ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
Revision: 1.47
Committed: Fri Nov 6 13:03:34 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.46: +3 -3 lines
Log Message:
make effectively static symbols actually static, part 2

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* placing treasure in maps, where appropriate. */
26
27 #include <global.h>
28 #include <random_map.h>
29 #include <rproto.h>
30
31 /* some defines for various options which can be set. */
32
33 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
34 #define HIDDEN 2 /* doors to treasure are hidden. */
35 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
36 #define DOORED 8 /* treasure has doors around it. */
37 #define TRAPPED 16 /* trap dropped in same location as chest. */
38 #define SPARSE 32 /* 1/2 as much treasure as default */
39 #define RICH 64 /* 2x as much treasure as default */
40 #define FILLED 128 /* Fill/tile the entire map with treasure */
41 #define LAST_OPTION 64 /* set this to the last real option, for random */
42
43 #define NO_PASS_DOORS 0
44 #define PASS_DOORS 1
45
46 static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47 static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48 static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49 static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50 static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51 static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52 static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53 static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54 static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
56 /* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58 static int
59 bc_random (int x)
60 {
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62 }
63
64 static object *
65 gen_key (const shstr &keycode)
66 {
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71 }
72
73 /* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82 */
83 static int
84 keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85 {
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174 }
175
176 /* returns true if square x,y has P_NO_PASS set, which is true for walls
177 * and doors but not monsters.
178 * This function is not map tile aware.
179 */
180 int
181 wall_blocked (maptile *m, int x, int y)
182 {
183 if (OUT_OF_REAL_MAP (m, x, y))
184 return 1;
185
186 m->at (x, y).update ();
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
188 }
189
190 /* place treasures in the map, given the
191 map, (required)
192 layout, (required)
193 treasure style (may be empty or NULL, or "none" to cause no treasure.)
194 treasureoptions (may be 0 for random choices or positive)
195 */
196 void
197 place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
198 {
199 char styledirname[1024];
200 char stylefilepath[1024];
201 maptile *style_map = 0;
202 int num_treasures;
203
204 /* bail out if treasure isn't wanted. */
205 if (treasure_style)
206 if (!strcmp (treasure_style, "none"))
207 return;
208
209 if (treasureoptions <= 0)
210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
211
212 /* filter out the mutually exclusive options */
213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
214 {
215 if (rmg_rndm (2))
216 treasureoptions -= 1;
217 else
218 treasureoptions -= 2;
219 }
220
221 /* pick the number of treasures */
222 if (treasureoptions & SPARSE)
223 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
224 else if (treasureoptions & RICH)
225 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
226 else
227 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
228
229 if (num_treasures <= 0)
230 return;
231
232 /* get the style map */
233 sprintf (styledirname, "%s", "/styles/treasurestyles");
234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
235 style_map = find_style (styledirname, treasure_style, -1);
236
237 if (!style_map)
238 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
240 return;
241 }
242
243 /* all the treasure at one spot in the map. */
244 if (treasureoptions & CONCENTRATED)
245 {
246 /* map_layout_style global, and is previously set */
247 switch (RP->map_layout_style)
248 {
249 case LAYOUT_ONION:
250 case LAYOUT_SPIRAL:
251 case LAYOUT_SQUARE_SPIRAL:
252 {
253 int i, j;
254
255 /* search the onion for C's or '>', and put treasure there. */
256 for (i = 0; i < RP->Xsize; i++)
257 {
258 for (j = 0; j < RP->Ysize; j++)
259 {
260 if (layout[i][j] == 'C' || layout[i][j] == '>')
261 {
262 int tdiv = RP->symmetry_used;
263 object *chest;
264
265 if (tdiv == 3)
266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
268 /* don't put a chest on an exit. */
269 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
270
271 if (!chest)
