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Revision: 1.14
Committed: Sat Jan 6 14:42:30 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1
2 /*
3 CrossFire, A Multiplayer game for X-windows
4
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen
8
9 This program is free software; you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or
12 (at your option) any later version.
13
14 This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25
26 /* placing treasure in maps, where appropriate. */
27
28
29
30 #include <global.h>
31 #include <random_map.h>
32 #include <rproto.h>
33
34 /* some defines for various options which can be set. */
35
36 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
37 #define HIDDEN 2 /* doors to treasure are hidden. */
38 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
39 #define DOORED 8 /* treasure has doors around it. */
40 #define TRAPPED 16 /* trap dropped in same location as chest. */
41 #define SPARSE 32 /* 1/2 as much treasure as default */
42 #define RICH 64 /* 2x as much treasure as default */
43 #define FILLED 128 /* Fill/tile the entire map with treasure */
44 #define LAST_OPTION 64 /* set this to the last real option, for random */
45
46 #define NO_PASS_DOORS 0
47 #define PASS_DOORS 1
48
49
50 /* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters.
52 * This function is not map tile aware.
53 */
54
55 int
56 wall_blocked (maptile *m, int x, int y)
57 {
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1;
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
63 return r;
64 }
65
66 /* place treasures in the map, given the
67 map, (required)
68 layout, (required)
69 treasure style (may be empty or NULL, or "none" to cause no treasure.)
70 treasureoptions (may be 0 for random choices or positive)
71 */
72
73 void
74 place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75 {
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures;
80
81 /* bail out if treasure isn't wanted. */
82 if (treasure_style)
83 if (!strcmp (treasure_style, "none"))
84 return;
85 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION);
87
88 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 {
91 if (RANDOM () % 2)
92 treasureoptions -= 1;
93 else
94 treasureoptions -= 2;
95 }
96
97 /* pick the number of treasures */
98 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
104
105 if (num_treasures <= 0)
106 return;
107
108 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1);
112
113 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED)
115 {
116
117 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style)
119 {
120 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL:
122 case LAYOUT_SQUARE_SPIRAL:
123 {
124 int i, j;
125
126 /* search the onion for C's or '>', and put treasure there. */
127 for (i = 0; i < RP->Xsize; i++)
128 {
129 for (j = 0; j < RP->Ysize; j++)
130 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 {
133 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest;
136
137 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */
139 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
141 if (!chest)
142 continue; /* if no chest was placed NEXT */
143 if (treasureoptions & (DOORED | HIDDEN))
144 {
145 doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist);
148 }
149 }
150 }
151 }
152 break;
153 }
154 default:
155 {
156 int i, j, tries;
157 object *chest;
158 object **doorlist;
159
160 i = j = -1;
161 tries = 0;
162 while (i == -1 && tries < 100)
163 {
164 i = RANDOM () % (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP);
167 if (wall_blocked (map, i, j))
168 i = -1;
169 tries++;
170 }
171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
172 if (!chest)
173 return;
174 i = chest->x;
175 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN))
177 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
179 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
180 free (doorlist);
181 }
182 }
183 }
184 }
185 else
186 { /* DIFFUSE treasure layout */
187 int ti, i, j;
188
189 for (ti = 0; ti < num_treasures; ti++)
190 {
191 i = RANDOM () % (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 }
195 }
196 }
197
198 /* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */
201
202 object *
203 place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204 {
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */
209
210 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y);
212 if (i == -1)
213 {
214 the_chest->destroy ();
215 return NULL;
216 }
217 xl = x + freearr_x[i];
218 yl = y + freearr_y[i];
219
220 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl))
222 return 0;
223
224 /* put the treasures in the chest. */
225 /* if(style_map) { */
226 #if 0 /* don't use treasure style maps for now! */
227 int ti;
228
229 /* if treasurestyle lists a treasure list, use it. */
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231
232 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map);
236
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 }
239 else
240 { /* use the style map */
241 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures;
243 }
244 #endif
245 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest");
247
248 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures;
250 }
251
252 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED)
254 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257
258 if (trap_map)
259 {
260 the_trap = pick_random_object (trap_map);
261 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
263 if (the_trap)
264 {
265 object *new_trap;
266
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x;
270 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest);
272 }
273 }
274 }
275
276 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 {
282 char keybuf[1024];
283
284 sprintf (keybuf, "%d", (int) RANDOM ());
285 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
287 }
288
289 /* actually place the chest. */
290 the_chest->x = xl;
291 the_chest->y = yl;
292 insert_ob_in_map (the_chest, map, NULL, 0);
293 return the_chest;
294 }
295
296
297 /* finds the closest monster and returns him, regardless of doors
298 or walls */
299 object *
300 find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
301 {
302 int i;
303
304 for (i = 0; i < SIZEOFFREE; i++)
305 {
306 int lx, ly;
307
308 lx = x + freearr_x[i];
309 ly = y + freearr_y[i];
310 /* boundscheck */
311 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
312 /* don't bother searching this square unless the map says life exists. */
313 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
314 {
315 object *the_monster = GET_MAP_OB (map, lx, ly);
316
317 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
318 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
319 return the_monster;
320 }
321 }
322 return NULL;
323 }
324
325
326
327 /* places keys in the map, preferably in something alive.
