1 | |
|
|
2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
4 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
26 | |
|
|
27 | |
|
|
28 | |
26 | |
29 | #include <global.h> |
27 | #include <global.h> |
30 | #include <random_map.h> |
28 | #include <random_map.h> |
31 | #include <rproto.h> |
29 | #include <rproto.h> |
32 | |
30 | |
… | |
… | |
48 | |
46 | |
49 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
50 | * and doors but not monsters. |
48 | * and doors but not monsters. |
51 | * This function is not map tile aware. |
49 | * This function is not map tile aware. |
52 | */ |
50 | */ |
53 | |
|
|
54 | int |
51 | int |
55 | wall_blocked (maptile *m, int x, int y) |
52 | wall_blocked (maptile *m, int x, int y) |
56 | { |
53 | { |
57 | int r; |
|
|
58 | |
|
|
59 | if (OUT_OF_REAL_MAP (m, x, y)) |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | return 1; |
55 | return 1; |
|
|
56 | |
61 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
62 | return r; |
58 | return r; |
63 | } |
59 | } |
64 | |
60 | |
65 | /* place treasures in the map, given the |
61 | /* place treasures in the map, given the |
66 | map, (required) |
62 | map, (required) |
67 | layout, (required) |
63 | layout, (required) |
68 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
64 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
69 | treasureoptions (may be 0 for random choices or positive) |
65 | treasureoptions (may be 0 for random choices or positive) |
70 | */ |
66 | */ |
71 | |
|
|
72 | void |
67 | void |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
68 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | { |
69 | { |
75 | char styledirname[1024]; |
70 | char styledirname[1024]; |
76 | char stylefilepath[1024]; |
71 | char stylefilepath[1024]; |
… | |
… | |
79 | |
74 | |
80 | /* bail out if treasure isn't wanted. */ |
75 | /* bail out if treasure isn't wanted. */ |
81 | if (treasure_style) |
76 | if (treasure_style) |
82 | if (!strcmp (treasure_style, "none")) |
77 | if (!strcmp (treasure_style, "none")) |
83 | return; |
78 | return; |
|
|
79 | |
84 | if (treasureoptions <= 0) |
80 | if (treasureoptions <= 0) |
85 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
81 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
86 | |
82 | |
87 | /* filter out the mutually exclusive options */ |
83 | /* filter out the mutually exclusive options */ |
88 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
84 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
89 | { |
85 | { |
90 | if (RANDOM () % 2) |
86 | if (rndm (2)) |
91 | treasureoptions -= 1; |
87 | treasureoptions -= 1; |
92 | else |
88 | else |
93 | treasureoptions -= 2; |
89 | treasureoptions -= 2; |
94 | } |
90 | } |
95 | |
91 | |
… | |
… | |
106 | |
102 | |
107 | /* get the style map */ |
103 | /* get the style map */ |
108 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
104 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
109 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
105 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
110 | style_map = find_style (styledirname, treasure_style, -1); |
106 | style_map = find_style (styledirname, treasure_style, -1); |
|
|
107 | |
|
|
108 | if (!style_map) |
|
|
109 | { |
|
|
110 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
|
|
111 | return; |
|
|
112 | } |
111 | |
113 | |
112 | /* all the treasure at one spot in the map. */ |
114 | /* all the treasure at one spot in the map. */ |
113 | if (treasureoptions & CONCENTRATED) |
115 | if (treasureoptions & CONCENTRATED) |
114 | { |
116 | { |
115 | |
117 | |
… | |
… | |
211 | if (i == -1) |
213 | if (i == -1) |
212 | { |
214 | { |
213 | the_chest->destroy (); |
215 | the_chest->destroy (); |
214 | return NULL; |
216 | return NULL; |
215 | } |
217 | } |
|
|
218 | |
216 | xl = x + freearr_x[i]; |
219 | xl = x + freearr_x[i]; |
217 | yl = y + freearr_y[i]; |
220 | yl = y + freearr_y[i]; |
218 | |
221 | |
219 | /* if the placement is blocked, return a fail. */ |
222 | /* if the placement is blocked, return a fail. */ |
220 | if (wall_blocked (map, xl, yl)) |
223 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
331 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
334 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
332 | |
335 | |
333 | The idea is that you call keyplace on x,y where a door is, and it'll make |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
334 | sure a key is placed on both sides of the door. |
337 | sure a key is placed on both sides of the door. |
335 | */ |
338 | */ |
336 | |
|
|
337 | int |
339 | int |
