1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | |
41 | |
43 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
45 | |
44 | |
|
|
45 | /* a macro to get a strongly centered random distribution, |
|
|
46 | from 0 to x, centered at x/2 */ |
|
|
47 | static int |
|
|
48 | bc_random (int x) |
|
|
49 | { |
|
|
50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
|
|
51 | } |
46 | |
52 | |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
48 | * and doors but not monsters. |
54 | * and doors but not monsters. |
49 | * This function is not map tile aware. |
55 | * This function is not map tile aware. |
50 | */ |
56 | */ |
… | |
… | |
52 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
53 | { |
59 | { |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
55 | return 1; |
61 | return 1; |
56 | |
62 | |
|
|
63 | m->at (x, y).update (); |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
58 | return r; |
|
|
59 | } |
65 | } |
60 | |
66 | |
61 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
62 | map, (required) |
68 | map, (required) |
63 | layout, (required) |
69 | layout, (required) |
… | |
… | |
76 | if (treasure_style) |
82 | if (treasure_style) |
77 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
78 | return; |
84 | return; |
79 | |
85 | |
80 | if (treasureoptions <= 0) |
86 | if (treasureoptions <= 0) |
81 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
82 | |
88 | |
83 | /* filter out the mutually exclusive options */ |
89 | /* filter out the mutually exclusive options */ |
84 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
85 | { |
91 | { |
86 | if (rndm (2)) |
92 | if (rndm (2)) |
… | |
… | |
89 | treasureoptions -= 2; |
95 | treasureoptions -= 2; |
90 | } |
96 | } |
91 | |
97 | |
92 | /* pick the number of treasures */ |
98 | /* pick the number of treasures */ |
93 | if (treasureoptions & SPARSE) |
99 | if (treasureoptions & SPARSE) |
94 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
95 | else if (treasureoptions & RICH) |
101 | else if (treasureoptions & RICH) |
96 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
97 | else |
103 | else |
98 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
99 | |
105 | |
100 | if (num_treasures <= 0) |
106 | if (num_treasures <= 0) |
101 | return; |
107 | return; |
102 | |
108 | |
103 | /* get the style map */ |
109 | /* get the style map */ |
… | |
… | |
112 | } |
118 | } |
113 | |
119 | |
114 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
115 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
116 | { |
122 | { |
117 | |
|
|
118 | /* map_layout_style global, and is previously set */ |
123 | /* map_layout_style global, and is previously set */ |
119 | switch (RP->map_layout_style) |
124 | switch (RP->map_layout_style) |
120 | { |
125 | { |
121 | case LAYOUT_ONION: |
126 | case LAYOUT_ONION: |
122 | case LAYOUT_SPIRAL: |
127 | case LAYOUT_SPIRAL: |
… | |
… | |
130 | for (j = 0; j < RP->Ysize; j++) |
135 | for (j = 0; j < RP->Ysize; j++) |
131 | { |
136 | { |
132 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
137 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
133 | { |
138 | { |
134 | int tdiv = RP->symmetry_used; |
139 | int tdiv = RP->symmetry_used; |
135 | object **doorlist; |
|
|
136 | object *chest; |
140 | object *chest; |
137 | |
141 | |
138 | if (tdiv == 3) |
142 | if (tdiv == 3) |
139 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
144 | |
140 | /* don't put a chest on an exit. */ |
145 | /* don't put a chest on an exit. */ |
141 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
146 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
147 | |
142 | if (!chest) |
148 | if (!chest) |
143 | continue; /* if no chest was placed NEXT */ |
149 | continue; /* if no chest was placed NEXT */ |
|
|
150 | |
144 | if (treasureoptions & (DOORED | HIDDEN)) |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
145 | { |
152 | { |
146 | doorlist = find_doors_in_room (map, i, j, RP); |
