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/cvs/deliantra/server/random_maps/treasure.C
Revision: 1.40
Committed: Thu May 8 13:47:19 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_54, rel-2_55, rel-2_56
Changes since 1.39: +7 -4 lines
Log Message:
*** empty log message ***

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 (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51 }
52
53 static object *
54 gen_key (const shstr &keycode)
55 {
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66 }
67
68 /* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77 */
78 static int
79 keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80 {
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84 object *the_key = gen_key (keycode);
85
86 if (door_flag == PASS_DOORS)
87 {
88 int tries = 0;
89
90 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster)
92 {
93 i = rmg_rndm (RP->Xsize - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1;
95 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP);
97 }
98
99 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster)
101 {
102 int freeindex;
103
104 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 }
111
112 // can freeindex ever be < 0?
113 if (freeindex >= 0)
114 {
115 kx += freearr_x [freeindex];
116 ky += freearr_y [freeindex];
117 }
118 }
119 }
120 else
121 { /* NO_PASS_DOORS --we have to work harder. */
122 /* don't try to keyplace if we're sitting on a blocked square and
123 NO_PASS_DOORS is set. */
124 if (n_keys == 1)
125 {
126 if (wall_blocked (map, x, y))
127 {
128 the_key->destroy ();
129 return 0;
130 }
131
132 the_keymaster = find_monster_in_room (map, x, y, RP);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP);
135 }
136 else
137 {
138 int sum = 0; /* count how many keys we actually place */
139
140 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
152 }
153
154 the_key->destroy ();
155 return 1;
156 }
157 }
158
159 if (the_keymaster)
160 the_keymaster->head_ ()->insert (the_key);
161 else
162 {
163 the_key->x = kx;
164 the_key->y = ky;
165 insert_ob_in_map (the_key, map, NULL, 0);
166 }
167
168 return 1;
169 }
170
171 /* returns true if square x,y has P_NO_PASS set, which is true for walls
172 * and doors but not monsters.
173 * This function is not map tile aware.
174 */
175 int
176 wall_blocked (maptile *m, int x, int y)
177 {
178 if (OUT_OF_REAL_MAP (m, x, y))
179 return 1;
180
181 m->at (x, y).update ();
182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
183 }
184
185 /* place treasures in the map, given the
186 map, (required)
187 layout, (required)
188 treasure style (may be empty or NULL, or "none" to cause no treasure.)
189 treasureoptions (may be 0 for random choices or positive)
190 */
191 void
192 place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
193 {
194 char styledirname[1024];
195 char stylefilepath[1024];
196 maptile *style_map = 0;
197 int num_treasures;
198
199 /* bail out if treasure isn't wanted. */
200 if (treasure_style)
201 if (!strcmp (treasure_style, "none"))
202 return;
203
204 if (treasureoptions <= 0)
205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
206
207 /* filter out the mutually exclusive options */
208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
209 {
210 if (rmg_rndm (2))
211 treasureoptions -= 1;
212 else
213 treasureoptions -= 2;
214 }
215
216 /* pick the number of treasures */
217 if (treasureoptions & SPARSE)
218 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
219 else if (treasureoptions & RICH)
220 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
221 else
222 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
223
224 if (num_treasures <= 0)
225 return;
226
227 /* get the style map */
228 sprintf (styledirname, "%s", "/styles/treasurestyles");
229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
230 style_map = find_style (styledirname, treasure_style, -1);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
237
238 /* all the treasure at one spot in the map. */
239 if (treasureoptions & CONCENTRATED)
240 {
241 /* map_layout_style global, and is previously set */
242 switch (RP->map_layout_style)
243 {
244 case LAYOUT_ONION:
245 case LAYOUT_SPIRAL:
246 case LAYOUT_SQUARE_SPIRAL:
247 {
248 int i, j;
249
250 /* search the onion for C's or '>', and put treasure there. */
251 for (i = 0; i < RP->Xsize; i++)
252 {
253 for (j = 0; j < RP->Ysize; j++)
254 {
255 if (layout[i][j] == 'C' || layout[i][j] == '>')
256 {
257 int tdiv = RP->symmetry_used;
258 object *chest;
259
260 if (tdiv == 3)
261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
263 /* don't put a chest on an exit. */