272 continue; /* if no chest was placed NEXT */
273
274 if (treasureoptions & (DOORED | HIDDEN))
275 {
276 object **doorlist = find_doors_in_room (map, i, j, RP);
277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
278 free (doorlist);
279 }
280 }
281 }
282 }
283 break;
284 }
285
286 default:
287 {
288 int i, j, tries;
289 object *chest;
290 object **doorlist;
291
292 i = j = -1;
293 tries = 0;
294 while (i == -1 && tries < 100)
295 {
296 i = rmg_rndm (RP->Xsize - 2) + 1;
297 j = rmg_rndm (RP->Ysize - 2) + 1;
298 find_enclosed_spot (map, &i, &j, RP);
299
300 if (wall_blocked (map, i, j))
301 i = -1;
302
303 tries++;
304 }
305
306 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
307
308 if (!chest)
309 return;
310
311 i = chest->x;
312 j = chest->y;
313 if (treasureoptions & (DOORED | HIDDEN))
314 {
315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
316 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
317 free (doorlist);
318 }
319 }
320 }
321 }
322 else
323 { /* DIFFUSE treasure layout */
324 int ti, i, j;
325
326 for (ti = 0; ti < num_treasures; ti++)
327 {
328 i = rmg_rndm (RP->Xsize - 2) + 1;
329 j = rmg_rndm (RP->Ysize - 2) + 1;
330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
331 }
332 }
333 }
334
335 /* put a chest into the map, near x and y, with the treasure style
336 determined (may be null, or may be a treasure list from lib/treasures,
337 if the global variable "treasurestyle" is set to that treasure list's name */
338 static object *
339 place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
340 {
341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
342
343 /* first, find a place to put the chest. */
344 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
345 if (i == -1)
346 {
347 the_chest->destroy ();
348 return NULL;
349 }
350
351 int xl = x + freearr_x[i];
352 int yl = y + freearr_y[i];
353
354 /* if the placement is blocked, return a fail. */
355 if (wall_blocked (map, xl, yl))
356 return 0;
357
358 /* put the treasures in the chest. */
359 /* if(style_map) { */
360 #if 0 /* don't use treasure style maps for now! */
361 int ti;
362
363 /* if treasurestyle lists a treasure list, use it. */
364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
365
366 if (tlist != NULL)
367 for (ti = 0; ti < n_treasures; ti++)
368 { /* use the treasure list */
369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
370
371 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
372 }
373 else
374 { /* use the style map */
375 the_chest->randomitems = tlist;
376 the_chest->stats.hp = n_treasures;
377 }
378 #endif
379 { /* neither style_map no treasure list given */
380 treasurelist *tlist = treasurelist::find ("chest");
381
382 the_chest->randomitems = tlist;
383 the_chest->stats.hp = n_treasures;
384 }
385
386 /* stick a trap in the chest if required */
387 if (treasureoptions & TRAPPED)
388 {
389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
390
391 if (trap_map)
392 {
393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
395 the_trap->stats.Cha = 10 + RP->difficulty;
396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
398 if (the_trap)
399 {
400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
401
402 new_trap->x = x;
403 new_trap->y = y;
404 insert_ob_in_ob (new_trap, the_chest);
405 }
406 }
407 }
408
409 /* set the chest lock code, and call the keyplacer routine with
410 the lockcode. It's not worth bothering to lock the chest if
411 there's only 1 treasure.... */
412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
413 {
414 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
416 }
417
418 /* actually place the chest. */
419 the_chest->x = xl;
420 the_chest->y = yl;
421 insert_ob_in_map (the_chest, map, NULL, 0);
422 return the_chest;
423 }
424
425 /* finds the closest monster and returns him, regardless of doors or walls */
426 static object *
427 find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
428 {
429 int i;
430
431 for (i = 0; i < SIZEOFFREE; i++)
432 {
433 int lx, ly;
434
435 lx = x + freearr_x[i];
436 ly = y + freearr_y[i];
437 /* boundscheck */
438 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
439 /* don't bother searching this square unless the map says life exists. */
440 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
441 {
442 object *the_monster = GET_MAP_OB (map, lx, ly);
443
444 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
445 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
446 return the_monster;
447 }
448 }
449 return NULL;
450 }
451
452 /* both find_monster_in_room routines need to have access to this. */
453
454 static object *theMonsterToFind;
455
456 /* a recursive routine which will return a monster, eventually,if there is one.
