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/cvs/deliantra/server/random_maps/treasure.c
Revision: 1.5
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.4: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_treasure_c =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* placing treasure in maps, where appropriate. */
30
31
32
33 #include <global.h>
34 #include <random_map.h>
35 #include <rproto.h>
36
37 /* some defines for various options which can be set. */
38
39 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40 #define HIDDEN 2 /* doors to treasure are hidden. */
41 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42 #define DOORED 8 /* treasure has doors around it. */
43 #define TRAPPED 16 /* trap dropped in same location as chest. */
44 #define SPARSE 32 /* 1/2 as much treasure as default */
45 #define RICH 64 /* 2x as much treasure as default */
46 #define FILLED 128 /* Fill/tile the entire map with treasure */
47 #define LAST_OPTION 64 /* set this to the last real option, for random */
48
49 #define NO_PASS_DOORS 0
50 #define PASS_DOORS 1
51
52
53 /* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters.
55 * This function is not map tile aware.
56 */
57
58 int wall_blocked(mapstruct *m, int x, int y) {
59 int r;
60
61 if(OUT_OF_REAL_MAP(m,x,y))
62 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT;
64 return r;
65 }
66
67 /* place treasures in the map, given the
68 map, (required)
69 layout, (required)
70 treasure style (may be empty or NULL, or "none" to cause no treasure.)
71 treasureoptions (may be 0 for random choices or positive)
72 */
73
74 void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) {
75 char styledirname[256];
76 char stylefilepath[256];
77 mapstruct *style_map=0;
78 int num_treasures;
79
80 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return;
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION);
83
84 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) {
86 if(RANDOM()%2) treasureoptions -=1;
87 else treasureoptions-=2;}
88
89 /* pick the number of treasures */
90 if(treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1);
92 else if(treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1);
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1);
95
96 if(num_treasures <= 0 ) return;
97
98 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1);
102
103 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) {
105
106 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) {
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 {
112 int i,j;
113 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) {
115 for(j=0;j<RP->Ysize;j++) {
116 if(layout[i][j]=='C' || layout[i][j]=='>') {
117 int tdiv = RP->symmetry_used;
118 object **doorlist;
119 object *chest;
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/
121 /* don't put a chest on an exit. */
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP);
123 if(!chest) continue; /* if no chest was placed NEXT */
124 if(treasureoptions & (DOORED|HIDDEN)) {
125 doorlist=find_doors_in_room(map,i,j,RP);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
127 free(doorlist);
128 }
129 }
130 }
131 }
132 break;
133 }
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1;
142 j = RANDOM()%(RP->Ysize-2)+1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP);
164 }
165 }
166 }
167
168
169
170 /* put a chest into the map, near x and y, with the treasure style
171 determined (may be null, or may be a treasure list from lib/treasures,
172 if the global variable "treasurestyle" is set to that treasure list's name */
173
174 object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) {
175 object *the_chest;
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */
179
180 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y);
182 if (i == -1) {
183 free_object(the_chest);
184 return NULL;
185 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i];
187
188 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0;
190
191
192 /* put the treasures in the chest. */
193 /* if(style_map) { */
194 #if 0 /* don't use treasure style maps for now! */
195 int ti;
196 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle);
198 if(tlist!=NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map);
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest);
202 }
203 else { /* use the style map */
204 the_chest->randomitems=tlist;
205 the_chest->stats.hp = n_treasures;
206 }
207 #endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213
214 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1);
217 object *the_trap;
218 if(trap_map) {
219 the_trap= pick_random_object(trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2);
222 if(the_trap) {
223 object *new_trap;
224 new_trap = arch_to_object(the_trap->arch);
225 copy_object(new_trap,the_trap);
226 new_trap->x = x;
227 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest);
229 }
230 }
231 }
232
233 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) {
238 char keybuf[256];
239 sprintf(keybuf,"%d",(int)RANDOM());
240 the_chest->slaying = add_string(keybuf);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 }
243
244 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0);
247 return the_chest;
248 }
249
250
251 /* finds the closest monster and returns him, regardless of doors
252 or walls */
253 object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) {
254 int i;
255 for(i=0;i<SIZEOFFREE;i++) {
256 int lx,ly;
257 lx=x+freearr_x[i];
258 ly=y+freearr_y[i];
259 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) {
263 object *the_monster=get_map_ob(map,lx,ly);
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER))
266 return the_monster;
267 }
268 }
269 return NULL;
270 }
271
272
273
274 /* places keys in the map, preferably in something alive.
