1 | |
|
|
2 | /* |
|
|
3 | * static char *rcsid_treasure_c = |
|
|
4 | * "$Id: treasure.C,v 1.4 2006/09/10 16:06:37 root Exp $"; |
|
|
5 | */ |
|
|
6 | |
1 | |
7 | /* |
2 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
9 | |
4 | |
|
|
5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
7 | Copyright (C) 1992 Frank Tore Johansen |
12 | |
8 | |
13 | This program is free software; you can redistribute it and/or modify |
9 | This program is free software; you can redistribute it and/or modify |
14 | it under the terms of the GNU General Public License as published by |
10 | it under the terms of the GNU General Public License as published by |
… | |
… | |
22 | |
18 | |
23 | You should have received a copy of the GNU General Public License |
19 | You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
20 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
22 | |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
23 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
24 | */ |
29 | |
25 | |
30 | /* placing treasure in maps, where appropriate. */ |
26 | /* placing treasure in maps, where appropriate. */ |
31 | |
27 | |
32 | |
28 | |
… | |
… | |
55 | * and doors but not monsters. |
51 | * and doors but not monsters. |
56 | * This function is not map tile aware. |
52 | * This function is not map tile aware. |
57 | */ |
53 | */ |
58 | |
54 | |
59 | int |
55 | int |
60 | wall_blocked (mapstruct *m, int x, int y) |
56 | wall_blocked (maptile *m, int x, int y) |
61 | { |
57 | { |
62 | int r; |
58 | int r; |
63 | |
59 | |
64 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
65 | return 1; |
61 | return 1; |
… | |
… | |
73 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
69 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
74 | treasureoptions (may be 0 for random choices or positive) |
70 | treasureoptions (may be 0 for random choices or positive) |
75 | */ |
71 | */ |
76 | |
72 | |
77 | void |
73 | void |
78 | place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
79 | { |
75 | { |
80 | char styledirname[256]; |
76 | char styledirname[1024]; |
81 | char stylefilepath[256]; |
77 | char stylefilepath[1024]; |
82 | mapstruct *style_map = 0; |
78 | maptile *style_map = 0; |
83 | int num_treasures; |
79 | int num_treasures; |
84 | |
80 | |
85 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
86 | if (treasure_style) |
82 | if (treasure_style) |
87 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
119 | { |
115 | { |
120 | |
116 | |
121 | /* map_layout_style global, and is previously set */ |
117 | /* map_layout_style global, and is previously set */ |
122 | switch (RP->map_layout_style) |
118 | switch (RP->map_layout_style) |
123 | { |
119 | { |
124 | case ONION_LAYOUT: |
120 | case LAYOUT_ONION: |
125 | case SPIRAL_LAYOUT: |
121 | case LAYOUT_SPIRAL: |
126 | case SQUARE_SPIRAL_LAYOUT: |
122 | case LAYOUT_SQUARE_SPIRAL: |
127 | { |
123 | { |
128 | int i, j; |
124 | int i, j; |
129 | |
125 | |
130 | /* search the onion for C's or '>', and put treasure there. */ |
126 | /* search the onion for C's or '>', and put treasure there. */ |
131 | for (i = 0; i < RP->Xsize; i++) |
127 | for (i = 0; i < RP->Xsize; i++) |
132 | { |
128 | { |
133 | for (j = 0; j < RP->Ysize; j++) |
129 | for (j = 0; j < RP->Ysize; j++) |
134 | { |
130 | { |
135 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
131 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
136 | { |
132 | { |
137 | int tdiv = RP->symmetry_used; |
133 | int tdiv = RP->symmetry_used; |
138 | object **doorlist; |
134 | object **doorlist; |
139 | object *chest; |
135 | object *chest; |
140 | |
136 | |
141 | if (tdiv == 3) |
137 | if (tdiv == 3) |
142 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
138 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | /* don't put a chest on an exit. */ |
139 | /* don't put a chest on an exit. */ |
144 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
140 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
145 | if (!chest) |
141 | if (!chest) |
146 | continue; /* if no chest was placed NEXT */ |
142 | continue; /* if no chest was placed NEXT */ |
147 | if (treasureoptions & (DOORED | HIDDEN)) |
143 | if (treasureoptions & (DOORED | HIDDEN)) |
148 | { |
144 | { |
149 | doorlist = find_doors_in_room (map, i, j, RP); |
145 | doorlist = find_doors_in_room (map, i, j, RP); |
150 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
146 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