328 keycode is the key's code,
329 door_flag is either PASS_DOORS or NO_PASS_DOORS.
330 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
331 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333
334 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door.
336 */
337
338 int
339 keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340 {
341 int i, j;
342 int kx, ky;
343 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345
346 /* get a key and set its keycode */
347 the_key = get_archetype ("key2");
348 the_key->slaying = keycode;
349
350 if (door_flag == PASS_DOORS)
351 {
352 int tries = 0;
353
354 the_keymaster = NULL;
355 while (tries < 15 && the_keymaster == NULL)
356 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP);
361 }
362 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL)
364 {
365 int freeindex;
366
367 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky);
373 }
374 if (freeindex != -1)
375 {
376 kx += freearr_x[freeindex];
377 ky += freearr_y[freeindex];
378 }
379 }
380 }
381 else
382 { /* NO_PASS_DOORS --we have to work harder. */
383 /* don't try to keyplace if we're sitting on a blocked square and
384 NO_PASS_DOORS is set. */
385 if (n_keys == 1)
386 {
387 if (wall_blocked (map, x, y))
388 return 0;
389 the_keymaster = find_monster_in_room (map, x, y, RP);
390 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 }
393 else
394 {
395 int sum = 0; /* count how many keys we actually place */
396
397 /* I'm lazy, so just try to place in all 4 directions. */
398 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagnoally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 }
409 return 1;
410 }
411 }
412
413 if (the_keymaster == NULL)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423 }
424
425
426
427 /* both find_monster_in_room routines need to have access to this. */
428
429 object *theMonsterToFind;
430
431 /* a recursive routine which will return a monster, eventually,if there is one.
432 it does a check-off on the layout, converting 0's to 1's */
433
434 object *
435 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
436 {
437 int i, j;
438
439 /* if we've found a monster already, leave */
440 if (theMonsterToFind != NULL)
441 return theMonsterToFind;
442
443 /* bounds check x and y */
444 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
445 return theMonsterToFind;
446
447 /* if the square is blocked or searched already, leave */
448 if (layout[x][y] != 0)
449 return theMonsterToFind; /* might be NULL, that's fine. */
450
451 /* check the current square for a monster. If there is one,
452 set theMonsterToFind and return it. */
453 layout[x][y] = 1;
454 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
455 {
456 object *the_monster = GET_MAP_OB (map, x, y);
457
458 /* check off this point */
459 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
460 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
461 {
462 theMonsterToFind = the_monster;
463 return theMonsterToFind;
464 }
465 }
466
467 /* now search all the 8 squares around recursively for a monster,in random order */
468 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
469 {
470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
471 if (theMonsterToFind != NULL)
472 return theMonsterToFind;
473 }
474 return theMonsterToFind;
475 }
476
477
478 /* sets up some data structures: the _recursive form does the
479 real work. */
480
481 object *
482 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
483 {
484 char **layout2;
485 int i, j;
486
487 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500
501 /* deallocate the temp. layout */
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507
508 return theMonsterToFind;
509 }
510
511
512
513
514 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
515 int *room_free_spots_x;
516 int *room_free_spots_y;
517 int number_of_free_spots_in_room;
518
519 /* the workhorse routine, which finds the free spots in a room:
520 a datastructure of free points is set up, and a position chosen from
521 that datastructure. */
522
523 void
524 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
525 {
526 int i, j;
527
528 /* bounds check x and y */
529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
530 return;
531
532 /* if the square is blocked or searched already, leave */
533 if (layout[x][y] != 0)
534 return;
535
536 /* set the current square as checked, and add it to the list.
