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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC vs.
Revision 1.56 by root, Fri Jul 2 03:40:14 2010 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
52 63
53static object * 64static object *
54gen_key (const shstr &keycode) 65gen_key (const shstr &keycode)
55{ 66{
56 /* get a key and set its keycode */ 67 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2); 68 object *key = archetype::get (shstr_key_random_map);
58
59 key->slaying = keycode; 69 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key; 70 return key;
66} 71}
67 72
68/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
69 keycode is the key's code, 74 keycode is the key's code,
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) 84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{ 85{
81 int i, j; 86 int i, j;
82 int kx = 0, ky = 0; 87 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */ 88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
84 90
85 if (door_flag == PASS_DOORS) 91 if (door_flag == PASS_DOORS)
86 { 92 {
87 int tries = 0; 93 int tries = 0;
88 94
103 freeindex = -1; 109 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 { 111 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
109 } 115 }
110 116
111 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
112 if (freeindex >= 0) 118 if (freeindex >= 0)
113 { 119 {
121 /* don't try to keyplace if we're sitting on a blocked square and 127 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */ 128 NO_PASS_DOORS is set. */
123 if (n_keys == 1) 129 if (n_keys == 1)
124 { 130 {
125 if (wall_blocked (map, x, y)) 131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
126 return 0; 134 return 0;
135 }
127 136
128 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP); 139 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 } 140 }
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 } 157 }
149 158
159 the_key->destroy ();
150 return 1; 160 return 1;
151 } 161 }
152 } 162 }
153
154 object *the_key = gen_key (keycode);
155 163
156 if (the_keymaster) 164 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key); 165 the_keymaster->head_ ()->insert (the_key);
158 else 166 else
159 { 167 {
184layout, (required) 192layout, (required)
185treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
186treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
187*/ 195*/
188void 196void
189place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP)
190{ 198{
191 char styledirname[1024];
192 char stylefilepath[1024];
193 maptile *style_map = 0;
194 int num_treasures; 199 int num_treasures;
195 200
196 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
197 if (treasure_style) 202 if (treasure_style)
198 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
220 225
221 if (num_treasures <= 0) 226 if (num_treasures <= 0)
222 return; 227 return;
223 228
224 /* get the style map */ 229 /* get the style map */
225 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
227 style_map = find_style (styledirname, treasure_style, -1);
228 231
229 if (!style_map) 232 if (!style_map)
230 { 233 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
232 return; 235 return;
233 } 236 }
234 237
235 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
236 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
325} 328}
326 329
327/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
328 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
329 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
330object * 333static object *
331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
332{ 335{
333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
334 337
335 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
358 if (tlist != NULL) 361 if (tlist != NULL)
359 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
360 { /* use the treasure list */ 363 { /* use the treasure list */
361 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
362 365
363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
364 } 367 }
365 else 368 else
366 { /* use the style map */ 369 { /* use the style map */
367 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
368 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
376 } 379 }
377 380
378 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
379 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
380 { 383 {
381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
382 385
383 if (trap_map) 386 if (trap_map)
384 { 387 {
385 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386 389
412 the_chest->y = yl; 415 the_chest->y = yl;
413 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
414 return the_chest; 417 return the_chest;
415} 418}
416 419
417
418/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
419 or walls */ 421static object *
420object *
421find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
422{ 423{
423 int i; 424 int i;
424 425
425 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
433 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
434 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
435 { 436 {
436 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
437 438
438 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
439 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
440 return the_monster; 441 return the_monster;
441 } 442 }
442 } 443 }
443 return NULL; 444 return NULL;
444} 445}
445 446
446/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
447 448
448object *theMonsterToFind; 449static object *theMonsterToFind;
449 450
450/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
451 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the layout, converting 0's to 1's */
452 453static object *
453object *
454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
455{ 455{
456 int i, j; 456 int i, j;
457 457
458 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 { 474 {
475 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
476 476
477 /* check off this point */ 477 /* check off this point */
478 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
479 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
480 { 480 {
481 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
482 return theMonsterToFind; 482 return theMonsterToFind;
483 } 483 }
484 } 484 }
494 return theMonsterToFind; 494 return theMonsterToFind;
495} 495}
496 496
497/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
498 real work. */ 498 real work. */
499object * 499static object *
500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
501{ 501{
502 Layout layout2 (RP); 502 Layout layout2 (map->width, map->height);
503 503
504 layout2->clear (); 504 // find walls
