1 | |
|
|
2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | |
3 | * |
5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
7 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
8 | |
7 | * |
9 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
10 | 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 |
11 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
12 | (at your option) any later version. |
11 | * (at your option) any later version. |
13 | |
12 | * |
14 | 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, |
15 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
17 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
18 | |
17 | * |
19 | 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 |
20 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
21 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
22 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
24 | */ |
22 | */ |
25 | |
23 | |
26 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
27 | |
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28 | |
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29 | |
25 | |
30 | #include <global.h> |
26 | #include <global.h> |
31 | #include <random_map.h> |
27 | #include <random_map.h> |
32 | #include <rproto.h> |
28 | #include <rproto.h> |
33 | |
29 | |
… | |
… | |
44 | #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 */ |
45 | |
41 | |
46 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
47 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
48 | |
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) |
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49 | { |
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50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
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51 | } |
49 | |
52 | |
50 | /* 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 |
51 | * and doors but not monsters. |
54 | * and doors but not monsters. |
52 | * This function is not map tile aware. |
55 | * This function is not map tile aware. |
53 | */ |
56 | */ |
54 | |
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|
55 | int |
57 | int |
56 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
57 | { |
59 | { |
58 | int r; |
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59 | |
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60 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
61 | return 1; |
61 | return 1; |
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62 | |
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63 | m->at (x, y).update (); |
62 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
63 | return r; |
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|
64 | } |
65 | } |
65 | |
66 | |
66 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
67 | map, (required) |
68 | map, (required) |
68 | layout, (required) |
69 | layout, (required) |
69 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasureoptions (may be 0 for random choices or positive) |
71 | treasureoptions (may be 0 for random choices or positive) |
71 | */ |
72 | */ |
72 | |
|
|
73 | void |
73 | void |
74 | 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) |
75 | { |
75 | { |
76 | char styledirname[1024]; |
76 | char styledirname[1024]; |
77 | char stylefilepath[1024]; |
77 | char stylefilepath[1024]; |
… | |
… | |
80 | |
80 | |
81 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
82 | if (treasure_style) |
82 | if (treasure_style) |
83 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
84 | return; |
84 | return; |
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85 | |
85 | if (treasureoptions <= 0) |
86 | if (treasureoptions <= 0) |
86 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
87 | |
88 | |
88 | /* filter out the mutually exclusive options */ |
89 | /* filter out the mutually exclusive options */ |
89 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | { |
91 | { |
91 | if (RANDOM () % 2) |
92 | if (rndm (2)) |
92 | treasureoptions -= 1; |
93 | treasureoptions -= 1; |
93 | else |
94 | else |
94 | treasureoptions -= 2; |
95 | treasureoptions -= 2; |
95 | } |
96 | } |
96 | |
97 | |
97 | /* pick the number of treasures */ |
98 | /* pick the number of treasures */ |
98 | if (treasureoptions & SPARSE) |
99 | if (treasureoptions & SPARSE) |
99 | 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); |
100 | else if (treasureoptions & RICH) |
101 | else if (treasureoptions & RICH) |