151 | free (doorlist); |
147 | free (doorlist); |
152 | } |
148 | } |
153 | } |
149 | } |
154 | } |
150 | } |
155 | } |
151 | } |
156 | break; |
152 | break; |
157 | } |
153 | } |
158 | default: |
154 | default: |
159 | { |
155 | { |
160 | int i, j, tries; |
156 | int i, j, tries; |
161 | object *chest; |
157 | object *chest; |
162 | object **doorlist; |
158 | object **doorlist; |
163 | |
159 | |
164 | i = j = -1; |
160 | i = j = -1; |
165 | tries = 0; |
161 | tries = 0; |
166 | while (i == -1 && tries < 100) |
162 | while (i == -1 && tries < 100) |
167 | { |
163 | { |
168 | i = RANDOM () % (RP->Xsize - 2) + 1; |
164 | i = RANDOM () % (RP->Xsize - 2) + 1; |
169 | j = RANDOM () % (RP->Ysize - 2) + 1; |
165 | j = RANDOM () % (RP->Ysize - 2) + 1; |
170 | find_enclosed_spot (map, &i, &j, RP); |
166 | find_enclosed_spot (map, &i, &j, RP); |
171 | if (wall_blocked (map, i, j)) |
167 | if (wall_blocked (map, i, j)) |
172 | i = -1; |
168 | i = -1; |
173 | tries++; |
169 | tries++; |
174 | } |
170 | } |
175 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
171 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
176 | if (!chest) |
172 | if (!chest) |
177 | return; |
173 | return; |
178 | i = chest->x; |
174 | i = chest->x; |
179 | j = chest->y; |
175 | j = chest->y; |
180 | if (treasureoptions & (DOORED | HIDDEN)) |
176 | if (treasureoptions & (DOORED | HIDDEN)) |
181 | { |
177 | { |
182 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
178 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
183 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
179 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
184 | free (doorlist); |
180 | free (doorlist); |
185 | } |
181 | } |
186 | } |
182 | } |
187 | } |
183 | } |
188 | } |
184 | } |
189 | else |
185 | else |
190 | { /* DIFFUSE treasure layout */ |
186 | { /* DIFFUSE treasure layout */ |
191 | int ti, i, j; |
187 | int ti, i, j; |
… | |
… | |
197 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
193 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
198 | } |
194 | } |
199 | } |
195 | } |
200 | } |
196 | } |
201 | |
197 | |
202 | |
|
|
203 | |
|
|
204 | /* put a chest into the map, near x and y, with the treasure style |
198 | /* put a chest into the map, near x and y, with the treasure style |
205 | determined (may be null, or may be a treasure list from lib/treasures, |
199 | determined (may be null, or may be a treasure list from lib/treasures, |
206 | if the global variable "treasurestyle" is set to that treasure list's name */ |
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
207 | |
201 | |
208 | object * |
202 | object * |
209 | place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
210 | { |
204 | { |
211 | object *the_chest; |
205 | object *the_chest; |
212 | int i, xl, yl; |
206 | int i, xl, yl; |
213 | |
207 | |
214 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
215 | |
209 | |
216 | /* first, find a place to put the chest. */ |
210 | /* first, find a place to put the chest. */ |
217 | i = find_first_free_spot (the_chest, map, x, y); |
211 | i = find_first_free_spot (the_chest, map, x, y); |
218 | if (i == -1) |
212 | if (i == -1) |
219 | { |
213 | { |
220 | free_object (the_chest); |
214 | the_chest->destroy (); |
221 | return NULL; |
215 | return NULL; |
222 | } |
216 | } |
223 | xl = x + freearr_x[i]; |
217 | xl = x + freearr_x[i]; |
224 | yl = y + freearr_y[i]; |
218 | yl = y + freearr_y[i]; |
225 | |
219 | |
226 | /* if the placement is blocked, return a fail. */ |
220 | /* if the placement is blocked, return a fail. */ |
227 | if (wall_blocked (map, xl, yl)) |
221 | if (wall_blocked (map, xl, yl)) |
228 | return 0; |
222 | return 0; |
229 | |
|
|
230 | |
223 | |
231 | /* put the treasures in the chest. */ |
224 | /* put the treasures in the chest. */ |
232 | /* if(style_map) { */ |
225 | /* if(style_map) { */ |
233 | #if 0 /* don't use treasure style maps for now! */ |
226 | #if 0 /* don't use treasure style maps for now! */ |
234 | int ti; |
227 | int ti; |
… | |
… | |
247 | { /* use the style map */ |
240 | { /* use the style map */ |
248 | the_chest->randomitems = tlist; |
241 | the_chest->randomitems = tlist; |
249 | the_chest->stats.hp = n_treasures; |
242 | the_chest->stats.hp = n_treasures; |
250 | } |
243 | } |
251 | #endif |
244 | #endif |
252 | else |
|
|
253 | { /* neither style_map no treasure list given */ |
245 | { /* neither style_map no treasure list given */ |