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++) 505 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2->h; j++) 506 for (int j = 0; j < layout2.h; j++)
509 if (wall_blocked (map, i, j)) 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
510 layout2[i][j] = '#';
511 508
512 theMonsterToFind = 0; 509 theMonsterToFind = 0;
513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
514 511
515 layout2.free ();
516
517 return theMonsterToFind; 512 return theMonsterToFind;
518} 513}
519 514
520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
521int *room_free_spots_x; 516static int *room_free_spots_x;
522int *room_free_spots_y; 517static int *room_free_spots_y;
523int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
524 519
525/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
526a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
527that datastructure. */ 522that datastructure. */
528void 523static void
529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
530{ 525{
531 int i, j; 526 int i, j;
532 527
533 /* bounds check x and y */ 528 /* bounds check x and y */
551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
552 547
553} 548}
554 549
555/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
556void 551static void
557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
558{ 553{
559 char **layout2; 554 char **layout2;
560 int i, j; 555 int i, j;
561 556
594 589
595 590
596/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
597 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
598 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
599void 594static void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{ 596{
602 int x, y; 597 int x, y;
603 int i; 598 int i;
604 599
609 { 604 {
610 int lx, ly, sindex; 605 int lx, ly, sindex;
611 606
612 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
613 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
614 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
615 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
617 { 612 {
618 *cx = lx; 613 *cx = lx;
619 *cy = ly; 614 *cy = ly;
627 { 622 {
628 int lx, ly, sindex; 623 int lx, ly, sindex;
629 624
630 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
631 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
632 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
633 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
634 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
635 { 630 {
636 *cx = lx; 631 *cx = lx;
637 *cy = ly; 632 *cy = ly;
644 { 639 {
645 int lx, ly, sindex; 640 int lx, ly, sindex;
646 641
647 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
648 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
649 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
650 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
651 if (sindex) 646 if (sindex)
652 { 647 {
653 *cx = lx; 648 *cx = lx;
654 *cy = ly; 649 *cy = ly;
655 return; 650 return;
656 } 651 }
657 } 652 }
658 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
660 655
661 if (i != -1) 656 if (i != -1)
662 { 657 {
663 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
664 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
669 *cx = -1; 664 *cx = -1;
670 *cy = -1; 665 *cy = -1;
671 } 666 }
672} 667}
673 668
674void 669static void
675remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
676{ 671{
677 object *tmp;
678
679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
681 { 673 {
682 if (tmp->head) 674 object *next = tmp->above;
683 tmp = tmp->head; 675
684 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
685 tmp->destroy (); 677 tmp->head_ ()->destroy ();
686 tmp = GET_MAP_OB (map, x, y); 678
687 if (tmp == NULL) 679 tmp = next;
688 break;
689 }; 680 }
690} 681}
691 682
692/* surrounds the point x,y by doors, so as to enclose something, like 683/* 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 684 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
695object ** 686static object **
696surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
697{ 688{
698 int i; 689 int i;
699 const char *doors[2]; 690 const char *doors[2];
700 object **doorlist; 691 object **doorlist;
730 } 721 }
731 722
732 return doorlist; 723 return doorlist;
733} 724}
734 725
735
736/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
737object * 727static object *
738door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
739{ 729{
740 object *tmp;
741
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 732 return tmp;
733
745 return NULL; 734 return NULL;
746} 735}
747 736
748/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
749void 738static void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 740{
752 int i, j; 741 int i, j;
753 object *door; 742 object *door;
754 743
789 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
790 } 779 }
791} 780}
792 781
793/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
794object ** 783static object **
795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 785{
797 int i, j; 786 int i, j;
798 int ndoors = 0; 787 int ndoors = 0;
799 788
800 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
801 790
802 LayoutData layout2 (RP->Xsize, RP->Ysize); 791 Layout layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear (); 792 layout2.clear ();
804 793
805 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
806 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
807 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
813 return doorlist; 802 return doorlist;
814} 803}
815 804
816/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
817 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
818void 807static void
819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
820{ 809{
821 object *door; 810 object *door;
822 int i; 811 int i;
823 812
824 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
825 814
826 if (opts & DOORED) 815 if (opts & DOORED)
827 { 816 {
828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
829 { 818 {
830 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
831 820
832 door = doorlist[i]; 821 door = doorlist[i];
833 new_door->face = door->face; 822 new_door->face = door->face;
834 new_door->x = door->x; 823 new_door->x = door->x;
835 new_door->y = door->y; 824 new_door->y = door->y;
836 door->remove ();
837 door->destroy (); 825 door->destroy ();
838 doorlist[i] = new_door; 826 doorlist[i] = new_door;
839 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860 848
861 door->face = wallface->face; 849 door->face = wallface->face;
862 850
863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
864 wallface->remove ();
865
866 wallface->destroy (); 851 wallface->destroy ();
867 } 852 }
868 } 853 }
869 } 854 }
870} 855}

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