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/cvs/deliantra/server/random_maps/treasure.C
Revision: 1.27
Committed: Sun Apr 15 14:15:14 2007 UTC (17 years, 1 month ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.26: +2 -2 lines
Log Message:
fixed placement problems in random map generator and removed MOVE_BLOCK_DEFAULT
and replaced it's uses with MOVE_WALK.

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 /* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48 static int
49 bc_random (int x)
50 {
51 return (rndm (x) + rndm (x) + rndm (x)) / 3;
52 }
53
54 /* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters.
56 * This function is not map tile aware.
57 */
58 int
59 wall_blocked (maptile *m, int x, int y)
60 {
61 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1;
63
64 m->at (x, y).update ();
65 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
66 }
67
68 /* place treasures in the map, given the
69 map, (required)
70 layout, (required)
71 treasure style (may be empty or NULL, or "none" to cause no treasure.)
72 treasureoptions (may be 0 for random choices or positive)
73 */
74 void
75 place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
76 {
77 char styledirname[1024];
78 char stylefilepath[1024];
79 maptile *style_map = 0;
80 int num_treasures;
81
82 /* bail out if treasure isn't wanted. */
83 if (treasure_style)
84 if (!strcmp (treasure_style, "none"))
85 return;
86
87 if (treasureoptions <= 0)
88 treasureoptions = rndm (2 * LAST_OPTION);
89
90 /* filter out the mutually exclusive options */
91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
92 {
93 if (rndm (2))
94 treasureoptions -= 1;
95 else
96 treasureoptions -= 2;
97 }
98
99 /* pick the number of treasures */
100 if (treasureoptions & SPARSE)
101 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
102 else if (treasureoptions & RICH)
103 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
104 else
105 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
106
107 if (num_treasures <= 0)
108 return;
109
110 /* get the style map */
111 sprintf (styledirname, "%s", "/styles/treasurestyles");
112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
113 style_map = find_style (styledirname, treasure_style, -1);
114
115 if (!style_map)
116 {
117 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
118 return;
119 }
120
121 /* all the treasure at one spot in the map. */
122 if (treasureoptions & CONCENTRATED)
123 {
124
125 /* map_layout_style global, and is previously set */
126 switch (RP->map_layout_style)
127 {
128 case LAYOUT_ONION:
129 case LAYOUT_SPIRAL:
130 case LAYOUT_SQUARE_SPIRAL:
131 {
132 int i, j;
133
134 /* search the onion for C's or '>', and put treasure there. */
135 for (i = 0; i < RP->Xsize; i++)
136 {
137 for (j = 0; j < RP->Ysize; j++)
138 {
139 if (layout[i][j] == 'C' || layout[i][j] == '>')
140 {
141 int tdiv = RP->symmetry_used;
142 object **doorlist;
143 object *chest;
144
145 if (tdiv == 3)
146 tdiv = 2; /* this symmetry uses a divisor of 2 */
147 /* don't put a chest on an exit. */
148 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
149 if (!chest)
150 continue; /* if no chest was placed NEXT */
151 if (treasureoptions & (DOORED | HIDDEN))
152 {
153 doorlist = find_doors_in_room (map, i, j, RP);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist);
156 }
157 }
158 }
159 }
160 break;
161 }
162 default:
163 {
164 int i, j, tries;
165 object *chest;
166 object **doorlist;
167
168 i = j = -1;
169 tries = 0;
170 while (i == -1 && tries < 100)
171 {
172 i = rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP);
175 if (wall_blocked (map, i, j))
176 i = -1;
177 tries++;
178 }
179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
180 if (!chest)
181 return;
182 i = chest->x;
183 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN))
185 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
187 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
188 free (doorlist);
189 }
190 }
191 }
192 }
193 else
194 { /* DIFFUSE treasure layout */
195 int ti, i, j;
196
197 for (ti = 0; ti < num_treasures; ti++)
198 {
199 i = rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 }
203 }
204 }
205
206 /* put a chest into the map, near x and y, with the treasure style
207 determined (may be null, or may be a treasure list from lib/treasures,