254 | treasurelist *tlist = find_treasurelist ("chest"); |
246 | treasurelist *tlist = find_treasurelist ("chest"); |
255 | |
247 | |
256 | the_chest->randomitems = tlist; |
248 | the_chest->randomitems = tlist; |
257 | the_chest->stats.hp = n_treasures; |
249 | the_chest->stats.hp = n_treasures; |
258 | } |
250 | } |
259 | |
251 | |
260 | /* stick a trap in the chest if required */ |
252 | /* stick a trap in the chest if required */ |
261 | if (treasureoptions & TRAPPED) |
253 | if (treasureoptions & TRAPPED) |
262 | { |
254 | { |
263 | mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
255 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 | object *the_trap; |
256 | object *the_trap; |
265 | |
257 | |
266 | if (trap_map) |
258 | if (trap_map) |
267 | { |
259 | { |
268 | the_trap = pick_random_object (trap_map); |
260 | the_trap = pick_random_object (trap_map); |
… | |
… | |
271 | if (the_trap) |
263 | if (the_trap) |
272 | { |
264 | { |
273 | object *new_trap; |
265 | object *new_trap; |
274 | |
266 | |
275 | new_trap = arch_to_object (the_trap->arch); |
267 | new_trap = arch_to_object (the_trap->arch); |
276 | copy_object (new_trap, the_trap); |
268 | new_trap->copy_to (the_trap); |
277 | new_trap->x = x; |
269 | new_trap->x = x; |
278 | new_trap->y = y; |
270 | new_trap->y = y; |
279 | insert_ob_in_ob (new_trap, the_chest); |
271 | insert_ob_in_ob (new_trap, the_chest); |
280 | } |
272 | } |
281 | } |
273 | } |
… | |
… | |
285 | the lockcode. It's not worth bothering to lock the chest if |
277 | the lockcode. It's not worth bothering to lock the chest if |
286 | there's only 1 treasure.... */ |
278 | there's only 1 treasure.... */ |
287 | |
279 | |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
280 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
289 | { |
281 | { |
290 | char keybuf[256]; |
282 | char keybuf[1024]; |
291 | |
283 | |
292 | sprintf (keybuf, "%d", (int) RANDOM ()); |
284 | sprintf (keybuf, "%d", (int) RANDOM ()); |
293 | the_chest->slaying = keybuf; |
285 | the_chest->slaying = keybuf; |
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
286 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
295 | } |
287 | } |
… | |
… | |
303 | |
295 | |
304 | |
296 | |
305 | /* finds the closest monster and returns him, regardless of doors |
297 | /* finds the closest monster and returns him, regardless of doors |
306 | or walls */ |
298 | or walls */ |
307 | object * |
299 | object * |
308 | find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) |
300 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
309 | { |
301 | { |
310 | int i; |
302 | int i; |
311 | |
303 | |
312 | for (i = 0; i < SIZEOFFREE; i++) |
304 | for (i = 0; i < SIZEOFFREE; i++) |
313 | { |
305 | { |
… | |
… | |
318 | /* boundscheck */ |
310 | /* boundscheck */ |
319 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
311 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
320 | /* don't bother searching this square unless the map says life exists. */ |
312 | /* don't bother searching this square unless the map says life exists. */ |
321 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
313 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
322 | { |
314 | { |
323 | object *the_monster = get_map_ob (map, lx, ly); |
315 | object *the_monster = GET_MAP_OB (map, lx, ly); |
324 | |
316 | |
325 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
317 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
326 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
318 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
327 | return the_monster; |
319 | return the_monster; |
328 | } |
320 | } |
… | |
… | |
342 | The idea is that you call keyplace on x,y where a door is, and it'll make |
334 | The idea is that you call keyplace on x,y where a door is, and it'll make |
343 | sure a key is placed on both sides of the door. |
335 | sure a key is placed on both sides of the door. |
344 | */ |
336 | */ |
345 | |
337 | |
346 | int |
338 | int |
347 | keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
339 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
348 | { |
340 | { |
349 | int i, j; |
341 | int i, j; |
350 | int kx, ky; |
342 | int kx, ky; |
351 | object *the_keymaster; /* the monster that gets the key. */ |
343 | object *the_keymaster; /* the monster that gets the key. */ |
352 | object *the_key; |
344 | object *the_key; |
… | |
… | |
438 | |
430 | |
439 | /* a recursive routine which will return a monster, eventually,if there is one. |
