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 */ |
104 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
105 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
106 | style_map = find_style (styledirname, treasure_style, -1); |
112 | style_map = find_style (styledirname, treasure_style, -1); |
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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; |
|
|
118 | } |
107 | |
119 | |
108 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
109 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
110 | { |
122 | { |
111 | |
123 | |
… | |
… | |
124 | for (j = 0; j < RP->Ysize; j++) |
136 | for (j = 0; j < RP->Ysize; j++) |
125 | { |
137 | { |
126 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
138 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
127 | { |
139 | { |
128 | int tdiv = RP->symmetry_used; |
140 | int tdiv = RP->symmetry_used; |
129 | object **doorlist; |
|
|
130 | object *chest; |
141 | object *chest; |
131 | |
142 | |
132 | if (tdiv == 3) |
143 | if (tdiv == 3) |
133 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
144 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
134 | /* don't put a chest on an exit. */ |
145 | /* don't put a chest on an exit. */ |
135 | 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 | |
136 | if (!chest) |
148 | if (!chest) |
137 | continue; /* if no chest was placed NEXT */ |
149 | continue; /* if no chest was placed NEXT */ |
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|
150 | |
138 | if (treasureoptions & (DOORED | HIDDEN)) |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
139 | { |
152 | { |
140 | doorlist = find_doors_in_room (map, i, j, RP); |
153 | object **doorlist = find_doors_in_room (map, i, j, RP); |
141 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
142 | free (doorlist); |
155 | free (doorlist); |
143 | } |
156 | } |
144 | } |
157 | } |
145 | } |
158 | } |
… | |
… | |
154 | |
167 | |
155 | i = j = -1; |
168 | i = j = -1; |
156 | tries = 0; |
169 | tries = 0; |
157 | while (i == -1 && tries < 100) |
170 | while (i == -1 && tries < 100) |
158 | { |
171 | { |
159 | i = RANDOM () % (RP->Xsize - 2) + 1; |
172 | i = rndm (RP->Xsize - 2) + 1; |
160 | j = RANDOM () % (RP->Ysize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
161 | find_enclosed_spot (map, &i, &j, RP); |
174 | find_enclosed_spot (map, &i, &j, RP); |
162 | if (wall_blocked (map, i, j)) |
175 | if (wall_blocked (map, i, j)) |
163 | i = -1; |
176 | i = -1; |
164 | tries++; |
177 | tries++; |
165 | } |
178 | } |
… | |
… | |
181 | { /* DIFFUSE treasure layout */ |
194 | { /* DIFFUSE treasure layout */ |
182 | int ti, i, j; |
195 | int ti, i, j; |
183 | |
196 | |
184 | for (ti = 0; ti < num_treasures; ti++) |
197 | for (ti = 0; ti < num_treasures; ti++) |
185 | { |
198 | { |
186 | i = RANDOM () % (RP->Xsize - 2) + 1; |
199 | i = rndm (RP->Xsize - 2) + 1; |
187 | j = RANDOM () % (RP->Ysize - 2) + 1; |
200 | j = rndm (RP->Ysize - 2) + 1; |
188 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
201 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
189 | } |
202 | } |
190 | } |
203 | } |
191 | } |
204 | } |
192 | |
205 | |
… | |
… | |
226 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
239 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
227 | |
240 | |
228 | if (tlist != NULL) |
241 | if (tlist != NULL) |
229 | for (ti = 0; ti < n_treasures; ti++) |
242 | for (ti = 0; ti < n_treasures; ti++) |
230 | { /* use the treasure list */ |
243 | { /* use the treasure list */ |
231 | object *new_treasure = pick_random_object (style_map); |
244 | object *new_treasure = style_map->pick_random_object (); |
232 | |
245 | |
233 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
246 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
234 | } |
247 | } |
235 | else |
248 | else |
236 | { /* use the style map */ |
249 | { /* use the style map */ |