208 if the global variable "treasurestyle" is set to that treasure list's name */
209
210 object *
211 place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
212 {
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */
217
218 /* first, find a place to put the chest. */
219 i = find_first_free_spot (the_chest, map, x, y);
220 if (i == -1)
221 {
222 the_chest->destroy ();
223 return NULL;
224 }
225
226 xl = x + freearr_x[i];
227 yl = y + freearr_y[i];
228
229 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl))
231 return 0;
232
233 /* put the treasures in the chest. */
234 /* if(style_map) { */
235 #if 0 /* don't use treasure style maps for now! */
236 int ti;
237
238 /* if treasurestyle lists a treasure list, use it. */
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240
241 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object ();
245
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
247 }
248 else
249 { /* use the style map */
250 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures;
252 }
253 #endif
254 { /* neither style_map no treasure list given */
255 treasurelist *tlist = find_treasurelist ("chest");
256
257 the_chest->randomitems = tlist;
258 the_chest->stats.hp = n_treasures;
259 }
260
261 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED)
263 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
265 object *the_trap;
266
267 if (trap_map)
268 {
269 the_trap = trap_map->pick_random_object ();
270 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
272 if (the_trap)
273 {
274 object *new_trap;
275
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x;
279 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest);
281 }
282 }
283 }
284
285 /* set the chest lock code, and call the keyplacer routine with
286 the lockcode. It's not worth bothering to lock the chest if
287 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 {
290 char keybuf[1024];
291
292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
295 }
296
297 /* actually place the chest. */
298 the_chest->x = xl;
299 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest;
302 }
303
304
305 /* finds the closest monster and returns him, regardless of doors
306 or walls */
307 object *
308 find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309 {
310 int i;
311
312 for (i = 0; i < SIZEOFFREE; i++)
313 {
314 int lx, ly;
315
316 lx = x + freearr_x[i];
317 ly = y + freearr_y[i];
318 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 {
323 object *the_monster = GET_MAP_OB (map, lx, ly);
324
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster;
328 }
329 }
330 return NULL;
331 }
332
333
334
335 /* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344 */
345 int
346 keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347 {
348 int i, j;
349 int kx = 0, ky = 0;
350 object *the_keymaster; /* the monster that gets the key. */
351 object *the_key;
352
353 /* get a key and set its keycode */
354 the_key = get_archetype ("key2");
355 the_key->slaying = keycode;
356
357 if (door_flag == PASS_DOORS)
358 {
359 int tries = 0;
360
361 the_keymaster = 0;
362 while (tries < 15 && !the_keymaster)
363 {
364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
366 tries++;
367 the_keymaster = find_closest_monster (map, i, j, RP);
368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (!the_keymaster)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
389 }
390 }
391 else
392 { /* NO_PASS_DOORS --we have to work harder. */
393 /* don't try to keyplace if we're sitting on a blocked square and
394 NO_PASS_DOORS is set. */
395 if (n_keys == 1)
396 {
397 if (wall_blocked (map, x, y))
398 return 0;
399
400 the_keymaster = find_monster_in_room (map, x, y, RP);
401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
402 find_spot_in_room (map, x, y, &kx, &ky, RP);
403 }
404 else
405 {
406 int sum = 0; /* count how many keys we actually place */
407
408 /* I'm lazy, so just try to place in all 4 directions. */
409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
415 { /* diagonally this time. */
416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
431 return 1;
432 }
433
434 insert_ob_in_ob (the_key, the_keymaster);
435 return 1;
436 }
437
438
439
440 /* both find_monster_in_room routines need to have access to this. */
441
442 object *theMonsterToFind;
443
444 /* a recursive routine which will return a monster, eventually,if there is one.
