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Revision: 1.42
Committed: Thu Sep 25 04:35:50 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +0 -1 lines
Log Message:
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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_key_random_map);
58 key->slaying = keycode;
59 return key;
60 }
61
62 /* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71 */
72 static int
73 keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74 {
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
139
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 if (the_keymaster)
154 the_keymaster->head_ ()->insert (the_key);
155 else
156 {
157 the_key->x = kx;
158 the_key->y = ky;
159 insert_ob_in_map (the_key, map, NULL, 0);
160 }
161
162 return 1;
163 }
164
165 /* returns true if square x,y has P_NO_PASS set, which is true for walls
166 * and doors but not monsters.
167 * This function is not map tile aware.
168 */
169 int
170 wall_blocked (maptile *m, int x, int y)
171 {
172 if (OUT_OF_REAL_MAP (m, x, y))
173 return 1;
174
175 m->at (x, y).update ();
176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
177 }
178
179 /* place treasures in the map, given the
180 map, (required)
181 layout, (required)
182 treasure style (may be empty or NULL, or "none" to cause no treasure.)
183 treasureoptions (may be 0 for random choices or positive)
184 */
185 void
186 place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
187 {
188 char styledirname[1024];
189 char stylefilepath[1024];
190 maptile *style_map = 0;
191 int num_treasures;
192
193 /* bail out if treasure isn't wanted. */
194 if (treasure_style)
195 if (!strcmp (treasure_style, "none"))
196 return;
197
198 if (treasureoptions <= 0)
199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
200
201 /* filter out the mutually exclusive options */
202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
203 {
204 if (rmg_rndm (2))
205 treasureoptions -= 1;
206 else
207 treasureoptions -= 2;
208 }
209
210 /* pick the number of treasures */
211 if (treasureoptions & SPARSE)
212 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
213 else if (treasureoptions & RICH)
214 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
215 else
216 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
217
218 if (num_treasures <= 0)
219 return;
220
221 /* get the style map */
222 sprintf (styledirname, "%s", "/styles/treasurestyles");
223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
224 style_map = find_style (styledirname, treasure_style, -1);
225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
232 /* all the treasure at one spot in the map. */
233 if (treasureoptions & CONCENTRATED)
234 {
235 /* map_layout_style global, and is previously set */
236 switch (RP->map_layout_style)
237 {
238 case LAYOUT_ONION:
239 case LAYOUT_SPIRAL:
240 case LAYOUT_SQUARE_SPIRAL:
241 {
242 int i, j;
243
244 /* search the onion for C's or '>', and put treasure there. */
245 for (i = 0; i < RP->Xsize; i++)
246 {
247 for (j = 0; j < RP->Ysize; j++)
248 {
249 if (layout[i][j] == 'C' || layout[i][j] == '>')
250 {
251 int tdiv = RP->symmetry_used;
252 object *chest;
253
254 if (tdiv == 3)
255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
257 /* don't put a chest on an exit. */
258 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
259
260 if (!chest)
261 continue; /* if no chest was placed NEXT */
262
263 if (treasureoptions & (DOORED | HIDDEN))
264 {
265 object **doorlist = find_doors_in_room (map, i, j, RP);
266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
267 free (doorlist);
268 }
269 }
270 }
271 }
272 break;
273 }
274
275 default:
276 {
277 int i, j, tries;
278 object *chest;
279 object **doorlist;
280
281 i = j = -1;
282 tries = 0;
283 while (i == -1 && tries < 100)
284 {
285 i = rmg_rndm (RP->Xsize - 2) + 1;
286 j = rmg_rndm (RP->Ysize - 2) + 1;
287 find_enclosed_spot (map, &i, &j, RP);
288
289 if (wall_blocked (map, i, j))
290 i = -1;
291
292 tries++;
293 }
294
295 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
