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/cvs/deliantra/server/random_maps/treasure.C
Revision: 1.13
Committed: Sun Dec 31 20:46:17 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +11 -14 lines
Log Message:
increased various limits, strategically added cede's

File Contents

# Content
1
2 /*
3 CrossFire, A Multiplayer game for X-windows
4
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
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
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /* placing treasure in maps, where appropriate. */
26
27
28
29 #include <global.h>
30 #include <random_map.h>
31 #include <rproto.h>
32
33 /* some defines for various options which can be set. */
34
35 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
36 #define HIDDEN 2 /* doors to treasure are hidden. */
37 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
38 #define DOORED 8 /* treasure has doors around it. */
39 #define TRAPPED 16 /* trap dropped in same location as chest. */
40 #define SPARSE 32 /* 1/2 as much treasure as default */
41 #define RICH 64 /* 2x as much treasure as default */
42 #define FILLED 128 /* Fill/tile the entire map with treasure */
43 #define LAST_OPTION 64 /* set this to the last real option, for random */
44
45 #define NO_PASS_DOORS 0
46 #define PASS_DOORS 1
47
48
49 /* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters.
51 * This function is not map tile aware.
52 */
53
54 int
55 wall_blocked (maptile *m, int x, int y)
56 {
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1;
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
62 return r;
63 }
64
65 /* place treasures in the map, given the
66 map, (required)
67 layout, (required)
68 treasure style (may be empty or NULL, or "none" to cause no treasure.)
69 treasureoptions (may be 0 for random choices or positive)
70 */
71
72 void
73 place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74 {
75 char styledirname[1024];
76 char stylefilepath[1024];
77 maptile *style_map = 0;
78 int num_treasures;
79
80 /* bail out if treasure isn't wanted. */
81 if (treasure_style)
82 if (!strcmp (treasure_style, "none"))
83 return;
84 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION);
86
87 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 {
90 if (RANDOM () % 2)
91 treasureoptions -= 1;
92 else
93 treasureoptions -= 2;
94 }
95
96 /* pick the number of treasures */
97 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
103
104 if (num_treasures <= 0)
105 return;
106
107 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1);
111
112 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED)
114 {
115
116 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style)
118 {
119 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL:
121 case LAYOUT_SQUARE_SPIRAL:
122 {
123 int i, j;
124
125 /* search the onion for C's or '>', and put treasure there. */
126 for (i = 0; i < RP->Xsize; i++)
127 {
128 for (j = 0; j < RP->Ysize; j++)
129 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 {
132 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest;
135
136 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */
138 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
140 if (!chest)
141 continue; /* if no chest was placed NEXT */
142 if (treasureoptions & (DOORED | HIDDEN))
143 {
144 doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist);
147 }
148 }
149 }
150 }
151 break;
152 }
153 default:
154 {
155 int i, j, tries;
156 object *chest;
157 object **doorlist;
158
159 i = j = -1;
160 tries = 0;
161 while (i == -1 && tries < 100)
162 {
163 i = RANDOM () % (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP);
166 if (wall_blocked (map, i, j))
167 i = -1;
168 tries++;
169 }
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
171 if (!chest)
172 return;
173 i = chest->x;
174 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN))
176 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
178 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
179 free (doorlist);
180 }
181 }
182 }
183 }
184 else
185 { /* DIFFUSE treasure layout */
186 int ti, i, j;
187
188 for (ti = 0; ti < num_treasures; ti++)
189 {
190 i = RANDOM () % (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 }
194 }
195 }
196
197 /* put a chest into the map, near x and y, with the treasure style
198 determined (may be null, or may be a treasure list from lib/treasures,
199 if the global variable "treasurestyle" is set to that treasure list's name */
200
201 object *