338 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
340 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
339 | { |
341 | { |
340 | int i, j; |
342 | int i, j; |
341 | int kx, ky; |
343 | int kx = 0, ky = 0; |
342 | object *the_keymaster; /* the monster that gets the key. */ |
344 | object *the_keymaster; /* the monster that gets the key. */ |
343 | object *the_key; |
345 | object *the_key; |
344 | |
346 | |
345 | /* get a key and set its keycode */ |
347 | /* get a key and set its keycode */ |
346 | the_key = get_archetype ("key2"); |
348 | the_key = get_archetype ("key2"); |
… | |
… | |
348 | |
350 | |
349 | if (door_flag == PASS_DOORS) |
351 | if (door_flag == PASS_DOORS) |
350 | { |
352 | { |
351 | int tries = 0; |
353 | int tries = 0; |
352 | |
354 | |
353 | the_keymaster = NULL; |
355 | the_keymaster = 0; |
354 | while (tries < 15 && the_keymaster == NULL) |
356 | while (tries < 15 && !the_keymaster) |
355 | { |
357 | { |
356 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
358 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
357 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
359 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
358 | tries++; |
360 | tries++; |
359 | the_keymaster = find_closest_monster (map, i, j, RP); |
361 | the_keymaster = find_closest_monster (map, i, j, RP); |
360 | } |
362 | } |
|
|
363 | |
361 | /* if we don't find a good keymaster, drop the key on the ground. */ |
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
362 | if (the_keymaster == NULL) |
365 | if (!the_keymaster) |
363 | { |
366 | { |
364 | int freeindex; |
367 | int freeindex; |
365 | |
368 | |
366 | freeindex = -1; |
369 | freeindex = -1; |
367 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
368 | { |
371 | { |
369 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
370 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
371 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
374 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
372 | } |
375 | } |
|
|
376 | |
|
|
377 | // can freeindex ever be < 0? |
373 | if (freeindex != -1) |
378 | if (freeindex >= 0) |
374 | { |
379 | { |
375 | kx += freearr_x[freeindex]; |
380 | kx += freearr_x [freeindex]; |
376 | ky += freearr_y[freeindex]; |
381 | ky += freearr_y [freeindex]; |
377 | } |
382 | } |
378 | } |
383 | } |
379 | } |
384 | } |
380 | else |
385 | else |
381 | { /* NO_PASS_DOORS --we have to work harder. */ |
386 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
383 | NO_PASS_DOORS is set. */ |
388 | NO_PASS_DOORS is set. */ |
384 | if (n_keys == 1) |
389 | if (n_keys == 1) |
385 | { |
390 | { |
386 | if (wall_blocked (map, x, y)) |
391 | if (wall_blocked (map, x, y)) |
387 | return 0; |
392 | return 0; |
|
|
393 | |
388 | the_keymaster = find_monster_in_room (map, x, y, RP); |
394 | the_keymaster = find_monster_in_room (map, x, y, RP); |
389 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
395 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
390 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
396 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
391 | } |
397 | } |
392 | else |
398 | else |
393 | { |
399 | { |
394 | int sum = 0; /* count how many keys we actually place */ |
400 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
396 | /* I'm lazy, so just try to place in all 4 directions. */ |
402 | /* I'm lazy, so just try to place in all 4 directions. */ |
397 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
403 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
398 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
404 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
399 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
405 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
400 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
406 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
407 | |
401 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
408 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
402 | { /* diagnoally this time. */ |
409 | { /* diagonally this time. */ |
403 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
410 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
404 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
411 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
405 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
412 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
406 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
413 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
407 | } |
414 | } |
|
|
415 | |
408 | return 1; |
416 | return 1; |
