_PASS_DOORS is set. */ |
118 | if (n_keys == 1) |
129 | if (n_keys == 1) |
119 | { |
130 | { |
120 | if (wall_blocked (map, x, y)) |
131 | if (wall_blocked (map, x, y)) |
121 | { |
132 | { |
122 | the_key->destroy (true); |
133 | the_key->destroy (); |
123 | return 0; |
134 | return 0; |
124 | } |
135 | } |
125 | |
136 | |
126 | the_keymaster = find_monster_in_room (map, x, y, RP); |
137 | the_keymaster = find_monster_in_room (map, x, y, RP); |
127 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
… | |
… | |
143 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
144 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
145 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
146 | } |
157 | } |
147 | |
158 | |
148 | the_key->destroy (true); |
159 | the_key->destroy (); |
149 | return 1; |
160 | return 1; |
150 | } |
161 | } |
151 | } |
162 | } |
152 | |
163 | |
153 | if (the_keymaster) |
164 | if (the_keymaster) |
… | |
… | |
181 | layout, (required) |
192 | layout, (required) |
182 | 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.) |
183 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
184 | */ |
195 | */ |
185 | void |
196 | void |
186 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
197 | place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP) |
187 | { |
198 | { |
188 | char styledirname[1024]; |
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189 | char stylefilepath[1024]; |
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|
190 | maptile *style_map = 0; |
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191 | int num_treasures; |
199 | int num_treasures; |
192 | |
200 | |
193 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
194 | if (treasure_style) |
202 | if (treasure_style) |
195 | if (!strcmp (treasure_style, "none")) |
203 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
217 | |
225 | |
218 | if (num_treasures <= 0) |
226 | if (num_treasures <= 0) |
219 | return; |
227 | return; |
220 | |
228 | |
221 | /* get the style map */ |
229 | /* get the style map */ |
222 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
230 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
223 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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|
224 | style_map = find_style (styledirname, treasure_style, -1); |
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|
225 | |
231 | |
226 | if (!style_map) |
232 | if (!style_map) |
227 | { |
233 | { |
228 | 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); |
229 | return; |
235 | return; |
230 | } |
236 | } |
231 | |
237 | |
232 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
233 | if (treasureoptions & CONCENTRATED) |
239 | if (treasureoptions & CONCENTRATED) |
… | |
… | |
322 | } |
328 | } |
323 | |
329 | |
324 | /* put a chest into the map, near x and y, with the treasure style |
330 | /* put a chest into the map, near x and y, with the treasure style |
325 | determined (may be null, or may be a treasure list from lib/treasures, |
331 | determined (may be null, or may be a treasure list from lib/treasures, |
326 | if the global variable "treasurestyle" is set to that treasure list's name */ |
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
327 | object * |
333 | static object * |
328 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
329 | { |
335 | { |
330 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
331 | |
337 | |
332 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
333 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
339 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
334 | if (i == -1) |
340 | if (i == -1) |
335 | { |
341 | { |
336 | the_chest->destroy (true); |
342 | the_chest->destroy (); |
337 | return NULL; |
343 | return NULL; |
338 | } |
344 | } |
339 | |
345 | |
340 | int xl = x + freearr_x[i]; |
346 | int xl = x + freearr_x[i]; |
341 | int yl = y + freearr_y[i]; |
347 | int yl = y + freearr_y[i]; |
… | |
… | |
355 | if (tlist != NULL) |
361 | if (tlist != NULL) |
356 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
357 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
358 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
359 | |
365 | |
360 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
361 | } |
367 | } |
362 | else |
368 | else |
363 | { /* use the style map */ |
369 | { /* use the style map */ |
364 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
