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Revision: 1.4
Committed: Sun Sep 10 16:06:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +605 -442 lines
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File Contents

# Content
1
2 /*
3 * static char *rcsid_treasure_c =
4 * "$Id: treasure.C,v 1.3 2006-09-03 00:18:41 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* placing treasure in maps, where appropriate. */
31
32
33
34 #include <global.h>
35 #include <random_map.h>
36 #include <rproto.h>
37
38 /* some defines for various options which can be set. */
39
40 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
41 #define HIDDEN 2 /* doors to treasure are hidden. */
42 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
43 #define DOORED 8 /* treasure has doors around it. */
44 #define TRAPPED 16 /* trap dropped in same location as chest. */
45 #define SPARSE 32 /* 1/2 as much treasure as default */
46 #define RICH 64 /* 2x as much treasure as default */
47 #define FILLED 128 /* Fill/tile the entire map with treasure */
48 #define LAST_OPTION 64 /* set this to the last real option, for random */
49
50 #define NO_PASS_DOORS 0
51 #define PASS_DOORS 1
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
59 int
60 wall_blocked (mapstruct *m, int x, int y)
61 {
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1;
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
67 return r;
68 }
69
70 /* place treasures in the map, given the
71 map, (required)
72 layout, (required)
73 treasure style (may be empty or NULL, or "none" to cause no treasure.)
74 treasureoptions (may be 0 for random choices or positive)
75 */
76
77 void
78 place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP)
79 {
80 char styledirname[256];
81 char stylefilepath[256];
82 mapstruct *style_map = 0;
83 int num_treasures;
84
85 /* bail out if treasure isn't wanted. */
86 if (treasure_style)
87 if (!strcmp (treasure_style, "none"))
88 return;
89 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION);
91
92 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 {
95 if (RANDOM () % 2)
96 treasureoptions -= 1;
97 else
98 treasureoptions -= 2;
99 }
100
101 /* pick the number of treasures */
102 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
108
109 if (num_treasures <= 0)
110 return;
111
112 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1);
116
117 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED)
119 {
120
121 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style)
123 {
124 case ONION_LAYOUT:
125 case SPIRAL_LAYOUT:
126 case SQUARE_SPIRAL_LAYOUT:
127 {
128 int i, j;
129
130 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++)
132 {
133 for (j = 0; j < RP->Ysize; j++)
134 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 {
137 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest;
140
141 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */
143 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
145 if (!chest)
146 continue; /* if no chest was placed NEXT */
147 if (treasureoptions & (DOORED | HIDDEN))
148 {
149 doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist);
152 }
153 }
154 }
155 }
156 break;
157 }
158 default:
159 {
160 int i, j, tries;
161 object *chest;
162 object **doorlist;
163
164 i = j = -1;
165 tries = 0;
166 while (i == -1 && tries < 100)
167 {
168 i = RANDOM () % (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP);
171 if (wall_blocked (map, i, j))
172 i = -1;
173 tries++;
174 }
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
176 if (!chest)
177 return;
178 i = chest->x;
179 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN))
181 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist);
185 }
186 }
187 }
188 }
189 else
190 { /* DIFFUSE treasure layout */
191 int ti, i, j;
192
193 for (ti = 0; ti < num_treasures; ti++)
194 {
195 i = RANDOM () % (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 }
199 }
200 }
201
202
203
204 /* put a chest into the map, near x and y, with the treasure style
205 determined (may be null, or may be a treasure list from lib/treasures,
206 if the global variable "treasurestyle" is set to that treasure list's name */
207
208 object *
209 place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP)
210 {
211 object *the_chest;
212 int i, xl, yl;
213
214 the_chest = get_archetype ("chest"); /* was "chest_2" */
215
216 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y);
218 if (i == -1)
219 {
220 free_object (the_chest);
221 return NULL;
222 }
223 xl = x + freearr_x[i];
224 yl = y + freearr_y[i];
225
226 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl))
228 return 0;
229
230
231 /* put the treasures in the chest. */
232 /* if(style_map) { */
233 #if 0 /* don't use treasure style maps for now! */
234 int ti;
235
236 /* if treasurestyle lists a treasure list, use it. */
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238
239 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map);
243
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 }
246 else
247 { /* use the style map */
248 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures;
250 }
251 #endif
252 else