237 | the_chest->randomitems = tlist; |
250 | the_chest->randomitems = tlist; |
238 | the_chest->stats.hp = n_treasures; |
251 | the_chest->stats.hp = n_treasures; |
239 | } |
252 | } |
240 | #endif |
253 | #endif |
241 | { /* neither style_map no treasure list given */ |
254 | { /* neither style_map no treasure list given */ |
242 | treasurelist *tlist = find_treasurelist ("chest"); |
255 | treasurelist *tlist = treasurelist::find ("chest"); |
243 | |
256 | |
244 | the_chest->randomitems = tlist; |
257 | the_chest->randomitems = tlist; |
245 | the_chest->stats.hp = n_treasures; |
258 | the_chest->stats.hp = n_treasures; |
246 | } |
259 | } |
247 | |
260 | |
… | |
… | |
251 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
252 | object *the_trap; |
265 | object *the_trap; |
253 | |
266 | |
254 | if (trap_map) |
267 | if (trap_map) |
255 | { |
268 | { |
256 | the_trap = pick_random_object (trap_map); |
269 | the_trap = trap_map->pick_random_object (); |
257 | the_trap->stats.Cha = 10 + RP->difficulty; |
270 | the_trap->stats.Cha = 10 + RP->difficulty; |
258 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
271 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
259 | if (the_trap) |
272 | if (the_trap) |
260 | { |
273 | { |
261 | object *new_trap; |
274 | object *new_trap; |
262 | |
275 | |
263 | new_trap = arch_to_object (the_trap->arch); |
276 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
270 | } |
283 | } |
271 | |
284 | |
272 | /* set the chest lock code, and call the keyplacer routine with |
285 | /* set the chest lock code, and call the keyplacer routine with |
273 | the lockcode. It's not worth bothering to lock the chest if |
286 | the lockcode. It's not worth bothering to lock the chest if |
274 | there's only 1 treasure.... */ |
287 | there's only 1 treasure.... */ |
275 | |
|
|
276 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
277 | { |
289 | { |
278 | char keybuf[1024]; |
290 | char keybuf[1024]; |
279 | |
291 | |
280 | sprintf (keybuf, "%d", (int) RANDOM ()); |
292 | sprintf (keybuf, "%d", rndm (1000000000)); |
281 | the_chest->slaying = keybuf; |
293 | the_chest->slaying = keybuf; |
282 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
283 | } |
295 | } |
284 | |
296 | |
285 | /* actually place the chest. */ |
297 | /* actually place the chest. */ |
… | |
… | |
347 | int tries = 0; |
359 | int tries = 0; |
348 | |
360 | |
349 | the_keymaster = 0; |
361 | the_keymaster = 0; |
350 | while (tries < 15 && !the_keymaster) |
362 | while (tries < 15 && !the_keymaster) |
351 | { |
363 | { |
352 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
364 | i = rndm (RP->Xsize - 2) + 1; |
353 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
365 | j = rndm (RP->Ysize - 2) + 1; |
354 | tries++; |
366 | tries++; |
355 | the_keymaster = find_closest_monster (map, i, j, RP); |
367 | the_keymaster = find_closest_monster (map, i, j, RP); |
356 | } |
368 | } |
357 | |
369 | |
358 | /* if we don't find a good keymaster, drop the key on the ground. */ |
370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
… | |
… | |
361 | int freeindex; |
373 | int freeindex; |
362 | |
374 | |
363 | freeindex = -1; |
375 | freeindex = -1; |
364 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
365 | { |
377 | { |
366 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
378 | kx = rndm (RP->Xsize - 2) + 1; |
367 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
379 | ky = rndm (RP->Ysize - 2) + 1; |
368 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
380 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
369 | } |
381 | } |
370 | |
382 | |
371 | // can freeindex ever be < 0? |
383 | // can freeindex ever be < 0? |
372 | if (freeindex >= 0) |
384 | if (freeindex >= 0) |
… | |
… | |
417 | the_key->y = ky; |
429 | the_key->y = ky; |
418 | insert_ob_in_map (the_key, map, NULL, 0); |
430 | insert_ob_in_map (the_key, map, NULL, 0); |
419 | return 1; |