431 | /* a recursive routine which will return a monster, eventually,if there is one. |
440 | it does a check-off on the layout, converting 0's to 1's */ |
432 | it does a check-off on the layout, converting 0's to 1's */ |
441 | |
433 | |
442 | object * |
434 | object * |
443 | find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) |
435 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
444 | { |
436 | { |
445 | int i, j; |
437 | int i, j; |
446 | |
438 | |
447 | /* if we've found a monster already, leave */ |
439 | /* if we've found a monster already, leave */ |
448 | if (theMonsterToFind != NULL) |
440 | if (theMonsterToFind != NULL) |
… | |
… | |
459 | /* check the current square for a monster. If there is one, |
451 | /* check the current square for a monster. If there is one, |
460 | set theMonsterToFind and return it. */ |
452 | set theMonsterToFind and return it. */ |
461 | layout[x][y] = 1; |
453 | layout[x][y] = 1; |
462 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
454 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
463 | { |
455 | { |
464 | object *the_monster = get_map_ob (map, x, y); |
456 | object *the_monster = GET_MAP_OB (map, x, y); |
465 | |
457 | |
466 | /* check off this point */ |
458 | /* check off this point */ |
467 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
459 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
468 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
460 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
469 | { |
461 | { |
… | |
… | |
485 | |
477 | |
486 | /* sets up some data structures: the _recursive form does the |
478 | /* sets up some data structures: the _recursive form does the |
487 | real work. */ |
479 | real work. */ |
488 | |
480 | |
489 | object * |
481 | object * |
490 | find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) |
482 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
491 | { |
483 | { |
492 | char **layout2; |
484 | char **layout2; |
493 | int i, j; |
485 | int i, j; |
494 | |
486 | |
495 | theMonsterToFind = 0; |
487 | theMonsterToFind = 0; |
… | |
… | |
527 | /* the workhorse routine, which finds the free spots in a room: |
519 | /* the workhorse routine, which finds the free spots in a room: |
528 | a datastructure of free points is set up, and a position chosen from |
520 | a datastructure of free points is set up, and a position chosen from |
529 | that datastructure. */ |
521 | that datastructure. */ |
530 | |
522 | |
531 | void |
523 | void |
532 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
524 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
533 | { |
525 | { |
534 | int i, j; |
526 | int i, j; |
535 | |
527 | |
536 | /* bounds check x and y */ |
528 | /* bounds check x and y */ |
537 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
529 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
556 | |
548 | |
557 | } |
549 | } |
558 | |
550 | |
559 | /* find a random non-blocked spot in this room to drop a key. */ |
551 | /* find a random non-blocked spot in this room to drop a key. */ |
560 | void |
552 | void |
561 | find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) |
553 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
562 | { |
554 | { |
563 | char **layout2; |
555 | char **layout2; |
564 | int i, j; |
556 | int i, j; |
565 | |
557 | |
566 | number_of_free_spots_in_room = 0; |
558 | number_of_free_spots_in_room = 0; |
… | |
… | |
603 | /* searches the map for a spot with walls around it. The more |
595 | /* searches the map for a spot with walls around it. The more |
604 | walls the better, but it'll settle for 1 wall, or even 0, but |
596 | walls the better, but it'll settle for 1 wall, or even 0, but |
605 | it'll return 0 if no FREE spots are found.*/ |
597 | it'll return 0 if no FREE spots are found.*/ |
606 | |
598 | |
607 | void |
599 | void |
608 | find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) |
600 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
609 | { |
601 | { |
610 | int x, y; |
602 | int x, y; |
611 | int i; |
603 | int i; |
612 | |
604 | |
613 | x = *cx; |
605 | x = *cx; |
… | |
… | |
662 | *cy = ly; |
654 | *cy = ly; |
663 | return; |
655 | return; |
664 | } |
656 | } |
665 | } |
657 | } |
666 | /* give up and return the closest free spot. */ |
658 | /* give up and return the closest free spot. */ |
667 | i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); |