153 | object **doorlist = find_doors_in_room (map, i, j, RP); |
147 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
148 | free (doorlist); |
155 | free (doorlist); |
149 | } |
156 | } |
150 | } |
157 | } |
151 | } |
158 | } |
… | |
… | |
160 | |
167 | |
161 | i = j = -1; |
168 | i = j = -1; |
162 | tries = 0; |
169 | tries = 0; |
163 | while (i == -1 && tries < 100) |
170 | while (i == -1 && tries < 100) |
164 | { |
171 | { |
165 | i = RANDOM () % (RP->Xsize - 2) + 1; |
172 | i = rndm (RP->Xsize - 2) + 1; |
166 | j = RANDOM () % (RP->Ysize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
167 | find_enclosed_spot (map, &i, &j, RP); |
174 | find_enclosed_spot (map, &i, &j, RP); |
|
|
175 | |
168 | if (wall_blocked (map, i, j)) |
176 | if (wall_blocked (map, i, j)) |
169 | i = -1; |
177 | i = -1; |
|
|
178 | |
170 | tries++; |
179 | tries++; |
171 | } |
180 | } |
|
|
181 | |
172 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
182 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
183 | |
173 | if (!chest) |
184 | if (!chest) |
174 | return; |
185 | return; |
|
|
186 | |
175 | i = chest->x; |
187 | i = chest->x; |
176 | j = chest->y; |
188 | j = chest->y; |
177 | if (treasureoptions & (DOORED | HIDDEN)) |
189 | if (treasureoptions & (DOORED | HIDDEN)) |
178 | { |
190 | { |
179 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
191 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
187 | { /* DIFFUSE treasure layout */ |
199 | { /* DIFFUSE treasure layout */ |
188 | int ti, i, j; |
200 | int ti, i, j; |
189 | |
201 | |
190 | for (ti = 0; ti < num_treasures; ti++) |
202 | for (ti = 0; ti < num_treasures; ti++) |
191 | { |
203 | { |
192 | i = RANDOM () % (RP->Xsize - 2) + 1; |
204 | i = rndm (RP->Xsize - 2) + 1; |
193 | j = RANDOM () % (RP->Ysize - 2) + 1; |
205 | j = rndm (RP->Ysize - 2) + 1; |
194 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
206 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
195 | } |
207 | } |
196 | } |
208 | } |
197 | } |
209 | } |
198 | |
210 | |
199 | /* put a chest into the map, near x and y, with the treasure style |
211 | /* put a chest into the map, near x and y, with the treasure style |
200 | determined (may be null, or may be a treasure list from lib/treasures, |
212 | determined (may be null, or may be a treasure list from lib/treasures, |
201 | if the global variable "treasurestyle" is set to that treasure list's name */ |
213 | if the global variable "treasurestyle" is set to that treasure list's name */ |
202 | |
|
|
203 | object * |
214 | object * |
204 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
215 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
205 | { |
216 | { |
206 | object *the_chest; |
217 | object *the_chest; |
207 | int i, xl, yl; |
218 | int i, xl, yl; |
… | |
… | |
232 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
243 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
233 | |
244 | |
234 | if (tlist != NULL) |
245 | if (tlist != NULL) |
235 | for (ti = 0; ti < n_treasures; ti++) |
246 | for (ti = 0; ti < n_treasures; ti++) |
236 | { /* use the treasure list */ |
247 | { /* use the treasure list */ |
237 | object *new_treasure = pick_random_object (style_map); |
248 | object *new_treasure = style_map->pick_random_object (); |
238 | |
249 | |
239 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
250 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
240 | } |
251 | } |
241 | else |
252 | else |
242 | { /* use the style map */ |
253 | { /* use the style map */ |
243 | the_chest->randomitems = tlist; |
254 | the_chest->randomitems = tlist; |
244 | the_chest->stats.hp = n_treasures; |
255 | the_chest->stats.hp = n_treasures; |
245 | } |
256 | } |
246 | #endif |
257 | #endif |
247 | { /* neither style_map no treasure list given */ |
258 | { /* neither style_map no treasure list given */ |
248 | treasurelist *tlist = find_treasurelist ("chest"); |
259 | treasurelist *tlist = treasurelist::find ("chest"); |
249 | |
260 | |
