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> |
… | |
… | |
137 | for (j = 0; j < RP->Ysize; j++) |
136 | for (j = 0; j < RP->Ysize; j++) |
138 | { |
137 | { |
139 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
138 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
140 | { |
139 | { |
141 | int tdiv = RP->symmetry_used; |
140 | int tdiv = RP->symmetry_used; |
142 | object **doorlist; |
|
|
143 | object *chest; |
141 | object *chest; |
144 | |
142 | |
145 | if (tdiv == 3) |
143 | if (tdiv == 3) |
146 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
144 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
147 | /* don't put a chest on an exit. */ |
145 | /* don't put a chest on an exit. */ |
148 | 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 | |
149 | if (!chest) |
148 | if (!chest) |
150 | continue; /* if no chest was placed NEXT */ |
149 | continue; /* if no chest was placed NEXT */ |
|
|
150 | |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
152 | { |
152 | { |
153 | doorlist = find_doors_in_room (map, i, j, RP); |
153 | object **doorlist = find_doors_in_room (map, i, j, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
155 | free (doorlist); |
155 | free (doorlist); |
156 | } |
156 | } |
157 | } |
157 | } |
158 | } |
158 | } |
… | |
… | |
250 | the_chest->randomitems = tlist; |
250 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
251 | the_chest->stats.hp = n_treasures; |
252 | } |
252 | } |
253 | #endif |
253 | #endif |
254 | { /* neither style_map no treasure list given */ |
254 | { /* neither style_map no treasure list given */ |
255 | treasurelist *tlist = find_treasurelist ("chest"); |
255 | treasurelist *tlist = treasurelist::find ("chest"); |
256 | |
256 | |
257 | the_chest->randomitems = tlist; |
257 | the_chest->randomitems = tlist; |
258 | the_chest->stats.hp = n_treasures; |
258 | the_chest->stats.hp = n_treasures; |
259 | } |
259 | } |
260 | |
260 | |
… | |
… | |
429 | the_key->y = ky; |
429 | the_key->y = ky; |
430 | insert_ob_in_map (the_key, map, NULL, 0); |
430 | insert_ob_in_map (the_key, map, NULL, 0); |
431 | return 1; |
431 | return 1; |
432 | } |
432 | } |
433 | |
433 | |
434 | insert_ob_in_ob (the_key, the_keymaster); |
434 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
435 | return 1; |
435 | return 1; |
436 | } |
436 | } |
437 | |
437 | |
438 | |
438 | |
439 | |
439 | |
… | |
… | |
502 | /* allocate and copy the layout, converting C to 0. */ |
502 | /* allocate and copy the layout, converting C to 0. */ |
503 | for (i = 0; i < RP->Xsize; i++) |
503 | for (i = 0; i < RP->Xsize; i++) |
504 | { |
504 | { |
505 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
505 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
506 | for (j = 0; j < RP->Ysize; j++) |
506 | for (j = 0; j < RP->Ysize; j++) |
507 | { |
|
|
508 | if (wall_blocked (map, i, j)) |
507 | if (wall_blocked (map, i, j)) |
509 | layout2[i][j] = '#'; |
508 | layout2[i][j] = '#'; |
510 | } |
|
|
511 | } |
509 | } |
|
|
510 | |
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
511 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
513 | |
512 | |
514 | /* deallocate the temp. layout */ |
513 | /* deallocate the temp. layout */ |
515 | for (i = 0; i < RP->Xsize; i++) |
514 | for (i = 0; i < RP->Xsize; i++) |
516 | { |
|
|
517 | free (layout2[i]); |
515 | free (layout2[i]); |
518 | } |
516 | |
519 | free (layout2); |
517 | free (layout2); |
520 | |
518 | |
521 | return theMonsterToFind; |
519 | return theMonsterToFind; |
522 | } |
520 | } |
523 | |
521 | |
… | |
… | |
658 | *cy = ly; |
656 | *cy = ly; |
659 | return; |
657 | return; |
660 | } |
658 | } |
661 | } |
659 | } |
662 | /* give up and return the closest free spot. */ |
660 | /* give up and return the closest free spot. */ |
663 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
