1 | |
1 | |
2 | /* |
2 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
4 | |
4 | |
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5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
7 | Copyright (C) 1992 Frank Tore Johansen |
7 | |
8 | |
8 | 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 |
9 | 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 |
… | |
… | |
70 | */ |
71 | */ |
71 | |
72 | |
72 | void |
73 | void |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | { |
75 | { |
75 | char styledirname[256]; |
76 | char styledirname[1024]; |
76 | char stylefilepath[256]; |
77 | char stylefilepath[1024]; |
77 | maptile *style_map = 0; |
78 | maptile *style_map = 0; |
78 | int num_treasures; |
79 | int num_treasures; |
79 | |
80 | |
80 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
81 | if (treasure_style) |
82 | if (treasure_style) |
… | |
… | |
211 | if (i == -1) |
212 | if (i == -1) |
212 | { |
213 | { |
213 | the_chest->destroy (); |
214 | the_chest->destroy (); |
214 | return NULL; |
215 | return NULL; |
215 | } |
216 | } |
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|
217 | |
216 | xl = x + freearr_x[i]; |
218 | xl = x + freearr_x[i]; |
217 | yl = y + freearr_y[i]; |
219 | yl = y + freearr_y[i]; |
218 | |
220 | |
219 | /* if the placement is blocked, return a fail. */ |
221 | /* if the placement is blocked, return a fail. */ |
220 | if (wall_blocked (map, xl, yl)) |
222 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
276 | the lockcode. It's not worth bothering to lock the chest if |
278 | the lockcode. It's not worth bothering to lock the chest if |
277 | there's only 1 treasure.... */ |
279 | there's only 1 treasure.... */ |
278 | |
280 | |
279 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
281 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
280 | { |
282 | { |
281 | char keybuf[256]; |
283 | char keybuf[1024]; |
282 | |
284 | |
283 | sprintf (keybuf, "%d", (int) RANDOM ()); |
285 | sprintf (keybuf, "%d", (int) RANDOM ()); |
284 | the_chest->slaying = keybuf; |
286 | the_chest->slaying = keybuf; |
285 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
287 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
286 | } |
288 | } |
… | |
… | |
366 | freeindex = -1; |
368 | freeindex = -1; |
367 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
369 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
368 | { |
370 | { |
369 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
371 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
370 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
372 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
371 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
373 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
372 | } |
374 | } |
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|
375 | |
373 | if (freeindex != -1) |
376 | if (freeindex != -1) |
374 | { |
377 | { |
375 | kx += freearr_x[freeindex]; |
378 | kx += freearr_x[freeindex]; |
376 | ky += freearr_y[freeindex]; |
379 | ky += freearr_y[freeindex]; |
377 | } |
380 | } |
… | |
… | |
383 | NO_PASS_DOORS is set. */ |
386 | NO_PASS_DOORS is set. */ |
384 | if (n_keys == 1) |
387 | if (n_keys == 1) |
385 | { |
388 | { |
386 | if (wall_blocked (map, x, y)) |
389 | if (wall_blocked (map, x, y)) |
387 | return 0; |
390 | return 0; |
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|
391 | |
388 | the_keymaster = find_monster_in_room (map, x, y, RP); |
392 | the_keymaster = find_monster_in_room (map, x, y, RP); |
389 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
393 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
390 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
391 | } |
395 | } |
392 | else |
396 | else |
… | |
… | |
653 | *cy = ly; |
657 | *cy = ly; |
654 | return; |
658 | return; |
655 | } |
659 | } |
656 | } |
660 | } |
657 | /* give up and return the closest free spot. */ |
661 | /* give up and return the closest free spot. */ |
658 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
662 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
659 | if (i != -1 && i <= SIZEOFFREE1) |
663 | |
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|