101 | 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); |
102 | else |
103 | else |
103 | 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); |
104 | |
105 | |
105 | if (num_treasures <= 0) |
106 | if (num_treasures <= 0) |
106 | return; |
107 | return; |
107 | |
108 | |
108 | /* get the style map */ |
109 | /* get the style map */ |
109 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | style_map = find_style (styledirname, treasure_style, -1); |
112 | style_map = find_style (styledirname, treasure_style, -1); |
112 | |
113 | |
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114 | if (!style_map) |
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115 | { |
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116 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
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117 | return; |
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118 | } |
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119 | |
113 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
114 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
115 | { |
122 | { |
116 | |
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117 | /* map_layout_style global, and is previously set */ |
123 | /* map_layout_style global, and is previously set */ |
118 | switch (RP->map_layout_style) |
124 | switch (RP->map_layout_style) |
119 | { |
125 | { |
120 | case LAYOUT_ONION: |
126 | case LAYOUT_ONION: |
121 | case LAYOUT_SPIRAL: |
127 | case LAYOUT_SPIRAL: |
… | |
… | |
129 | for (j = 0; j < RP->Ysize; j++) |
135 | for (j = 0; j < RP->Ysize; j++) |
130 | { |
136 | { |
131 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
137 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
132 | { |
138 | { |
133 | int tdiv = RP->symmetry_used; |
139 | int tdiv = RP->symmetry_used; |
134 | object **doorlist; |
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|
135 | object *chest; |
140 | object *chest; |
136 | |
141 | |
137 | if (tdiv == 3) |
142 | if (tdiv == 3) |
138 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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144 | |
139 | /* don't put a chest on an exit. */ |
145 | /* don't put a chest on an exit. */ |
140 | 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); |
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147 | |
141 | if (!chest) |
148 | if (!chest) |
142 | continue; /* if no chest was placed NEXT */ |
149 | continue; /* if no chest was placed NEXT */ |
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150 | |
143 | if (treasureoptions & (DOORED | HIDDEN)) |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
144 | { |
152 | { |
145 | doorlist = find_doors_in_room (map, i, j, RP); |
153 | object **doorlist = find_doors_in_room (map, i, j, RP); |
146 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
147 | free (doorlist); |
155 | free (doorlist); |
148 | } |
156 | } |
149 | } |
157 | } |
150 | } |
158 | } |
151 | } |
159 | } |
152 | break; |
160 | break; |
153 | } |
161 | } |
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162 | |
154 | default: |
163 | default: |
155 | { |
164 | { |
156 | int i, j, tries; |
165 | int i, j, tries; |
157 | object *chest; |
166 | object *chest; |
158 | object **doorlist; |
167 | object **doorlist; |
159 | |
168 | |
160 | i = j = -1; |
169 | i = j = -1; |
161 | tries = 0; |
170 | tries = 0; |
162 | while (i == -1 && tries < 100) |
171 | while (i == -1 && tries < 100) |
163 | { |
172 | { |
164 | i = RANDOM () % (RP->Xsize - 2) + 1; |
173 | i = rndm (RP->Xsize - 2) + 1; |
165 | j = RANDOM () % (RP->Ysize - 2) + 1; |
174 | j = rndm (RP->Ysize - 2) + 1; |
166 | find_enclosed_spot (map, &i, &j, RP); |
175 | find_enclosed_spot (map, &i, &j, RP); |
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176 | |
167 | if (wall_blocked (map, i, j)) |
177 | if (wall_blocked (map, i, j)) |
168 | i = -1; |
178 | i = -1; |
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179 | |
169 | tries++; |
180 | tries++; |
170 | } |
181 | } |
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182 | |
171 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
183 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
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184 | |
172 | if (!chest) |
185 | if (!chest) |
173 | return; |
186 | return; |
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187 | |
174 | i = chest->x; |
188 | i = chest->x; |
175 | j = chest->y; |
189 | j = chest->y; |
