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Revision: 1.35
Committed: Mon Apr 14 22:41:17 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +1 -1 lines
Log Message:
refactor random map gen more

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /* placing treasure in maps, where appropriate. */
25
26 #include <global.h>
27 #include <random_map.h>
28 #include <rproto.h>
29
30 /* some defines for various options which can be set. */
31
32 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
33 #define HIDDEN 2 /* doors to treasure are hidden. */
34 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
35 #define DOORED 8 /* treasure has doors around it. */
36 #define TRAPPED 16 /* trap dropped in same location as chest. */
37 #define SPARSE 32 /* 1/2 as much treasure as default */
38 #define RICH 64 /* 2x as much treasure as default */
39 #define FILLED 128 /* Fill/tile the entire map with treasure */
40 #define LAST_OPTION 64 /* set this to the last real option, for random */
41
42 #define NO_PASS_DOORS 0
43 #define PASS_DOORS 1
44
45 /* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47 static int
48 bc_random (int x)
49 {
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
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 int
58 wall_blocked (maptile *m, int x, int y)
59 {
60 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1;
62
63 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
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 void
74 place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75 {
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures;
80
81 /* bail out if treasure isn't wanted. */
82 if (treasure_style)
83 if (!strcmp (treasure_style, "none"))
84 return;
85
86 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION);
88
89 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 {
92 if (rndm (2))
93 treasureoptions -= 1;
94 else
95 treasureoptions -= 2;
96 }
97
98 /* pick the number of treasures */
99 if (treasureoptions & SPARSE)
100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
101 else if (treasureoptions & RICH)
102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
103 else
104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
105
106 if (num_treasures <= 0)
107 return;
108
109 /* get the style map */
110 sprintf (styledirname, "%s", "/styles/treasurestyles");
111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
112 style_map = find_style (styledirname, treasure_style, -1);
113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
120 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED)
122 {
123 /* map_layout_style global, and is previously set */
124 switch (RP->map_layout_style)
125 {
126 case LAYOUT_ONION:
127 case LAYOUT_SPIRAL:
128 case LAYOUT_SQUARE_SPIRAL:
129 {
130 int i, j;
131
132 /* search the onion for C's or '>', and put treasure there. */
133 for (i = 0; i < RP->Xsize; i++)
134 {
135 for (j = 0; j < RP->Ysize; j++)
136 {
137 if (layout[i][j] == 'C' || layout[i][j] == '>')
138 {
139 int tdiv = RP->symmetry_used;
140 object *chest;
141
142 if (tdiv == 3)
143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
145 /* don't put a chest on an exit. */
146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
148 if (!chest)
149 continue; /* if no chest was placed NEXT */
150
151 if (treasureoptions & (DOORED | HIDDEN))
152 {
153 object **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
176 if (wall_blocked (map, i, j))
177 i = -1;
178
179 tries++;
180 }
181
182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
183
184 if (!chest)
185 return;
186
187 i = chest->x;
188 j = chest->y;
189 if (treasureoptions & (DOORED | HIDDEN))
190 {
191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
192 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
193 free (doorlist);
194 }
195 }
196 }
197 }
198 else
199 { /* DIFFUSE treasure layout */
200 int ti, i, j;
201
202 for (ti = 0; ti < num_treasures; ti++)
203 {
204 i = rndm (RP->Xsize - 2) + 1;
205 j = rndm (RP->Ysize - 2) + 1;
206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
207 }
208 }
209 }
210
211 /* put a chest into the map, near x and y, with the treasure style
212 determined (may be null, or may be a treasure list from lib/treasures,
213 if the global variable "treasurestyle" is set to that treasure list's name */
214 object *
215 place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
216 {
217 object *the_chest;
218 int i, xl, yl;
219
220 the_chest = get_archetype ("chest"); /* was "chest_2" */
221
222 /* first, find a place to put the chest. */
223 i = find_first_free_spot (the_chest, map, x, y);
224 if (i == -1)
225 {
226 the_chest->destroy ();
227 return NULL;
228 }
229
230 xl = x + freearr_x[i];
231 yl = y + freearr_y[i];
232
233 /* if the placement is blocked, return a fail. */
234 if (wall_blocked (map, xl, yl))
235 return 0;
236
237 /* put the treasures in the chest. */