457 it does a check-off on the layout, converting 0's to 1's */
458 static object *
459 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
460 {
461 int i, j;
462
463 /* if we've found a monster already, leave */
464 if (theMonsterToFind != NULL)
465 return theMonsterToFind;
466
467 /* bounds check x and y */
468 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
469 return theMonsterToFind;
470
471 /* if the square is blocked or searched already, leave */
472 if (layout[x][y] != 0)
473 return theMonsterToFind; /* might be NULL, that's fine. */
474
475 /* check the current square for a monster. If there is one,
476 set theMonsterToFind and return it. */
477 layout[x][y] = 1;
478 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
479 {
480 object *the_monster = GET_MAP_OB (map, x, y);
481
482 /* check off this point */
483 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
484 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
485 {
486 theMonsterToFind = the_monster;
487 return theMonsterToFind;
488 }
489 }
490
491 /* now search all the 8 squares around recursively for a monster,in random order */
492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
493 {
494 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
495 if (theMonsterToFind != NULL)
496 return theMonsterToFind;
497 }
498
499 return theMonsterToFind;
500 }
501
502 /* sets up some data structures: the _recursive form does the
503 real work. */
504 static object *
505 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
506 {
507 Layout layout2 (RP);
508
509 layout2->clear ();
510
511 /* allocate and copy the layout, converting C to 0. */
512 for (int i = 0; i < layout2->w; i++)
513 for (int j = 0; j < layout2->h; j++)
514 if (wall_blocked (map, i, j))
515 layout2[i][j] = '#';
516
517 theMonsterToFind = 0;
518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
519
520 layout2.free ();
521
522 return theMonsterToFind;
523 }
524
525 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
526 static int *room_free_spots_x;
527 static int *room_free_spots_y;
528 static int number_of_free_spots_in_room;
529
530 /* the workhorse routine, which finds the free spots in a room:
531 a datastructure of free points is set up, and a position chosen from
532 that datastructure. */
533 static void
534 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
535 {
536 int i, j;
537
538 /* bounds check x and y */
539 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 return;
541
542 /* if the square is blocked or searched already, leave */
543 if (layout[x][y] != 0)
544 return;
545
546 /* set the current square as checked, and add it to the list.
547 set theMonsterToFind and return it. */
548 /* check off this point */
549 layout[x][y] = 1;
550 room_free_spots_x[number_of_free_spots_in_room] = x;
551 room_free_spots_y[number_of_free_spots_in_room] = y;
552 number_of_free_spots_in_room++;
553
554 /* now search all the 8 squares around recursively for free spots,in random order */
555 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
557
558 }
559
560 /* find a random non-blocked spot in this room to drop a key. */
561 static void
562 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
563 {
564 char **layout2;
565 int i, j;
566
567 number_of_free_spots_in_room = 0;
568 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
569 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
570
571 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
572 /* allocate and copy the layout, converting C to 0. */
573 for (i = 0; i < RP->Xsize; i++)
574 {
575 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
576 for (j = 0; j < RP->Ysize; j++)
577 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#';
579 }
580
581 /* setup num_free_spots and room_free_spots */
582 find_spot_in_room_recursive (layout2, x, y, RP);
583
584 if (number_of_free_spots_in_room > 0)
585 {
586 i = rmg_rndm (number_of_free_spots_in_room);
587 *kx = room_free_spots_x[i];
588 *ky = room_free_spots_y[i];
589 }
590
591 /* deallocate the temp. layout */
592 for (i = 0; i < RP->Xsize; i++)
593 free (layout2[i]);
594
595 free (layout2);
596 free (room_free_spots_x);
597 free (room_free_spots_y);
598 }
599
600
601 /* searches the map for a spot with walls around it. The more
602 walls the better, but it'll settle for 1 wall, or even 0, but
603 it'll return 0 if no FREE spots are found.*/
604 static void
605 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
606 {
607 int x, y;
608 int i;
609
610 x = *cx;
611 y = *cy;
612
613 for (i = 0; i <= SIZEOFFREE1; i++)
614 {
615 int lx, ly, sindex;
616
617 lx = x + freearr_x[i];
618 ly = y + freearr_y[i];
619 sindex = surround_flag3 (map, lx, ly, RP);
620 /* if it's blocked on 3 sides, it's enclosed */
621 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
622 {
623 *cx = lx;
624 *cy = ly;
625 return;
626 }
627 }
628
629 /* OK, if we got here, we're obviously someplace where there's no enclosed
630 spots--try to find someplace which is 2x enclosed. */
631 for (i = 0; i <= SIZEOFFREE1; i++)
632 {
633 int lx, ly, sindex;
634
635 lx = x + freearr_x[i];
636 ly = y + freearr_y[i];
637 sindex = surround_flag3 (map, lx, ly, RP);
638 /* if it's blocked on 3 sides, it's enclosed */