253 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest");
255
256 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures;
258 }
259
260 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED)
262 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265
266 if (trap_map)
267 {
268 the_trap = pick_random_object (trap_map);
269 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
271 if (the_trap)
272 {
273 object *new_trap;
274
275 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap);
277 new_trap->x = x;
278 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest);
280 }
281 }
282 }
283
284 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 {
290 char keybuf[256];
291
292 sprintf (keybuf, "%d", (int) RANDOM ());
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 (mapstruct *map, int x, int y, RMParms * 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
346 int
347 keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
348 {
349 int i, j;
350 int kx, ky;
351 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key;
353
354 /* get a key and set its keycode */
355 the_key = get_archetype ("key2");
356 the_key->slaying = keycode;
357
358 if (door_flag == PASS_DOORS)
359 {
360 int tries = 0;
361
362 the_keymaster = NULL;
363 while (tries < 15 && the_keymaster == NULL)
364 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1;
367 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP);
369 }
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky);
381 }
382 if (freeindex != -1)
383 {
384 kx += freearr_x[freeindex];
385 ky += freearr_y[freeindex];
386 }
387 }
388 }
389 else
390 { /* NO_PASS_DOORS --we have to work harder. */
391 /* don't try to keyplace if we're sitting on a blocked square and
392 NO_PASS_DOORS is set. */
393 if (n_keys == 1)
394 {
395 if (wall_blocked (map, x, y))
396 return 0;
397 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 }
401 else
402 {
403 int sum = 0; /* count how many keys we actually place */
404
405 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */
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 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 }
417 return 1;
418 }
419 }
420
421 if (the_keymaster == NULL)
422 {
423 the_key->x = kx;
424 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1;
427 }
428
429 insert_ob_in_ob (the_key, the_keymaster);
430 return 1;
431 }
432
433
434
435 /* both find_monster_in_room routines need to have access to this. */
436
437 object *theMonsterToFind;
438
439 /* a recursive routine which will return a monster, eventually,if there is one.
440 it does a check-off on the layout, converting 0's to 1's */
441
442 object *
443 find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP)
444 {
445 int i, j;
446
447 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL)
449 return theMonsterToFind;
450
451 /* bounds check x and y */
452 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
453 return theMonsterToFind;
454
455 /* if the square is blocked or searched already, leave */
456 if (layout[x][y] != 0)
457 return theMonsterToFind; /* might be NULL, that's fine. */
458
459 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */
461 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 {
464 object *the_monster = get_map_ob (map, x, y);
465
466 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 {
470 theMonsterToFind = the_monster;
471 return theMonsterToFind;
472 }
473 }
474
475 /* now search all the 8 squares around recursively for a monster,in random order */
476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
479 if (theMonsterToFind != NULL)
480 return theMonsterToFind;
481 }
482 return theMonsterToFind;
483 }
484
485
486 /* sets up some data structures: the _recursive form does the
487 real work. */
488
489 object *
490 find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP)
491 {
492 char **layout2;
493 int i, j;
494
495 theMonsterToFind = 0;
496 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
497 /* allocate and copy the layout, converting C to 0. */
498 for (i = 0; i < RP->Xsize; i++)
499 {
500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
501 for (j = 0; j < RP->Ysize; j++)
502 {
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
505 }
506 }
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
508
509 /* deallocate the temp. layout */
510 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]);
513 }
514 free (layout2);
515
516 return theMonsterToFind;
517 }
518
519
520
521
522 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523 int *room_free_spots_x;
524 int *room_free_spots_y;
525 int number_of_free_spots_in_room;
526
527 /* the workhorse routine, which finds the free spots in a room:
528 a datastructure of free points is set up, and a position chosen from
529 that datastructure. */
530
531 void
532 find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP)
533 {
534 int i, j;
535
536 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
538 return;
539
540 /* if the square is blocked or searched already, leave */
541 if (layout[x][y] != 0)
542 return;
543
544 /* set the current square as checked, and add it to the list.