661 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
664 | |
662 | |
665 | if (i != -1) |
663 | if (i != -1) |
666 | { |
664 | { |
667 | *cx = x + freearr_x[i]; |
665 | *cx = x + freearr_x[i]; |
668 | *cy = y + freearr_y[i]; |
666 | *cy = y + freearr_y[i]; |
… | |
… | |
747 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
748 | return tmp; |
746 | return tmp; |
749 | return NULL; |
747 | return NULL; |
750 | } |
748 | } |
751 | |
749 | |
752 | |
|
|
753 | /* the workhorse routine, which finds the doors in a room */ |
750 | /* the workhorse routine, which finds the doors in a room */ |
754 | void |
751 | void |
755 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
752 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
756 | { |
753 | { |
757 | int i, j; |
754 | int i, j; |
… | |
… | |
771 | layout[x][y] = 1; |
768 | layout[x][y] = 1; |
772 | door = door_in_square (map, x, y); |
769 | door = door_in_square (map, x, y); |
773 | if (door) |
770 | if (door) |
774 | { |
771 | { |
775 | doorlist[*ndoors] = door; |
772 | doorlist[*ndoors] = door; |
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|
773 | |
776 | if (*ndoors > 1022) /* eek! out of memory */ |
774 | if (*ndoors > 1022) /* eek! out of memory */ |
777 | { |
775 | { |
778 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
779 | return; |
777 | return; |
780 | } |
778 | } |
… | |
… | |
796 | |
794 | |
797 | /* find a random non-blocked spot in this room to drop a key. */ |
795 | /* find a random non-blocked spot in this room to drop a key. */ |
798 | object ** |
796 | object ** |
799 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
797 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
800 | { |
798 | { |
801 | char **layout2; |
|
|
802 | object **doorlist; |
|
|
803 | int i, j; |
799 | int i, j; |
804 | int ndoors = 0; |
800 | int ndoors = 0; |
805 | |
801 | |
806 | doorlist = (object **) calloc (sizeof (int), 1024); |
802 | object **doorlist = (object **) calloc (sizeof (int), 1024); |
807 | |
803 | |
808 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
804 | MazeData layout2 (RP->Xsize, RP->Ysize); |
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|
805 | |
809 | /* allocate and copy the layout, converting C to 0. */ |
806 | /* allocate and copy the layout, converting C to 0. */ |
810 | for (i = 0; i < RP->Xsize; i++) |
807 | for (i = 0; i < RP->Xsize; i++) |
811 | { |
|
|
812 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
813 | for (j = 0; j < RP->Ysize; j++) |
808 | for (j = 0; j < RP->Ysize; j++) |
814 | { |
|
|
815 | if (wall_blocked (map, i, j)) |
809 | if (wall_blocked (map, i, j)) |
816 | layout2[i][j] = '#'; |
810 | layout2[i][j] = '#'; |
817 | } |
|
|
818 | } |
|
|
819 | |
811 | |
820 | /* setup num_free_spots and room_free_spots */ |
812 | /* setup num_free_spots and room_free_spots */ |
821 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
813 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
822 | |
814 | |
823 | /* deallocate the temp. layout */ |
|
|
824 | for (i = 0; i < RP->Xsize; i++) |
|
|
825 | free (layout2[i]); |
|
|
826 | |
|
|
827 | free (layout2); |
|
|
828 | return doorlist; |
815 | return doorlist; |
829 | } |
816 | } |
830 | |
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|
831 | |
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|
832 | |
817 | |
833 | /* locks and/or hides all the doors in doorlist, or does nothing if |
818 | /* locks and/or hides all the doors in doorlist, or does nothing if |
834 | opts doesn't say to lock/hide doors. */ |
819 | opts doesn't say to lock/hide doors. */ |
835 | |
|
|
836 | void |
820 | void |
837 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
821 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
838 | { |
822 | { |
839 | object *door; |
823 | object *door; |
840 | int i; |
824 | int i; |