409 | } |
417 | } |
410 | } |
418 | } |
411 | |
419 | |
412 | if (the_keymaster == NULL) |
420 | if (!the_keymaster) |
413 | { |
421 | { |
414 | the_key->x = kx; |
422 | the_key->x = kx; |
415 | the_key->y = ky; |
423 | the_key->y = ky; |
416 | insert_ob_in_map (the_key, map, NULL, 0); |
424 | insert_ob_in_map (the_key, map, NULL, 0); |
417 | return 1; |
425 | return 1; |
… | |
… | |
462 | return theMonsterToFind; |
470 | return theMonsterToFind; |
463 | } |
471 | } |
464 | } |
472 | } |
465 | |
473 | |
466 | /* now search all the 8 squares around recursively for a monster,in random order */ |
474 | /* now search all the 8 squares around recursively for a monster,in random order */ |
467 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
475 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
468 | { |
476 | { |
469 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
477 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
470 | if (theMonsterToFind != NULL) |
478 | if (theMonsterToFind != NULL) |
471 | return theMonsterToFind; |
479 | return theMonsterToFind; |
472 | } |
480 | } |
… | |
… | |
505 | free (layout2); |
513 | free (layout2); |
506 | |
514 | |
507 | return theMonsterToFind; |
515 | return theMonsterToFind; |
508 | } |
516 | } |
509 | |
517 | |
510 | |
|
|
511 | |
|
|
512 | |
|
|
513 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
518 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
514 | int *room_free_spots_x; |
519 | int *room_free_spots_x; |
515 | int *room_free_spots_y; |
520 | int *room_free_spots_y; |
516 | int number_of_free_spots_in_room; |
521 | int number_of_free_spots_in_room; |
517 | |
522 | |
518 | /* the workhorse routine, which finds the free spots in a room: |
523 | /* the workhorse routine, which finds the free spots in a room: |
519 | a datastructure of free points is set up, and a position chosen from |
524 | a datastructure of free points is set up, and a position chosen from |
520 | that datastructure. */ |
525 | that datastructure. */ |
521 | |
|
|
522 | void |
526 | void |
523 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
524 | { |
528 | { |
525 | int i, j; |
529 | int i, j; |
526 | |
530 | |
… | |
… | |
537 | /* check off this point */ |
541 | /* check off this point */ |
538 | layout[x][y] = 1; |
542 | layout[x][y] = 1; |
539 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
540 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
541 | number_of_free_spots_in_room++; |
545 | number_of_free_spots_in_room++; |
|
|
546 | |
542 | /* now search all the 8 squares around recursively for free spots,in random order */ |
547 | /* now search all the 8 squares around recursively for free spots,in random order */ |
543 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
544 | { |
|
|
545 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
546 | } |
|
|
547 | |
550 | |
548 | } |
551 | } |
549 | |
552 | |
550 | /* find a random non-blocked spot in this room to drop a key. */ |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
551 | void |
554 | void |
… | |
… | |
562 | /* allocate and copy the layout, converting C to 0. */ |
565 | /* allocate and copy the layout, converting C to 0. */ |
563 | for (i = 0; i < RP->Xsize; i++) |
566 | for (i = 0; i < RP->Xsize; i++) |
564 | { |
567 | { |
565 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
566 | for (j = 0; j < RP->Ysize; j++) |
569 | for (j = 0; j < RP->Ysize; j++) |
567 | { |
|
|
568 | if (wall_blocked (map, i, j)) |
570 | if (wall_blocked (map, i, j)) |
569 | layout2[i][j] = '#'; |
571 | layout2[i][j] = '#'; |
570 | } |
|
|
571 | } |
572 | } |
572 | |
573 | |
573 | /* setup num_free_spots and room_free_spots */ |
574 | /* setup num_free_spots and room_free_spots */ |
574 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | |
576 | |
… | |
… | |
580 | *ky = room_free_spots_y[i]; |
581 | *ky = room_free_spots_y[i]; |
581 | } |
582 | } |
582 | |
583 | |
583 | /* deallocate the temp. layout */ |
584 | /* deallocate the temp. layout */ |
584 | for (i = 0; i < RP->Xsize; i++) |
585 | for (i = 0; i < RP->Xsize; i++) |
585 | { |
|
|
586 | free (layout2[i]); |
586 | free (layout2[i]); |
587 | } |
587 | |
588 | free (layout2); |
588 | free (layout2); |
589 | free (room_free_spots_x); |
589 | free (room_free_spots_x); |
590 | free (room_free_spots_y); |
590 | free (room_free_spots_y); |
591 | } |
591 | } |
592 | |
592 | |
593 | |
593 | |
594 | /* 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 |
595 | 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 |
596 | it'll return 0 if no FREE spots are found.*/ |
