ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
Revision: 1.3
Committed: Sun Sep 3 00:18:41 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +4 -5 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_treasure_c =
3 * "$Id: treasure.C,v 1.2 2006-08-29 08:01:36 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* placing treasure in maps, where appropriate. */
30
31
32
33 #include <global.h>
34 #include <random_map.h>
35 #include <rproto.h>
36
37 /* some defines for various options which can be set. */
38
39 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40 #define HIDDEN 2 /* doors to treasure are hidden. */
41 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42 #define DOORED 8 /* treasure has doors around it. */
43 #define TRAPPED 16 /* trap dropped in same location as chest. */
44 #define SPARSE 32 /* 1/2 as much treasure as default */
45 #define RICH 64 /* 2x as much treasure as default */
46 #define FILLED 128 /* Fill/tile the entire map with treasure */
47 #define LAST_OPTION 64 /* set this to the last real option, for random */
48
49 #define NO_PASS_DOORS 0
50 #define PASS_DOORS 1
51
52
53 /* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters.
55 * This function is not map tile aware.
56 */
57
58 int wall_blocked(mapstruct *m, int x, int y) {
59 int r;
60
61 if(OUT_OF_REAL_MAP(m,x,y))
62 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT;
64 return r;
65 }
66
67 /* place treasures in the map, given the
68 map, (required)
69 layout, (required)
70 treasure style (may be empty or NULL, or "none" to cause no treasure.)
71 treasureoptions (may be 0 for random choices or positive)
72 */
73
74 void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) {
75 char styledirname[256];
76 char stylefilepath[256];
77 mapstruct *style_map=0;
78 int num_treasures;
79
80 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return;
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION);
83
84 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) {
86 if(RANDOM()%2) treasureoptions -=1;
87 else treasureoptions-=2;}
88
89 /* pick the number of treasures */
90 if(treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1);
92 else if(treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1);
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1);
95
96 if(num_treasures <= 0 ) return;
97
98 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1);
102
103 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) {
105
106 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) {
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 {
112 int i,j;
113 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) {
115 for(j=0;j<RP->Ysize;j++) {
116 if(layout[i][j]=='C' || layout[i][j]=='>') {
117 int tdiv = RP->symmetry_used;
118 object **doorlist;
119 object *chest;
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/
121 /* don't put a chest on an exit. */
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP);
123 if(!chest) continue; /* if no chest was placed NEXT */
124 if(treasureoptions & (DOORED|HIDDEN)) {
125 doorlist=find_doors_in_room(map,i,j,RP);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
127 free(doorlist);
128 }
129 }
130 }
131 }
132 break;
133 }
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1;
142 j = RANDOM()%(RP->Ysize-2)+1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP);
164 }
165 }
166 }
167
168
169
170 /* put a chest into the map, near x and y, with the treasure style
171 determined (may be null, or may be a treasure list from lib/treasures,
172 if the global variable "treasurestyle" is set to that treasure list's name */
173
174 object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) {
175 object *the_chest;
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */
179
180 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y);
182 if (i == -1) {
183 free_object(the_chest);
184 return NULL;
185 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i];
187
188 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0;
190
191
192 /* put the treasures in the chest. */
193 /* if(style_map) { */
194 #if 0 /* don't use treasure style maps for now! */
195 int ti;
196 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle);
198 if(tlist!=NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map);
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest);
202 }
203 else { /* use the style map */
204 the_chest->randomitems=tlist;
205 the_chest->stats.hp = n_treasures;
206 }
207 #endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213
214 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1);
217 object *the_trap;
218 if(trap_map) {
219 the_trap= pick_random_object(trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2);
222 if(the_trap) {
223 object *new_trap;
224 new_trap = arch_to_object(the_trap->arch);
225 copy_object(new_trap,the_trap);
226 new_trap->x = x;
227 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest);
229 }
230 }
231 }
232
233 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) {
238 char keybuf[256];
239 sprintf(keybuf,"%d",(int)RANDOM());
240 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 }
243
244 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0);
247 return the_chest;
248 }
249
250
251 /* finds the closest monster and returns him, regardless of doors
252 or walls */
253 object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) {
254 int i;
255 for(i=0;i<SIZEOFFREE;i++) {
256 int lx,ly;
257 lx=x+freearr_x[i];
258 ly=y+freearr_y[i];
259 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) {
263 object *the_monster=get_map_ob(map,lx,ly);
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER))
266 return the_monster;
267 }
268 }
269 return NULL;
270 }
271
272
273
274 /* places keys in the map, preferably in something alive.