176 | if (treasureoptions & (DOORED | HIDDEN)) |
190 | if (treasureoptions & (DOORED | HIDDEN)) |
177 | { |
191 | { |
178 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
192 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
186 | { /* DIFFUSE treasure layout */ |
200 | { /* DIFFUSE treasure layout */ |
187 | int ti, i, j; |
201 | int ti, i, j; |
188 | |
202 | |
189 | for (ti = 0; ti < num_treasures; ti++) |
203 | for (ti = 0; ti < num_treasures; ti++) |
190 | { |
204 | { |
191 | i = RANDOM () % (RP->Xsize - 2) + 1; |
205 | i = rndm (RP->Xsize - 2) + 1; |
192 | j = RANDOM () % (RP->Ysize - 2) + 1; |
206 | j = rndm (RP->Ysize - 2) + 1; |
193 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
207 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
194 | } |
208 | } |
195 | } |
209 | } |
196 | } |
210 | } |
197 | |
211 | |
198 | /* put a chest into the map, near x and y, with the treasure style |
212 | /* put a chest into the map, near x and y, with the treasure style |
199 | determined (may be null, or may be a treasure list from lib/treasures, |
213 | determined (may be null, or may be a treasure list from lib/treasures, |
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
214 | if the global variable "treasurestyle" is set to that treasure list's name */ |
201 | |
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|
202 | object * |
215 | object * |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
216 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
204 | { |
217 | { |
205 | object *the_chest; |
218 | object *the_chest; |
206 | int i, xl, yl; |
219 | int i, xl, yl; |
… | |
… | |
212 | if (i == -1) |
225 | if (i == -1) |
213 | { |
226 | { |
214 | the_chest->destroy (); |
227 | the_chest->destroy (); |
215 | return NULL; |
228 | return NULL; |
216 | } |
229 | } |
|
|
230 | |
217 | xl = x + freearr_x[i]; |
231 | xl = x + freearr_x[i]; |
218 | yl = y + freearr_y[i]; |
232 | yl = y + freearr_y[i]; |
219 | |
233 | |
220 | /* if the placement is blocked, return a fail. */ |
234 | /* if the placement is blocked, return a fail. */ |
221 | if (wall_blocked (map, xl, yl)) |
235 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
230 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
244 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
231 | |
245 | |
232 | if (tlist != NULL) |
246 | if (tlist != NULL) |
233 | for (ti = 0; ti < n_treasures; ti++) |
247 | for (ti = 0; ti < n_treasures; ti++) |
234 | { /* use the treasure list */ |
248 | { /* use the treasure list */ |
235 | object *new_treasure = pick_random_object (style_map); |
249 | object *new_treasure = style_map->pick_random_object (); |
236 | |
250 | |
237 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
251 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
238 | } |
252 | } |
239 | else |
253 | else |
240 | { /* use the style map */ |
254 | { /* use the style map */ |
241 | the_chest->randomitems = tlist; |
255 | the_chest->randomitems = tlist; |
242 | the_chest->stats.hp = n_treasures; |
256 | the_chest->stats.hp = n_treasures; |
243 | } |
257 | } |
244 | #endif |
258 | #endif |
245 | { /* neither style_map no treasure list given */ |
259 | { /* neither style_map no treasure list given */ |
246 | treasurelist *tlist = find_treasurelist ("chest"); |
260 | treasurelist *tlist = treasurelist::find ("chest"); |
247 | |
261 | |
248 | the_chest->randomitems = tlist; |
262 | the_chest->randomitems = tlist; |
249 | the_chest->stats.hp = n_treasures; |
263 | the_chest->stats.hp = n_treasures; |
250 | } |
264 | } |
251 | |
265 | |
252 | /* stick a trap in the chest if required */ |
266 | /* stick a trap in the chest if required */ |
253 | if (treasureoptions & TRAPPED) |
267 | if (treasureoptions & TRAPPED) |
254 | { |
268 | { |
255 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
269 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
256 | object *the_trap; |
|
|
257 | |
270 | |
258 | if (trap_map) |
271 | if (trap_map) |
259 | { |
272 | { |
260 | the_trap = pick_random_object (trap_map); |
273 | object *the_trap = trap_map->pick_random_object (); |
|
|
274 | |
261 | the_trap->stats.Cha = 10 + RP->difficulty; |
275 | the_trap->stats.Cha = 10 + RP->difficulty; |
262 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
276 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
277 | |
263 | if (the_trap) |
278 | if (the_trap) |
264 | { |
279 | { |
265 | object *new_trap; |
280 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
