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Revision: 1.8
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +7 -7 lines
Log Message:
replace some function- by method-calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* placing treasure in maps, where appropriate. */
25
26
27
28 #include <global.h>
29 #include <random_map.h>
30 #include <rproto.h>
31
32 /* some defines for various options which can be set. */
33
34 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
35 #define HIDDEN 2 /* doors to treasure are hidden. */
36 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
37 #define DOORED 8 /* treasure has doors around it. */
38 #define TRAPPED 16 /* trap dropped in same location as chest. */
39 #define SPARSE 32 /* 1/2 as much treasure as default */
40 #define RICH 64 /* 2x as much treasure as default */
41 #define FILLED 128 /* Fill/tile the entire map with treasure */
42 #define LAST_OPTION 64 /* set this to the last real option, for random */
43
44 #define NO_PASS_DOORS 0
45 #define PASS_DOORS 1
46
47
48 /* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters.
50 * This function is not map tile aware.
51 */
52
53 int
54 wall_blocked (maptile *m, int x, int y)
55 {
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1;
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
61 return r;
62 }
63
64 /* place treasures in the map, given the
65 map, (required)
66 layout, (required)
67 treasure style (may be empty or NULL, or "none" to cause no treasure.)
68 treasureoptions (may be 0 for random choices or positive)
69 */
70
71 void
72 place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP)
73 {
74 char styledirname[256];
75 char stylefilepath[256];
76 maptile *style_map = 0;
77 int num_treasures;
78
79 /* bail out if treasure isn't wanted. */
80 if (treasure_style)
81 if (!strcmp (treasure_style, "none"))
82 return;
83 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION);
85
86 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 {
89 if (RANDOM () % 2)
90 treasureoptions -= 1;
91 else
92 treasureoptions -= 2;
93 }
94
95 /* pick the number of treasures */
96 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
102
103 if (num_treasures <= 0)
104 return;
105
106 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1);
110
111 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED)
113 {
114
115 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style)
117 {
118 case ONION_LAYOUT:
119 case SPIRAL_LAYOUT:
120 case SQUARE_SPIRAL_LAYOUT:
121 {
122 int i, j;
123
124 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++)
126 {
127 for (j = 0; j < RP->Ysize; j++)
128 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 {
131 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest;
134
135 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */
137 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
139 if (!chest)
140 continue; /* if no chest was placed NEXT */
141 if (treasureoptions & (DOORED | HIDDEN))
142 {
143 doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist);
146 }
147 }
148 }
149 }
150 break;
151 }
152 default:
153 {
154 int i, j, tries;
155 object *chest;
156 object **doorlist;
157
158 i = j = -1;
159 tries = 0;
160 while (i == -1 && tries < 100)
161 {
162 i = RANDOM () % (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP);
165 if (wall_blocked (map, i, j))
166 i = -1;
167 tries++;
168 }
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
170 if (!chest)
171 return;
172 i = chest->x;
173 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN))
175 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist);
179 }
180 }
181 }
182 }
183 else
184 { /* DIFFUSE treasure layout */
185 int ti, i, j;
186
187 for (ti = 0; ti < num_treasures; ti++)
188 {
189 i = RANDOM () % (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 }
193 }
194 }
195
196
197
198 /* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */
201
202 object *
203 place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP)
204 {
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */
209
210 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y);
212 if (i == -1)
213 {
214 the_chest->destroy (0);
215 return NULL;
216 }
217 xl = x + freearr_x[i];
218 yl = y + freearr_y[i];
219
220 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl))
222 return 0;
223
224
225 /* put the treasures in the chest. */
226 /* if(style_map) { */
227 #if 0 /* don't use treasure style maps for now! */
228 int ti;
229
230 /* if treasurestyle lists a treasure list, use it. */
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232