445 it does a check-off on the layout, converting 0's to 1's */
446
447 object *
448 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
449 {
450 int i, j;
451
452 /* if we've found a monster already, leave */
453 if (theMonsterToFind != NULL)
454 return theMonsterToFind;
455
456 /* bounds check x and y */
457 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
458 return theMonsterToFind;
459
460 /* if the square is blocked or searched already, leave */
461 if (layout[x][y] != 0)
462 return theMonsterToFind; /* might be NULL, that's fine. */
463
464 /* check the current square for a monster. If there is one,
465 set theMonsterToFind and return it. */
466 layout[x][y] = 1;
467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 {
469 object *the_monster = GET_MAP_OB (map, x, y);
470
471 /* check off this point */
472 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
474 {
475 theMonsterToFind = the_monster;
476 return theMonsterToFind;
477 }
478 }
479
480 /* now search all the 8 squares around recursively for a monster,in random order */
481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
482 {
483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
484 if (theMonsterToFind != NULL)
485 return theMonsterToFind;
486 }
487 return theMonsterToFind;
488 }
489
490
491 /* sets up some data structures: the _recursive form does the
492 real work. */
493
494 object *
495 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
496 {
497 char **layout2;
498 int i, j;
499
500 theMonsterToFind = 0;
501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
502 /* allocate and copy the layout, converting C to 0. */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
506 for (j = 0; j < RP->Ysize; j++)
507 {
508 if (wall_blocked (map, i, j))
509 layout2[i][j] = '#';
510 }
511 }
512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
513
514 /* deallocate the temp. layout */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 free (layout2[i]);
518 }
519 free (layout2);
520
521 return theMonsterToFind;
522 }
523
524 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
525 int *room_free_spots_x;
526 int *room_free_spots_y;
527 int number_of_free_spots_in_room;
528
529 /* the workhorse routine, which finds the free spots in a room:
530 a datastructure of free points is set up, and a position chosen from
531 that datastructure. */
532 void
533 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
534 {
535 int i, j;
536
537 /* bounds check x and y */
538 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
539 return;
540
541 /* if the square is blocked or searched already, leave */
542 if (layout[x][y] != 0)
543 return;
544
545 /* set the current square as checked, and add it to the list.
546 set theMonsterToFind and return it. */
547 /* check off this point */
548 layout[x][y] = 1;
549 room_free_spots_x[number_of_free_spots_in_room] = x;
550 room_free_spots_y[number_of_free_spots_in_room] = y;
551 number_of_free_spots_in_room++;
552
553 /* now search all the 8 squares around recursively for free spots,in random order */
554 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
555 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
556
557 }
558
559 /* find a random non-blocked spot in this room to drop a key. */
560 void
561 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562 {
563 char **layout2;
564 int i, j;
565
566 number_of_free_spots_in_room = 0;
567 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
569
570 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
571 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++)
573 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++)
576 if (wall_blocked (map, i, j))
577 layout2[i][j] = '#';
578 }
579
580 /* setup num_free_spots and room_free_spots */
581 find_spot_in_room_recursive (layout2, x, y, RP);
582
583 if (number_of_free_spots_in_room > 0)
584 {
585 i = rndm (number_of_free_spots_in_room);
586 *kx = room_free_spots_x[i];
587 *ky = room_free_spots_y[i];
588 }
589
590 /* deallocate the temp. layout */
591 for (i = 0; i < RP->Xsize; i++)
592 free (layout2[i]);
593
594 free (layout2);
595 free (room_free_spots_x);
596 free (room_free_spots_y);
597 }
598
599
600 /* searches the map for a spot with walls around it. The more
601 walls the better, but it'll settle for 1 wall, or even 0, but
602 it'll return 0 if no FREE spots are found.*/
603 void
604 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
605 {
606 int x, y;
607 int i;
608
609 x = *cx;
610 y = *cy;
611
612 for (i = 0; i <= SIZEOFFREE1; i++)
613 {
614 int lx, ly, sindex;
615
616 lx = x + freearr_x[i];
617 ly = y + freearr_y[i];
618 sindex = surround_flag3 (map, lx, ly, RP);
619 /* if it's blocked on 3 sides, it's enclosed */
620 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
621 {
622 *cx = lx;
623 *cy = ly;
624 return;
625 }
626 }
627
628 /* OK, if we got here, we're obviously someplace where there's no enclosed
629 spots--try to find someplace which is 2x enclosed. */
630 for (i = 0; i <= SIZEOFFREE1; i++)
631 {
632 int lx, ly, sindex;
633
634 lx = x + freearr_x[i];
635 ly = y + freearr_y[i];
636 sindex = surround_flag3 (map, lx, ly, RP);
637 /* if it's blocked on 3 sides, it's enclosed */
638 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
639 {