537 set theMonsterToFind and return it. */
538 /* check off this point */
539 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++;
543 /* now search all the 8 squares around recursively for free spots,in random order */
544 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
545 {
546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
547 }
548
549 }
550
551 /* find a random non-blocked spot in this room to drop a key. */
552 void
553 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
554 {
555 char **layout2;
556 int i, j;
557
558 number_of_free_spots_in_room = 0;
559 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
561
562 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
563 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++)
565 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#';
571 }
572 }
573
574 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP);
576
577 if (number_of_free_spots_in_room > 0)
578 {
579 i = RANDOM () % number_of_free_spots_in_room;
580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i];
582 }
583
584 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]);
588 }
589 free (layout2);
590 free (room_free_spots_x);
591 free (room_free_spots_y);
592 }
593
594
595 /* searches the map for a spot with walls around it. The more
596 walls the better, but it'll settle for 1 wall, or even 0, but
597 it'll return 0 if no FREE spots are found.*/
598
599 void
600 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601 {
602 int x, y;
603 int i;
604
605 x = *cx;
606 y = *cy;
607
608 for (i = 0; i <= SIZEOFFREE1; i++)
609 {
610 int lx, ly, sindex;
611
612 lx = x + freearr_x[i];
613 ly = y + freearr_y[i];
614 sindex = surround_flag3 (map, lx, ly, RP);
615 /* if it's blocked on 3 sides, it's enclosed */
616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
617 {
618 *cx = lx;
619 *cy = ly;
620 return;
621 }
622 }
623
624 /* OK, if we got here, we're obviously someplace where there's no enclosed
625 spots--try to find someplace which is 2x enclosed. */
626 for (i = 0; i <= SIZEOFFREE1; i++)
627 {
628 int lx, ly, sindex;
629
630 lx = x + freearr_x[i];
631 ly = y + freearr_y[i];
632 sindex = surround_flag3 (map, lx, ly, RP);
633 /* if it's blocked on 3 sides, it's enclosed */
634 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
635 {
636 *cx = lx;
637 *cy = ly;
638 return;
639 }
640 }
641
642 /* settle for one surround point */
643 for (i = 0; i <= SIZEOFFREE1; i++)
644 {
645 int lx, ly, sindex;
646
647 lx = x + freearr_x[i];
648 ly = y + freearr_y[i];
649 sindex = surround_flag3 (map, lx, ly, RP);
650 /* if it's blocked on 3 sides, it's enclosed */
651 if (sindex)
652 {
653 *cx = lx;
654 *cy = ly;
655 return;
656 }
657 }
658 /* give up and return the closest free spot. */
659 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y);
660 if (i != -1 && i <= SIZEOFFREE1)
661 {
662 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i];
664 return;
665 }
666 /* indicate failure */
667 *cx = *cy = -1;
668 }
669
670
671 void
672 remove_monsters (int x, int y, maptile *map)
673 {
674 object *tmp;
675
676 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 {
679 if (tmp->head)
680 tmp = tmp->head;
681 tmp->remove ();
682 tmp->destroy ();
683 tmp = GET_MAP_OB (map, x, y);
684 if (tmp == NULL)
685 break;
686 };
687 }
688
689
690 /* surrounds the point x,y by doors, so as to enclose something, like
691 a chest. It only goes as far as the 8 squares surrounding, and
692 it'll remove any monsters it finds.*/
693
694 object **
695 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
696 {
697 int i;
698 char *doors[2];
699 object **doorlist;
700 int ndoors_made = 0;
701 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
702
703 /* this is a list we pick from, for horizontal and vertical doors */
704 if (opts & DOORED)
705 {
706 doors[0] = "locked_door2";
707 doors[1] = "locked_door1";
708 }
709 else
710 {
711 doors[0] = "door_1";
712 doors[1] = "door_2";
713 }
714
715 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++)
717 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
721 { /* place a door */
722 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
723
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door;
729 ndoors_made++;
730 }
731 }
732 return doorlist;
733 }
734
735
736 /* returns the first door in this square, or NULL if there isn't a door. */
737 object *
738 door_in_square (maptile *map, int x, int y)
739 {
740 object *tmp;
741
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp;
745 return NULL;
746 }
747
748
749 /* the workhorse routine, which finds the doors in a room */
750 void
751 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
752 {
753 int i, j;
754 object *door;
755
756 /* bounds check x and y */
757 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
758 return;
759
760 /* if the square is blocked or searched already, leave */
761 if (layout[x][y] == 1)
762 return;
763
764 /* check off this point */
765 if (layout[x][y] == '#')
766 { /* there could be a door here */
767 layout[x][y] = 1;
768 door = door_in_square (map, x, y);
769 if (door)
770 {
771 doorlist[*ndoors] = door;
772 if (*ndoors > 1022) /* eek! out of memory */
773 {
774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
775 return;
776 }
777
778 *ndoors = *ndoors + 1;
779 }
780 }
781 else
782 {
783 layout[x][y] = 1;
784 /* now search all the 8 squares around recursively for free spots,in random order */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
786 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
787 }
788 }
789
790 /* find a random non-blocked spot in this room to drop a key. */
791 object **
792 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
793 {
794 char **layout2;
795 object **doorlist;
796 int i, j;
797 int ndoors = 0;
798
799 doorlist = (object **) calloc (sizeof (int), 1024);
800
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
802 /* allocate and copy the layout, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++)
807 {
808 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#';
810 }
811 }
812
813 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
815
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist;
822 }
823
824
825
826 /* locks and/or hides all the doors in doorlist, or does nothing if
827 opts doesn't say to lock/hide doors. */
828
829 void
830 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
831 {
832 object *door;
833 int i;
834
835 /* lock the doors and hide the keys. */
836
837 if (opts & DOORED)
838 {
839 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
840 {
841 object *new_door = get_archetype ("locked_door1");
842 char keybuf[1024];
843
844 door = doorlist[i];
845 new_door->face = door->face;
846 new_door->x = door->x;
847 new_door->y = door->y;
848 door->remove ();
849 door->destroy ();
850 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ());
853 new_door->slaying = keybuf;
854 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
855 }
856 }
857
858 /* change the faces of the doors and surrounding walls to hide them. */
859 if (opts & HIDDEN)
860 {
861 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
862 {
863 object *wallface;
864
865 door = doorlist[i];
866 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
867 if (wallface != NULL)
868 {
869 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
872 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
873 door->face = wallface->face;
874 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
875 wallface->remove ();
876 wallface->destroy ();
877 }
878 }
879 }
880 }