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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.32 by root, Thu Nov 8 19:43:25 2007 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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
136 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
137 { 137 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 { 139 {
140 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest; 141 object *chest;
143 142
144 if (tdiv == 3) 143 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */ 144 tdiv = 2; /* this symmetry uses a divisor of 2 */
146 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
147 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
148 if (!chest) 148 if (!chest)
149 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
150 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
151 { 152 {
152 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist); 155 free (doorlist);
155 } 156 }
156 } 157 }
157 } 158 }
501 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
502 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
503 { 504 {
504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
505 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
506 {
507 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
509 }
510 } 509 }
510
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 512
513 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
514 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
515 {
516 free (layout2[i]); 515 free (layout2[i]);
517 } 516
518 free (layout2); 517 free (layout2);
519 518
520 return theMonsterToFind; 519 return theMonsterToFind;
521} 520}
522 521
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 746 return tmp;
748 return NULL; 747 return NULL;
749} 748}
750 749
751
752/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
753void 751void
754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
755{ 753{
756 int i, j; 754 int i, j;
770 layout[x][y] = 1; 768 layout[x][y] = 1;
771 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
772 if (door) 770 if (door)
773 { 771 {
774 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
775 if (*ndoors > 1022) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
776 { 775 {
777 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");
778 return; 777 return;
779 } 778 }
795 794
796/* 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. */
797object ** 796object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 798{
800 char **layout2;
801 object **doorlist;
802 int i, j; 799 int i, j;
803 int ndoors = 0; 800 int ndoors = 0;
804 801
805 doorlist = (object **) calloc (sizeof (int), 1024); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
806 803
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
808 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
813 {
814 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
816 }
817 }
818 811
819 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
820 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);
821 814
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 815 return doorlist;
828} 816}
829
830
831 817
832/* 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
833 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
834
835void 820void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 822{
838 object *door; 823 object *door;
839 int i; 824 int i;

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