202 place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203 {
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */
208
209 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y);
211 if (i == -1)
212 {
213 the_chest->destroy ();
214 return NULL;
215 }
216 xl = x + freearr_x[i];
217 yl = y + freearr_y[i];
218
219 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl))
221 return 0;
222
223 /* put the treasures in the chest. */
224 /* if(style_map) { */
225 #if 0 /* don't use treasure style maps for now! */
226 int ti;
227
228 /* if treasurestyle lists a treasure list, use it. */
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230
231 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map);
235
236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
237 }
238 else
239 { /* use the style map */
240 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures;
242 }
243 #endif
244 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest");
246
247 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures;
249 }
250
251 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED)
253 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap;
256
257 if (trap_map)
258 {
259 the_trap = pick_random_object (trap_map);
260 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
262 if (the_trap)
263 {
264 object *new_trap;
265
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x;
269 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest);
271 }
272 }
273 }
274
275 /* set the chest lock code, and call the keyplacer routine with
276 the lockcode. It's not worth bothering to lock the chest if
277 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 {
281 char keybuf[1024];
282
283 sprintf (keybuf, "%d", (int) RANDOM ());
284 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
286 }
287
288 /* actually place the chest. */
289 the_chest->x = xl;
290 the_chest->y = yl;
291 insert_ob_in_map (the_chest, map, NULL, 0);
292 return the_chest;
293 }
294
295
296 /* finds the closest monster and returns him, regardless of doors
297 or walls */
298 object *
299 find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
300 {
301 int i;
302
303 for (i = 0; i < SIZEOFFREE; i++)
304 {
305 int lx, ly;
306
307 lx = x + freearr_x[i];
308 ly = y + freearr_y[i];
309 /* boundscheck */
310 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
311 /* don't bother searching this square unless the map says life exists. */
312 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
313 {
314 object *the_monster = GET_MAP_OB (map, lx, ly);
315
316 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
317 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
318 return the_monster;
319 }
320 }
321 return NULL;
322 }
323
324
325
326 /* places keys in the map, preferably in something alive.
327 keycode is the key's code,
328 door_flag is either PASS_DOORS or NO_PASS_DOORS.
329 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
330 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332
333 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door.
335 */
336
337 int
338 keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339 {
340 int i, j;
341 int kx, ky;
342 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key;
344
345 /* get a key and set its keycode */
346 the_key = get_archetype ("key2");
347 the_key->slaying = keycode;
348
349 if (door_flag == PASS_DOORS)
350 {
351 int tries = 0;
352
353 the_keymaster = NULL;
354 while (tries < 15 && the_keymaster == NULL)
355 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP);
360 }
361 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL)
363 {
364 int freeindex;
365
366 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky);
372 }
373 if (freeindex != -1)
374 {
375 kx += freearr_x[freeindex];
376 ky += freearr_y[freeindex];
377 }
378 }
379 }
380 else
381 { /* NO_PASS_DOORS --we have to work harder. */
382 /* don't try to keyplace if we're sitting on a blocked square and
383 NO_PASS_DOORS is set. */
384 if (n_keys == 1)
385 {
386 if (wall_blocked (map, x, y))
387 return 0;
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 }
408 return 1;
409 }
410 }
411
412 if (the_keymaster == NULL)
413 {
414 the_key->x = kx;
415 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1;
418 }
419
420 insert_ob_in_ob (the_key, the_keymaster);
421 return 1;
422 }
423
424
425
426 /* both find_monster_in_room routines need to have access to this. */
427
428 object *theMonsterToFind;
429
430 /* a recursive routine which will return a monster, eventually,if there is one.
