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Revision: 1.66
Committed: Sat Sep 16 22:17:42 2017 UTC (6 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.65: +19 -19 lines
Log Message:
freearr => DIR

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 <rmg.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);
47 static object *find_monster_in_room (maptile *map, int x, int y);
48 static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
49 static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
50 static object **find_doors_in_room (maptile *map, int x, int y);
51 static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
52 static void find_enclosed_spot (maptile *map, int *cx, int *cy);
53 static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
54
55 /* a macro to get a strongly centered random distribution,
56 from 0 to x, centered at x/2 */
57 static int
58 bc_random (int x)
59 {
60 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
61 }
62
63 static object *
64 gen_key (const shstr &keycode)
65 {
66 /* get a key and set its keycode */
67 object *key = archetype::get (shstr_key_random_map);
68 key->slaying = keycode;
69 return key;
70 }
71
72 /* places keys in the map, preferably in something alive.
73 keycode is the key's code,
74 door_flag is either PASS_DOORS or NO_PASS_DOORS.
75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
76 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
78
79 The idea is that you call keyplace on x,y where a door is, and it'll make
80 sure a key is placed on both sides of the door.
81 */
82 static int
83 keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
84 {
85 int i, j;
86 int kx = 0, ky = 0;
87 object *the_keymaster; /* the monster that gets the key. */
88 object *the_key = gen_key (keycode);
89
90 if (door_flag == PASS_DOORS)
91 {
92 int tries = 0;
93
94 the_keymaster = 0;
95 while (tries < 15 && !the_keymaster)
96 {
97 i = rmg_rndm (map->width - 2) + 1;
98 j = rmg_rndm (map->height - 2) + 1;
99 tries++;
100 the_keymaster = find_closest_monster (map, i, j);
101 }
102
103 /* if we don't find a good keymaster, drop the key on the ground. */
104 if (!the_keymaster)
105 {
106 int freeindex;
107
108 freeindex = -1;
109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
110 {
111 kx = rmg_rndm (map->width - 2) + 1;
112 ky = rmg_rndm (map->height - 2) + 1;
113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
114 }
115
116 // can freeindex ever be < 0?
117 if (freeindex >= 0)
118 {
119 kx += DIRX (freeindex);
120 ky += DIRY (freeindex);
121 }
122 }
123 }
124 else
125 { /* NO_PASS_DOORS --we have to work harder. */
126 /* don't try to keyplace if we're sitting on a blocked square and
127 NO_PASS_DOORS is set. */
128 if (n_keys == 1)
129 {
130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
133 return 0;
134 }
135
136 the_keymaster = find_monster_in_room (map, x, y);
137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
138 find_spot_in_room (map, x, y, &kx, &ky);
139 }
140 else
141 {
142 int sum = 0; /* count how many keys we actually place */
143
144 /* I'm lazy, so just try to place in all 4 directions. */
145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
149
150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
151 { /* diagonally this time. */
152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
156 }
157
158 the_key->destroy ();
159 return 1;
160 }
161 }
162
163 if (the_keymaster)
164 the_keymaster->head_ ()->insert (the_key);
165 else
166 {
167 the_key->x = kx;
168 the_key->y = ky;
169 insert_ob_in_map (the_key, map, NULL, 0);
170 }
171
172 return 1;
173 }
174
175 /* returns true if square x,y has P_NO_PASS set, which is true for walls
176 * and doors but not monsters.
177 * This function is not map tile aware.
178 */
179 int
180 wall_blocked (maptile *m, int x, int y)
181 {
182 if (OUT_OF_REAL_MAP (m, x, y))
183 return 1;
184
185 m->at (x, y).update ();
186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
187 }
188
189 /* place treasures in the map, given the
190 map, (required)
191 maze, (required)
192 treasure style (may be empty or NULL, or "none" to cause no treasure.)