250 | the_chest->randomitems = tlist; |
261 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
262 | the_chest->stats.hp = n_treasures; |
252 | } |
263 | } |
253 | |
264 | |
… | |
… | |
257 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
268 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
258 | object *the_trap; |
269 | object *the_trap; |
259 | |
270 | |
260 | if (trap_map) |
271 | if (trap_map) |
261 | { |
272 | { |
262 | the_trap = pick_random_object (trap_map); |
273 | the_trap = trap_map->pick_random_object (); |
263 | the_trap->stats.Cha = 10 + RP->difficulty; |
274 | the_trap->stats.Cha = 10 + RP->difficulty; |
264 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
275 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
265 | if (the_trap) |
276 | if (the_trap) |
266 | { |
277 | { |
267 | object *new_trap; |
278 | object *new_trap; |
268 | |
279 | |
269 | new_trap = arch_to_object (the_trap->arch); |
280 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
276 | } |
287 | } |
277 | |
288 | |
278 | /* set the chest lock code, and call the keyplacer routine with |
289 | /* set the chest lock code, and call the keyplacer routine with |
279 | the lockcode. It's not worth bothering to lock the chest if |
290 | the lockcode. It's not worth bothering to lock the chest if |
280 | there's only 1 treasure.... */ |
291 | there's only 1 treasure.... */ |
281 | |
|
|
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
292 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
283 | { |
293 | { |
284 | char keybuf[1024]; |
294 | char keybuf[1024]; |
285 | |
295 | |
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
296 | sprintf (keybuf, "%d", rndm (1000000000)); |
287 | the_chest->slaying = keybuf; |
297 | the_chest->slaying = keybuf; |
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
298 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
289 | } |
299 | } |
290 | |
300 | |
291 | /* actually place the chest. */ |
301 | /* actually place the chest. */ |
… | |
… | |
353 | int tries = 0; |
363 | int tries = 0; |
354 | |
364 | |
355 | the_keymaster = 0; |
365 | the_keymaster = 0; |
356 | while (tries < 15 && !the_keymaster) |
366 | while (tries < 15 && !the_keymaster) |
357 | { |
367 | { |
358 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
368 | i = rndm (RP->Xsize - 2) + 1; |
359 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
369 | j = rndm (RP->Ysize - 2) + 1; |
360 | tries++; |
370 | tries++; |
361 | the_keymaster = find_closest_monster (map, i, j, RP); |
371 | the_keymaster = find_closest_monster (map, i, j, RP); |
362 | } |
372 | } |
363 | |
373 | |
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
374 | /* if we don't find a good keymaster, drop the key on the ground. */ |
… | |
… | |
367 | int freeindex; |
377 | int freeindex; |
368 | |
378 | |
369 | freeindex = -1; |
379 | freeindex = -1; |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
380 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
371 | { |
381 | { |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
382 | kx = rndm (RP->Xsize - 2) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
383 | ky = rndm (RP->Ysize - 2) + 1; |
374 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
384 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
375 | } |
385 | } |
376 | |
386 | |
377 | // can freeindex ever be < 0? |
387 | // can freeindex ever be < 0? |
378 | if (freeindex >= 0) |
388 | if (freeindex >= 0) |
… | |
… | |
423 | the_key->y = ky; |
433 | the_key->y = ky; |
424 | insert_ob_in_map (the_key, map, NULL, 0); |
434 | insert_ob_in_map (the_key, map, NULL, 0); |
425 | return 1; |
435 | return 1; |
426 | } |
436 | } |
427 | |
437 | |
428 | insert_ob_in_ob (the_key, the_keymaster); |
438 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
429 | return 1; |
439 | return 1; |
430 | } |
440 | } |
431 | |
441 | |
432 | |
442 | |
433 | |
443 | |
… | |
… | |
496 | /* allocate and copy the layout, converting C to 0. */ |