264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
266 if (!chest)
267 continue; /* if no chest was placed NEXT */
268
269 if (treasureoptions & (DOORED | HIDDEN))
270 {
271 object **doorlist = find_doors_in_room (map, i, j, RP);
272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
273 free (doorlist);
274 }
275 }
276 }
277 }
278 break;
279 }
280
281 default:
282 {
283 int i, j, tries;
284 object *chest;
285 object **doorlist;
286
287 i = j = -1;
288 tries = 0;
289 while (i == -1 && tries < 100)
290 {
291 i = rmg_rndm (RP->Xsize - 2) + 1;
292 j = rmg_rndm (RP->Ysize - 2) + 1;
293 find_enclosed_spot (map, &i, &j, RP);
294
295 if (wall_blocked (map, i, j))
296 i = -1;
297
298 tries++;
299 }
300
301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
303 if (!chest)
304 return;
305
306 i = chest->x;
307 j = chest->y;
308 if (treasureoptions & (DOORED | HIDDEN))
309 {
310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
312 free (doorlist);
313 }
314 }
315 }
316 }
317 else
318 { /* DIFFUSE treasure layout */
319 int ti, i, j;
320
321 for (ti = 0; ti < num_treasures; ti++)
322 {
323 i = rmg_rndm (RP->Xsize - 2) + 1;
324 j = rmg_rndm (RP->Ysize - 2) + 1;
325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
326 }
327 }
328 }
329
330 /* put a chest into the map, near x and y, with the treasure style
331 determined (may be null, or may be a treasure list from lib/treasures,
332 if the global variable "treasurestyle" is set to that treasure list's name */
333 object *
334 place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
335 {
336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
337
338 /* first, find a place to put the chest. */
339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
340 if (i == -1)
341 {
342 the_chest->destroy ();
343 return NULL;
344 }
345
346 int xl = x + freearr_x[i];
347 int yl = y + freearr_y[i];
348
349 /* if the placement is blocked, return a fail. */
350 if (wall_blocked (map, xl, yl))
351 return 0;
352
353 /* put the treasures in the chest. */
354 /* if(style_map) { */
355 #if 0 /* don't use treasure style maps for now! */
356 int ti;
357
358 /* if treasurestyle lists a treasure list, use it. */
359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
360
361 if (tlist != NULL)
362 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */
364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365
366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
367 }
368 else
369 { /* use the style map */
370 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures;
372 }
373 #endif
374 { /* neither style_map no treasure list given */
375 treasurelist *tlist = treasurelist::find ("chest");
376
377 the_chest->randomitems = tlist;
378 the_chest->stats.hp = n_treasures;
379 }
380
381 /* stick a trap in the chest if required */
382 if (treasureoptions & TRAPPED)
383 {
384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
385
386 if (trap_map)
387 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
390 the_trap->stats.Cha = 10 + RP->difficulty;
391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
393 if (the_trap)
394 {
395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
396
397 new_trap->x = x;
398 new_trap->y = y;
399 insert_ob_in_ob (new_trap, the_chest);
400 }
401 }
402 }
403
404 /* set the chest lock code, and call the keyplacer routine with
405 the lockcode. It's not worth bothering to lock the chest if
406 there's only 1 treasure.... */
407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
408 {
409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
411 }
412
413 /* actually place the chest. */
414 the_chest->x = xl;
415 the_chest->y = yl;
416 insert_ob_in_map (the_chest, map, NULL, 0);
417 return the_chest;
418 }
419
420
421 /* finds the closest monster and returns him, regardless of doors
422 or walls */
423 object *
424 find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
425 {
426 int i;
427
428 for (i = 0; i < SIZEOFFREE; i++)
429 {
430 int lx, ly;
431
432 lx = x + freearr_x[i];
433 ly = y + freearr_y[i];
434 /* boundscheck */
435 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
436 /* don't bother searching this square unless the map says life exists. */
437 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
438 {
439 object *the_monster = GET_MAP_OB (map, lx, ly);
440
441 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
442 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
443 return the_monster;
444 }
445 }
446 return NULL;
447 }
448
449 /* both find_monster_in_room routines need to have access to this. */
450
451 object *theMonsterToFind;
452
453 /* a recursive routine which will return a monster, eventually,if there is one.