238 /* if(style_map) { */
239 #if 0 /* don't use treasure style maps for now! */
240 int ti;
241
242 /* if treasurestyle lists a treasure list, use it. */
243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
244
245 if (tlist != NULL)
246 for (ti = 0; ti < n_treasures; ti++)
247 { /* use the treasure list */
248 object *new_treasure = style_map->pick_random_object ();
249
250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
251 }
252 else
253 { /* use the style map */
254 the_chest->randomitems = tlist;
255 the_chest->stats.hp = n_treasures;
256 }
257 #endif
258 { /* neither style_map no treasure list given */
259 treasurelist *tlist = treasurelist::find ("chest");
260
261 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures;
263 }
264
265 /* stick a trap in the chest if required */
266 if (treasureoptions & TRAPPED)
267 {
268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
269 object *the_trap;
270
271 if (trap_map)
272 {
273 the_trap = trap_map->pick_random_object ();
274 the_trap->stats.Cha = 10 + RP->difficulty;
275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
276 if (the_trap)
277 {
278 object *new_trap;
279
280 new_trap = arch_to_object (the_trap->arch);
281 new_trap->copy_to (the_trap);
282 new_trap->x = x;
283 new_trap->y = y;
284 insert_ob_in_ob (new_trap, the_chest);
285 }
286 }
287 }
288
289 /* set the chest lock code, and call the keyplacer routine with
290 the lockcode. It's not worth bothering to lock the chest if
291 there's only 1 treasure.... */
292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 {
294 char keybuf[1024];
295
296 sprintf (keybuf, "%d", rndm (1000000000));
297 the_chest->slaying = keybuf;
298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
299 }
300
301 /* actually place the chest. */
302 the_chest->x = xl;
303 the_chest->y = yl;
304 insert_ob_in_map (the_chest, map, NULL, 0);
305 return the_chest;
306 }
307
308
309 /* finds the closest monster and returns him, regardless of doors
310 or walls */
311 object *
312 find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
313 {
314 int i;
315
316 for (i = 0; i < SIZEOFFREE; i++)
317 {
318 int lx, ly;
319
320 lx = x + freearr_x[i];
321 ly = y + freearr_y[i];
322 /* boundscheck */
323 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
324 /* don't bother searching this square unless the map says life exists. */
325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
326 {
327 object *the_monster = GET_MAP_OB (map, lx, ly);
328
329 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
331 return the_monster;
332 }
333 }
334 return NULL;
335 }
336
337
338
339 /* places keys in the map, preferably in something alive.
340 keycode is the key's code,
341 door_flag is either PASS_DOORS or NO_PASS_DOORS.
342 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
343 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
345
346 The idea is that you call keyplace on x,y where a door is, and it'll make
347 sure a key is placed on both sides of the door.
348 */
349 int
350 keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351 {
352 int i, j;
353 int kx = 0, ky = 0;
354 object *the_keymaster; /* the monster that gets the key. */
355 object *the_key;
356
357 /* get a key and set its keycode */
358 the_key = get_archetype ("key2");
359 the_key->slaying = keycode;
360
361 if (door_flag == PASS_DOORS)
362 {
363 int tries = 0;
364
365 the_keymaster = 0;
366 while (tries < 15 && !the_keymaster)
367 {
368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
370 tries++;
371 the_keymaster = find_closest_monster (map, i, j, RP);
372 }
373
374 /* if we don't find a good keymaster, drop the key on the ground. */
375 if (!the_keymaster)
376 {
377 int freeindex;
378
379 freeindex = -1;
380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
381 {
382 kx = rndm (RP->Xsize - 2) + 1;
383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
393 }
394 }
395 else
396 { /* NO_PASS_DOORS --we have to work harder. */
397 /* don't try to keyplace if we're sitting on a blocked square and
398 NO_PASS_DOORS is set. */
399 if (n_keys == 1)
400 {
401 if (wall_blocked (map, x, y))
402 return 0;
403
404 the_keymaster = find_monster_in_room (map, x, y, RP);
405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
406 find_spot_in_room (map, x, y, &kx, &ky, RP);
407 }
408 else
409 {
410 int sum = 0; /* count how many keys we actually place */
411
412 /* I'm lazy, so just try to place in all 4 directions. */
413 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
419 { /* diagonally this time. */
420 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
435 return 1;
436 }
437
438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
439 return 1;
440 }
441
442
443
444 /* both find_monster_in_room routines need to have access to this. */
445
446 object *theMonsterToFind;
447
448 /* a recursive routine which will return a monster, eventually,if there is one.