296
297 if (!chest)
298 return;
299
300 i = chest->x;
301 j = chest->y;
302 if (treasureoptions & (DOORED | HIDDEN))
303 {
304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
305 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
306 free (doorlist);
307 }
308 }
309 }
310 }
311 else
312 { /* DIFFUSE treasure layout */
313 int ti, i, j;
314
315 for (ti = 0; ti < num_treasures; ti++)
316 {
317 i = rmg_rndm (RP->Xsize - 2) + 1;
318 j = rmg_rndm (RP->Ysize - 2) + 1;
319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
320 }
321 }
322 }
323
324 /* put a chest into the map, near x and y, with the treasure style
325 determined (may be null, or may be a treasure list from lib/treasures,
326 if the global variable "treasurestyle" is set to that treasure list's name */
327 object *
328 place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
329 {
330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
331
332 /* first, find a place to put the chest. */
333 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
334 if (i == -1)
335 {
336 the_chest->destroy ();
337 return NULL;
338 }
339
340 int xl = x + freearr_x[i];
341 int yl = y + freearr_y[i];
342
343 /* if the placement is blocked, return a fail. */
344 if (wall_blocked (map, xl, yl))
345 return 0;
346
347 /* put the treasures in the chest. */
348 /* if(style_map) { */
349 #if 0 /* don't use treasure style maps for now! */
350 int ti;
351
352 /* if treasurestyle lists a treasure list, use it. */
353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
354
355 if (tlist != NULL)
356 for (ti = 0; ti < n_treasures; ti++)
357 { /* use the treasure list */
358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
359
360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
361 }
362 else
363 { /* use the style map */
364 the_chest->randomitems = tlist;
365 the_chest->stats.hp = n_treasures;
366 }
367 #endif
368 { /* neither style_map no treasure list given */
369 treasurelist *tlist = treasurelist::find ("chest");
370
371 the_chest->randomitems = tlist;
372 the_chest->stats.hp = n_treasures;
373 }
374
375 /* stick a trap in the chest if required */
376 if (treasureoptions & TRAPPED)
377 {
378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
379
380 if (trap_map)
381 {
382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
384 the_trap->stats.Cha = 10 + RP->difficulty;
385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
387 if (the_trap)
388 {
389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
390
391 new_trap->x = x;
392 new_trap->y = y;
393 insert_ob_in_ob (new_trap, the_chest);
394 }
395 }
396 }
397
398 /* set the chest lock code, and call the keyplacer routine with
399 the lockcode. It's not worth bothering to lock the chest if
400 there's only 1 treasure.... */
401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
402 {
403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
405 }
406
407 /* actually place the chest. */
408 the_chest->x = xl;
409 the_chest->y = yl;
410 insert_ob_in_map (the_chest, map, NULL, 0);
411 return the_chest;
412 }
413
414
415 /* finds the closest monster and returns him, regardless of doors
416 or walls */
417 object *
418 find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
419 {
420 int i;
421
422 for (i = 0; i < SIZEOFFREE; i++)
423 {
424 int lx, ly;
425
426 lx = x + freearr_x[i];
427 ly = y + freearr_y[i];
428 /* boundscheck */
429 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
430 /* don't bother searching this square unless the map says life exists. */
431 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
432 {
433 object *the_monster = GET_MAP_OB (map, lx, ly);
434
435 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
436 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
437 return the_monster;
438 }
439 }
440 return NULL;
441 }
442
443 /* both find_monster_in_room routines need to have access to this. */
444
445 object *theMonsterToFind;
446
447 /* a recursive routine which will return a monster, eventually,if there is one.
