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Revision: 1.18
Committed: Mon Jan 15 21:06:19 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.17: +22 -23 lines
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# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
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
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_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
662
663 if (i != -1)
664 {
665 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i];
667 }
668 else
669 {
670 /* indicate failure */
671 *cx = -1;
672 *cy = -1;
673 }
674 }
675
676
677 void
678 remove_monsters (int x, int y, maptile *map)
679 {
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 {
685 if (tmp->head)
686 tmp = tmp->head;
687 tmp->remove ();
688 tmp->destroy ();
689 tmp = GET_MAP_OB (map, x, y);
690 if (tmp == NULL)
691 break;
692 };
693 }
694
695
696 /* surrounds the point x,y by doors, so as to enclose something, like
697 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/
699
700 object **
701 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
702 {
703 int i;
704 char *doors[2];
705 object **doorlist;
706 int ndoors_made = 0;
707 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
708
709 /* this is a list we pick from, for horizontal and vertical doors */
710 if (opts & DOORED)
711 {
712 doors[0] = "locked_door2";
713 doors[1] = "locked_door1";
714 }
715 else
716 {
717 doors[0] = "door_1";
718 doors[1] = "door_2";
719 }
720
721 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++)
723 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
725
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
727 { /* place a door */
728 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
729
730 new_door->x = x + freearr_x[i];
731 new_door->y = y + freearr_y[i];
732 remove_monsters (new_door->x, new_door->y, map);
733 insert_ob_in_map (new_door, map, NULL, 0);
734 doorlist[ndoors_made] = new_door;
735 ndoors_made++;
736 }
737 }
738 return doorlist;
739 }
740
741
742 /* returns the first door in this square, or NULL if there isn't a door. */
743 object *
744 door_in_square (maptile *map, int x, int y)
745 {
746 object *tmp;
747
748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp;
751 return NULL;
752 }
753
754
755 /* the workhorse routine, which finds the doors in a room */
756 void
757 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
758 {
759 int i, j;
760 object *door;
761
762 /* bounds check x and y */
763 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
764 return;
765
766 /* if the square is blocked or searched already, leave */
767 if (layout[x][y] == 1)
768 return;
769
770 /* check off this point */
771 if (layout[x][y] == '#')
772 { /* there could be a door here */
773 layout[x][y] = 1;
774 door = door_in_square (map, x, y);
775 if (door)
776 {
777 doorlist[*ndoors] = door;
778 if (*ndoors > 1022) /* eek! out of memory */
779 {
780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
781 return;
782 }
783
784 *ndoors = *ndoors + 1;
785 }
786 }
787 else
788 {
789 layout[x][y] = 1;
790 /* now search all the 8 squares around recursively for free spots,in random order */
791 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
792 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
793 }
794 }
795
796 /* find a random non-blocked spot in this room to drop a key. */
797 object **
798 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799 {
800 char **layout2;
801 object **doorlist;
802 int i, j;
803 int ndoors = 0;
804
805 doorlist = (object **) calloc (sizeof (int), 1024);
806
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
808 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++)
813 {
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818
819 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist;
828 }
829
830
831
832 /* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */
834
835 void
836 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837 {
838 object *door;
839 int i;
840
841 /* lock the doors and hide the keys. */
842
843 if (opts & DOORED)
844 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
846 {
847 object *new_door = get_archetype ("locked_door1");
848 char keybuf[1024];
849
850 door = doorlist[i];
851 new_door->face = door->face;
852 new_door->x = door->x;
853 new_door->y = door->y;
854 door->remove ();
855 door->destroy ();
856 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", (int) RANDOM ());
859 new_door->slaying = keybuf;
860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
861 }
862 }
863
864 /* change the faces of the doors and surrounding walls to hide them. */
865 if (opts & HIDDEN)
866 {
867 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
868 {
869 object *wallface;
870
871 door = doorlist[i];
872 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
873 if (wallface != NULL)
874 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
879 door->face = wallface->face;
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
881 wallface->remove ();
882 wallface->destroy ();
883 }
884 }
885 }
886 }