431 it does a check-off on the layout, converting 0's to 1's */
432
433 object *
434 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
435 {
436 int i, j;
437
438 /* if we've found a monster already, leave */
439 if (theMonsterToFind != NULL)
440 return theMonsterToFind;
441
442 /* bounds check x and y */
443 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
444 return theMonsterToFind;
445
446 /* if the square is blocked or searched already, leave */
447 if (layout[x][y] != 0)
448 return theMonsterToFind; /* might be NULL, that's fine. */
449
450 /* check the current square for a monster. If there is one,
451 set theMonsterToFind and return it. */
452 layout[x][y] = 1;
453 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
454 {
455 object *the_monster = GET_MAP_OB (map, x, y);
456
457 /* check off this point */
458 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
459 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
460 {
461 theMonsterToFind = the_monster;
462 return theMonsterToFind;
463 }
464 }
465
466 /* now search all the 8 squares around recursively for a monster,in random order */
467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
468 {
469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
470 if (theMonsterToFind != NULL)
471 return theMonsterToFind;
472 }
473 return theMonsterToFind;
474 }
475
476
477 /* sets up some data structures: the _recursive form does the
478 real work. */
479
480 object *
481 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
482 {
483 char **layout2;
484 int i, j;
485
486 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
499
500 /* deallocate the temp. layout */
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506
507 return theMonsterToFind;
508 }
509
510
511
512
513 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514 int *room_free_spots_x;
515 int *room_free_spots_y;
516 int number_of_free_spots_in_room;
517
518 /* the workhorse routine, which finds the free spots in a room:
519 a datastructure of free points is set up, and a position chosen from
520 that datastructure. */
521
522 void
523 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524 {
525 int i, j;
526
527 /* bounds check x and y */
528 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
529 return;
530
531 /* if the square is blocked or searched already, leave */
532 if (layout[x][y] != 0)
533 return;
534
535 /* set the current square as checked, and add it to the list.
536 set theMonsterToFind and return it. */
537 /* check off this point */
538 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++;
542 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547
548 }
549
550 /* find a random non-blocked spot in this room to drop a key. */
551 void
552 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
553 {
554 char **layout2;
555 int i, j;
556
557 number_of_free_spots_in_room = 0;
558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560
561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
562 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++)
564 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#';
570 }
571 }
572
573 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP);
575
576 if (number_of_free_spots_in_room > 0)
577 {
578 i = RANDOM () % number_of_free_spots_in_room;
579 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i];
581 }
582
583 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]);
587 }
588 free (layout2);
589 free (room_free_spots_x);
590 free (room_free_spots_y);
591 }
592
593
594 /* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/
597
598 void
599 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600 {
601 int x, y;
602 int i;
603
604 x = *cx;
605 y = *cy;
606
607 for (i = 0; i <= SIZEOFFREE1; i++)
608 {
609 int lx, ly, sindex;
610
611 lx = x + freearr_x[i];
612 ly = y + freearr_y[i];
613 sindex = surround_flag3 (map, lx, ly, RP);
614 /* if it's blocked on 3 sides, it's enclosed */
615 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
616 {
617 *cx = lx;
618 *cy = ly;
619 return;
620 }
621 }
622
623 /* OK, if we got here, we're obviously someplace where there's no enclosed
624 spots--try to find someplace which is 2x enclosed. */
625 for (i = 0; i <= SIZEOFFREE1; i++)
626 {
627 int lx, ly, sindex;
628
629 lx = x + freearr_x[i];
630 ly = y + freearr_y[i];
631 sindex = surround_flag3 (map, lx, ly, RP);
632 /* if it's blocked on 3 sides, it's enclosed */
633 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
634 {
635 *cx = lx;
636 *cy = ly;
637 return;
638 }
639 }
640
641 /* settle for one surround point */
642 for (i = 0; i <= SIZEOFFREE1; i++)
643 {
644 int lx, ly, sindex;
645
646 lx = x + freearr_x[i];
647 ly = y + freearr_y[i];
648 sindex = surround_flag3 (map, lx, ly, RP);
649 /* if it's blocked on 3 sides, it's enclosed */
650 if (sindex)
651 {