193 treasureoptions (may be 0 for random choices or positive)
194 */
195 void
196 place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
197 {
198 int num_treasures;
199
200 /* bail out if treasure isn't wanted. */
201 if (treasure_style)
202 if (!strcmp (treasure_style, "none"))
203 return;
204
205 if (treasureoptions <= 0)
206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
207
208 /* filter out the mutually exclusive options */
209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
210 {
211 if (rmg_rndm (2))
212 treasureoptions -= 1;
213 else
214 treasureoptions -= 2;
215 }
216
217 /* pick the number of treasures */
218 if (treasureoptions & SPARSE)
219 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
220 else if (treasureoptions & RICH)
221 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
222 else
223 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
224
225 if (num_treasures <= 0)
226 return;
227
228 /* get the style map */
229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
230
231 if (!style_map)
232 {
233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
234 return;
235 }
236
237 /* all the treasure at one spot in the map. */
238 if (treasureoptions & CONCENTRATED)
239 {
240 /* map_layout_style global, and is previously set */
241 switch (RP->map_layout_style)
242 {
243 case LAYOUT_ONION:
244 case LAYOUT_SPIRAL:
245 case LAYOUT_SQUARE_SPIRAL:
246 {
247 int i, j;
248
249 /* search the onion for C's or '>', and put treasure there. */
250 for (i = 0; i < RP->Xsize; i++)
251 {
252 for (j = 0; j < RP->Ysize; j++)
253 {
254 if (maze[i][j] == 'C' || maze[i][j] == '>')
255 {
256 int tdiv = RP->symmetry_used;
257 object *chest;
258
259 if (tdiv == 3)
260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
262 /* don't put a chest on an exit. */
263 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
264
265 if (!chest)
266 continue; /* if no chest was placed NEXT */
267
268 if (treasureoptions & (DOORED | HIDDEN))
269 {
270 object **doorlist = find_doors_in_room (map, i, j);
271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
272 free (doorlist);
273 }
274 }
275 }
276 }
277 break;
278 }
279
280 default:
281 {
282 int i, j, tries;
283 object *chest;
284 object **doorlist;
285
286 i = j = -1;
287 tries = 0;
288 while (i == -1 && tries < 100)
289 {
290 i = rmg_rndm (RP->Xsize - 2) + 1;
291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
293 find_enclosed_spot (map, &i, &j);
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, maze, i, j, treasureoptions);
311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
312 free (doorlist);
313 }
314 }
315 }
316 }
317 else
318 { /* DIFFUSE treasure maze */
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 + DIRX (i);
347 int yl = y + DIRY (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);
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)
423 {
424 int i;
425
426 for (i = 0; i < SIZEOFFREE; i++)
427 {
428 int lx, ly;
429
430 lx = x + DIRX (i);
431 ly = y + DIRY (i);
432 /* boundscheck */
433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
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 && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
442 if (the_monster && the_monster->flag [FLAG_MONSTER])
443 return the_monster;
444 }
445 }
446 return NULL;
447 }
448
449 /* both find_monster_in_room routines need to have access to this. */
450
451 static object *theMonsterToFind;
452
453 /* a recursive routine which will return a monster, eventually,if there is one.
454 it does a check-off on the maze, converting 0's to 1's */
455 static object *
456 find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
457 {
458 int i, j;
459
460 /* if we've found a monster already, leave */
461 if (theMonsterToFind != NULL)
462 return theMonsterToFind;
463
464 /* bounds check x and y */
465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
466 return theMonsterToFind;
467
468 /* if the square is blocked or searched already, leave */
469 if (maze[x][y] != 0)
470 return theMonsterToFind; /* might be NULL, that's fine. */
471
472 /* check the current square for a monster. If there is one,
473 set theMonsterToFind and return it. */
474 maze[x][y] = 1;
475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
476 {
477 object *the_monster = GET_MAP_OB (map, x, y);
478
479 /* check off this point */
480 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
481 if (the_monster && the_monster->flag [FLAG_ALIVE])
482 {
483 theMonsterToFind = the_monster;
484 return theMonsterToFind;
485 }
486 }
487
488 /* now search all the 8 squares around recursively for a monster,in random order */
489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
490 {
491 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
492 if (theMonsterToFind)
493 return theMonsterToFind;
494 }
495
496 return theMonsterToFind;
497 }
498
499 /* sets up some data structures: the _recursive form does the
500 real work. */
501 static object *
502 find_monster_in_room (maptile *map, int x, int y)
503 {
504 layout layout2 (map->width, map->height);
505
506 // find walls
507 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2.h; j++)
509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
510
511 theMonsterToFind = 0;
512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
513
514 return theMonsterToFind;
515 }
516
517 /* the workhorse routine, which finds the free spots in a room:
518 a datastructure of free points is set up, and a position chosen from
519 that datastructure. */
520 static void
521 find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
522 {
523 /* bounds check x and y */
524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
525 return;
526
527 /* if the square is blocked or searched already, leave */
528 if (maze[x][y] != 0)
529 return;
530
531 /* set the current square as checked, and add it to the list.