266 | |
281 | |
267 | new_trap = arch_to_object (the_trap->arch); |
|
|
268 | new_trap->copy_to (the_trap); |
|
|
269 | new_trap->x = x; |
282 | new_trap->x = x; |
270 | new_trap->y = y; |
283 | new_trap->y = y; |
271 | insert_ob_in_ob (new_trap, the_chest); |
284 | insert_ob_in_ob (new_trap, the_chest); |
272 | } |
285 | } |
273 | } |
286 | } |
274 | } |
287 | } |
275 | |
288 | |
276 | /* set the chest lock code, and call the keyplacer routine with |
289 | /* set the chest lock code, and call the keyplacer routine with |
277 | 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 |
278 | there's only 1 treasure.... */ |
291 | there's only 1 treasure.... */ |
279 | |
|
|
280 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
292 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
281 | { |
293 | { |
282 | char keybuf[1024]; |
294 | char keybuf[1024]; |
283 | |
295 | |
284 | sprintf (keybuf, "%d", (int) RANDOM ()); |
296 | sprintf (keybuf, "%d", rndm (1000000000)); |
285 | the_chest->slaying = keybuf; |
297 | the_chest->slaying = keybuf; |
286 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
298 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
287 | } |
299 | } |
288 | |
300 | |
289 | /* actually place the chest. */ |
301 | /* actually place the chest. */ |
… | |
… | |
332 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
344 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
333 | |
345 | |
334 | The idea is that you call keyplace on x,y where a door is, and it'll make |
346 | The idea is that you call keyplace on x,y where a door is, and it'll make |
335 | sure a key is placed on both sides of the door. |
347 | sure a key is placed on both sides of the door. |
336 | */ |
348 | */ |
337 | |
|
|
338 | int |
349 | int |
339 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
350 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
340 | { |
351 | { |
341 | int i, j; |
352 | int i, j; |
342 | int kx, ky; |
353 | int kx = 0, ky = 0; |
343 | object *the_keymaster; /* the monster that gets the key. */ |
354 | object *the_keymaster; /* the monster that gets the key. */ |
344 | object *the_key; |
355 | object *the_key; |
345 | |
356 | |
346 | /* get a key and set its keycode */ |
357 | /* get a key and set its keycode */ |
347 | the_key = get_archetype ("key2"); |
358 | the_key = get_archetype ("key2"); |
… | |
… | |
349 | |
360 | |
350 | if (door_flag == PASS_DOORS) |
361 | if (door_flag == PASS_DOORS) |
351 | { |
362 | { |
352 | int tries = 0; |
363 | int tries = 0; |
353 | |
364 | |
354 | the_keymaster = NULL; |
365 | the_keymaster = 0; |
355 | while (tries < 15 && the_keymaster == NULL) |
366 | while (tries < 15 && !the_keymaster) |
356 | { |
367 | { |
357 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
368 | i = rndm (RP->Xsize - 2) + 1; |
358 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
369 | j = rndm (RP->Ysize - 2) + 1; |
359 | tries++; |
370 | tries++; |
360 | the_keymaster = find_closest_monster (map, i, j, RP); |
371 | the_keymaster = find_closest_monster (map, i, j, RP); |
361 | } |
372 | } |
|
|
373 | |
362 | /* 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. */ |
363 | if (the_keymaster == NULL) |
375 | if (!the_keymaster) |
364 | { |
376 | { |
365 | int freeindex; |
377 | int freeindex; |
366 | |
378 | |
367 | freeindex = -1; |
379 | freeindex = -1; |
368 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
380 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
369 | { |
381 | { |
370 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
382 | kx = rndm (RP->Xsize - 2) + 1; |
371 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
383 | ky = rndm (RP->Ysize - 2) + 1; |
372 | 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); |
373 | } |
385 | } |
374 | |
386 | |
|
|
387 | // can freeindex ever be < 0? |
375 | if (freeindex != -1) |
388 | if (freeindex >= 0) |
376 | { |
389 | { |
377 | kx += freearr_x[freeindex]; |
390 | kx += freearr_x [freeindex]; |
378 | ky += freearr_y[freeindex]; |
391 | ky += freearr_y [freeindex]; |
379 | } |
392 | } |
380 | } |
393 | } |
381 | } |
394 | } |
382 | else |
395 | else |
383 | { /* NO_PASS_DOORS --we have to work harder. */ |
396 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
387 | { |
400 | { |
388 | if (wall_blocked (map, x, y)) |
401 | if (wall_blocked (map, x, y)) |
389 | return 0; |
402 | return 0; |
390 | |
403 | |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