652 *cx = lx;
653 *cy = ly;
654 return;
655 }
656 }
657 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y);
659 if (i != -1 && i <= SIZEOFFREE1)
660 {
661 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i];
663 return;
664 }
665 /* indicate failure */
666 *cx = *cy = -1;
667 }
668
669
670 void
671 remove_monsters (int x, int y, maptile *map)
672 {
673 object *tmp;
674
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 {
678 if (tmp->head)
679 tmp = tmp->head;
680 tmp->remove ();
681 tmp->destroy ();
682 tmp = GET_MAP_OB (map, x, y);
683 if (tmp == NULL)
684 break;
685 };
686 }
687
688
689 /* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/
692
693 object **
694 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695 {
696 int i;
697 char *doors[2];
698 object **doorlist;
699 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701
702 /* this is a list we pick from, for horizontal and vertical doors */
703 if (opts & DOORED)
704 {
705 doors[0] = "locked_door2";
706 doors[1] = "locked_door1";
707 }
708 else
709 {
710 doors[0] = "door_1";
711 doors[1] = "door_2";
712 }
713
714 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++)
716 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
720 { /* place a door */
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
722
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door;
728 ndoors_made++;
729 }
730 }
731 return doorlist;
732 }
733
734
735 /* returns the first door in this square, or NULL if there isn't a door. */
736 object *
737 door_in_square (maptile *map, int x, int y)
738 {
739 object *tmp;
740
741 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp;
744 return NULL;
745 }
746
747
748 /* the workhorse routine, which finds the doors in a room */
749 void
750 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751 {
752 int i, j;
753 object *door;
754
755 /* bounds check x and y */
756 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
757 return;
758
759 /* if the square is blocked or searched already, leave */
760 if (layout[x][y] == 1)
761 return;
762
763 /* check off this point */
764 if (layout[x][y] == '#')
765 { /* there could be a door here */
766 layout[x][y] = 1;
767 door = door_in_square (map, x, y);
768 if (door)
769 {
770 doorlist[*ndoors] = door;
771 if (*ndoors > 1022) /* eek! out of memory */
772 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return;
775 }
776
777 *ndoors = *ndoors + 1;
778 }
779 }
780 else
781 {
782 layout[x][y] = 1;
783 /* now search all the 8 squares around recursively for free spots,in random order */
784 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
786 }
787 }
788
789 /* find a random non-blocked spot in this room to drop a key. */
790 object **
791 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
792 {
793 char **layout2;
794 object **doorlist;
795 int i, j;
796 int ndoors = 0;
797
798 doorlist = (object **) calloc (sizeof (int), 1024);
799
800 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
801 /* allocate and copy the layout, converting C to 0. */
802 for (i = 0; i < RP->Xsize; i++)
803 {
804 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
805 for (j = 0; j < RP->Ysize; j++)
806 {
807 if (wall_blocked (map, i, j))
808 layout2[i][j] = '#';
809 }
810 }
811
812 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
814
815 /* deallocate the temp. layout */
816 for (i = 0; i < RP->Xsize; i++)
817 free (layout2[i]);
818
819 free (layout2);
820 return doorlist;
821 }
822
823
824
825 /* locks and/or hides all the doors in doorlist, or does nothing if
826 opts doesn't say to lock/hide doors. */
827
828 void
829 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
830 {
831 object *door;
832 int i;
833
834 /* lock the doors and hide the keys. */
835
836 if (opts & DOORED)
837 {
838 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
839 {
840 object *new_door = get_archetype ("locked_door1");
841 char keybuf[1024];
842
843 door = doorlist[i];
844 new_door->face = door->face;
845 new_door->x = door->x;
846 new_door->y = door->y;
847 door->remove ();
848 door->destroy ();
849 doorlist[i] = new_door;
850 insert_ob_in_map (new_door, map, NULL, 0);
851 sprintf (keybuf, "%d", (int) RANDOM ());
852 new_door->slaying = keybuf;
853 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
854 }
855 }
856
857 /* change the faces of the doors and surrounding walls to hide them. */
858 if (opts & HIDDEN)
859 {
860 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
861 {
862 object *wallface;
863
864 door = doorlist[i];
865 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
866 if (wallface != NULL)
867 {
868 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
872 door->face = wallface->face;
873 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
874 wallface->remove ();
875 wallface->destroy ();
876 }
877 }
878 }
879 }