365 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
… | |
… | |
373 | } |
379 | } |
374 | |
380 | |
375 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
376 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
377 | { |
383 | { |
378 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
379 | |
385 | |
380 | if (trap_map) |
386 | if (trap_map) |
381 | { |
387 | { |
382 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
383 | |
389 | |
… | |
… | |
409 | the_chest->y = yl; |
415 | the_chest->y = yl; |
410 | insert_ob_in_map (the_chest, map, NULL, 0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
411 | return the_chest; |
417 | return the_chest; |
412 | } |
418 | } |
413 | |
419 | |
414 | |
|
|
415 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
416 | or walls */ |
421 | static object * |
417 | object * |
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|
418 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
422 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
419 | { |
423 | { |
420 | int i; |
424 | int i; |
421 | |
425 | |
422 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
430 | /* don't bother searching this square unless the map says life exists. */ |
434 | /* don't bother searching this square unless the map says life exists. */ |
431 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
432 | { |
436 | { |
433 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
434 | |
438 | |
435 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
439 | for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above); |
436 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
440 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
437 | return the_monster; |
441 | return the_monster; |
438 | } |
442 | } |
439 | } |
443 | } |
440 | return NULL; |
444 | return NULL; |
441 | } |
445 | } |
442 | |
446 | |
443 | /* both find_monster_in_room routines need to have access to this. */ |
447 | /* both find_monster_in_room routines need to have access to this. */ |
444 | |
448 | |
445 | object *theMonsterToFind; |
449 | static object *theMonsterToFind; |
446 | |
450 | |
447 | /* a recursive routine which will return a monster, eventually,if there is one. |
451 | /* a recursive routine which will return a monster, eventually,if there is one. |
448 | it does a check-off on the layout, converting 0's to 1's */ |
452 | it does a check-off on the layout, converting 0's to 1's */ |
449 | |
453 | static object * |
450 | object * |
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|
451 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
454 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
452 | { |
455 | { |
453 | int i, j; |
456 | int i, j; |
454 | |
457 | |
455 | /* if we've found a monster already, leave */ |
458 | /* if we've found a monster already, leave */ |
… | |
… | |
470 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
471 | { |
474 | { |
472 | object *the_monster = GET_MAP_OB (map, x, y); |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
473 | |
476 | |
474 | /* check off this point */ |
477 | /* check off this point */ |
475 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
478 | for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
476 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
479 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
477 | { |
480 | { |
478 | theMonsterToFind = the_monster; |
481 | theMonsterToFind = the_monster; |
479 | return theMonsterToFind; |
482 | return theMonsterToFind; |
480 | } |
483 | } |
481 | } |
484 | } |
… | |
… | |
491 | return theMonsterToFind; |
494 | return theMonsterToFind; |
492 | } |
495 | } |
493 | |
496 | |
494 | /* sets up some data structures: the _recursive form does the |
497 | /* sets up some data structures: the _recursive form does the |
495 | real work. */ |
498 | real work. */ |
496 | object * |
499 | static object * |
497 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
500 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
498 | { |
501 | { |
499 | Layout layout2 (RP); |
502 | Layout layout2 (map->width, map->height); |
500 | |
503 | |
501 | layout2->clear (); |
504 | // find walls |
502 | |
|
|
503 | /* allocate and copy the layout, converting C to 0. */ |
|
|
504 | for (int i = 0; i < layout2->w; i++) |
505 | for (int i = 0; i < layout2.w; i++) |
505 | for (int j = 0; j < layout2->h; j++) |
506 | for (int j = 0; j < layout2.h; j++) |
506 | if (wall_blocked (map, i, j)) |