664 | if (i != -1) |
660 | { |
665 | { |
661 | *cx = x + freearr_x[i]; |
666 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
667 | *cy = y + freearr_y[i]; |
663 | return; |
668 | } |
|
|
669 | else |
664 | } |
670 | { |
665 | /* indicate failure */ |
671 | /* indicate failure */ |
|
|
672 | *cx = -1; |
666 | *cx = *cy = -1; |
673 | *cy = -1; |
|
|
674 | } |
667 | } |
675 | } |
668 | |
676 | |
669 | |
677 | |
670 | void |
678 | void |
671 | remove_monsters (int x, int y, maptile *map) |
679 | remove_monsters (int x, int y, maptile *map) |
… | |
… | |
763 | /* check off this point */ |
771 | /* check off this point */ |
764 | if (layout[x][y] == '#') |
772 | if (layout[x][y] == '#') |
765 | { /* there could be a door here */ |
773 | { /* there could be a door here */ |
766 | layout[x][y] = 1; |
774 | layout[x][y] = 1; |
767 | door = door_in_square (map, x, y); |
775 | door = door_in_square (map, x, y); |
768 | if (door != NULL) |
776 | if (door) |
769 | { |
777 | { |
770 | doorlist[*ndoors] = door; |
778 | doorlist[*ndoors] = door; |
771 | if (*ndoors > 254) /* eek! out of memory */ |
779 | if (*ndoors > 1022) /* eek! out of memory */ |
772 | { |
780 | { |
773 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
781 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
774 | return; |
782 | return; |
775 | } |
783 | } |
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|
784 | |
776 | *ndoors = *ndoors + 1; |
785 | *ndoors = *ndoors + 1; |
777 | } |
786 | } |
778 | } |
787 | } |
779 | else |
788 | else |
780 | { |
789 | { |
781 | layout[x][y] = 1; |
790 | layout[x][y] = 1; |
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 = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
792 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
784 | { |
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|
785 | 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, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
786 | } |
|
|
787 | } |
794 | } |
788 | } |
795 | } |
789 | |
796 | |
790 | /* find a random non-blocked spot in this room to drop a key. */ |
797 | /* find a random non-blocked spot in this room to drop a key. */ |
791 | object ** |
798 | object ** |
… | |
… | |
794 | char **layout2; |
801 | char **layout2; |
795 | object **doorlist; |
802 | object **doorlist; |
796 | int i, j; |
803 | int i, j; |
797 | int ndoors = 0; |
804 | int ndoors = 0; |
798 | |
805 | |
799 | doorlist = (object **) calloc (sizeof (int), 256); |
806 | doorlist = (object **) calloc (sizeof (int), 1024); |
800 | |
|
|
801 | |
807 | |
802 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
808 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
803 | /* allocate and copy the layout, converting C to 0. */ |
809 | /* allocate and copy the layout, converting C to 0. */ |
804 | for (i = 0; i < RP->Xsize; i++) |
810 | for (i = 0; i < RP->Xsize; i++) |
805 | { |
811 | { |
… | |
… | |
814 | /* setup num_free_spots and room_free_spots */ |
820 | /* setup num_free_spots and room_free_spots */ |
815 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
821 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
816 | |
822 | |
817 | /* deallocate the temp. layout */ |
823 | /* deallocate the temp. layout */ |
818 | for (i = 0; i < RP->Xsize; i++) |
824 | for (i = 0; i < RP->Xsize; i++) |
819 | { |
|
|
820 | free (layout2[i]); |
825 | free (layout2[i]); |
821 | } |
826 | |
822 | free (layout2); |
827 | free (layout2); |
823 | return doorlist; |
828 | return doorlist; |
824 | } |
829 | } |
825 | |
830 | |
826 | |
831 | |
… | |
… | |
839 | if (opts & DOORED) |
844 | if (opts & DOORED) |
840 | { |
845 | { |
841 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
846 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
842 | { |
847 | { |
843 | object *new_door = get_archetype ("locked_door1"); |
848 | object *new_door = get_archetype ("locked_door1"); |
844 | char keybuf[256]; |
849 | char keybuf[1024]; |
845 | |
850 | |
846 | door = doorlist[i]; |
851 | door = doorlist[i]; |
847 | new_door->face = door->face; |
852 | new_door->face = door->face; |
848 | new_door->x = door->x; |
853 | new_door->x = door->x; |
849 | new_door->y = door->y; |
854 | new_door->y = door->y; |