454 it does a check-off on the layout, converting 0's to 1's */
455
456 object *
457 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
458 {
459 int i, j;
460
461 /* if we've found a monster already, leave */
462 if (theMonsterToFind != NULL)
463 return theMonsterToFind;
464
465 /* bounds check x and y */
466 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
467 return theMonsterToFind;
468
469 /* if the square is blocked or searched already, leave */
470 if (layout[x][y] != 0)
471 return theMonsterToFind; /* might be NULL, that's fine. */
472
473 /* check the current square for a monster. If there is one,
474 set theMonsterToFind and return it. */
475 layout[x][y] = 1;
476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
477 {
478 object *the_monster = GET_MAP_OB (map, x, y);
479
480 /* check off this point */
481 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
482 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
483 {
484 theMonsterToFind = the_monster;
485 return theMonsterToFind;
486 }
487 }
488
489 /* now search all the 8 squares around recursively for a monster,in random order */
490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
491 {
492 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
493 if (theMonsterToFind != NULL)
494 return theMonsterToFind;
495 }
496
497 return theMonsterToFind;
498 }
499
500 /* sets up some data structures: the _recursive form does the
501 real work. */
502 object *
503 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
504 {
505 Layout layout2 (RP);
506
507 layout2->clear ();
508
509 /* allocate and copy the layout, converting C to 0. */
510 for (int i = 0; i < layout2->w; i++)
511 for (int j = 0; j < layout2->h; j++)
512 if (wall_blocked (map, i, j))
513 layout2[i][j] = '#';
514
515 theMonsterToFind = 0;
516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
517
518 layout2.free ();
519
520 return theMonsterToFind;
521 }
522
523 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
524 int *room_free_spots_x;
525 int *room_free_spots_y;
526 int number_of_free_spots_in_room;
527
528 /* the workhorse routine, which finds the free spots in a room:
529 a datastructure of free points is set up, and a position chosen from
530 that datastructure. */
531 void
532 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *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
552 /* now search all the 8 squares around recursively for free spots,in random order */
553 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555
556 }
557
558 /* find a random non-blocked spot in this room to drop a key. */
559 void
560 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
561 {
562 char **layout2;
563 int i, j;
564
565 number_of_free_spots_in_room = 0;
566 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
567 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568
569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
570 /* allocate and copy the layout, converting C to 0. */
571 for (i = 0; i < RP->Xsize; i++)
572 {
573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
574 for (j = 0; j < RP->Ysize; j++)
575 if (wall_blocked (map, i, j))
576 layout2[i][j] = '#';
577 }
578
579 /* setup num_free_spots and room_free_spots */
580 find_spot_in_room_recursive (layout2, x, y, RP);
581
582 if (number_of_free_spots_in_room > 0)
583 {
584 i = rmg_rndm (number_of_free_spots_in_room);
585 *kx = room_free_spots_x[i];
586 *ky = room_free_spots_y[i];
587 }
588
589 /* deallocate the temp. layout */
590 for (i = 0; i < RP->Xsize; i++)
591 free (layout2[i]);
592
593 free (layout2);
594 free (room_free_spots_x);
595 free (room_free_spots_y);
596 }
597
598
599 /* searches the map for a spot with walls around it. The more
600 walls the better, but it'll settle for 1 wall, or even 0, but
601 it'll return 0 if no FREE spots are found.*/
602 void
603 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604 {
605 int x, y;
606 int i;
607
608 x = *cx;
609 y = *cy;
610
611 for (i = 0; i <= SIZEOFFREE1; i++)
612 {
613 int lx, ly, sindex;
614
615 lx = x + freearr_x[i];
616 ly = y + freearr_y[i];
617 sindex = surround_flag3 (map, lx, ly, RP);
618 /* if it's blocked on 3 sides, it's enclosed */
619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
620 {
621 *cx = lx;
622 *cy = ly;
623 return;
624 }
625 }
626
627 /* OK, if we got here, we're obviously someplace where there's no enclosed
628 spots--try to find someplace which is 2x enclosed. */
629 for (i = 0; i <= SIZEOFFREE1; i++)
630 {
631 int lx, ly, sindex;
632
633 lx = x + freearr_x[i];
634 ly = y + freearr_y[i];
635 sindex = surround_flag3 (map, lx, ly, RP);
636 /* if it's blocked on 3 sides, it's enclosed */
637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
638 {
639 *cx = lx;
640 *cy = ly;
641 return;
642 }
643 }
644
645 /* settle for one surround point */