506 | /* allocate and copy the layout, converting C to 0. */ |
497 | for (i = 0; i < RP->Xsize; i++) |
507 | for (i = 0; i < RP->Xsize; i++) |
498 | { |
508 | { |
499 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
509 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
500 | for (j = 0; j < RP->Ysize; j++) |
510 | for (j = 0; j < RP->Ysize; j++) |
501 | { |
|
|
502 | if (wall_blocked (map, i, j)) |
511 | if (wall_blocked (map, i, j)) |
503 | layout2[i][j] = '#'; |
512 | layout2[i][j] = '#'; |
504 | } |
|
|
505 | } |
513 | } |
|
|
514 | |
506 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
515 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
507 | |
516 | |
508 | /* deallocate the temp. layout */ |
517 | /* deallocate the temp. layout */ |
509 | for (i = 0; i < RP->Xsize; i++) |
518 | for (i = 0; i < RP->Xsize; i++) |
510 | { |
|
|
511 | free (layout2[i]); |
519 | free (layout2[i]); |
512 | } |
520 | |
513 | free (layout2); |
521 | free (layout2); |
514 | |
522 | |
515 | return theMonsterToFind; |
523 | return theMonsterToFind; |
516 | } |
524 | } |
517 | |
525 | |
… | |
… | |
574 | /* setup num_free_spots and room_free_spots */ |
582 | /* setup num_free_spots and room_free_spots */ |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
583 | find_spot_in_room_recursive (layout2, x, y, RP); |
576 | |
584 | |
577 | if (number_of_free_spots_in_room > 0) |
585 | if (number_of_free_spots_in_room > 0) |
578 | { |
586 | { |
579 | i = RANDOM () % number_of_free_spots_in_room; |
587 | i = rndm (number_of_free_spots_in_room); |
580 | *kx = room_free_spots_x[i]; |
588 | *kx = room_free_spots_x[i]; |
581 | *ky = room_free_spots_y[i]; |
589 | *ky = room_free_spots_y[i]; |
582 | } |
590 | } |
583 | |
591 | |
584 | /* deallocate the temp. layout */ |
592 | /* deallocate the temp. layout */ |
… | |
… | |
652 | *cy = ly; |
660 | *cy = ly; |
653 | return; |
661 | return; |
654 | } |
662 | } |
655 | } |
663 | } |
656 | /* give up and return the closest free spot. */ |
664 | /* give up and return the closest free spot. */ |
657 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
665 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
658 | |
666 | |
659 | if (i != -1) |
667 | if (i != -1) |
660 | { |
668 | { |
661 | *cx = x + freearr_x[i]; |
669 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
670 | *cy = y + freearr_y[i]; |
… | |
… | |
692 | it'll remove any monsters it finds.*/ |
700 | it'll remove any monsters it finds.*/ |
693 | object ** |
701 | object ** |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
702 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
695 | { |
703 | { |
696 | int i; |
704 | int i; |
697 | char *doors[2]; |
705 | const char *doors[2]; |
698 | object **doorlist; |
706 | object **doorlist; |
699 | int ndoors_made = 0; |
707 | int ndoors_made = 0; |
700 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
708 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
701 | |
709 | |
702 | /* this is a list we pick from, for horizontal and vertical doors */ |
710 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
740 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
748 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
749 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
742 | return tmp; |
750 | return tmp; |
743 | return NULL; |
751 | return NULL; |
744 | } |
752 | } |
745 | |
|
|
746 | |
753 | |
747 | /* the workhorse routine, which finds the doors in a room */ |
754 | /* the workhorse routine, which finds the doors in a room */ |
748 | void |
755 | void |
749 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
756 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
750 | { |
757 | { |
… | |
… | |
765 | layout[x][y] = 1; |
772 | layout[x][y] = 1; |
766 | door = door_in_square (map, x, y); |
773 | door = door_in_square (map, x, y); |
767 | if (door) |
774 | if (door) |
768 | { |
775 | { |
769 | doorlist[*ndoors] = door; |
776 | doorlist[*ndoors] = door; |