275 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS.
277 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
278 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280
281 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door.
283 */
284
285 int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) {
286 int i,j;
287 int kx,ky;
288 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key;
290
291 /* get a key and set its keycode */
292 the_key = get_archetype("key2");
293 the_key->slaying = add_string(keycode);
294
295
296 if(door_flag==PASS_DOORS) {
297 int tries=0;
298 the_keymaster=NULL;
299 while(tries<15&&the_keymaster==NULL) {
300 i = (RANDOM()%(RP->Xsize-2))+1;
301 j = (RANDOM()%(RP->Ysize-2))+1;
302 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP);
304 }
305 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) {
307 int freeindex;
308
309 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) {
311 kx = (RANDOM()%(RP->Xsize-2))+1;
312 ky = (RANDOM()%(RP->Ysize-2))+1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky);
314 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 }
319 }
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/
322 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */
324 if(n_keys==1) {
325 if(wall_blocked(map,x,y)) return 0;
326 the_keymaster=find_monster_in_room(map,x,y,RP);
327 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP);
329 }
330 else {
331 int sum=0; /* count how many keys we actually place */
332 /* I'm lazy, so just try to place in all 4 directions. */
333 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP);
334 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP);
335 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP);
336 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP);
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */
338 { /* diagnoally this time. */
339 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP);
340 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP);
341 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP);
342 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP);
343 }
344 return 1;
345 }
346 }
347
348 if(the_keymaster==NULL) {
349 the_key->x = kx;
350 the_key->y = ky;
351 insert_ob_in_map(the_key,map,NULL,0);
352 return 1;
353 }
354
355 insert_ob_in_ob(the_key,the_keymaster);
356 return 1;
357 }
358
359
360
361 /* both find_monster_in_room routines need to have access to this. */
362
363 object *theMonsterToFind;
364
365 /* a recursive routine which will return a monster, eventually,if there is one.
366 it does a check-off on the layout, converting 0's to 1's */
367
368 object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) {
369 int i,j;
370 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind;
372
373 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind;
375
376 /* if the square is blocked or searched already, leave */
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/
378
379 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */
381 layout[x][y]=1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) {
383 object *the_monster = get_map_ob(map,x,y);
384 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) {
387 theMonsterToFind=the_monster;
388 return theMonsterToFind;
389 }
390 }
391
392 /* now search all the 8 squares around recursively for a monster,in random order */
393 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP);
395 if(theMonsterToFind!=NULL) return theMonsterToFind;
396 }
397 return theMonsterToFind;
398 }
399
400
401 /* sets up some data structures: the _recursive form does the
402 real work. */
403
404 object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) {
405 char **layout2;
406 int i,j;
407 theMonsterToFind=0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) {
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
414 }
415 }
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP);
417
418 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423
424 return theMonsterToFind;
425 }
426
427
428
429
430 /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431 int *room_free_spots_x;
432 int *room_free_spots_y;
433 int number_of_free_spots_in_room;
434
435 /* the workhorse routine, which finds the free spots in a room:
436 a datastructure of free points is set up, and a position chosen from
437 that datastructure. */
438
439 void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) {
440 int i,j;
441
442 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
444
445 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return;
447
448 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */
450 /* check off this point */
451 layout[x][y]=1;
452 room_free_spots_x[number_of_free_spots_in_room]=x;
453 room_free_spots_y[number_of_free_spots_in_room]=y;
454 number_of_free_spots_in_room++;
455 /* now search all the 8 squares around recursively for free spots,in random order */
456 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
457 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP);
458 }
459
460 }
461
462 /* find a random non-blocked spot in this room to drop a key. */
463 void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) {
464 char **layout2;
465 int i,j;
466 number_of_free_spots_in_room=0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize);
468 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize);
469
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) {
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
476 }
477 }
478
479 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP);
481
482 if(number_of_free_spots_in_room > 0) {
483 i = RANDOM()%number_of_free_spots_in_room;
484 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i];