448 it does a check-off on the layout, converting 0's to 1's */
449
450 object *
451 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
452 {
453 int i, j;
454
455 /* if we've found a monster already, leave */
456 if (theMonsterToFind != NULL)
457 return theMonsterToFind;
458
459 /* bounds check x and y */
460 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
461 return theMonsterToFind;
462
463 /* if the square is blocked or searched already, leave */
464 if (layout[x][y] != 0)
465 return theMonsterToFind; /* might be NULL, that's fine. */
466
467 /* check the current square for a monster. If there is one,
468 set theMonsterToFind and return it. */
469 layout[x][y] = 1;
470 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
471 {
472 object *the_monster = GET_MAP_OB (map, x, y);
473
474 /* check off this point */
475 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
476 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
477 {
478 theMonsterToFind = the_monster;
479 return theMonsterToFind;
480 }
481 }
482
483 /* now search all the 8 squares around recursively for a monster,in random order */
484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
485 {
486 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
487 if (theMonsterToFind != NULL)
488 return theMonsterToFind;
489 }
490
491 return theMonsterToFind;
492 }
493
494 /* sets up some data structures: the _recursive form does the
495 real work. */
496 object *
497 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
498 {
499 Layout layout2 (RP);
500
501 layout2->clear ();
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++)
505 for (int j = 0; j < layout2->h; j++)
506 if (wall_blocked (map, i, j))
507 layout2[i][j] = '#';
508
509 theMonsterToFind = 0;
510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
511
512 layout2.free ();
513
514 return theMonsterToFind;
515 }
516
517 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518 int *room_free_spots_x;
519 int *room_free_spots_y;
520 int number_of_free_spots_in_room;
521
522 /* the workhorse routine, which finds the free spots in a room:
523 a datastructure of free points is set up, and a position chosen from
524 that datastructure. */
525 void
526 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527 {
528 int i, j;
529
530 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
532 return;
533
534 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0)
536 return;
537
538 /* set the current square as checked, and add it to the list.
539 set theMonsterToFind and return it. */
540 /* check off this point */
541 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++;
545
546 /* now search all the 8 squares around recursively for free spots,in random order */
547 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549
550 }
551
552 /* find a random non-blocked spot in this room to drop a key. */
553 void
554 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
555 {
556 char **layout2;
557 int i, j;
558
559 number_of_free_spots_in_room = 0;
560 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
561 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562
563 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
564 /* allocate and copy the layout, converting C to 0. */
565 for (i = 0; i < RP->Xsize; i++)
566 {
567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
568 for (j = 0; j < RP->Ysize; j++)
569 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#';
571 }
572
573 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP);
575
576 if (number_of_free_spots_in_room > 0)
577 {
578 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i];
581 }
582
583 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++)
585 free (layout2[i]);
586
587 free (layout2);
588 free (room_free_spots_x);
589 free (room_free_spots_y);
590 }
591
592
593 /* searches the map for a spot with walls around it. The more
594 walls the better, but it'll settle for 1 wall, or even 0, but
595 it'll return 0 if no FREE spots are found.*/
596 void
597 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
598 {
599 int x, y;
600 int i;
601
602 x = *cx;
603 y = *cy;
604
605 for (i = 0; i <= SIZEOFFREE1; i++)
606 {
607 int lx, ly, sindex;
608
609 lx = x + freearr_x[i];
610 ly = y + freearr_y[i];
611 sindex = surround_flag3 (map, lx, ly, RP);
612 /* if it's blocked on 3 sides, it's enclosed */
613 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
614 {
615 *cx = lx;
616 *cy = ly;
617 return;
618 }
619 }
620
621 /* OK, if we got here, we're obviously someplace where there's no enclosed
622 spots--try to find someplace which is 2x enclosed. */
623 for (i = 0; i <= SIZEOFFREE1; i++)
624 {
625 int lx, ly, sindex;
626
627 lx = x + freearr_x[i];
628 ly = y + freearr_y[i];
629 sindex = surround_flag3 (map, lx, ly, RP);
630 /* if it's blocked on 3 sides, it's enclosed */
631 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
632 {
633 *cx = lx;
634 *cy = ly;
635 return;
636 }
637 }
638
639 /* settle for one surround point */
640 for (i = 0; i <= SIZEOFFREE1; i++)
641 {
642 int lx, ly, sindex;
643
644 lx = x + freearr_x[i];
645 ly = y + freearr_y[i];
646 sindex = surround_flag3 (map, lx, ly, RP);