659 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
668 | if (i != -1 && i <= SIZEOFFREE1) |
660 | if (i != -1 && i <= SIZEOFFREE1) |
669 | { |
661 | { |
670 | *cx = x + freearr_x[i]; |
662 | *cx = x + freearr_x[i]; |
671 | *cy = y + freearr_y[i]; |
663 | *cy = y + freearr_y[i]; |
672 | return; |
664 | return; |
… | |
… | |
675 | *cx = *cy = -1; |
667 | *cx = *cy = -1; |
676 | } |
668 | } |
677 | |
669 | |
678 | |
670 | |
679 | void |
671 | void |
680 | remove_monsters (int x, int y, mapstruct *map) |
672 | remove_monsters (int x, int y, maptile *map) |
681 | { |
673 | { |
682 | object *tmp; |
674 | object *tmp; |
683 | |
675 | |
684 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
676 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
685 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
677 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
686 | { |
678 | { |
687 | if (tmp->head) |
679 | if (tmp->head) |
688 | tmp = tmp->head; |
680 | tmp = tmp->head; |
689 | remove_ob (tmp); |
681 | tmp->remove (); |
690 | free_object (tmp); |
682 | tmp->destroy (); |
691 | tmp = get_map_ob (map, x, y); |
683 | tmp = GET_MAP_OB (map, x, y); |
692 | if (tmp == NULL) |
684 | if (tmp == NULL) |
693 | break; |
685 | break; |
694 | }; |
686 | }; |
695 | } |
687 | } |
696 | |
688 | |
… | |
… | |
698 | /* 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 |
699 | 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 |
700 | it'll remove any monsters it finds.*/ |
692 | it'll remove any monsters it finds.*/ |
701 | |
693 | |
702 | object ** |
694 | object ** |
703 | surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) |
695 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
704 | { |
696 | { |
705 | int i; |
697 | int i; |
706 | char *doors[2]; |
698 | char *doors[2]; |
707 | object **doorlist; |
699 | object **doorlist; |
708 | int ndoors_made = 0; |
700 | int ndoors_made = 0; |
… | |
… | |
741 | } |
733 | } |
742 | |
734 | |
743 | |
735 | |
744 | /* returns the first door in this square, or NULL if there isn't a door. */ |
736 | /* returns the first door in this square, or NULL if there isn't a door. */ |
745 | object * |
737 | object * |
746 | door_in_square (mapstruct *map, int x, int y) |
738 | door_in_square (maptile *map, int x, int y) |
747 | { |
739 | { |
748 | object *tmp; |
740 | object *tmp; |
749 | |
741 | |
750 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
742 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
751 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
743 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
752 | return tmp; |
744 | return tmp; |
753 | return NULL; |
745 | return NULL; |
754 | } |
746 | } |
755 | |
747 | |
756 | |
748 | |
757 | /* the workhorse routine, which finds the doors in a room */ |
749 | /* the workhorse routine, which finds the doors in a room */ |
758 | void |
750 | void |
759 | find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
751 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
760 | { |
752 | { |
761 | int i, j; |
753 | int i, j; |
762 | object *door; |
754 | object *door; |
763 | |
755 | |
764 | /* bounds check x and y */ |
756 | /* bounds check x and y */ |
… | |
… | |
772 | /* check off this point */ |
764 | /* check off this point */ |
773 | if (layout[x][y] == '#') |
765 | if (layout[x][y] == '#') |
774 | { /* there could be a door here */ |
766 | { /* there could be a door here */ |
775 | layout[x][y] = 1; |
767 | layout[x][y] = 1; |
776 | door = door_in_square (map, x, y); |
768 | door = door_in_square (map, x, y); |
777 | if (door != NULL) |
769 | if (door) |
778 | { |
770 | { |
779 | doorlist[*ndoors] = door; |
771 | doorlist[*ndoors] = door; |
780 | if (*ndoors > 254) /* eek! out of memory */ |
772 | if (*ndoors > 1022) /* eek! out of memory */ |
781 | { |
773 | { |
782 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
774 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
783 | return; |
775 | return; |
784 | } |
776 | } |
|
|
777 | |
785 | *ndoors = *ndoors + 1; |
778 | *ndoors = *ndoors + 1; |
786 | } |
779 | } |
787 | } |
780 | } |
788 | else |
781 | else |
789 | { |
782 | { |
790 | layout[x][y] = 1; |
783 | layout[x][y] = 1; |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
784 | /* now search all the 8 squares around recursively for free spots,in random order */ |
792 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
785 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