404 | the_keymaster = find_monster_in_room (map, x, y, RP); |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
405 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
406 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 | } |
407 | } |
395 | else |
408 | else |
396 | { |
409 | { |
397 | int sum = 0; /* count how many keys we actually place */ |
410 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
399 | /* I'm lazy, so just try to place in all 4 directions. */ |
412 | /* I'm lazy, so just try to place in all 4 directions. */ |
400 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
413 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
401 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
414 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
402 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
415 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
403 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
416 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
417 | |
404 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
418 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
405 | { /* diagnoally this time. */ |
419 | { /* diagonally this time. */ |
406 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
420 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
407 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
421 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
408 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
422 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
409 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
423 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
410 | } |
424 | } |
|
|
425 | |
411 | return 1; |
426 | return 1; |
412 | } |
427 | } |
413 | } |
428 | } |
414 | |
429 | |
415 | if (the_keymaster == NULL) |
430 | if (!the_keymaster) |
416 | { |
431 | { |
417 | the_key->x = kx; |
432 | the_key->x = kx; |
418 | the_key->y = ky; |
433 | the_key->y = ky; |
419 | insert_ob_in_map (the_key, map, NULL, 0); |
434 | insert_ob_in_map (the_key, map, NULL, 0); |
420 | return 1; |
435 | return 1; |
421 | } |
436 | } |
422 | |
437 | |
423 | insert_ob_in_ob (the_key, the_keymaster); |
438 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
424 | return 1; |
439 | return 1; |
425 | } |
440 | } |
426 | |
441 | |
427 | |
442 | |
428 | |
443 | |
… | |
… | |
465 | return theMonsterToFind; |
480 | return theMonsterToFind; |
466 | } |
481 | } |
467 | } |
482 | } |
468 | |
483 | |
469 | /* now search all the 8 squares around recursively for a monster,in random order */ |
484 | /* now search all the 8 squares around recursively for a monster,in random order */ |
470 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
485 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
471 | { |
486 | { |
472 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
487 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
473 | if (theMonsterToFind != NULL) |
488 | if (theMonsterToFind != NULL) |
474 | return theMonsterToFind; |
489 | return theMonsterToFind; |
475 | } |
490 | } |
|
|
491 | |
476 | return theMonsterToFind; |
492 | return theMonsterToFind; |
477 | } |
493 | } |
478 | |
|
|
479 | |
494 | |
480 | /* sets up some data structures: the _recursive form does the |
495 | /* sets up some data structures: the _recursive form does the |
481 | real work. */ |
496 | real work. */ |
482 | |
|
|
483 | object * |
497 | object * |
484 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
498 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
485 | { |
499 | { |
486 | char **layout2; |
500 | Layout layout2 (RP); |
487 | int i, j; |
501 | |
|
|
502 | layout2->clear (); |
|
|
503 | |
|
|
504 | /* allocate and copy the layout, converting C to 0. */ |
|
|
505 | for (int i = 0; i < layout2->w; i++) |
|
|
506 | for (int j = 0; j < layout2->h; j++) |
|
|
507 | if (wall_blocked (map, i, j)) |
|
|
508 | layout2[i][j] = '#'; |
488 | |
509 | |
489 | theMonsterToFind = 0; |
510 | theMonsterToFind = 0; |
490 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
491 | /* allocate and copy the layout, converting C to 0. */ |
|
|
492 | for (i = 0; i < RP->Xsize; i++) |
|
|
493 | { |
|
|
494 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
495 | for (j = 0; j < RP->Ysize; j++) |
|
|
496 | { |
|
|
497 | if (wall_blocked (map, i, j)) |
|
|
498 | layout2[i][j] = '#'; |
|
|
499 | } |
|
|
500 | } |
|
|
501 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