449 it does a check-off on the layout, converting 0's to 1's */
450
451 object *
452 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453 {
454 int i, j;
455
456 /* if we've found a monster already, leave */
457 if (theMonsterToFind != NULL)
458 return theMonsterToFind;
459
460 /* bounds check x and y */
461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
462 return theMonsterToFind;
463
464 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0)
466 return theMonsterToFind; /* might be NULL, that's fine. */
467
468 /* check the current square for a monster. If there is one,
469 set theMonsterToFind and return it. */
470 layout[x][y] = 1;
471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 {
473 object *the_monster = GET_MAP_OB (map, x, y);
474
475 /* check off this point */
476 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
478 {
479 theMonsterToFind = the_monster;
480 return theMonsterToFind;
481 }
482 }
483
484 /* now search all the 8 squares around recursively for a monster,in random order */
485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 {
487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
488 if (theMonsterToFind != NULL)
489 return theMonsterToFind;
490 }
491 return theMonsterToFind;
492 }
493
494
495 /* sets up some data structures: the _recursive form does the
496 real work. */
497
498 object *
499 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
500 {
501 char **layout2;
502 int i, j;
503
504 theMonsterToFind = 0;
505 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
506 /* allocate and copy the layout, converting C to 0. */
507 for (i = 0; i < RP->Xsize; i++)
508 {
509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
510 for (j = 0; j < RP->Ysize; j++)
511 if (wall_blocked (map, i, j))
512 layout2[i][j] = '#';
513 }
514
515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
516
517 /* deallocate the temp. layout */
518 for (i = 0; i < RP->Xsize; i++)
519 free (layout2[i]);
520
521 free (layout2);
522
523 return theMonsterToFind;
524 }
525
526 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
527 int *room_free_spots_x;
528 int *room_free_spots_y;
529 int number_of_free_spots_in_room;
530
531 /* the workhorse routine, which finds the free spots in a room:
532 a datastructure of free points is set up, and a position chosen from
533 that datastructure. */
534 void
535 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
536 {
537 int i, j;
538
539 /* bounds check x and y */
540 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
541 return;
542
543 /* if the square is blocked or searched already, leave */
544 if (layout[x][y] != 0)
545 return;
546
547 /* set the current square as checked, and add it to the list.
548 set theMonsterToFind and return it. */
549 /* check off this point */
550 layout[x][y] = 1;
551 room_free_spots_x[number_of_free_spots_in_room] = x;
552 room_free_spots_y[number_of_free_spots_in_room] = y;
553 number_of_free_spots_in_room++;
554
555 /* now search all the 8 squares around recursively for free spots,in random order */
556 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
557 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
558
559 }
560
561 /* find a random non-blocked spot in this room to drop a key. */
562 void
563 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
564 {
565 char **layout2;
566 int i, j;
567
568 number_of_free_spots_in_room = 0;
569 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
570 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
571
572 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
573 /* allocate and copy the layout, converting C to 0. */
574 for (i = 0; i < RP->Xsize; i++)
575 {
576 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
577 for (j = 0; j < RP->Ysize; j++)
578 if (wall_blocked (map, i, j))
579 layout2[i][j] = '#';
580 }
581
582 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP);
584
585 if (number_of_free_spots_in_room > 0)
586 {
587 i = rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i];
590 }
591
592 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++)
594 free (layout2[i]);
595
596 free (layout2);
597 free (room_free_spots_x);
598 free (room_free_spots_y);
599 }
600
601
602 /* searches the map for a spot with walls around it. The more
603 walls the better, but it'll settle for 1 wall, or even 0, but
604 it'll return 0 if no FREE spots are found.*/
605 void
606 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
607 {
608 int x, y;
609 int i;
610
611 x = *cx;
612 y = *cy;
613
614 for (i = 0; i <= SIZEOFFREE1; i++)
615 {
616 int lx, ly, sindex;
617
618 lx = x + freearr_x[i];
619 ly = y + freearr_y[i];
620 sindex = surround_flag3 (map, lx, ly, RP);
621 /* if it's blocked on 3 sides, it's enclosed */
622 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
623 {
624 *cx = lx;
625 *cy = ly;
626 return;
627 }
628 }
629
630 /* OK, if we got here, we're obviously someplace where there's no enclosed
631 spots--try to find someplace which is 2x enclosed. */
632 for (i = 0; i <= SIZEOFFREE1; i++)