431 | return 1; |
420 | } |
432 | } |
421 | |
433 | |
422 | insert_ob_in_ob (the_key, the_keymaster); |
434 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
423 | return 1; |
435 | return 1; |
424 | } |
436 | } |
425 | |
437 | |
426 | |
438 | |
427 | |
439 | |
… | |
… | |
490 | /* allocate and copy the layout, converting C to 0. */ |
502 | /* allocate and copy the layout, converting C to 0. */ |
491 | for (i = 0; i < RP->Xsize; i++) |
503 | for (i = 0; i < RP->Xsize; i++) |
492 | { |
504 | { |
493 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
505 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
494 | for (j = 0; j < RP->Ysize; j++) |
506 | for (j = 0; j < RP->Ysize; j++) |
495 | { |
|
|
496 | if (wall_blocked (map, i, j)) |
507 | if (wall_blocked (map, i, j)) |
497 | layout2[i][j] = '#'; |
508 | layout2[i][j] = '#'; |
498 | } |
|
|
499 | } |
509 | } |
|
|
510 | |
500 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
511 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
501 | |
512 | |
502 | /* deallocate the temp. layout */ |
513 | /* deallocate the temp. layout */ |
503 | for (i = 0; i < RP->Xsize; i++) |
514 | for (i = 0; i < RP->Xsize; i++) |
504 | { |
|
|
505 | free (layout2[i]); |
515 | free (layout2[i]); |
506 | } |
516 | |
507 | free (layout2); |
517 | free (layout2); |
508 | |
518 | |
509 | return theMonsterToFind; |
519 | return theMonsterToFind; |
510 | } |
520 | } |
511 | |
521 | |
… | |
… | |
568 | /* setup num_free_spots and room_free_spots */ |
578 | /* setup num_free_spots and room_free_spots */ |
569 | find_spot_in_room_recursive (layout2, x, y, RP); |
579 | find_spot_in_room_recursive (layout2, x, y, RP); |
570 | |
580 | |
571 | if (number_of_free_spots_in_room > 0) |
581 | if (number_of_free_spots_in_room > 0) |
572 | { |
582 | { |
573 | i = RANDOM () % number_of_free_spots_in_room; |
583 | i = rndm (number_of_free_spots_in_room); |
574 | *kx = room_free_spots_x[i]; |
584 | *kx = room_free_spots_x[i]; |
575 | *ky = room_free_spots_y[i]; |
585 | *ky = room_free_spots_y[i]; |
576 | } |
586 | } |
577 | |
587 | |
578 | /* deallocate the temp. layout */ |
588 | /* deallocate the temp. layout */ |
… | |
… | |
646 | *cy = ly; |
656 | *cy = ly; |
647 | return; |
657 | return; |
648 | } |
658 | } |
649 | } |
659 | } |
650 | /* give up and return the closest free spot. */ |
660 | /* give up and return the closest free spot. */ |
651 | 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); |
652 | |
662 | |
653 | if (i != -1) |
663 | if (i != -1) |
654 | { |
664 | { |
655 | *cx = x + freearr_x[i]; |
665 | *cx = x + freearr_x[i]; |
656 | *cy = y + freearr_y[i]; |
666 | *cy = y + freearr_y[i]; |
… | |
… | |
686 | it'll remove any monsters it finds.*/ |
696 | it'll remove any monsters it finds.*/ |
687 | object ** |
697 | object ** |
688 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
698 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
689 | { |
699 | { |
690 | int i; |
700 | int i; |
691 | char *doors[2]; |
701 | const char *doors[2]; |
692 | object **doorlist; |
702 | object **doorlist; |
693 | int ndoors_made = 0; |
703 | int ndoors_made = 0; |
694 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
704 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
695 | |
705 | |
696 | /* this is a list we pick from, for horizontal and vertical doors */ |
706 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
734 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
744 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
735 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
736 | return tmp; |
746 | return tmp; |
737 | return NULL; |
747 | return NULL; |
738 | } |
748 | } |
739 | |
|
|
740 | |
749 | |
741 | /* the workhorse routine, which finds the doors in a room */ |
750 | /* the workhorse routine, which finds the doors in a room */ |
742 | void |
751 | void |
743 | 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) |