511 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
502 | |
512 | |
503 | /* deallocate the temp. layout */ |
513 | layout2.free (); |
504 | for (i = 0; i < RP->Xsize; i++) |
|
|
505 | { |
|
|
506 | free (layout2[i]); |
|
|
507 | } |
|
|
508 | free (layout2); |
|
|
509 | |
514 | |
510 | return theMonsterToFind; |
515 | return theMonsterToFind; |
511 | } |
516 | } |
512 | |
|
|
513 | |
|
|
514 | |
|
|
515 | |
517 | |
516 | /* 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 */ |
517 | int *room_free_spots_x; |
519 | int *room_free_spots_x; |
518 | int *room_free_spots_y; |
520 | int *room_free_spots_y; |
519 | int number_of_free_spots_in_room; |
521 | int number_of_free_spots_in_room; |
520 | |
522 | |
521 | /* the workhorse routine, which finds the free spots in a room: |
523 | /* the workhorse routine, which finds the free spots in a room: |
522 | 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 |
523 | that datastructure. */ |
525 | that datastructure. */ |
524 | |
|
|
525 | void |
526 | void |
526 | 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) |
527 | { |
528 | { |
528 | int i, j; |
529 | int i, j; |
529 | |
530 | |
… | |
… | |
540 | /* check off this point */ |
541 | /* check off this point */ |
541 | layout[x][y] = 1; |
542 | layout[x][y] = 1; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | number_of_free_spots_in_room++; |
545 | number_of_free_spots_in_room++; |
|
|
546 | |
545 | /* 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 */ |
546 | 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++) |
547 | { |
|
|
548 | 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); |
549 | } |
|
|
550 | |
550 | |
551 | } |
551 | } |
552 | |
552 | |
553 | /* 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. */ |
554 | void |
554 | void |
… | |
… | |
565 | /* allocate and copy the layout, converting C to 0. */ |
565 | /* allocate and copy the layout, converting C to 0. */ |
566 | for (i = 0; i < RP->Xsize; i++) |
566 | for (i = 0; i < RP->Xsize; i++) |
567 | { |
567 | { |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 | for (j = 0; j < RP->Ysize; j++) |
569 | for (j = 0; j < RP->Ysize; j++) |
570 | { |
|
|
571 | if (wall_blocked (map, i, j)) |
570 | if (wall_blocked (map, i, j)) |
572 | layout2[i][j] = '#'; |
571 | layout2[i][j] = '#'; |
573 | } |
|
|
574 | } |
572 | } |
575 | |
573 | |
576 | /* setup num_free_spots and room_free_spots */ |
574 | /* setup num_free_spots and room_free_spots */ |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
578 | |
576 | |
579 | if (number_of_free_spots_in_room > 0) |
577 | if (number_of_free_spots_in_room > 0) |
580 | { |
578 | { |
581 | i = RANDOM () % number_of_free_spots_in_room; |
579 | i = rndm (number_of_free_spots_in_room); |
582 | *kx = room_free_spots_x[i]; |
580 | *kx = room_free_spots_x[i]; |
583 | *ky = room_free_spots_y[i]; |
581 | *ky = room_free_spots_y[i]; |
584 | } |
582 | } |
585 | |
583 | |
586 | /* deallocate the temp. layout */ |
584 | /* deallocate the temp. layout */ |
587 | for (i = 0; i < RP->Xsize; i++) |
585 | for (i = 0; i < RP->Xsize; i++) |
588 | { |
|
|
589 | free (layout2[i]); |
586 | free (layout2[i]); |
590 | } |
587 | |
591 | free (layout2); |
588 | free (layout2); |
592 | free (room_free_spots_x); |
589 | free (room_free_spots_x); |
593 | free (room_free_spots_y); |
590 | free (room_free_spots_y); |
594 | } |
591 | } |
595 | |
592 | |
596 | |
593 | |
597 | /* 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 |
598 | 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 |
599 | it'll return 0 if no FREE spots are found.*/ |
596 | it'll return 0 if no FREE spots are found.*/ |
600 | |
|
|
601 | void |
597 | void |
602 | 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) |
603 | { |
599 | { |
604 | int x, y; |
600 | int x, y; |
605 | int i; |
601 | int i; |
… | |
… | |
656 | *cy = ly; |
652 | *cy = ly; |
657 | return; |
653 | return; |
658 | } |
654 | } |
659 | } |
655 | } |
660 | /* give up and return the closest free spot. */ |
656 | /* give up and return the closest free spot. */ |
661 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
657 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
662 | if (i != -1 && i <= SIZEOFFREE1) |
658 | |
|
|
659 | if (i != -1) |
663 | { |
660 | { |
664 | *cx = x + freearr_x[i]; |
661 | *cx = x + freearr_x[i]; |
665 | *cy = y + freearr_y[i]; |
662 | *cy = y + freearr_y[i]; |
666 | return; |
663 | } |
|
|
664 | else |
667 | } |
665 | { |
668 | /* indicate failure */ |