793 | { |
|
|
794 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
786 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
795 | } |
|
|
796 | } |
787 | } |
797 | } |
788 | } |
798 | |
789 | |
799 | /* find a random non-blocked spot in this room to drop a key. */ |
790 | /* find a random non-blocked spot in this room to drop a key. */ |
800 | object ** |
791 | object ** |
801 | find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) |
792 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
802 | { |
793 | { |
803 | char **layout2; |
794 | char **layout2; |
804 | object **doorlist; |
795 | object **doorlist; |
805 | int i, j; |
796 | int i, j; |
806 | int ndoors = 0; |
797 | int ndoors = 0; |
807 | |
798 | |
808 | doorlist = (object **) calloc (sizeof (int), 256); |
799 | doorlist = (object **) calloc (sizeof (int), 1024); |
809 | |
|
|
810 | |
800 | |
811 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
801 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
812 | /* allocate and copy the layout, converting C to 0. */ |
802 | /* allocate and copy the layout, converting C to 0. */ |
813 | for (i = 0; i < RP->Xsize; i++) |
803 | for (i = 0; i < RP->Xsize; i++) |
814 | { |
804 | { |
… | |
… | |
823 | /* setup num_free_spots and room_free_spots */ |
813 | /* setup num_free_spots and room_free_spots */ |
824 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
814 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
825 | |
815 | |
826 | /* deallocate the temp. layout */ |
816 | /* deallocate the temp. layout */ |
827 | for (i = 0; i < RP->Xsize; i++) |
817 | for (i = 0; i < RP->Xsize; i++) |
828 | { |
|
|
829 | free (layout2[i]); |
818 | free (layout2[i]); |
830 | } |
819 | |
831 | free (layout2); |
820 | free (layout2); |
832 | return doorlist; |
821 | return doorlist; |
833 | } |
822 | } |
834 | |
823 | |
835 | |
824 | |
836 | |
825 | |
837 | /* locks and/or hides all the doors in doorlist, or does nothing if |
826 | /* locks and/or hides all the doors in doorlist, or does nothing if |
838 | opts doesn't say to lock/hide doors. */ |
827 | opts doesn't say to lock/hide doors. */ |
839 | |
828 | |
840 | void |
829 | void |
841 | lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) |
830 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
842 | { |
831 | { |
843 | object *door; |
832 | object *door; |
844 | int i; |
833 | int i; |
845 | |
834 | |
846 | /* lock the doors and hide the keys. */ |
835 | /* lock the doors and hide the keys. */ |
… | |
… | |
848 | if (opts & DOORED) |
837 | if (opts & DOORED) |
849 | { |
838 | { |
850 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
839 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
851 | { |
840 | { |
852 | object *new_door = get_archetype ("locked_door1"); |
841 | object *new_door = get_archetype ("locked_door1"); |
853 | char keybuf[256]; |
842 | char keybuf[1024]; |
854 | |
843 | |
855 | door = doorlist[i]; |
844 | door = doorlist[i]; |
856 | new_door->face = door->face; |
845 | new_door->face = door->face; |
857 | new_door->x = door->x; |
846 | new_door->x = door->x; |
858 | new_door->y = door->y; |
847 | new_door->y = door->y; |
859 | remove_ob (door); |
848 | door->remove (); |
860 | free_object (door); |
849 | door->destroy (); |
861 | doorlist[i] = new_door; |
850 | doorlist[i] = new_door; |
862 | insert_ob_in_map (new_door, map, NULL, 0); |
851 | insert_ob_in_map (new_door, map, NULL, 0); |
863 | sprintf (keybuf, "%d", (int) RANDOM ()); |
852 | sprintf (keybuf, "%d", (int) RANDOM ()); |
864 | new_door->slaying = keybuf; |
853 | new_door->slaying = keybuf; |
865 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
854 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
… | |
… | |
881 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
870 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
882 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
871 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
883 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
872 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
884 | door->face = wallface->face; |
873 | door->face = wallface->face; |
885 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
874 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
886 | remove_ob (wallface); |
875 | wallface->remove (); |
887 | free_object (wallface); |
876 | wallface->destroy (); |
888 | } |
877 | } |
889 | } |
878 | } |
890 | } |
879 | } |
891 | } |
880 | } |