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Revision: 1.55
Committed: Thu Jul 1 01:22:44 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +6 -11 lines
Log Message:
got rid of Layout, better memory management etc.

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, const 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 (map->width, map->height);
503
504 // find walls
505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2.h; j++)
507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
508
509 theMonsterToFind = 0;
510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
511
512 return theMonsterToFind;
513 }
514
515 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
516 static int *room_free_spots_x;
517 static int *room_free_spots_y;
518 static int number_of_free_spots_in_room;
519
520 /* the workhorse routine, which finds the free spots in a room:
521 a datastructure of free points is set up, and a position chosen from
522 that datastructure. */
523 static void
524 find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
525 {
526 int i, j;
527
528 /* bounds check x and y */
529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
530 return;
531
532 /* if the square is blocked or searched already, leave */
533 if (layout[x][y] != 0)
534 return;
535
536 /* set the current square as checked, and add it to the list.
537 set theMonsterToFind and return it. */
538 /* check off this point */
539 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++;
543
544 /* now search all the 8 squares around recursively for free spots,in random order */
545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
547
548 }
549
550 /* find a random non-blocked spot in this room to drop a key. */
551 static void
552 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
553 {
554 char **layout2;
555 int i, j;
556
557 number_of_free_spots_in_room = 0;
558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560
561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
562 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++)
564 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++)
567 if (wall_blocked (map, i, j))
568 layout2[i][j] = '#';
569 }
570
571 /* setup num_free_spots and room_free_spots */
572 find_spot_in_room_recursive (layout2, x, y, RP);
573
574 if (number_of_free_spots_in_room > 0)
575 {
576 i = rmg_rndm (number_of_free_spots_in_room);
577 *kx = room_free_spots_x[i];
578 *ky = room_free_spots_y[i];
579 }
580
581 /* deallocate the temp. layout */
582 for (i = 0; i < RP->Xsize; i++)
583 free (layout2[i]);
584
585 free (layout2);
586 free (room_free_spots_x);
587 free (room_free_spots_y);
588 }
589
590
591 /* searches the map for a spot with walls around it. The more
592 walls the better, but it'll settle for 1 wall, or even 0, but
593 it'll return 0 if no FREE spots are found.*/
594 static void
595 find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
596 {
597 int x, y;
598 int i;
599
600 x = *cx;
601 y = *cy;
602
603 for (i = 0; i <= SIZEOFFREE1; i++)
604 {
605 int lx, ly, sindex;
606
607 lx = x + freearr_x[i];
608 ly = y + freearr_y[i];
609 sindex = surround_flag3 (map, lx, ly, RP);
610 /* if it's blocked on 3 sides, it's enclosed */
611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
612 {
613 *cx = lx;
614 *cy = ly;
615 return;
616 }
617 }
618
619 /* OK, if we got here, we're obviously someplace where there's no enclosed
620 spots--try to find someplace which is 2x enclosed. */
621 for (i = 0; i <= SIZEOFFREE1; i++)
622 {
623 int lx, ly, sindex;
624
625 lx = x + freearr_x[i];
626 ly = y + freearr_y[i];
627 sindex = surround_flag3 (map, lx, ly, RP);
628 /* if it's blocked on 3 sides, it's enclosed */
629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
630 {
631 *cx = lx;
632 *cy = ly;
633 return;
634 }
635 }
636
637 /* settle for one surround point */
638 for (i = 0; i <= SIZEOFFREE1; i++)
639 {
640 int lx, ly, sindex;
641
642 lx = x + freearr_x[i];
643 ly = y + freearr_y[i];
644 sindex = surround_flag3 (map, lx, ly, RP);
645 /* if it's blocked on 3 sides, it's enclosed */
646 if (sindex)
647 {
648 *cx = lx;
649 *cy = ly;
650 return;
651 }
652 }
653 /* give up and return the closest free spot. */
654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
655
656 if (i != -1)
657 {
658 *cx = x + freearr_x[i];
659 *cy = y + freearr_y[i];
660 }
661 else
662 {
663 /* indicate failure */
664 *cx = -1;
665 *cy = -1;
666 }
667 }
668
669 static void
670 remove_monsters (int x, int y, maptile *map)
671 {
672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
