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/cvs/deliantra/server/random_maps/treasure.C
Revision: 1.16
Committed: Mon Jan 15 01:55:22 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -1 lines
Log Message:
fix yet another 'i am stupid and renamed magic constants so everybody crashes' bugs in the random map generator

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_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 }
374
375 if (freeindex != -1)
376 {
377 kx += freearr_x[freeindex];
378 ky += freearr_y[freeindex];
379 }
380 }
381 }
382 else
383 { /* NO_PASS_DOORS --we have to work harder. */
384 /* don't try to keyplace if we're sitting on a blocked square and
385 NO_PASS_DOORS is set. */
386 if (n_keys == 1)
387 {
388 if (wall_blocked (map, x, y))
389 return 0;
390
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
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 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
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 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425 }
426
427
428
429 /* both find_monster_in_room routines need to have access to this. */
430
431 object *theMonsterToFind;
432
433 /* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */
435
436 object *
437 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438 {
439 int i, j;
440
441 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL)
443 return theMonsterToFind;
444
445 /* bounds check x and y */
446 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
447 return theMonsterToFind;
448
449 /* if the square is blocked or searched already, leave */
450 if (layout[x][y] != 0)
451 return theMonsterToFind; /* might be NULL, that's fine. */
452
453 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */
455 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 {
458 object *the_monster = GET_MAP_OB (map, x, y);
459
460 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 {
464 theMonsterToFind = the_monster;
465 return theMonsterToFind;
466 }
467 }
468
469 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL)
474 return theMonsterToFind;
475 }
476 return theMonsterToFind;
477 }
478
479
480 /* sets up some data structures: the _recursive form does the
481 real work. */
482
483 object *
484 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485 {
486 char **layout2;
487 int i, j;
488
489 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502
503 /* deallocate the temp. layout */
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509
510 return theMonsterToFind;
511 }
512
513
514
515
516 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517 int *room_free_spots_x;
518 int *room_free_spots_y;
519 int number_of_free_spots_in_room;
520
521 /* the workhorse routine, which finds the free spots in a room:
522 a datastructure of free points is set up, and a position chosen from
523 that datastructure. */
524
525 void
526 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527 {
528 int i, j;
529
530 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
532 return;
533
534 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0)
536 return;
537
538 /* set the current square as checked, and add it to the list.
539 set theMonsterToFind and return it. */
540 /* check off this point */
541 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++;
545 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550
551 }
552
553 /* find a random non-blocked spot in this room to drop a key. */
554 void
555 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556 {
557 char **layout2;
558 int i, j;
559
560 number_of_free_spots_in_room = 0;
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++)
567 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#';
573 }
574 }
575
576 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP);
578
579 if (number_of_free_spots_in_room > 0)
580 {
581 i = RANDOM () % number_of_free_spots_in_room;
582 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i];
584 }
585
586 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]);
590 }
591 free (layout2);
592 free (room_free_spots_x);
593 free (room_free_spots_y);
594 }
595
596
597 /* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/
600
601 void
602 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603 {
604 int x, y;
605 int i;
606
607 x = *cx;
608 y = *cy;
609
610 for (i = 0; i <= SIZEOFFREE1; i++)
611 {
612 int lx, ly, sindex;
613
614 lx = x + freearr_x[i];
615 ly = y + freearr_y[i];
616 sindex = surround_flag3 (map, lx, ly, RP);
617 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 {
620 *cx = lx;
621 *cy = ly;
622 return;
623 }
624 }
625
626 /* OK, if we got here, we're obviously someplace where there's no enclosed
627 spots--try to find someplace which is 2x enclosed. */
628 for (i = 0; i <= SIZEOFFREE1; i++)
629 {
630 int lx, ly, sindex;
631
632 lx = x + freearr_x[i];
633 ly = y + freearr_y[i];
634 sindex = surround_flag3 (map, lx, ly, RP);
635 /* if it's blocked on 3 sides, it's enclosed */
636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
637 {
638 *cx = lx;
639 *cy = ly;
