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Revision: 1.53
Committed: Tue Apr 13 02:39:53 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.52: +4 -4 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 = rmg_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 int num_treasures;
200
201 /* bail out if treasure isn't wanted. */
202 if (treasure_style)
203 if (!strcmp (treasure_style, "none"))
204 return;
205
206 if (treasureoptions <= 0)
207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
208
209 /* filter out the mutually exclusive options */
210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
211 {
212 if (rmg_rndm (2))
213 treasureoptions -= 1;
214 else
215 treasureoptions -= 2;
216 }
217
218 /* pick the number of treasures */
219 if (treasureoptions & SPARSE)
220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
221 else if (treasureoptions & RICH)
222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
223 else
224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
225
226 if (num_treasures <= 0)
227 return;
228
229 /* get the style map */
230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", 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 static 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 (new_treasure->arch->instance (), 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", RP->difficulty);
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 /* finds the closest monster and returns him, regardless of doors or walls */
421 static object *
422 find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
423 {
424 int i;
425
426 for (i = 0; i < SIZEOFFREE; i++)
427 {
428 int lx, ly;
429
430 lx = x + freearr_x[i];
431 ly = y + freearr_y[i];
432 /* boundscheck */
433 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
434 /* don't bother searching this square unless the map says life exists. */
435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
436 {
437 object *the_monster = GET_MAP_OB (map, lx, ly);
438
439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
440 if (the_monster && the_monster->flag [FLAG_MONSTER])
441 return the_monster;
442 }
443 }
444 return NULL;
445 }
446
447 /* both find_monster_in_room routines need to have access to this. */
448
449 static object *theMonsterToFind;
450
451 /* a recursive routine which will return a monster, eventually,if there is one.
452 it does a check-off on the layout, converting 0's to 1's */
453 static object *
454 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
455 {
456 int i, j;
457
458 /* if we've found a monster already, leave */
459 if (theMonsterToFind != NULL)
460 return theMonsterToFind;
461
462 /* bounds check x and y */
463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
464 return theMonsterToFind;
465
466 /* if the square is blocked or searched already, leave */
467 if (layout[x][y] != 0)
468 return theMonsterToFind; /* might be NULL, that's fine. */
469
470 /* check the current square for a monster. If there is one,
471 set theMonsterToFind and return it. */
472 layout[x][y] = 1;
473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 {
475 object *the_monster = GET_MAP_OB (map, x, y);
476
477 /* check off this point */
478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
479 if (the_monster && the_monster->flag [FLAG_ALIVE])
480 {
481 theMonsterToFind = the_monster;
482 return theMonsterToFind;
483 }
484 }
485
486 /* now search all the 8 squares around recursively for a monster,in random order */
487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
488 {
489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
490 if (theMonsterToFind != NULL)
491 return theMonsterToFind;
492 }
493
494 return theMonsterToFind;
495 }
496
497 /* sets up some data structures: the _recursive form does the
498 real work. */
499 static object *
500 find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
501 {
502 Layout layout2 (RP);
503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
511
512 theMonsterToFind = 0;
513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
514
515 layout2.free ();
516
517 return theMonsterToFind;
518 }
519
520 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
521 static int *room_free_spots_x;
522 static int *room_free_spots_y;
523 static int number_of_free_spots_in_room;
524
525 /* the workhorse routine, which finds the free spots in a room:
526 a datastructure of free points is set up, and a position chosen from
527 that datastructure. */
528 static void
529 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
530 {
531 int i, j;
532
533 /* bounds check x and y */
534 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
535 return;
536
537 /* if the square is blocked or searched already, leave */
538 if (layout[x][y] != 0)
539 return;
540
541 /* set the current square as checked, and add it to the list.
542 set theMonsterToFind and return it. */
543 /* check off this point */
544 layout[x][y] = 1;
545 room_free_spots_x[number_of_free_spots_in_room] = x;
546 room_free_spots_y[number_of_free_spots_in_room] = y;
547 number_of_free_spots_in_room++;
548
549 /* now search all the 8 squares around recursively for free spots,in random order */
550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
552
553 }
554
555 /* find a random non-blocked spot in this room to drop a key. */
556 static void
557 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
558 {
559 char **layout2;
560 int i, j;
561
562 number_of_free_spots_in_room = 0;
563 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
564 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
565
566 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
567 /* allocate and copy the layout, converting C to 0. */
568 for (i = 0; i < RP->Xsize; i++)
569 {
570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
571 for (j = 0; j < RP->Ysize; j++)
572 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#';
574 }
575
576 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP);
578
579 if (number_of_free_spots_in_room > 0)
580 {
581 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i];
584 }
585
586 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++)
588 free (layout2[i]);
589
590 free (layout2);
591 free (room_free_spots_x);