532 set theMonsterToFind and return it. */
533 /* check off this point */
534 maze[x][y] = 1;
535 spots.push (point (x, y));
536
537 /* now search all the 8 squares around recursively for free spots,in random order */
538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
539 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
540
541 }
542
543 /* find a random non-blocked spot in this room to drop a key. */
544 static void
545 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
546 {
547 fixed_stack<point> spots (map->width * map->height);
548
549 layout layout2 (map->width, map->height);
550
551 /* allocate and copy the maze, converting C to 0. */
552 for (int i = 0; i < map->width; i++)
553 for (int j = 0; j < map->height; j++)
554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
555
556 /* setup num_free_spots and room_free_spots */
557 find_spot_in_room_recursive (layout2, spots, x, y);
558
559 if (spots.size)
560 {
561 point p = spots [rmg_rndm (spots.size)];
562
563 *kx = p.x;
564 *ky = p.y;
565 }
566 }
567
568 /* searches the map for a spot with walls around it. The more
569 walls the better, but it'll settle for 1 wall, or even 0, but
570 it'll return 0 if no FREE spots are found.*/
571 static void
572 find_enclosed_spot (maptile *map, int *cx, int *cy)
573 {
574 int x, y;
575 int i;
576
577 x = *cx;
578 y = *cy;
579
580 for (i = 0; i <= SIZEOFFREE1; i++)
581 {
582 int lx, ly, sindex;
583
584 lx = x + DIRX (i);
585 ly = y + DIRY (i);
586 sindex = surround_flag3 (map, lx, ly);
587 /* if it's blocked on 3 sides, it's enclosed */
588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
589 {
590 *cx = lx;
591 *cy = ly;
592 return;
593 }
594 }
595
596 /* OK, if we got here, we're obviously someplace where there's no enclosed
597 spots--try to find someplace which is 2x enclosed. */
598 for (i = 0; i <= SIZEOFFREE1; i++)
599 {
600 int lx, ly, sindex;
601
602 lx = x + DIRX (i);
603 ly = y + DIRY (i);
604 sindex = surround_flag3 (map, lx, ly);
605 /* if it's blocked on 3 sides, it's enclosed */
606 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
607 {
608 *cx = lx;
609 *cy = ly;
610 return;
611 }
612 }
613
614 /* settle for one surround point */
615 for (i = 0; i <= SIZEOFFREE1; i++)
616 {
617 int lx, ly, sindex;
618
619 lx = x + DIRX (i);
620 ly = y + DIRY (i);
621 sindex = surround_flag3 (map, lx, ly);
622 /* if it's blocked on 3 sides, it's enclosed */
623 if (sindex)
624 {
625 *cx = lx;
626 *cy = ly;
627 return;
628 }
629 }
630 /* give up and return the closest free spot. */
631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
632
633 if (i != -1)
634 {
635 *cx = x + DIRX (i);
636 *cy = y + DIRY (i);
637 }
638 else
639 {
640 /* indicate failure */
641 *cx = -1;
642 *cy = -1;
643 }
644 }
645
646 static void
647 remove_monsters (int x, int y, maptile *map)
648 {
649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
650 {
651 object *next = tmp->above;
652
653 if (tmp->flag [FLAG_ALIVE])
654 tmp->head_ ()->destroy ();
655
656 tmp = next;
657 }
658 }
659
660 /* surrounds the point x,y by doors, so as to enclose something, like
661 a chest. It only goes as far as the 8 squares surrounding, and
662 it'll remove any monsters it finds.*/
663 static object **
664 surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
665 {
666 int i;
667 const char *doors[2];
668 object **doorlist;
669 int ndoors_made = 0;
670 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
671
672 /* this is a list we pick from, for horizontal and vertical doors */
673 if (opts & DOORED)
674 {
675 doors[0] = "locked_door2";
676 doors[1] = "locked_door1";
677 }
678 else
679 {