647 /* if it's blocked on 3 sides, it's enclosed */
648 if (sindex)
649 {
650 *cx = lx;
651 *cy = ly;
652 return;
653 }
654 }
655 /* give up and return the closest free spot. */
656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
657
658 if (i != -1)
659 {
660 *cx = x + freearr_x[i];
661 *cy = y + freearr_y[i];
662 }
663 else
664 {
665 /* indicate failure */
666 *cx = -1;
667 *cy = -1;
668 }
669 }
670
671 void
672 remove_monsters (int x, int y, maptile *map)
673 {
674 object *tmp;
675
676 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 {
679 if (tmp->head)
680 tmp = tmp->head;
681 tmp->remove ();
682 tmp->destroy ();
683 tmp = GET_MAP_OB (map, x, y);
684 if (tmp == NULL)
685 break;
686 };
687 }
688
689 /* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/
692 object **
693 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
694 {
695 int i;
696 const char *doors[2];
697 object **doorlist;
698 int ndoors_made = 0;
699 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
700
701 /* this is a list we pick from, for horizontal and vertical doors */
702 if (opts & DOORED)
703 {
704 doors[0] = "locked_door2";
705 doors[1] = "locked_door1";
706 }
707 else
708 {
709 doors[0] = "door_1";
710 doors[1] = "door_2";
711 }
712
713 /* place doors in all the 8 adjacent unblocked squares. */
714 for (i = 1; i < 9; i++)
715 {
716 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
717
718 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
719 { /* place a door */
720 remove_monsters (x1, y1, map);
721
722 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
723 map->insert (new_door, x1, y1);
724 doorlist[ndoors_made] = new_door;
725 ndoors_made++;
726 }
727 }
728
729 return doorlist;
730 }
731
732
733 /* returns the first door in this square, or NULL if there isn't a door. */
734 object *
735 door_in_square (maptile *map, int x, int y)
736 {
737 object *tmp;
738
739 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
740 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
741 return tmp;
742 return NULL;
743 }
744
745 /* the workhorse routine, which finds the doors in a room */
746 void
747 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
748 {
749 int i, j;
750 object *door;
751
752 /* bounds check x and y */
753 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
754 return;
755
756 /* if the square is blocked or searched already, leave */
757 if (layout[x][y] == 1)
758 return;
759
760 /* check off this point */
761 if (layout[x][y] == '#')
762 { /* there could be a door here */
763 layout[x][y] = 1;
764 door = door_in_square (map, x, y);
765 if (door)
766 {
767 doorlist[*ndoors] = door;
768
769 if (*ndoors > 1022) /* eek! out of memory */
770 {
771 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
772 return;
773 }
774
775 *ndoors = *ndoors + 1;
776 }
777 }
778 else
779 {
780 layout[x][y] = 1;
781
782 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 find_doors_in_room_recursive (layout, map,
785 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
786 doorlist, ndoors, RP);
787 }
788 }
789
790 /* find a random non-blocked spot in this room to drop a key. */
791 object **
792 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
793 {
794 int i, j;
795 int ndoors = 0;
796
797 object **doorlist = (object **)calloc (sizeof (int), 1024);
798
799 LayoutData layout2 (RP->Xsize, RP->Ysize);
800 layout2.clear ();
801
802 /* allocate and copy the layout, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++)
804 for (j = 0; j < RP->Ysize; j++)
805 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806
807 /* setup num_free_spots and room_free_spots */
808 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
809
810 return doorlist;
811 }
812
813 /* locks and/or hides all the doors in doorlist, or does nothing if
814 opts doesn't say to lock/hide doors. */
815 void
816 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
817 {
818 object *door;
819 int i;
820
821 /* lock the doors and hide the keys. */
822
823 if (opts & DOORED)
824 {
825 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
826 {
827 object *new_door = get_archetype (shstr_locked_door1);
828
829 door = doorlist[i];
830 new_door->face = door->face;
831 new_door->x = door->x;
832 new_door->y = door->y;
833 door->remove ();
834 door->destroy ();
835 doorlist[i] = new_door;
836 insert_ob_in_map (new_door, map, NULL, 0);
837 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
838 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
839 }
840 }
841
842 /* change the faces of the doors and surrounding walls to hide them. */
843 if (opts & HIDDEN)
844 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
846 {
847 object *wallface;
848
849 door = doorlist[i];
850 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
851 if (wallface != NULL)
852 {
853 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
854 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
855 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
856 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
857
858 door->face = wallface->face;
859
860 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
861 wallface->remove ();
862
863 wallface->destroy ();
864 }
865 }
866 }
867 }