275 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS.
277 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
278 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280
281 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door.
283 */
284
285 int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) {
286 int i,j;
287 int kx,ky;
288 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key;
290
291 /* get a key and set its keycode */
292 the_key = get_archetype("key2");
293 the_key->slaying = keycode;
294
295 if(door_flag==PASS_DOORS) {
296 int tries=0;
297 the_keymaster=NULL;
298 while(tries<15&&the_keymaster==NULL) {
299 i = (RANDOM()%(RP->Xsize-2))+1;
300 j = (RANDOM()%(RP->Ysize-2))+1;
301 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP);
303 }
304 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) {
306 int freeindex;
307
308 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) {
310 kx = (RANDOM()%(RP->Xsize-2))+1;
311 ky = (RANDOM()%(RP->Ysize-2))+1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky);
313 }
314 if(freeindex != -1) {
315 kx += freearr_x[freeindex];
316 ky += freearr_y[freeindex];
317 }
318 }
319 }
320 else { /* NO_PASS_DOORS --we have to work harder.*/
321 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */
323 if(n_keys==1) {
324 if(wall_blocked(map,x,y)) return 0;
325 the_keymaster=find_monster_in_room(map,x,y,RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP);
328 }
329 else {
330 int sum=0; /* count how many keys we actually place */
331 /* I'm lazy, so just try to place in all 4 directions. */
332 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP);
333 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP);
334 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP);
335 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP);
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP);
339 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP);
340 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP);
341 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP);
342 }
343 return 1;
344 }
345 }
346
347 if(the_keymaster==NULL) {
348 the_key->x = kx;
349 the_key->y = ky;
350 insert_ob_in_map(the_key,map,NULL,0);
351 return 1;
352 }
353
354 insert_ob_in_ob(the_key,the_keymaster);
355 return 1;
356 }
357
358
359
360 /* both find_monster_in_room routines need to have access to this. */
361
362 object *theMonsterToFind;
363
364 /* a recursive routine which will return a monster, eventually,if there is one.
365 it does a check-off on the layout, converting 0's to 1's */
366
367 object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) {
368 int i,j;
369 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind;
371
372 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind;
374
375 /* if the square is blocked or searched already, leave */
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/
377
378 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */
380 layout[x][y]=1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) {
382 object *the_monster = get_map_ob(map,x,y);
383 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above);
385 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) {
386 theMonsterToFind=the_monster;
387 return theMonsterToFind;
388 }
389 }
390
391 /* now search all the 8 squares around recursively for a monster,in random order */
392 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP);
394 if(theMonsterToFind!=NULL) return theMonsterToFind;
395 }
396 return theMonsterToFind;
397 }
398
399
400 /* sets up some data structures: the _recursive form does the
401 real work. */
402
403 object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) {
404 char **layout2;
405 int i,j;
406 theMonsterToFind=0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) {
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
413 }
414 }
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP);
416
417 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) {
419 free(layout2[i]);
420 }
421 free(layout2);
422
423 return theMonsterToFind;
424 }
425
426
427
428
429 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430 int *room_free_spots_x;
431 int *room_free_spots_y;
432 int number_of_free_spots_in_room;
433
434 /* the workhorse routine, which finds the free spots in a room:
435 a datastructure of free points is set up, and a position chosen from
436 that datastructure. */
437
438 void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) {
439 int i,j;
440
441 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
443
444 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return;
446
447 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */
449 /* check off this point */
450 layout[x][y]=1;
451 room_free_spots_x[number_of_free_spots_in_room]=x;
452 room_free_spots_y[number_of_free_spots_in_room]=y;
453 number_of_free_spots_in_room++;
454 /* now search all the 8 squares around recursively for free spots,in random order */
455 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
456 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP);
457 }
458
459 }
460
461 /* find a random non-blocked spot in this room to drop a key. */
462 void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) {
463 char **layout2;
464 int i,j;
465 number_of_free_spots_in_room=0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize);
467 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize);
468
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) {
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
475 }
476 }
477
478 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP);
480
481 if(number_of_free_spots_in_room > 0) {