486 }
487
488 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) {
490 free(layout2[i]);
491 }
492 free(layout2);
493 free(room_free_spots_x);
494 free(room_free_spots_y);
495 }
496
497
498 /* searches the map for a spot with walls around it. The more
499 walls the better, but it'll settle for 1 wall, or even 0, but
500 it'll return 0 if no FREE spots are found.*/
501
502 void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) {
503 int x,y;
504 int i;
505 x = *cx;y=*cy;
506
507 for(i=0;i<=SIZEOFFREE1;i++) {
508 int lx,ly,sindex;
509 lx = x +freearr_x[i];
510 ly = y +freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP);
512 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) {
514 *cx= lx;*cy= ly;
515 return;
516 }
517 }
518
519 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) {
522 int lx,ly,sindex;
523 lx = x +freearr_x[i];
524 ly = y +freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP);
526 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) {
528 *cx= lx;*cy= ly;
529 return;
530 }
531 }
532
533 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) {
535 int lx,ly,sindex;
536 lx = x +freearr_x[i];
537 ly = y +freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP);
539 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) {
541 *cx= lx;*cy= ly;
542 return;
543 }
544 }
545 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y);
547 if(i!=-1&&i<=SIZEOFFREE1) {
548 *cx = x +freearr_x[i];
549 *cy = y +freearr_y[i];
550 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554 }
555
556
557 void remove_monsters(int x,int y,mapstruct *map) {
558 object *tmp;
559
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) {
562 if(tmp->head) tmp=tmp->head;
563 remove_ob(tmp);
564 free_object(tmp);
565 tmp=get_map_ob(map,x,y);
566 if(tmp==NULL) break;
567 };
568 }
569
570
571 /* surrounds the point x,y by doors, so as to enclose something, like
572 a chest. It only goes as far as the 8 squares surrounding, and
573 it'll remove any monsters it finds.*/
574
575 object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) {
576 int i;
577 char *doors[2];
578 object **doorlist;
579 int ndoors_made=0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */
581
582 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) {
584 doors[0]="locked_door2";
585 doors[1]="locked_door1";
586 }
587 else {
588 doors[0]="door_1";
589 doors[1]="door_2";
590 }
591
592 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i];
595
596 if(!wall_blocked(map,x1,y1)
597 || layout[x1][y1]=='>') {/* place a door */
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]);
599 new_door->x = x + freearr_x[i];
600 new_door->y = y + freearr_y[i];
601 remove_monsters(new_door->x,new_door->y,map);
602 insert_ob_in_map(new_door,map,NULL,0);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 }
607 return doorlist;
608 }
609
610
611 /* returns the first door in this square, or NULL if there isn't a door. */
612 object *door_in_square(mapstruct *map,int x,int y) {
613 object *tmp;
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp;
616 return NULL;
617 }
618
619
620 /* the workhorse routine, which finds the doors in a room */
621 void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) {
622 int i,j;
623 object *door;
624
625 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
627
628 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return;
630
631 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */
633 layout[x][y]=1;
634 door=door_in_square(map,x,y);
635 if(door!=NULL) {
636 doorlist[*ndoors]=door;
637 if(*ndoors>254) /* eek! out of memory */
638 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return;
641 }
642 *ndoors=*ndoors+1;
643 }
644 }
645 else {
646 layout[x][y]=1;
647 /* now search all the 8 squares around recursively for free spots,in random order */
648 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
649 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP);
650 }
651 }
652 }
653
654 /* find a random non-blocked spot in this room to drop a key. */
655 object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) {
656 char **layout2;
657 object **doorlist;
658 int i,j;
659 int ndoors=0;
660
661 doorlist = (object **)calloc(sizeof(int),256);
662
663
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) {
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) {
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
670 }
671 }
672
673 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP);
675
676 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) {
678 free(layout2[i]);
679 }
680 free(layout2);
681 return doorlist;
682 }
683
684
685
686 /* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */
688
689 void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) {
690 object *door;
691 int i;
692 /* lock the doors and hide the keys. */
693
694 if(opts & DOORED) {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) {
696 object *new_door=get_archetype("locked_door1");
697 char keybuf[256];
698 door=doorlist[i];
699 new_door->face = door->face;
700 new_door->x = door->x;
701 new_door->y = door->y;
702 remove_ob(door);
703 free_object(door);
704 doorlist[i]=new_door;
705 insert_ob_in_map(new_door,map,NULL,0);
706 sprintf(keybuf,"%d",(int)RANDOM());
707 new_door->slaying = add_string(keybuf);
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP);
709 }
710 }
711
712 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) {
715 object *wallface;
716 door=doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP);
718 if(wallface!=NULL) {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP);
723 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface);
725 free_object(wallface);
726 }
727 }
728 }
729 }