639 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
640 {
641 *cx = lx;
642 *cy = ly;
643 return;
644 }
645 }
646
647 /* settle for one surround point */
648 for (i = 0; i <= SIZEOFFREE1; i++)
649 {
650 int lx, ly, sindex;
651
652 lx = x + freearr_x[i];
653 ly = y + freearr_y[i];
654 sindex = surround_flag3 (map, lx, ly, RP);
655 /* if it's blocked on 3 sides, it's enclosed */
656 if (sindex)
657 {
658 *cx = lx;
659 *cy = ly;
660 return;
661 }
662 }
663 /* give up and return the closest free spot. */
664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
665
666 if (i != -1)
667 {
668 *cx = x + freearr_x[i];
669 *cy = y + freearr_y[i];
670 }
671 else
672 {
673 /* indicate failure */
674 *cx = -1;
675 *cy = -1;
676 }
677 }
678
679 static void
680 remove_monsters (int x, int y, maptile *map)
681 {
682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 {
684 object *next = tmp->above;
685
686 if (tmp->flag [FLAG_ALIVE])
687 tmp->head_ ()->destroy ();
688
689 tmp = next;
690 }
691 }
692
693 /* surrounds the point x,y by doors, so as to enclose something, like
694 a chest. It only goes as far as the 8 squares surrounding, and
695 it'll remove any monsters it finds.*/
696 static object **
697 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698 {
699 int i;
700 const char *doors[2];
701 object **doorlist;
702 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704
705 /* this is a list we pick from, for horizontal and vertical doors */
706 if (opts & DOORED)
707 {
708 doors[0] = "locked_door2";
709 doors[1] = "locked_door1";
710 }
711 else
712 {
713 doors[0] = "door_1";
714 doors[1] = "door_2";
715 }
716
717 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++)
719 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721
722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */
724 remove_monsters (x1, y1, map);
725
726 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
727 map->insert (new_door, x1, y1);
728 doorlist[ndoors_made] = new_door;
729 ndoors_made++;
730 }
731 }
732
733 return doorlist;
734 }
735
736 /* returns the first door in this square, or NULL if there isn't a door. */
737 static object *
738 door_in_square (maptile *map, int x, int y)
739 {
740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp;
743
744 return NULL;
745 }
746
747 /* the workhorse routine, which finds the doors in a room */
748 static void
749 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
750 {
751 int i, j;
752 object *door;
753
754 /* bounds check x and y */
755 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
756 return;
757
758 /* if the square is blocked or searched already, leave */
759 if (layout[x][y] == 1)
760 return;
761
762 /* check off this point */
763 if (layout[x][y] == '#')
764 { /* there could be a door here */
765 layout[x][y] = 1;
766 door = door_in_square (map, x, y);
767 if (door)
768 {
769 doorlist[*ndoors] = door;
770
771 if (*ndoors > 1022) /* eek! out of memory */
772 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return;
775 }
776
777 *ndoors = *ndoors + 1;
778 }
779 }
780 else
781 {
782 layout[x][y] = 1;
783
784 /* now search all the 8 squares around recursively for free spots,in random order */
785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 find_doors_in_room_recursive (layout, map,
787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
788 doorlist, ndoors, RP);
789 }
790 }
791
792 /* find a random non-blocked spot in this room to drop a key. */
793 static object **
794 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
795 {
796 int i, j;
797 int ndoors = 0;
798
799 object **doorlist = (object **)calloc (sizeof (int), 1024);
800
801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
803
804 /* allocate and copy the layout, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++)
806 for (j = 0; j < RP->Ysize; j++)
807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808
809 /* setup num_free_spots and room_free_spots */
810 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
811
812 return doorlist;
813 }
814
815 /* locks and/or hides all the doors in doorlist, or does nothing if
816 opts doesn't say to lock/hide doors. */
817 static void
818 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
819 {
820 object *door;
821 int i;
822
823 /* lock the doors and hide the keys. */
824
825 if (opts & DOORED)
826 {
827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
828 {
829 object *new_door = get_archetype (shstr_locked_door1);
830
831 door = doorlist[i];
832 new_door->face = door->face;
833 new_door->x = door->x;
834 new_door->y = door->y;
835 door->destroy ();
836 doorlist[i] = new_door;
837 insert_ob_in_map (new_door, map, NULL, 0);
838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
840 }
841 }
842
843 /* change the faces of the doors and surrounding walls to hide them. */
844 if (opts & HIDDEN)
845 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
847 {
848 object *wallface;
849
850 door = doorlist[i];
851 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
852 if (wallface != NULL)
853 {
854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
859 door->face = wallface->face;
860
861 wallface->destroy ();
862 }
863 }
864 }
865 }