744 | { |
753 | { |
… | |
… | |
759 | layout[x][y] = 1; |
768 | layout[x][y] = 1; |
760 | door = door_in_square (map, x, y); |
769 | door = door_in_square (map, x, y); |
761 | if (door) |
770 | if (door) |
762 | { |
771 | { |
763 | doorlist[*ndoors] = door; |
772 | doorlist[*ndoors] = door; |
|
|
773 | |
764 | if (*ndoors > 1022) /* eek! out of memory */ |
774 | if (*ndoors > 1022) /* eek! out of memory */ |
765 | { |
775 | { |
766 | 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"); |
767 | return; |
777 | return; |
768 | } |
778 | } |
… | |
… | |
771 | } |
781 | } |
772 | } |
782 | } |
773 | else |
783 | else |
774 | { |
784 | { |
775 | layout[x][y] = 1; |
785 | layout[x][y] = 1; |
|
|
786 | |
776 | /* now search all the 8 squares around recursively for free spots,in random order */ |
787 | /* now search all the 8 squares around recursively for free spots,in random order */ |
777 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
788 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
778 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
789 | find_doors_in_room_recursive (layout, map, |
|
|
790 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
791 | doorlist, ndoors, RP); |
779 | } |
792 | } |
780 | } |
793 | } |
781 | |
794 | |
782 | /* 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. */ |
783 | object ** |
796 | object ** |
784 | 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) |
785 | { |
798 | { |
786 | char **layout2; |
|
|
787 | object **doorlist; |
|
|
788 | int i, j; |
799 | int i, j; |
789 | int ndoors = 0; |
800 | int ndoors = 0; |
790 | |
801 | |
791 | doorlist = (object **) calloc (sizeof (int), 1024); |
802 | object **doorlist = (object **) calloc (sizeof (int), 1024); |
792 | |
803 | |
793 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
804 | MazeData layout2 (RP->Xsize, RP->Ysize); |
|
|
805 | |
794 | /* allocate and copy the layout, converting C to 0. */ |
806 | /* allocate and copy the layout, converting C to 0. */ |
795 | for (i = 0; i < RP->Xsize; i++) |
807 | for (i = 0; i < RP->Xsize; i++) |
796 | { |
|
|
797 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
798 | for (j = 0; j < RP->Ysize; j++) |
808 | for (j = 0; j < RP->Ysize; j++) |
799 | { |
|
|
800 | if (wall_blocked (map, i, j)) |
809 | if (wall_blocked (map, i, j)) |
801 | layout2[i][j] = '#'; |
810 | layout2[i][j] = '#'; |
802 | } |
|
|
803 | } |
|
|
804 | |
811 | |
805 | /* setup num_free_spots and room_free_spots */ |
812 | /* setup num_free_spots and room_free_spots */ |
806 | 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); |
807 | |
814 | |
808 | /* deallocate the temp. layout */ |
|
|
809 | for (i = 0; i < RP->Xsize; i++) |
|
|
810 | free (layout2[i]); |
|
|
811 | |
|
|
812 | free (layout2); |
|
|
813 | return doorlist; |
815 | return doorlist; |
814 | } |
816 | } |
815 | |
|
|
816 | |
|
|
817 | |
817 | |
818 | /* 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 |
819 | opts doesn't say to lock/hide doors. */ |
819 | opts doesn't say to lock/hide doors. */ |
820 | |
|
|
821 | void |
820 | void |
822 | 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) |
823 | { |
822 | { |
824 | object *door; |
823 | object *door; |
825 | int i; |
824 | int i; |
… | |
… | |
839 | new_door->y = door->y; |
838 | new_door->y = door->y; |
840 | door->remove (); |
839 | door->remove (); |
841 | door->destroy (); |
840 | door->destroy (); |
842 | doorlist[i] = new_door; |
841 | doorlist[i] = new_door; |
843 | insert_ob_in_map (new_door, map, NULL, 0); |
842 | insert_ob_in_map (new_door, map, NULL, 0); |
844 | sprintf (keybuf, "%d", (int) RANDOM ()); |
843 | sprintf (keybuf, "%d", rndm (1000000000)); |
845 | new_door->slaying = keybuf; |
844 | new_door->slaying = keybuf; |
846 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
845 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
847 | } |
846 | } |
848 | } |
847 | } |
849 | |
848 | |