1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
4 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * 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 |
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 2 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, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
26 | |
26 | |
27 | |
27 | |
28 | |
28 | |
… | |
… | |
70 | */ |
70 | */ |
71 | |
71 | |
72 | void |
72 | void |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | { |
74 | { |
75 | char styledirname[256]; |
75 | char styledirname[1024]; |
76 | char stylefilepath[256]; |
76 | char stylefilepath[1024]; |
77 | maptile *style_map = 0; |
77 | maptile *style_map = 0; |
78 | int num_treasures; |
78 | int num_treasures; |
79 | |
79 | |
80 | /* bail out if treasure isn't wanted. */ |
80 | /* bail out if treasure isn't wanted. */ |
81 | if (treasure_style) |
81 | if (treasure_style) |
… | |
… | |
211 | if (i == -1) |
211 | if (i == -1) |
212 | { |
212 | { |
213 | the_chest->destroy (); |
213 | the_chest->destroy (); |
214 | return NULL; |
214 | return NULL; |
215 | } |
215 | } |
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216 | |
216 | xl = x + freearr_x[i]; |
217 | xl = x + freearr_x[i]; |
217 | yl = y + freearr_y[i]; |
218 | yl = y + freearr_y[i]; |
218 | |
219 | |
219 | /* if the placement is blocked, return a fail. */ |
220 | /* if the placement is blocked, return a fail. */ |
220 | if (wall_blocked (map, xl, yl)) |
221 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
276 | the lockcode. It's not worth bothering to lock the chest if |
277 | the lockcode. It's not worth bothering to lock the chest if |
277 | there's only 1 treasure.... */ |
278 | there's only 1 treasure.... */ |
278 | |
279 | |
279 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
280 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
280 | { |
281 | { |
281 | char keybuf[256]; |
282 | char keybuf[1024]; |
282 | |
283 | |
283 | sprintf (keybuf, "%d", (int) RANDOM ()); |
284 | sprintf (keybuf, "%d", (int) RANDOM ()); |
284 | the_chest->slaying = keybuf; |
285 | the_chest->slaying = keybuf; |
285 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
286 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
286 | } |
287 | } |
… | |
… | |
366 | freeindex = -1; |
367 | freeindex = -1; |
367 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
368 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
368 | { |
369 | { |
369 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
370 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
370 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
371 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
371 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
372 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
372 | } |
373 | } |
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374 | |
373 | if (freeindex != -1) |
375 | if (freeindex != -1) |
374 | { |
376 | { |
375 | kx += freearr_x[freeindex]; |
377 | kx += freearr_x[freeindex]; |
376 | ky += freearr_y[freeindex]; |
378 | ky += freearr_y[freeindex]; |
377 | } |
379 | } |
… | |
… | |
383 | NO_PASS_DOORS is set. */ |
385 | NO_PASS_DOORS is set. */ |
384 | if (n_keys == 1) |
386 | if (n_keys == 1) |
385 | { |
387 | { |
386 | if (wall_blocked (map, x, y)) |
388 | if (wall_blocked (map, x, y)) |
387 | return 0; |
389 | return 0; |
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390 | |
388 | the_keymaster = find_monster_in_room (map, x, y, RP); |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
389 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
390 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
391 | } |
394 | } |
392 | else |
395 | else |
… | |
… | |
653 | *cy = ly; |
656 | *cy = ly; |
654 | return; |
657 | return; |
655 | } |
658 | } |
656 | } |
659 | } |
657 | /* give up and return the closest free spot. */ |
660 | /* give up and return the closest free spot. */ |
658 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
661 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
659 | if (i != -1 && i <= SIZEOFFREE1) |
662 | |
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663 | if (i != -1) |
660 | { |
664 | { |
661 | *cx = x + freearr_x[i]; |
665 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