640 return;
641 }
642 }
643
644 /* settle for one surround point */
645 for (i = 0; i <= SIZEOFFREE1; i++)
646 {
647 int lx, ly, sindex;
648
649 lx = x + freearr_x[i];
650 ly = y + freearr_y[i];
651 sindex = surround_flag3 (map, lx, ly, RP);
652 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex)
654 {
655 *cx = lx;
656 *cy = ly;
657 return;
658 }
659 }
660 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y);
662 if (i != -1 && i <= SIZEOFFREE1)
663 {
664 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i];
666 return;
667 }
668 /* indicate failure */
669 *cx = *cy = -1;
670 }
671
672
673 void
674 remove_monsters (int x, int y, maptile *map)
675 {
676 object *tmp;
677
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 {
681 if (tmp->head)
682 tmp = tmp->head;
683 tmp->remove ();
684 tmp->destroy ();
685 tmp = GET_MAP_OB (map, x, y);
686 if (tmp == NULL)
687 break;
688 };
689 }
690
691
692 /* 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
694 it'll remove any monsters it finds.*/
695
696 object **
697 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698 {
699 int i;
700 char *doors[2];
701 object **doorlist;
702 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704
705 /* this is a list we pick from, for horizontal and vertical doors */
706 if (opts & DOORED)
707 {
708 doors[0] = "locked_door2";
709 doors[1] = "locked_door1";
710 }
711 else
712 {
713 doors[0] = "door_1";
714 doors[1] = "door_2";
715 }
716
717 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++)
719 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
723 { /* place a door */
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
725
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door;
731 ndoors_made++;
732 }
733 }
734 return doorlist;
735 }
736
737
738 /* returns the first door in this square, or NULL if there isn't a door. */
739 object *
740 door_in_square (maptile *map, int x, int y)
741 {
742 object *tmp;
743
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp;
747 return NULL;
748 }
749
750
751 /* the workhorse routine, which finds the doors in a room */
752 void
753 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754 {
755 int i, j;
756 object *door;
757
758 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
760 return;
761
762 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1)
764 return;
765
766 /* check off this point */
767 if (layout[x][y] == '#')
768 { /* there could be a door here */
769 layout[x][y] = 1;
770 door = door_in_square (map, x, y);
771 if (door)
772 {
773 doorlist[*ndoors] = door;
774 if (*ndoors > 1022) /* eek! out of memory */
775 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return;
778 }
779
780 *ndoors = *ndoors + 1;
781 }
782 }
783 else
784 {
785 layout[x][y] = 1;
786 /* now search all the 8 squares around recursively for free spots,in random order */
787 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
789 }
790 }
791
792 /* find a random non-blocked spot in this room to drop a key. */
793 object **
794 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
795 {
796 char **layout2;
797 object **doorlist;
798 int i, j;
799 int ndoors = 0;
800
801 doorlist = (object **) calloc (sizeof (int), 1024);
802
803 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
804 /* allocate and copy the layout, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++)
806 {
807 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
808 for (j = 0; j < RP->Ysize; j++)
809 {
810 if (wall_blocked (map, i, j))
811 layout2[i][j] = '#';
812 }
813 }
814
815 /* setup num_free_spots and room_free_spots */
816 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
817
818 /* deallocate the temp. layout */
819 for (i = 0; i < RP->Xsize; i++)
820 free (layout2[i]);
821
822 free (layout2);
823 return doorlist;
824 }
825
826
827
828 /* locks and/or hides all the doors in doorlist, or does nothing if
829 opts doesn't say to lock/hide doors. */
830
831 void
832 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
833 {
834 object *door;
835 int i;
836
837 /* lock the doors and hide the keys. */
838
839 if (opts & DOORED)
840 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 {
843 object *new_door = get_archetype ("locked_door1");
844 char keybuf[1024];
845
846 door = doorlist[i];
847 new_door->face = door->face;
848 new_door->x = door->x;
849 new_door->y = door->y;
850 door->remove ();
851 door->destroy ();
852 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ());
855 new_door->slaying = keybuf;
856 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
857 }
858 }
859
860 /* change the faces of the doors and surrounding walls to hide them. */
861 if (opts & HIDDEN)
862 {
863 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
864 {
865 object *wallface;
866
867 door = doorlist[i];
868 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
869 if (wallface != NULL)
870 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
875 door->face = wallface->face;
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
877 wallface->remove ();
878 wallface->destroy ();
879 }
880 }
881 }
882 }