633 {
634 int lx, ly, sindex;
635
636 lx = x + freearr_x[i];
637 ly = y + freearr_y[i];
638 sindex = surround_flag3 (map, lx, ly, RP);
639 /* if it's blocked on 3 sides, it's enclosed */
640 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
641 {
642 *cx = lx;
643 *cy = ly;
644 return;
645 }
646 }
647
648 /* settle for one surround point */
649 for (i = 0; i <= SIZEOFFREE1; i++)
650 {
651 int lx, ly, sindex;
652
653 lx = x + freearr_x[i];
654 ly = y + freearr_y[i];
655 sindex = surround_flag3 (map, lx, ly, RP);
656 /* if it's blocked on 3 sides, it's enclosed */
657 if (sindex)
658 {
659 *cx = lx;
660 *cy = ly;
661 return;
662 }
663 }
664 /* give up and return the closest free spot. */
665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
666
667 if (i != -1)
668 {
669 *cx = x + freearr_x[i];
670 *cy = y + freearr_y[i];
671 }
672 else
673 {
674 /* indicate failure */
675 *cx = -1;
676 *cy = -1;
677 }
678 }
679
680 void
681 remove_monsters (int x, int y, maptile *map)
682 {
683 object *tmp;
684
685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
687 {
688 if (tmp->head)
689 tmp = tmp->head;
690 tmp->remove ();
691 tmp->destroy ();
692 tmp = GET_MAP_OB (map, x, y);
693 if (tmp == NULL)
694 break;
695 };
696 }
697
698 /* surrounds the point x,y by doors, so as to enclose something, like
699 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/
701 object **
702 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703 {
704 int i;
705 const char *doors[2];
706 object **doorlist;
707 int ndoors_made = 0;
708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
709
710 /* this is a list we pick from, for horizontal and vertical doors */
711 if (opts & DOORED)
712 {
713 doors[0] = "locked_door2";
714 doors[1] = "locked_door1";
715 }
716 else
717 {
718 doors[0] = "door_1";
719 doors[1] = "door_2";
720 }
721
722 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++)
724 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726
727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */
729 remove_monsters (x1, y1, map);
730
731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
732 map->insert (new_door, x1, y1);
733 doorlist[ndoors_made] = new_door;
734 ndoors_made++;
735 }
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 /* the workhorse routine, which finds the doors in a room */
755 void
756 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
757 {
758 int i, j;
759 object *door;
760
761 /* bounds check x and y */
762 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
763 return;
764
765 /* if the square is blocked or searched already, leave */
766 if (layout[x][y] == 1)
767 return;
768
769 /* check off this point */
770 if (layout[x][y] == '#')
771 { /* there could be a door here */
772 layout[x][y] = 1;
773 door = door_in_square (map, x, y);
774 if (door)
775 {
776 doorlist[*ndoors] = door;
777
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
791 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 find_doors_in_room_recursive (layout, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 doorlist, ndoors, RP);
796 }
797 }
798
799 /* find a random non-blocked spot in this room to drop a key. */
800 object **
801 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802 {
803 int i, j;
804 int ndoors = 0;
805
806 object **doorlist = (object **)calloc (sizeof (int), 1024);
807
808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
810 /* allocate and copy the layout, converting C to 0. */
811 for (i = 0; i < RP->Xsize; i++)
812 for (j = 0; j < RP->Ysize; j++)
813 if (wall_blocked (map, i, j))
814 layout2[i][j] = '#';
815
816 /* setup num_free_spots and room_free_spots */
817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
818
819 return doorlist;
820 }
821
822 /* locks and/or hides all the doors in doorlist, or does nothing if
823 opts doesn't say to lock/hide doors. */
824 void
825 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
826 {
827 object *door;
828 int i;
829
830 /* lock the doors and hide the keys. */
831
832 if (opts & DOORED)
833 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
835 {
836 object *new_door = get_archetype ("locked_door1");
837 char keybuf[1024];
838
839 door = doorlist[i];
840 new_door->face = door->face;
841 new_door->x = door->x;
842 new_door->y = door->y;
843 door->remove ();
844 door->destroy ();
845 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", rndm (1000000000));
848 new_door->slaying = keybuf;
849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
850 }
851 }
852
853 /* change the faces of the doors and surrounding walls to hide them. */
854 if (opts & HIDDEN)
855 {
856 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
857 {
858 object *wallface;
859
860 door = doorlist[i];
861 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
862 if (wallface != NULL)
863 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
868 door->face = wallface->face;
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
870 wallface->remove ();
871 wallface->destroy ();
872 }
873 }
874 }
875 }