640 *cx = lx;
641 *cy = ly;
642 return;
643 }
644 }
645
646 /* settle for one surround point */
647 for (i = 0; i <= SIZEOFFREE1; i++)
648 {
649 int lx, ly, sindex;
650
651 lx = x + freearr_x[i];
652 ly = y + freearr_y[i];
653 sindex = surround_flag3 (map, lx, ly, RP);
654 /* if it's blocked on 3 sides, it's enclosed */
655 if (sindex)
656 {
657 *cx = lx;
658 *cy = ly;
659 return;
660 }
661 }
662 /* give up and return the closest free spot. */
663 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
664
665 if (i != -1)
666 {
667 *cx = x + freearr_x[i];
668 *cy = y + freearr_y[i];
669 }
670 else
671 {
672 /* indicate failure */
673 *cx = -1;
674 *cy = -1;
675 }
676 }
677
678 void
679 remove_monsters (int x, int y, maptile *map)
680 {
681 object *tmp;
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 {
686 if (tmp->head)
687 tmp = tmp->head;
688 tmp->remove ();
689 tmp->destroy ();
690 tmp = GET_MAP_OB (map, x, y);
691 if (tmp == NULL)
692 break;
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 object **
700 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
701 {
702 int i;
703 const char *doors[2];
704 object **doorlist;
705 int ndoors_made = 0;
706 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
707
708 /* this is a list we pick from, for horizontal and vertical doors */
709 if (opts & DOORED)
710 {
711 doors[0] = "locked_door2";
712 doors[1] = "locked_door1";
713 }
714 else
715 {
716 doors[0] = "door_1";
717 doors[1] = "door_2";
718 }
719
720 /* place doors in all the 8 adjacent unblocked squares. */
721 for (i = 1; i < 9; i++)
722 {
723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
724
725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
726 { /* place a door */
727 remove_monsters (x1, y1, map);
728
729 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 map->insert (new_door, x1, y1);
731 doorlist[ndoors_made] = new_door;
732 ndoors_made++;
733 }
734 }
735
736 return doorlist;
737 }
738
739
740 /* returns the first door in this square, or NULL if there isn't a door. */
741 object *
742 door_in_square (maptile *map, int x, int y)
743 {
744 object *tmp;
745
746 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
747 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
748 return tmp;
749 return NULL;
750 }
751
752
753 /* the workhorse routine, which finds the doors in a room */
754 void
755 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
756 {
757 int i, j;
758 object *door;
759
760 /* bounds check x and y */
761 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
762 return;
763
764 /* if the square is blocked or searched already, leave */
765 if (layout[x][y] == 1)
766 return;
767
768 /* check off this point */
769 if (layout[x][y] == '#')
770 { /* there could be a door here */
771 layout[x][y] = 1;
772 door = door_in_square (map, x, y);
773 if (door)
774 {
775 doorlist[*ndoors] = door;
776 if (*ndoors > 1022) /* eek! out of memory */
777 {
778 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
779 return;
780 }
781
782 *ndoors = *ndoors + 1;
783 }
784 }
785 else
786 {
787 layout[x][y] = 1;
788
789 /* now search all the 8 squares around recursively for free spots,in random order */
790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
791 find_doors_in_room_recursive (layout, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
793 doorlist, ndoors, RP);
794 }
795 }
796
797 /* find a random non-blocked spot in this room to drop a key. */
798 object **
799 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800 {
801 char **layout2;
802 object **doorlist;
803 int i, j;
804 int ndoors = 0;
805
806 doorlist = (object **) calloc (sizeof (int), 1024);
807
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
809 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++)
814 {
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819
820 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
822
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist;
829 }
830
831
832
833 /* locks and/or hides all the doors in doorlist, or does nothing if
834 opts doesn't say to lock/hide doors. */
835
836 void
837 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838 {
839 object *door;
840 int i;
841
842 /* lock the doors and hide the keys. */
843
844 if (opts & DOORED)
845 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
847 {
848 object *new_door = get_archetype ("locked_door1");
849 char keybuf[1024];
850
851 door = doorlist[i];
852 new_door->face = door->face;
853 new_door->x = door->x;
854 new_door->y = door->y;
855 door->remove ();
856 door->destroy ();
857 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", rndm (1000000000));
860 new_door->slaying = keybuf;
861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
862 }
863 }
864
865 /* change the faces of the doors and surrounding walls to hide them. */
866 if (opts & HIDDEN)
867 {
868 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
869 {
870 object *wallface;
871
872 door = doorlist[i];
873 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
874 if (wallface != NULL)
875 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
880 door->face = wallface->face;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
882 wallface->remove ();
883 wallface->destroy ();
884 }
885 }
886 }
887 }