592 free (room_free_spots_y);
593 }
594
595
596 /* searches the map for a spot with walls around it. The more
597 walls the better, but it'll settle for 1 wall, or even 0, but
598 it'll return 0 if no FREE spots are found.*/
599 static void
600 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601 {
602 int x, y;
603 int i;
604
605 x = *cx;
606 y = *cy;
607
608 for (i = 0; i <= SIZEOFFREE1; i++)
609 {
610 int lx, ly, sindex;
611
612 lx = x + freearr_x[i];
613 ly = y + freearr_y[i];
614 sindex = surround_flag3 (map, lx, ly, RP);
615 /* if it's blocked on 3 sides, it's enclosed */
616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
617 {
618 *cx = lx;
619 *cy = ly;
620 return;
621 }
622 }
623
624 /* OK, if we got here, we're obviously someplace where there's no enclosed
625 spots--try to find someplace which is 2x enclosed. */
626 for (i = 0; i <= SIZEOFFREE1; i++)
627 {
628 int lx, ly, sindex;
629
630 lx = x + freearr_x[i];
631 ly = y + freearr_y[i];
632 sindex = surround_flag3 (map, lx, ly, RP);
633 /* if it's blocked on 3 sides, it's enclosed */
634 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
635 {
636 *cx = lx;
637 *cy = ly;
638 return;
639 }
640 }
641
642 /* settle for one surround point */
643 for (i = 0; i <= SIZEOFFREE1; i++)
644 {
645 int lx, ly, sindex;
646
647 lx = x + freearr_x[i];
648 ly = y + freearr_y[i];
649 sindex = surround_flag3 (map, lx, ly, RP);
650 /* if it's blocked on 3 sides, it's enclosed */
651 if (sindex)
652 {
653 *cx = lx;
654 *cy = ly;
655 return;
656 }
657 }
658 /* give up and return the closest free spot. */
659 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
660
661 if (i != -1)
662 {
663 *cx = x + freearr_x[i];
664 *cy = y + freearr_y[i];
665 }
666 else
667 {
668 /* indicate failure */
669 *cx = -1;
670 *cy = -1;
671 }
672 }
673
674 static void
675 remove_monsters (int x, int y, maptile *map)
676 {
677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 {
679 object *next = tmp->above;
680
681 if (tmp->flag [FLAG_ALIVE])
682 tmp->head_ ()->destroy ();
683
684 tmp = next;
685 }
686 }
687
688 /* surrounds the point x,y by doors, so as to enclose something, like
689 a chest. It only goes as far as the 8 squares surrounding, and
690 it'll remove any monsters it finds.*/
691 static object **
692 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
693 {
694 int i;
695 const char *doors[2];
696 object **doorlist;
697 int ndoors_made = 0;
698 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
699
700 /* this is a list we pick from, for horizontal and vertical doors */
701 if (opts & DOORED)
702 {
703 doors[0] = "locked_door2";
704 doors[1] = "locked_door1";
705 }
706 else
707 {
708 doors[0] = "door_1";
709 doors[1] = "door_2";
710 }
711
712 /* place doors in all the 8 adjacent unblocked squares. */
713 for (i = 1; i < 9; i++)
714 {
715 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
716
717 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
718 { /* place a door */
719 remove_monsters (x1, y1, map);
720
721 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 map->insert (new_door, x1, y1);
723 doorlist[ndoors_made] = new_door;
724 ndoors_made++;
725 }
726 }
727
728 return doorlist;
729 }
730
731 /* returns the first door in this square, or NULL if there isn't a door. */
732 static object *
733 door_in_square (maptile *map, int x, int y)
734 {
735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
737 return tmp;
738
739 return NULL;
740 }
741
742 /* the workhorse routine, which finds the doors in a room */
743 static void
744 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
745 {
746 int i, j;
747 object *door;
748
749 /* bounds check x and y */
750 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
751 return;
752
753 /* if the square is blocked or searched already, leave */
754 if (layout[x][y] == 1)
755 return;
756
757 /* check off this point */
758 if (layout[x][y] == '#')
759 { /* there could be a door here */
760 layout[x][y] = 1;
761 door = door_in_square (map, x, y);
762 if (door)
763 {
764 doorlist[*ndoors] = door;
765
766 if (*ndoors > 1022) /* eek! out of memory */
767 {
768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
769 return;
770 }
771
772 *ndoors = *ndoors + 1;
773 }
774 }
775 else
776 {
777 layout[x][y] = 1;
778
779 /* now search all the 8 squares around recursively for free spots,in random order */
780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
784 }
785 }
786
787 /* find a random non-blocked spot in this room to drop a key. */
788 static object **
789 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
790 {
791 int i, j;
792 int ndoors = 0;
793
794 object **doorlist = (object **)calloc (sizeof (int), 1024);
795
796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
799 /* allocate and copy the layout, converting C to 0. */
800 for (i = 0; i < RP->Xsize; i++)
801 for (j = 0; j < RP->Ysize; j++)
802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803
804 /* setup num_free_spots and room_free_spots */
805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
806
807 return doorlist;
808 }
809
810 /* locks and/or hides all the doors in doorlist, or does nothing if
811 opts doesn't say to lock/hide doors. */
812 static void
813 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
814 {
815 object *door;
816 int i;
817
818 /* lock the doors and hide the keys. */
819
820 if (opts & DOORED)
821 {
822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
823 {
824 object *new_door = get_archetype (shstr_locked_door1);
825
826 door = doorlist[i];
827 new_door->face = door->face;
828 new_door->x = door->x;
829 new_door->y = door->y;
830 door->destroy ();
831 doorlist[i] = new_door;
832 insert_ob_in_map (new_door, map, NULL, 0);
833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
835 }
836 }
837
838 /* change the faces of the doors and surrounding walls to hide them. */
839 if (opts & HIDDEN)
840 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 {
843 object *wallface;
844
845 door = doorlist[i];
846 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
847 if (wallface != NULL)
848 {
849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
854 door->face = wallface->face;
855
856 wallface->destroy ();
857 }
858 }
859 }
860 }