666 | *cy = y + freearr_y[i]; |
663 | return; |
667 | } |
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668 | else |
664 | } |
669 | { |
665 | /* indicate failure */ |
670 | /* indicate failure */ |
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671 | *cx = -1; |
666 | *cx = *cy = -1; |
672 | *cy = -1; |
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673 | } |
667 | } |
674 | } |
668 | |
675 | |
669 | |
676 | |
670 | void |
677 | void |
671 | remove_monsters (int x, int y, maptile *map) |
678 | remove_monsters (int x, int y, maptile *map) |
… | |
… | |
763 | /* check off this point */ |
770 | /* check off this point */ |
764 | if (layout[x][y] == '#') |
771 | if (layout[x][y] == '#') |
765 | { /* there could be a door here */ |
772 | { /* there could be a door here */ |
766 | layout[x][y] = 1; |
773 | layout[x][y] = 1; |
767 | door = door_in_square (map, x, y); |
774 | door = door_in_square (map, x, y); |
768 | if (door != NULL) |
775 | if (door) |
769 | { |
776 | { |
770 | doorlist[*ndoors] = door; |
777 | doorlist[*ndoors] = door; |
771 | if (*ndoors > 254) /* eek! out of memory */ |
778 | if (*ndoors > 1022) /* eek! out of memory */ |
772 | { |
779 | { |
773 | 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"); |
774 | return; |
781 | return; |
775 | } |
782 | } |
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783 | |
776 | *ndoors = *ndoors + 1; |
784 | *ndoors = *ndoors + 1; |
777 | } |
785 | } |
778 | } |
786 | } |
779 | else |
787 | else |
780 | { |
788 | { |
781 | layout[x][y] = 1; |
789 | layout[x][y] = 1; |
782 | /* now search all the 8 squares around recursively for free spots,in random order */ |
790 | /* 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++) |
791 | 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); |
792 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
786 | } |
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|
787 | } |
793 | } |
788 | } |
794 | } |
789 | |
795 | |
790 | /* find a random non-blocked spot in this room to drop a key. */ |
796 | /* find a random non-blocked spot in this room to drop a key. */ |
791 | object ** |
797 | object ** |
… | |
… | |
794 | char **layout2; |
800 | char **layout2; |
795 | object **doorlist; |
801 | object **doorlist; |
796 | int i, j; |
802 | int i, j; |
797 | int ndoors = 0; |
803 | int ndoors = 0; |
798 | |
804 | |
799 | doorlist = (object **) calloc (sizeof (int), 256); |
805 | doorlist = (object **) calloc (sizeof (int), 1024); |
800 | |
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801 | |
806 | |
802 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
807 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
803 | /* allocate and copy the layout, converting C to 0. */ |
808 | /* allocate and copy the layout, converting C to 0. */ |
804 | for (i = 0; i < RP->Xsize; i++) |
809 | for (i = 0; i < RP->Xsize; i++) |
805 | { |
810 | { |
… | |
… | |
814 | /* setup num_free_spots and room_free_spots */ |
819 | /* setup num_free_spots and room_free_spots */ |
815 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
820 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
816 | |
821 | |
817 | /* deallocate the temp. layout */ |
822 | /* deallocate the temp. layout */ |
818 | for (i = 0; i < RP->Xsize; i++) |
823 | for (i = 0; i < RP->Xsize; i++) |
819 | { |
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820 | free (layout2[i]); |
824 | free (layout2[i]); |
821 | } |
825 | |
822 | free (layout2); |
826 | free (layout2); |
823 | return doorlist; |
827 | return doorlist; |
824 | } |
828 | } |
825 | |
829 | |
826 | |
830 | |
… | |
… | |
839 | if (opts & DOORED) |
843 | if (opts & DOORED) |
840 | { |
844 | { |
841 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
845 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
842 | { |
846 | { |
843 | object *new_door = get_archetype ("locked_door1"); |
847 | object *new_door = get_archetype ("locked_door1"); |
844 | char keybuf[256]; |
848 | char keybuf[1024]; |
845 | |
849 | |
846 | door = doorlist[i]; |
850 | door = doorlist[i]; |
847 | new_door->face = door->face; |
851 | new_door->face = door->face; |
848 | new_door->x = door->x; |
852 | new_door->x = door->x; |
849 | new_door->y = door->y; |
853 | new_door->y = door->y; |