673 {
674 object *next = tmp->above;
675
676 if (tmp->flag [FLAG_ALIVE])
677 tmp->head_ ()->destroy ();
678
679 tmp = next;
680 }
681 }
682
683 /* surrounds the point x,y by doors, so as to enclose something, like
684 a chest. It only goes as far as the 8 squares surrounding, and
685 it'll remove any monsters it finds.*/
686 static object **
687 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
688 {
689 int i;
690 const char *doors[2];
691 object **doorlist;
692 int ndoors_made = 0;
693 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
694
695 /* this is a list we pick from, for horizontal and vertical doors */
696 if (opts & DOORED)
697 {
698 doors[0] = "locked_door2";
699 doors[1] = "locked_door1";
700 }
701 else
702 {
703 doors[0] = "door_1";
704 doors[1] = "door_2";
705 }
706
707 /* place doors in all the 8 adjacent unblocked squares. */
708 for (i = 1; i < 9; i++)
709 {
710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
711
712 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
713 { /* place a door */
714 remove_monsters (x1, y1, map);
715
716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
717 map->insert (new_door, x1, y1);
718 doorlist[ndoors_made] = new_door;
719 ndoors_made++;
720 }
721 }
722
723 return doorlist;
724 }
725
726 /* returns the first door in this square, or NULL if there isn't a door. */
727 static object *
728 door_in_square (maptile *map, int x, int y)
729 {
730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
732 return tmp;
733
734 return NULL;
735 }
736
737 /* the workhorse routine, which finds the doors in a room */
738 static void
739 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
740 {
741 int i, j;
742 object *door;
743
744 /* bounds check x and y */
745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
746 return;
747
748 /* if the square is blocked or searched already, leave */
749 if (layout[x][y] == 1)
750 return;
751
752 /* check off this point */
753 if (layout[x][y] == '#')
754 { /* there could be a door here */
755 layout[x][y] = 1;
756 door = door_in_square (map, x, y);
757 if (door)
758 {
759 doorlist[*ndoors] = door;
760
761 if (*ndoors > 1022) /* eek! out of memory */
762 {
763 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
764 return;
765 }
766
767 *ndoors = *ndoors + 1;
768 }
769 }
770 else
771 {
772 layout[x][y] = 1;
773
774 /* now search all the 8 squares around recursively for free spots,in random order */
775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
776 find_doors_in_room_recursive (layout, map,
777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
778 doorlist, ndoors, RP);
779 }
780 }
781
782 /* find a random non-blocked spot in this room to drop a key. */
783 static object **
784 find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
785 {
786 int i, j;
787 int ndoors = 0;
788
789 object **doorlist = (object **)calloc (sizeof (int), 1024);
790
791 Layout layout2 (RP->Xsize, RP->Ysize);
792 layout2.clear ();
793
794 /* allocate and copy the layout, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++)
796 for (j = 0; j < RP->Ysize; j++)
797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
798
799 /* setup num_free_spots and room_free_spots */
800 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
801
802 return doorlist;
803 }
804
805 /* locks and/or hides all the doors in doorlist, or does nothing if
806 opts doesn't say to lock/hide doors. */
807 static void
808 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
809 {
810 object *door;
811 int i;
812
813 /* lock the doors and hide the keys. */
814
815 if (opts & DOORED)
816 {
817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
818 {
819 object *new_door = get_archetype (shstr_locked_door1);
820
821 door = doorlist[i];
822 new_door->face = door->face;
823 new_door->x = door->x;
824 new_door->y = door->y;
825 door->destroy ();
826 doorlist[i] = new_door;
827 insert_ob_in_map (new_door, map, NULL, 0);
828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
830 }
831 }
832
833 /* change the faces of the doors and surrounding walls to hide them. */
834 if (opts & HIDDEN)
835 {
836 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
837 {
838 object *wallface;
839
840 door = doorlist[i];
841 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
842 if (wallface != NULL)
843 {
844 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
845 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
848
849 door->face = wallface->face;
850
851 wallface->destroy ();
852 }
853 }
854 }
855 }