646 for (i = 0; i <= SIZEOFFREE1; i++)
647 {
648 int lx, ly, sindex;
649
650 lx = x + freearr_x[i];
651 ly = y + freearr_y[i];
652 sindex = surround_flag3 (map, lx, ly, RP);
653 /* if it's blocked on 3 sides, it's enclosed */
654 if (sindex)
655 {
656 *cx = lx;
657 *cy = ly;
658 return;
659 }
660 }
661 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663
664 if (i != -1)
665 {
666 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i];
668 }
669 else
670 {
671 /* indicate failure */
672 *cx = -1;
673 *cy = -1;
674 }
675 }
676
677 void
678 remove_monsters (int x, int y, maptile *map)
679 {
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 {
685 if (tmp->head)
686 tmp = tmp->head;
687 tmp->remove ();
688 tmp->destroy ();
689 tmp = GET_MAP_OB (map, x, y);
690 if (tmp == NULL)
691 break;
692 };
693 }
694
695 /* surrounds the point x,y by doors, so as to enclose something, like
696 a chest. It only goes as far as the 8 squares surrounding, and
697 it'll remove any monsters it finds.*/
698 object **
699 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
700 {
701 int i;
702 const char *doors[2];
703 object **doorlist;
704 int ndoors_made = 0;
705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
706
707 /* this is a list we pick from, for horizontal and vertical doors */
708 if (opts & DOORED)
709 {
710 doors[0] = "locked_door2";
711 doors[1] = "locked_door1";
712 }
713 else
714 {
715 doors[0] = "door_1";
716 doors[1] = "door_2";
717 }
718
719 /* place doors in all the 8 adjacent unblocked squares. */
720 for (i = 1; i < 9; i++)
721 {
722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
723
724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
729 map->insert (new_door, x1, y1);
730 doorlist[ndoors_made] = new_door;
731 ndoors_made++;
732 }
733 }
734
735 return doorlist;
736 }
737
738
739 /* returns the first door in this square, or NULL if there isn't a door. */
740 object *
741 door_in_square (maptile *map, int x, int y)
742 {
743 object *tmp;
744
745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp;
748 return NULL;
749 }
750
751 /* the workhorse routine, which finds the doors in a room */
752 void
753 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754 {
755 int i, j;
756 object *door;
757
758 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
760 return;
761
762 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1)
764 return;
765
766 /* check off this point */
767 if (layout[x][y] == '#')
768 { /* there could be a door here */
769 layout[x][y] = 1;
770 door = door_in_square (map, x, y);
771 if (door)
772 {
773 doorlist[*ndoors] = door;
774
775 if (*ndoors > 1022) /* eek! out of memory */
776 {
777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
778 return;
779 }
780
781 *ndoors = *ndoors + 1;
782 }
783 }
784 else
785 {
786 layout[x][y] = 1;
787
788 /* now search all the 8 squares around recursively for free spots,in random order */
789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
790 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
793 }
794 }
795
796 /* find a random non-blocked spot in this room to drop a key. */
797 object **
798 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799 {
800 int i, j;
801 int ndoors = 0;
802
803 object **doorlist = (object **)calloc (sizeof (int), 1024);
804
805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
807
808 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++)
810 for (j = 0; j < RP->Ysize; j++)
811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812
813 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
815
816 return doorlist;
817 }
818
819 /* locks and/or hides all the doors in doorlist, or does nothing if
820 opts doesn't say to lock/hide doors. */
821 void
822 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823 {
824 object *door;
825 int i;
826
827 /* lock the doors and hide the keys. */
828
829 if (opts & DOORED)
830 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
832 {
833 object *new_door = get_archetype ("locked_door1");
834
835 door = doorlist[i];
836 new_door->face = door->face;
837 new_door->x = door->x;
838 new_door->y = door->y;
839 door->remove ();
840 door->destroy ();
841 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0);
843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
845 }
846 }
847
848 /* change the faces of the doors and surrounding walls to hide them. */
849 if (opts & HIDDEN)
850 {
851 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
852 {
853 object *wallface;
854
855 door = doorlist[i];
856 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
857 if (wallface != NULL)
858 {
859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
864 door->face = wallface->face;
865
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
867 wallface->remove ();
868
869 wallface->destroy ();
870 }
871 }
872 }
873 }