545 set theMonsterToFind and return it. */
546 /* check off this point */
547 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++;
551 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 {
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556
557 }
558
559 /* find a random non-blocked spot in this room to drop a key. */
560 void
561 find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * 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 {
577 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#';
579 }
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 = RANDOM () % 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 {
595 free (layout2[i]);
596 }
597 free (layout2);
598 free (room_free_spots_x);
599 free (room_free_spots_y);
600 }
601
602
603 /* searches the map for a spot with walls around it. The more
604 walls the better, but it'll settle for 1 wall, or even 0, but
605 it'll return 0 if no FREE spots are found.*/
606
607 void
608 find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP)
609 {
610 int x, y;
611 int i;
612
613 x = *cx;
614 y = *cy;
615
616 for (i = 0; i <= SIZEOFFREE1; i++)
617 {
618 int lx, ly, sindex;
619
620 lx = x + freearr_x[i];
621 ly = y + freearr_y[i];
622 sindex = surround_flag3 (map, lx, ly, RP);
623 /* if it's blocked on 3 sides, it's enclosed */
624 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
625 {
626 *cx = lx;
627 *cy = ly;
628 return;
629 }
630 }
631
632 /* OK, if we got here, we're obviously someplace where there's no enclosed
633 spots--try to find someplace which is 2x enclosed. */
634 for (i = 0; i <= SIZEOFFREE1; i++)
635 {
636 int lx, ly, sindex;
637
638 lx = x + freearr_x[i];
639 ly = y + freearr_y[i];
640 sindex = surround_flag3 (map, lx, ly, RP);
641 /* if it's blocked on 3 sides, it's enclosed */
642 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
643 {
644 *cx = lx;
645 *cy = ly;
646 return;
647 }
648 }
649
650 /* settle for one surround point */
651 for (i = 0; i <= SIZEOFFREE1; i++)
652 {
653 int lx, ly, sindex;
654
655 lx = x + freearr_x[i];
656 ly = y + freearr_y[i];
657 sindex = surround_flag3 (map, lx, ly, RP);
658 /* if it's blocked on 3 sides, it's enclosed */
659 if (sindex)
660 {
661 *cx = lx;
662 *cy = ly;
663 return;
664 }
665 }
666 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y);
668 if (i != -1 && i <= SIZEOFFREE1)
669 {
670 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i];
672 return;
673 }
674 /* indicate failure */
675 *cx = *cy = -1;
676 }
677
678
679 void
680 remove_monsters (int x, int y, mapstruct *map)
681 {
682 object *tmp;
683
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 {
687 if (tmp->head)
688 tmp = tmp->head;
689 remove_ob (tmp);
690 free_object (tmp);
691 tmp = get_map_ob (map, x, y);
692 if (tmp == NULL)
693 break;
694 };
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
702 object **
703 surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts)
704 {
705 int i;
706 char *doors[2];
707 object **doorlist;
708 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710
711 /* this is a list we pick from, for horizontal and vertical doors */
712 if (opts & DOORED)
713 {
714 doors[0] = "locked_door2";
715 doors[1] = "locked_door1";
716 }
717 else
718 {
719 doors[0] = "door_1";
720 doors[1] = "door_2";
721 }
722
723 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++)
725 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
729 { /* place a door */
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
731
732 new_door->x = x + freearr_x[i];
733 new_door->y = y + freearr_y[i];
734 remove_monsters (new_door->x, new_door->y, map);
735 insert_ob_in_map (new_door, map, NULL, 0);
736 doorlist[ndoors_made] = new_door;
737 ndoors_made++;
738 }
739 }
740 return doorlist;
741 }
742
743
744 /* returns the first door in this square, or NULL if there isn't a door. */
745 object *
746 door_in_square (mapstruct *map, int x, int y)
747 {
748 object *tmp;
749
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp;
753 return NULL;
754 }
755
756
757 /* the workhorse routine, which finds the doors in a room */
758 void
759 find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP)
760 {
761 int i, j;
762 object *door;
763
764 /* bounds check x and y */
765 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
766 return;
767
768 /* if the square is blocked or searched already, leave */
769 if (layout[x][y] == 1)
770 return;
771
772 /* check off this point */
773 if (layout[x][y] == '#')
774 { /* there could be a door here */
775 layout[x][y] = 1;
776 door = door_in_square (map, x, y);
777 if (door != NULL)
778 {
779 doorlist[*ndoors] = door;
780 if (*ndoors > 254) /* eek! out of memory */
781 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return;
784 }
785 *ndoors = *ndoors + 1;
786 }
787 }
788 else
789 {
790 layout[x][y] = 1;
791 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
793 {
794 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
795 }
796 }
797 }
798
799 /* find a random non-blocked spot in this room to drop a key. */
800 object **
801 find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP)
802 {
803 char **layout2;
804 object **doorlist;
805 int i, j;
806 int ndoors = 0;
807
808 doorlist = (object **) calloc (sizeof (int), 256);
809
810
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++)
814 {
815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
816 for (j = 0; j < RP->Ysize; j++)
817 {
818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
821 }
822
823 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825
826 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]);
830 }
831 free (layout2);
832 return doorlist;
833 }
834
835
836
837 /* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */
839
840 void
841 lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP)
842 {
843 object *door;
844 int i;
845
846 /* lock the doors and hide the keys. */
847
848 if (opts & DOORED)
849 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 {
852 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256];
854
855 door = doorlist[i];
856 new_door->face = door->face;
857 new_door->x = door->x;
858 new_door->y = door->y;
859 remove_ob (door);
860 free_object (door);
861 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ());
864 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
866 }
867 }
868
869 /* change the faces of the doors and surrounding walls to hide them. */
870 if (opts & HIDDEN)
871 {
872 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
873 {
874 object *wallface;
875
876 door = doorlist[i];
877 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
878 if (wallface != NULL)
879 {
880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
884 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface);
887 free_object (wallface);
888 }
889 }
890 }
891 }