666 | /* indicate failure */ |
|
|
667 | *cx = -1; |
669 | *cx = *cy = -1; |
668 | *cy = -1; |
|
|
669 | } |
670 | } |
670 | } |
671 | |
|
|
672 | |
671 | |
673 | void |
672 | void |
674 | remove_monsters (int x, int y, maptile *map) |
673 | remove_monsters (int x, int y, maptile *map) |
675 | { |
674 | { |
676 | object *tmp; |
675 | object *tmp; |
677 | |
676 | |
678 | 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) |
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
678 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
680 | { |
679 | { |
681 | if (tmp->head) |
680 | if (tmp->head) |
682 | tmp = tmp->head; |
681 | tmp = tmp->head; |
683 | tmp->remove (); |
682 | tmp->remove (); |
… | |
… | |
686 | if (tmp == NULL) |
685 | if (tmp == NULL) |
687 | break; |
686 | break; |
688 | }; |
687 | }; |
689 | } |
688 | } |
690 | |
689 | |
691 | |
|
|
692 | /* 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 |
693 | 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 |
694 | it'll remove any monsters it finds.*/ |
692 | it'll remove any monsters it finds.*/ |
695 | |
|
|
696 | object ** |
693 | object ** |
697 | 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) |
698 | { |
695 | { |
699 | int i; |
696 | int i; |
700 | char *doors[2]; |
697 | const char *doors[2]; |
701 | object **doorlist; |
698 | object **doorlist; |
702 | int ndoors_made = 0; |
699 | int ndoors_made = 0; |
703 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
700 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
704 | |
701 | |
705 | /* this is a list we pick from, for horizontal and vertical doors */ |
702 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
717 | /* place doors in all the 8 adjacent unblocked squares. */ |
714 | /* place doors in all the 8 adjacent unblocked squares. */ |
718 | for (i = 1; i < 9; i++) |
715 | for (i = 1; i < 9; i++) |
719 | { |
716 | { |
720 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
717 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
721 | |
718 | |
722 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
719 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
723 | { /* place a door */ |
720 | { /* place a door */ |
|
|
721 | remove_monsters (x1, y1, map); |
|
|
722 | |
724 | 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]); |
725 | |
724 | map->insert (new_door, x1, y1); |
726 | new_door->x = x + freearr_x[i]; |
|
|
727 | new_door->y = y + freearr_y[i]; |
|
|
728 | remove_monsters (new_door->x, new_door->y, map); |
|
|
729 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
730 | doorlist[ndoors_made] = new_door; |
725 | doorlist[ndoors_made] = new_door; |
731 | ndoors_made++; |
726 | ndoors_made++; |
732 | } |
727 | } |
733 | } |
728 | } |
|
|
729 | |
734 | return doorlist; |
730 | return doorlist; |
735 | } |
731 | } |
736 | |
732 | |
737 | |
733 | |
738 | /* 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. */ |
… | |
… | |
744 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
740 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
746 | return tmp; |
742 | return tmp; |
747 | return NULL; |
743 | return NULL; |
748 | } |
744 | } |
749 | |
|
|
750 | |
745 | |
751 | /* the workhorse routine, which finds the doors in a room */ |
746 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
747 | void |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
748 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
754 | { |
749 | { |
… | |
… | |
769 | layout[x][y] = 1; |
764 | layout[x][y] = 1; |
770 | door = door_in_square (map, x, y); |
765 | door = door_in_square (map, x, y); |
771 | if (door) |
766 | if (door) |
772 | { |
767 | { |
773 | doorlist[*ndoors] = door; |
768 | doorlist[*ndoors] = door; |
|
|
769 | |
774 | if (*ndoors > 1022) /* eek! out of memory */ |
770 | if (*ndoors > 1022) /* eek! out of memory */ |
775 | { |
771 | { |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
772 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 | return; |
773 | return; |
778 | } |
774 | } |
… | |
… | |
781 | } |
777 | } |
782 | } |
778 | } |
783 | else |
779 | else |
784 | { |
780 | { |
785 | layout[x][y] = 1; |
781 | layout[x][y] = 1; |
|
|
782 | |
786 | /* now search all the 8 squares around recursively for free spots,in random order */ |
783 | /* now search all the 8 squares around recursively for free spots,in random order */ |
787 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
784 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