233 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map);
237
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 }
240 else
241 { /* use the style map */
242 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures;
244 }
245 #endif
246 else
247 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest");
249
250 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures;
252 }
253
254 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED)
256 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259
260 if (trap_map)
261 {
262 the_trap = pick_random_object (trap_map);
263 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
265 if (the_trap)
266 {
267 object *new_trap;
268
269 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap);
271 new_trap->x = x;
272 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest);
274 }
275 }
276 }
277
278 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 {
284 char keybuf[256];
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 }
290
291 /* actually place the chest. */
292 the_chest->x = xl;
293 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest;
296 }
297
298
299 /* finds the closest monster and returns him, regardless of doors
300 or walls */
301 object *
302 find_closest_monster (maptile *map, int x, int y, RMParms * RP)
303 {
304 int i;
305
306 for (i = 0; i < SIZEOFFREE; i++)
307 {
308 int lx, ly;
309
310 lx = x + freearr_x[i];
311 ly = y + freearr_y[i];
312 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 {
317 object *the_monster = get_map_ob (map, lx, ly);
318
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster;
322 }
323 }
324 return NULL;
325 }
326
327
328
329 /* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338 */
339
340 int
341 keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
342 {
343 int i, j;
344 int kx, ky;
345 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key;
347
348 /* get a key and set its keycode */
349 the_key = get_archetype ("key2");
350 the_key->slaying = keycode;
351
352 if (door_flag == PASS_DOORS)
353 {
354 int tries = 0;
355
356 the_keymaster = NULL;
357 while (tries < 15 && the_keymaster == NULL)
358 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1;
361 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP);
363 }
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky);
375 }
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425 }
426
427
428
429 /* both find_monster_in_room routines need to have access to this. */
430
431 object *theMonsterToFind;
432
433 /* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */
435
436 object *
437 find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP)
438 {
439 int i, j;
440
441 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL)
443 return theMonsterToFind;
444
445 /* bounds check x and y */
446 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
447 return theMonsterToFind;
448
449 /* if the square is blocked or searched already, leave */
450 if (layout[x][y] != 0)
451 return theMonsterToFind; /* might be NULL, that's fine. */
452
453 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */
455 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 {
458 object *the_monster = get_map_ob (map, x, y);
459
460 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 {
464 theMonsterToFind = the_monster;
465 return theMonsterToFind;
466 }
467 }
468
469 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL)
474 return theMonsterToFind;
475 }
476 return theMonsterToFind;
477 }
478
479
480 /* sets up some data structures: the _recursive form does the
481 real work. */
482
483 object *
484 find_monster_in_room (maptile *map, int x, int y, RMParms * RP)
485 {
486 char **layout2;
487 int i, j;
488
489 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502
503 /* deallocate the temp. layout */
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509
510 return theMonsterToFind;
511 }
512
513
514
515
516 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517 int *room_free_spots_x;
518 int *room_free_spots_y;
519 int number_of_free_spots_in_room;
520
521 /* the workhorse routine, which finds the free spots in a room:
522 a datastructure of free points is set up, and a position chosen from
523 that datastructure. */
524
525 void
526 find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP)
527 {
528 int i, j;
529
530 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
532 return;
533
534 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0)
536 return;
537
538 /* set the current square as checked, and add it to the list.
