ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
Revision: 1.23
Committed: Sat Jan 27 00:56:48 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +6 -0 lines
Log Message:
proactive

File Contents

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