|
|
777 | |
770 | if (*ndoors > 1022) /* eek! out of memory */ |
778 | if (*ndoors > 1022) /* eek! out of memory */ |
771 | { |
779 | { |
772 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
780 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
773 | return; |
781 | return; |
774 | } |
782 | } |
… | |
… | |
777 | } |
785 | } |
778 | } |
786 | } |
779 | else |
787 | else |
780 | { |
788 | { |
781 | layout[x][y] = 1; |
789 | layout[x][y] = 1; |
|
|
790 | |
782 | /* now search all the 8 squares around recursively for free spots,in random order */ |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
783 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
792 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
784 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
793 | find_doors_in_room_recursive (layout, map, |
|
|
794 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
795 | doorlist, ndoors, RP); |
785 | } |
796 | } |
786 | } |
797 | } |
787 | |
798 | |
788 | /* find a random non-blocked spot in this room to drop a key. */ |
799 | /* find a random non-blocked spot in this room to drop a key. */ |
789 | object ** |
800 | object ** |
790 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
801 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
791 | { |
802 | { |
792 | char **layout2; |
|
|
793 | object **doorlist; |
|
|
794 | int i, j; |
803 | int i, j; |
795 | int ndoors = 0; |
804 | int ndoors = 0; |
796 | |
805 | |
797 | doorlist = (object **) calloc (sizeof (int), 1024); |
806 | object **doorlist = (object **) calloc (sizeof (int), 1024); |
798 | |
807 | |
799 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
808 | MazeData layout2 (RP->Xsize, RP->Ysize); |
|
|
809 | |
800 | /* allocate and copy the layout, converting C to 0. */ |
810 | /* allocate and copy the layout, converting C to 0. */ |
801 | for (i = 0; i < RP->Xsize; i++) |
811 | for (i = 0; i < RP->Xsize; i++) |
802 | { |
|
|
803 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
804 | for (j = 0; j < RP->Ysize; j++) |
812 | for (j = 0; j < RP->Ysize; j++) |
805 | { |
|
|
806 | if (wall_blocked (map, i, j)) |
813 | if (wall_blocked (map, i, j)) |
807 | layout2[i][j] = '#'; |
814 | layout2[i][j] = '#'; |
808 | } |
|
|
809 | } |
|
|
810 | |
815 | |
811 | /* setup num_free_spots and room_free_spots */ |
816 | /* setup num_free_spots and room_free_spots */ |
812 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
817 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
813 | |
818 | |
814 | /* deallocate the temp. layout */ |
|
|
815 | for (i = 0; i < RP->Xsize; i++) |
|
|
816 | free (layout2[i]); |
|
|
817 | |
|
|
818 | free (layout2); |
|
|
819 | return doorlist; |
819 | return doorlist; |
820 | } |
820 | } |
821 | |
|
|
822 | |
|
|
823 | |
821 | |
824 | /* locks and/or hides all the doors in doorlist, or does nothing if |
822 | /* locks and/or hides all the doors in doorlist, or does nothing if |
825 | opts doesn't say to lock/hide doors. */ |
823 | opts doesn't say to lock/hide doors. */ |
826 | |
|
|
827 | void |
824 | void |
828 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
825 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
829 | { |
826 | { |
830 | object *door; |
827 | object *door; |
831 | int i; |
828 | int i; |
… | |
… | |
845 | new_door->y = door->y; |
842 | new_door->y = door->y; |
846 | door->remove (); |
843 | door->remove (); |
847 | door->destroy (); |
844 | door->destroy (); |
848 | doorlist[i] = new_door; |
845 | doorlist[i] = new_door; |
849 | insert_ob_in_map (new_door, map, NULL, 0); |
846 | insert_ob_in_map (new_door, map, NULL, 0); |
850 | sprintf (keybuf, "%d", (int) RANDOM ()); |
847 | sprintf (keybuf, "%d", rndm (1000000000)); |
851 | new_door->slaying = keybuf; |
848 | new_door->slaying = keybuf; |
852 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
849 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
853 | } |
850 | } |
854 | } |
851 | } |
855 | |
852 | |