539 set theMonsterToFind and return it. */
540 /* check off this point */
541 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++;
545 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550
551 }
552
553 /* find a random non-blocked spot in this room to drop a key. */
554 void
555 find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP)
556 {
557 char **layout2;
558 int i, j;
559
560 number_of_free_spots_in_room = 0;
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++)
567 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#';
573 }
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 = RANDOM () % 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 {
589 free (layout2[i]);
590 }
591 free (layout2);
592 free (room_free_spots_x);
593 free (room_free_spots_y);
594 }
595
596
597 /* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/
600
601 void
602 find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP)
603 {
604 int x, y;
605 int i;
606
607 x = *cx;
608 y = *cy;
609
610 for (i = 0; i <= SIZEOFFREE1; i++)
611 {
612 int lx, ly, sindex;
613
614 lx = x + freearr_x[i];
615 ly = y + freearr_y[i];
616 sindex = surround_flag3 (map, lx, ly, RP);
617 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 {
620 *cx = lx;
621 *cy = ly;
622 return;
623 }
624 }
625
626 /* OK, if we got here, we're obviously someplace where there's no enclosed
627 spots--try to find someplace which is 2x enclosed. */
628 for (i = 0; i <= SIZEOFFREE1; i++)
629 {
630 int lx, ly, sindex;
631
632 lx = x + freearr_x[i];
633 ly = y + freearr_y[i];
634 sindex = surround_flag3 (map, lx, ly, RP);
635 /* if it's blocked on 3 sides, it's enclosed */
636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
637 {
638 *cx = lx;
639 *cy = ly;
640 return;
641 }
642 }
643
644 /* settle for one surround point */
645 for (i = 0; i <= SIZEOFFREE1; i++)
646 {
647 int lx, ly, sindex;
648
649 lx = x + freearr_x[i];
650 ly = y + freearr_y[i];
651 sindex = surround_flag3 (map, lx, ly, RP);
652 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex)
654 {
655 *cx = lx;
656 *cy = ly;
657 return;
658 }
659 }
660 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y);
662 if (i != -1 && i <= SIZEOFFREE1)
663 {
664 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i];
666 return;
667 }
668 /* indicate failure */
669 *cx = *cy = -1;
670 }
671
672
673 void
674 remove_monsters (int x, int y, maptile *map)
675 {
676 object *tmp;
677
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 {
681 if (tmp->head)
682 tmp = tmp->head;
683 tmp->remove ();
684 tmp->destroy (0);
685 tmp = get_map_ob (map, x, y);
686 if (tmp == NULL)
687 break;
688 };
689 }
690
691
692 /* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/
695
696 object **
697 surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698 {
699 int i;
700 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 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
725
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door;
731 ndoors_made++;
732 }
733 }
734 return doorlist;
735 }
736
737
738 /* returns the first door in this square, or NULL if there isn't a door. */
739 object *
740 door_in_square (maptile *map, int x, int y)
741 {
742 object *tmp;
743
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp;
747 return NULL;
748 }
749
750
751 /* the workhorse routine, which finds the doors in a room */
752 void
753 find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP)
754 {
755 int i, j;
756 object *door;
757
758 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
760 return;
761
762 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1)
764 return;
765
766 /* check off this point */
767 if (layout[x][y] == '#')
768 { /* there could be a door here */
769 layout[x][y] = 1;
770 door = door_in_square (map, x, y);
771 if (door != NULL)
772 {
773 doorlist[*ndoors] = door;
774 if (*ndoors > 254) /* eek! out of memory */
775 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return;
778 }
779 *ndoors = *ndoors + 1;
780 }
781 }
782 else
783 {
784 layout[x][y] = 1;
785 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
787 {
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
789 }
790 }
791 }
792
793 /* find a random non-blocked spot in this room to drop a key. */
794 object **
795 find_doors_in_room (maptile *map, int x, int y, RMParms * RP)
796 {
797 char **layout2;
798 object **doorlist;
799 int i, j;
800 int ndoors = 0;
801
802 doorlist = (object **) calloc (sizeof (int), 256);
803
804
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++)
808 {
809 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
810 for (j = 0; j < RP->Ysize; j++)
811 {
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816
817 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819
820 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]);
824 }
825 free (layout2);
826 return doorlist;
827 }
828
829
830
831 /* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */
833
834 void
835 lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP)
836 {
837 object *door;
838 int i;
839
840 /* lock the doors and hide the keys. */
841
842 if (opts & DOORED)
843 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 {
846 object *new_door = get_archetype ("locked_door1");
847 char keybuf[256];
848
849 door = doorlist[i];
850 new_door->face = door->face;
851 new_door->x = door->x;
852 new_door->y = door->y;
853 door->remove ();
854 door->destroy (0);
855 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ());
858 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
860 }
861 }
862
863 /* change the faces of the doors and surrounding walls to hide them. */
864 if (opts & HIDDEN)
865 {
866 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
867 {
868 object *wallface;
869
870 door = doorlist[i];
871 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
872 if (wallface != NULL)
873 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
878 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
880 wallface->remove ();
881 wallface->destroy (0);
882 }
883 }
884 }
885 }