507 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
507 | layout2[i][j] = '#'; |
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|
508 | |
508 | |
509 | theMonsterToFind = 0; |
509 | theMonsterToFind = 0; |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
511 | |
511 | |
512 | layout2.free (); |
|
|
513 | |
|
|
514 | return theMonsterToFind; |
512 | return theMonsterToFind; |
515 | } |
513 | } |
516 | |
514 | |
517 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
515 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
518 | int *room_free_spots_x; |
516 | static int *room_free_spots_x; |
519 | int *room_free_spots_y; |
517 | static int *room_free_spots_y; |
520 | int number_of_free_spots_in_room; |
518 | static int number_of_free_spots_in_room; |
521 | |
519 | |
522 | /* the workhorse routine, which finds the free spots in a room: |
520 | /* the workhorse routine, which finds the free spots in a room: |
523 | a datastructure of free points is set up, and a position chosen from |
521 | a datastructure of free points is set up, and a position chosen from |
524 | that datastructure. */ |
522 | that datastructure. */ |
525 | void |
523 | static void |
526 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
524 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | { |
525 | { |
528 | int i, j; |
526 | int i, j; |
529 | |
527 | |
530 | /* bounds check x and y */ |
528 | /* bounds check x and y */ |
… | |
… | |
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
546 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | |
547 | |
550 | } |
548 | } |
551 | |
549 | |
552 | /* 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. */ |
553 | void |
551 | static void |
554 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
552 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
555 | { |
553 | { |
556 | char **layout2; |
554 | char **layout2; |
557 | int i, j; |
555 | int i, j; |
558 | |
556 | |
… | |
… | |
591 | |
589 | |
592 | |
590 | |
593 | /* searches the map for a spot with walls around it. The more |
591 | /* searches the map for a spot with walls around it. The more |
594 | walls the better, but it'll settle for 1 wall, or even 0, but |
592 | walls the better, but it'll settle for 1 wall, or even 0, but |
595 | it'll return 0 if no FREE spots are found.*/ |
593 | it'll return 0 if no FREE spots are found.*/ |
596 | void |
594 | static void |
597 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
595 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
598 | { |
596 | { |
599 | int x, y; |
597 | int x, y; |
600 | int i; |
598 | int i; |
601 | |
599 | |
… | |
… | |
651 | *cy = ly; |
649 | *cy = ly; |
652 | return; |
650 | return; |
653 | } |
651 | } |
654 | } |
652 | } |
655 | /* give up and return the closest free spot. */ |
653 | /* give up and return the closest free spot. */ |
656 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
654 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
657 | |
655 | |
658 | if (i != -1) |
656 | if (i != -1) |
659 | { |
657 | { |
660 | *cx = x + freearr_x[i]; |
658 | *cx = x + freearr_x[i]; |
661 | *cy = y + freearr_y[i]; |
659 | *cy = y + freearr_y[i]; |
… | |
… | |
666 | *cx = -1; |
664 | *cx = -1; |
667 | *cy = -1; |
665 | *cy = -1; |
668 | } |
666 | } |
669 | } |
667 | } |
670 | |
668 | |
671 | void |
669 | static void |
672 | remove_monsters (int x, int y, maptile *map) |
670 | remove_monsters (int x, int y, maptile *map) |
673 | { |
671 | { |
674 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
672 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
675 | { |
673 | { |
676 | object *next = tmp->above; |
674 | object *next = tmp->above; |
677 | |
675 | |
678 | if (tmp->flag [FLAG_ALIVE]) |
676 | if (tmp->flag [FLAG_ALIVE]) |
679 | tmp->head_ ()->destroy (true); |
677 | tmp->head_ ()->destroy (); |
680 | |
678 | |
681 | tmp = next; |
679 | tmp = next; |
682 | } |
680 | } |
683 | } |
681 | } |
684 | |
682 | |
685 | /* surrounds the point x,y by doors, so as to enclose something, like |
683 | /* surrounds the point x,y by doors, so as to enclose something, like |
686 | a chest. It only goes as far as the 8 squares surrounding, and |
684 | a chest. It only goes as far as the 8 squares surrounding, and |
687 | it'll remove any monsters it finds.*/ |
685 | it'll remove any monsters it finds.*/ |
688 | object ** |
686 | static object ** |
689 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