596 | it'll return 0 if no FREE spots are found.*/ |
597 | |
|
|
598 | void |
597 | void |
599 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
598 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
600 | { |
599 | { |
601 | int x, y; |
600 | int x, y; |
602 | int i; |
601 | int i; |
… | |
… | |
653 | *cy = ly; |
652 | *cy = ly; |
654 | return; |
653 | return; |
655 | } |
654 | } |
656 | } |
655 | } |
657 | /* give up and return the closest free spot. */ |
656 | /* give up and return the closest free spot. */ |
658 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
657 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
659 | if (i != -1 && i <= SIZEOFFREE1) |
658 | |
|
|
659 | if (i != -1) |
660 | { |
660 | { |
661 | *cx = x + freearr_x[i]; |
661 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
662 | *cy = y + freearr_y[i]; |
663 | return; |
663 | } |
|
|
664 | else |
664 | } |
665 | { |
665 | /* indicate failure */ |
666 | /* indicate failure */ |
|
|
667 | *cx = -1; |
666 | *cx = *cy = -1; |
668 | *cy = -1; |
|
|
669 | } |
667 | } |
670 | } |
668 | |
|
|
669 | |
671 | |
670 | void |
672 | void |
671 | remove_monsters (int x, int y, maptile *map) |
673 | remove_monsters (int x, int y, maptile *map) |
672 | { |
674 | { |
673 | object *tmp; |
675 | object *tmp; |
674 | |
676 | |
675 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
677 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
676 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
678 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
677 | { |
679 | { |
678 | if (tmp->head) |
680 | if (tmp->head) |
679 | tmp = tmp->head; |
681 | tmp = tmp->head; |
680 | tmp->remove (); |
682 | tmp->remove (); |
… | |
… | |
683 | if (tmp == NULL) |
685 | if (tmp == NULL) |
684 | break; |
686 | break; |
685 | }; |
687 | }; |
686 | } |
688 | } |
687 | |
689 | |
688 | |
|
|
689 | /* surrounds the point x,y by doors, so as to enclose something, like |
690 | /* surrounds the point x,y by doors, so as to enclose something, like |
690 | a chest. It only goes as far as the 8 squares surrounding, and |
691 | a chest. It only goes as far as the 8 squares surrounding, and |
691 | it'll remove any monsters it finds.*/ |
692 | it'll remove any monsters it finds.*/ |
692 | |
|
|
693 | object ** |
693 | object ** |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
695 | { |
695 | { |
696 | int i; |
696 | int i; |
697 | char *doors[2]; |
697 | char *doors[2]; |
… | |
… | |
714 | /* place doors in all the 8 adjacent unblocked squares. */ |
714 | /* place doors in all the 8 adjacent unblocked squares. */ |
715 | for (i = 1; i < 9; i++) |
715 | for (i = 1; i < 9; i++) |
716 | { |
716 | { |
717 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
717 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
718 | |
718 | |
719 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
719 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
720 | { /* place a door */ |
720 | { /* place a door */ |
|
|
721 | remove_monsters (x1, y1, map); |
|
|
722 | |
721 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
723 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
722 | |
724 | map->insert (new_door, x1, y1); |
723 | new_door->x = x + freearr_x[i]; |
|
|
724 | new_door->y = y + freearr_y[i]; |
|
|
725 | remove_monsters (new_door->x, new_door->y, map); |
|
|
726 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
727 | doorlist[ndoors_made] = new_door; |
725 | doorlist[ndoors_made] = new_door; |
728 | ndoors_made++; |
726 | ndoors_made++; |
729 | } |
727 | } |
730 | } |
728 | } |
|
|
729 | |
731 | return doorlist; |
730 | return doorlist; |
732 | } |
731 | } |
733 | |
732 | |
734 | |
733 | |
735 | /* returns the first door in this square, or NULL if there isn't a door. */ |
734 | /* returns the first door in this square, or NULL if there isn't a door. */ |
… | |
… | |
779 | } |
778 | } |
780 | else |
779 | else |
781 | { |
780 | { |
782 | layout[x][y] = 1; |
781 | layout[x][y] = 1; |
783 | /* now search all the 8 squares around recursively for free spots,in random order */ |
782 | /* now search all the 8 squares around recursively for free spots,in random order */ |
784 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
783 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
785 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
784 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
786 | } |
785 | } |
787 | } |
786 | } |
788 | |
787 | |
789 | /* find a random non-blocked spot in this room to drop a key. */ |
788 | /* find a random non-blocked spot in this room to drop a key. */ |