680 doors[0] = "door_1";
681 doors[1] = "door_2";
682 }
683
684 /* place doors in all the 8 adjacent unblocked squares. */
685 for (i = 1; i < 9; i++)
686 {
687 int x1 = x + DIRX (i), y1 = y + DIRY (i);
688
689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
693 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
694 map->insert (new_door, x1, y1);
695 doorlist[ndoors_made] = new_door;
696 ndoors_made++;
697 }
698 }
699
700 return doorlist;
701 }
702
703 /* returns the first door in this square, or NULL if there isn't a door. */
704 static object *
705 door_in_square (maptile *map, int x, int y)
706 {
707 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
709 return tmp;
710
711 return NULL;
712 }
713
714 /* the workhorse routine, which finds the doors in a room */
715 static void
716 find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
717 {
718 int i, j;
719 object *door;
720
721 /* bounds check x and y */
722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
723 return;
724
725 /* if the square is blocked or searched already, leave */
726 if (maze[x][y] == 1)
727 return;
728
729 /* check off this point */
730 if (maze[x][y] == '#')
731 { /* there could be a door here */
732 maze[x][y] = 1;
733 door = door_in_square (map, x, y);
734 if (door)
735 {
736 doorlist[*ndoors] = door;
737
738 if (*ndoors > 1022) /* eek! out of memory */
739 {
740 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
741 return;
742 }
743
744 *ndoors = *ndoors + 1;
745 }
746 }
747 else
748 {
749 maze[x][y] = 1;
750
751 /* now search all the 8 squares around recursively for free spots,in random order */
752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
753 find_doors_in_room_recursive (maze, map,
754 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
755 doorlist, ndoors);
756 }
757 }
758
759 /* find a random non-blocked spot in this room to drop a key. */
760 static object **
761 find_doors_in_room (maptile *map, int x, int y)
762 {
763 int i, j;
764 int ndoors = 0;
765
766 object **doorlist = (object **)calloc (sizeof (int), 1024);
767
768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
771 /* allocate and copy the maze, converting C to 0. */
772 for (i = 0; i < map->width; i++)
773 for (j = 0; j < map->height; j++)
774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
775
776 /* setup num_free_spots and room_free_spots */
777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
778
779 return doorlist;
780 }
781
782 /* locks and/or hides all the doors in doorlist, or does nothing if
783 opts doesn't say to lock/hide doors. */
784 static void
785 lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
786 {
787 object *door;
788 int i;
789
790 /* lock the doors and hide the keys. */
791
792 if (opts & DOORED)
793 {
794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
795 {
796 object *new_door = archetype::get (shstr_locked_door1);
797
798 door = doorlist[i];
799 new_door->face = door->face;
800 new_door->x = door->x;
801 new_door->y = door->y;
802 door->destroy ();
803 doorlist[i] = new_door;
804 insert_ob_in_map (new_door, map, NULL, 0);
805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
807 }
808 }
809
810 /* change the faces of the doors and surrounding walls to hide them. */
811 if (opts & HIDDEN)
812 {
813 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
814 {
815 object *wallface;
816
817 door = doorlist[i];
818 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
819 if (wallface != NULL)
820 {
821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
826 door->face = wallface->face;
827
828 wallface->destroy ();
829 }
830 }
831 }
832 }