687 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
690 | { |
688 | { |
691 | int i; |
689 | int i; |
692 | const char *doors[2]; |
690 | const char *doors[2]; |
693 | object **doorlist; |
691 | object **doorlist; |
… | |
… | |
723 | } |
721 | } |
724 | |
722 | |
725 | return doorlist; |
723 | return doorlist; |
726 | } |
724 | } |
727 | |
725 | |
728 | |
|
|
729 | /* returns the first door in this square, or NULL if there isn't a door. */ |
726 | /* returns the first door in this square, or NULL if there isn't a door. */ |
730 | object * |
727 | static object * |
731 | door_in_square (maptile *map, int x, int y) |
728 | door_in_square (maptile *map, int x, int y) |
732 | { |
729 | { |
733 | object *tmp; |
|
|
734 | |
|
|
735 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
730 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
736 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
731 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
737 | return tmp; |
732 | return tmp; |
|
|
733 | |
738 | return NULL; |
734 | return NULL; |
739 | } |
735 | } |
740 | |
736 | |
741 | /* the workhorse routine, which finds the doors in a room */ |
737 | /* the workhorse routine, which finds the doors in a room */ |
742 | void |
738 | static void |
743 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
739 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
744 | { |
740 | { |
745 | int i, j; |
741 | int i, j; |
746 | object *door; |
742 | object *door; |
747 | |
743 | |
… | |
… | |
782 | doorlist, ndoors, RP); |
778 | doorlist, ndoors, RP); |
783 | } |
779 | } |
784 | } |
780 | } |
785 | |
781 | |
786 | /* find a random non-blocked spot in this room to drop a key. */ |
782 | /* find a random non-blocked spot in this room to drop a key. */ |
787 | object ** |
783 | static object ** |
788 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
784 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
789 | { |
785 | { |
790 | int i, j; |
786 | int i, j; |
791 | int ndoors = 0; |
787 | int ndoors = 0; |
792 | |
788 | |
793 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
789 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
794 | |
790 | |
795 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
791 | Layout layout2 (RP->Xsize, RP->Ysize); |
796 | layout2.clear (); |
792 | layout2.clear (); |
797 | |
793 | |
798 | /* allocate and copy the layout, converting C to 0. */ |
794 | /* allocate and copy the layout, converting C to 0. */ |
799 | for (i = 0; i < RP->Xsize; i++) |
795 | for (i = 0; i < RP->Xsize; i++) |
800 | for (j = 0; j < RP->Ysize; j++) |
796 | for (j = 0; j < RP->Ysize; j++) |
… | |
… | |
806 | return doorlist; |
802 | return doorlist; |
807 | } |
803 | } |
808 | |
804 | |
809 | /* locks and/or hides all the doors in doorlist, or does nothing if |
805 | /* locks and/or hides all the doors in doorlist, or does nothing if |
810 | opts doesn't say to lock/hide doors. */ |
806 | opts doesn't say to lock/hide doors. */ |
811 | void |
807 | static void |
812 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
808 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
813 | { |
809 | { |
814 | object *door; |
810 | object *door; |
815 | int i; |
811 | int i; |
816 | |
812 | |
… | |
… | |
824 | |
820 | |
825 | door = doorlist[i]; |
821 | door = doorlist[i]; |
826 | new_door->face = door->face; |
822 | new_door->face = door->face; |
827 | new_door->x = door->x; |
823 | new_door->x = door->x; |
828 | new_door->y = door->y; |
824 | new_door->y = door->y; |
829 | door->destroy (true); |
825 | door->destroy (); |
830 | doorlist[i] = new_door; |
826 | doorlist[i] = new_door; |
831 | insert_ob_in_map (new_door, map, NULL, 0); |
827 | insert_ob_in_map (new_door, map, NULL, 0); |
832 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
828 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
833 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
829 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
834 | } |
830 | } |
… | |
… | |
850 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
846 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
851 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
847 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
852 | |
848 | |
853 | door->face = wallface->face; |
849 | door->face = wallface->face; |
854 | |
850 | |
855 | wallface->destroy (true); |
851 | wallface->destroy (); |
856 | } |
852 | } |
857 | } |
853 | } |
858 | } |
854 | } |
859 | } |
855 | } |