482 i = RANDOM()%number_of_free_spots_in_room;
483 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i];
485 }
486
487 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) {
489 free(layout2[i]);
490 }
491 free(layout2);
492 free(room_free_spots_x);
493 free(room_free_spots_y);
494 }
495
496
497 /* searches the map for a spot with walls around it. The more
498 walls the better, but it'll settle for 1 wall, or even 0, but
499 it'll return 0 if no FREE spots are found.*/
500
501 void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) {
502 int x,y;
503 int i;
504 x = *cx;y=*cy;
505
506 for(i=0;i<=SIZEOFFREE1;i++) {
507 int lx,ly,sindex;
508 lx = x +freearr_x[i];
509 ly = y +freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP);
511 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) {
513 *cx= lx;*cy= ly;
514 return;
515 }
516 }
517
518 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) {
521 int lx,ly,sindex;
522 lx = x +freearr_x[i];
523 ly = y +freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP);
525 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) {
527 *cx= lx;*cy= ly;
528 return;
529 }
530 }
531
532 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) {
534 int lx,ly,sindex;
535 lx = x +freearr_x[i];
536 ly = y +freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP);
538 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) {
540 *cx= lx;*cy= ly;
541 return;
542 }
543 }
544 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y);
546 if(i!=-1&&i<=SIZEOFFREE1) {
547 *cx = x +freearr_x[i];
548 *cy = y +freearr_y[i];
549 return;
550 }
551 /* indicate failure */
552 *cx=*cy=-1;
553 }
554
555
556 void remove_monsters(int x,int y,mapstruct *map) {
557 object *tmp;
558
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) {
561 if(tmp->head) tmp=tmp->head;
562 remove_ob(tmp);
563 free_object(tmp);
564 tmp=get_map_ob(map,x,y);
565 if(tmp==NULL) break;
566 };
567 }
568
569
570 /* surrounds the point x,y by doors, so as to enclose something, like
571 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/
573
574 object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) {
575 int i;
576 char *doors[2];
577 object **doorlist;
578 int ndoors_made=0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */
580
581 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) {
583 doors[0]="locked_door2";
584 doors[1]="locked_door1";
585 }
586 else {
587 doors[0]="door_1";
588 doors[1]="door_2";
589 }
590
591 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i];
594
595 if(!wall_blocked(map,x1,y1)
596 || layout[x1][y1]=='>') {/* place a door */
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]);
598 new_door->x = x + freearr_x[i];
599 new_door->y = y + freearr_y[i];
600 remove_monsters(new_door->x,new_door->y,map);
601 insert_ob_in_map(new_door,map,NULL,0);
602 doorlist[ndoors_made]=new_door;
603 ndoors_made++;
604 }
605 }
606 return doorlist;
607 }
608
609
610 /* returns the first door in this square, or NULL if there isn't a door. */
611 object *door_in_square(mapstruct *map,int x,int y) {
612 object *tmp;
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp;
615 return NULL;
616 }
617
618
619 /* the workhorse routine, which finds the doors in a room */
620 void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) {
621 int i,j;
622 object *door;
623
624 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
626
627 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return;
629
630 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */
632 layout[x][y]=1;
633 door=door_in_square(map,x,y);
634 if(door!=NULL) {
635 doorlist[*ndoors]=door;
636 if(*ndoors>254) /* eek! out of memory */
637 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return;
640 }
641 *ndoors=*ndoors+1;
642 }
643 }
644 else {
645 layout[x][y]=1;
646 /* now search all the 8 squares around recursively for free spots,in random order */
647 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
648 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP);
649 }
650 }
651 }
652
653 /* find a random non-blocked spot in this room to drop a key. */
654 object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) {
655 char **layout2;
656 object **doorlist;
657 int i,j;
658 int ndoors=0;
659
660 doorlist = (object **)calloc(sizeof(int),256);
661
662
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) {
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
669 }
670 }
671
672 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP);
674
675 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) {
677 free(layout2[i]);
678 }
679 free(layout2);
680 return doorlist;
681 }
682
683
684
685 /* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */
687
688 void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) {
689 object *door;
690 int i;
691 /* lock the doors and hide the keys. */
692
693 if(opts & DOORED) {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) {
695 object *new_door=get_archetype("locked_door1");
696 char keybuf[256];
697 door=doorlist[i];
698 new_door->face = door->face;
699 new_door->x = door->x;
700 new_door->y = door->y;
701 remove_ob(door);
702 free_object(door);
703 doorlist[i]=new_door;
704 insert_ob_in_map(new_door,map,NULL,0);
705 sprintf(keybuf,"%d",(int)RANDOM());
706 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP);
708 }
709 }
710
711 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) {
714 object *wallface;
715 door=doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP);
717 if(wallface!=NULL) {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP);
722 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface);
724 free_object(wallface);
725 }
726 }
727 }
728 }