788 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
785 | find_doors_in_room_recursive (layout, map, |
|
|
786 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
787 | doorlist, ndoors, RP); |
789 | } |
788 | } |
790 | } |
789 | } |
791 | |
790 | |
792 | /* find a random non-blocked spot in this room to drop a key. */ |
791 | /* find a random non-blocked spot in this room to drop a key. */ |
793 | object ** |
792 | object ** |
794 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
793 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
795 | { |
794 | { |
796 | char **layout2; |
|
|
797 | object **doorlist; |
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|
798 | int i, j; |
795 | int i, j; |
799 | int ndoors = 0; |
796 | int ndoors = 0; |
800 | |
797 | |
801 | doorlist = (object **) calloc (sizeof (int), 1024); |
798 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
802 | |
799 | |
803 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
800 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
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|
801 | layout2.clear (); |
|
|
802 | |
804 | /* allocate and copy the layout, converting C to 0. */ |
803 | /* allocate and copy the layout, converting C to 0. */ |
805 | for (i = 0; i < RP->Xsize; i++) |
804 | for (i = 0; i < RP->Xsize; i++) |
806 | { |
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|
807 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
808 | for (j = 0; j < RP->Ysize; j++) |
805 | for (j = 0; j < RP->Ysize; j++) |
809 | { |
806 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
810 | if (wall_blocked (map, i, j)) |
|
|
811 | layout2[i][j] = '#'; |
|
|
812 | } |
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|
813 | } |
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|
814 | |
807 | |
815 | /* setup num_free_spots and room_free_spots */ |
808 | /* setup num_free_spots and room_free_spots */ |
816 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
809 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
817 | |
810 | |
818 | /* deallocate the temp. layout */ |
|
|
819 | for (i = 0; i < RP->Xsize; i++) |
|
|
820 | free (layout2[i]); |
|
|
821 | |
|
|
822 | free (layout2); |
|
|
823 | return doorlist; |
811 | return doorlist; |
824 | } |
812 | } |
825 | |
|
|
826 | |
|
|
827 | |
813 | |
828 | /* locks and/or hides all the doors in doorlist, or does nothing if |
814 | /* locks and/or hides all the doors in doorlist, or does nothing if |
829 | opts doesn't say to lock/hide doors. */ |
815 | opts doesn't say to lock/hide doors. */ |
830 | |
|
|
831 | void |
816 | void |
832 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
817 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
833 | { |
818 | { |
834 | object *door; |
819 | object *door; |
835 | int i; |
820 | int i; |
… | |
… | |
849 | new_door->y = door->y; |
834 | new_door->y = door->y; |
850 | door->remove (); |
835 | door->remove (); |
851 | door->destroy (); |
836 | door->destroy (); |
852 | doorlist[i] = new_door; |
837 | doorlist[i] = new_door; |
853 | insert_ob_in_map (new_door, map, NULL, 0); |
838 | insert_ob_in_map (new_door, map, NULL, 0); |
854 | sprintf (keybuf, "%d", (int) RANDOM ()); |
839 | sprintf (keybuf, "%d", rndm (1000000000)); |
855 | new_door->slaying = keybuf; |
840 | new_door->slaying = keybuf; |
856 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
841 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
857 | } |
842 | } |
858 | } |
843 | } |
859 | |
844 | |
… | |
… | |
870 | { |
855 | { |
871 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
856 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
872 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
857 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
873 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
858 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
874 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
859 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
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|
860 | |
875 | door->face = wallface->face; |
861 | door->face = wallface->face; |
|
|
862 | |
876 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
863 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
877 | wallface->remove (); |
864 | wallface->remove (); |
|
|
865 | |
878 | wallface->destroy (); |
866 | wallface->destroy (); |
879 | } |
867 | } |
880 | } |
868 | } |
881 | } |
869 | } |
882 | } |
870 | } |