/* * static char *rcsid_treasure_c = * "$Id: treasure.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* placing treasure in maps, where appropriate. */ /** * @file * This deals with inserting treasures in random maps. */ #include #include #include /** * @defgroup TREASURE_OPTIONS Treasure options * * Some defines for various options which can be set for random map treasures. */ /*@{*/ #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ #define HIDDEN 2 /* doors to treasure are hidden. */ #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ #define DOORED 8 /* treasure has doors around it. */ #define TRAPPED 16 /* trap dropped in same location as chest. */ #define SPARSE 32 /* 1/2 as much treasure as default */ #define RICH 64 /* 2x as much treasure as default */ #define FILLED 128 /* Fill/tile the entire map with treasure */ #define LAST_OPTION 64 /* set this to the last real option, for random */ /*@}*/ #define NO_PASS_DOORS 0 #define PASS_DOORS 1 static object **surround_by_doors(mapstruct *map, char **layout, int x, int y, int opts); /** * Returns true if square x,y has P_NO_PASS set, which is true for walls * and doors but not monsters. * This function is not map tile aware. * @param m * @param x * @param y * map and coordinates to check for. * @return * non zero if blocked, 0 else. */ int wall_blocked(mapstruct *m, int x, int y) { int r; if (OUT_OF_REAL_MAP(m, x, y)) return 1; r = GET_MAP_MOVE_BLOCK(m, x, y)&~MOVE_BLOCK_DEFAULT; return r; } /** * Place treasures in the map. * map, (required) * layout, (required) * treasure style (may be empty or NULL, or "none" to cause no treasure.) * treasureoptions (may be 0 for random choices or positive) * @param map * where to insert to. * @param layout * layout the map was generated from. * @param treasure_style * treasure style. May be empty or NULL for random style, or "none" for no treasures. * @param treasureoptions * treasure options. * @param RP * random map parameters. * @todo * flags for treasureoptions. */ void place_treasure(mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms *RP) { char styledirname[256]; char stylefilepath[256]; mapstruct *style_map = NULL; int num_treasures; /* bail out if treasure isn't wanted. */ if (treasure_style) if (!strcmp(treasure_style, "none")) return; if (treasureoptions <= 0) treasureoptions = RANDOM()%(2*LAST_OPTION); /* filter out the mutually exclusive options */ if ((treasureoptions&RICH) && (treasureoptions&SPARSE)) { if (RANDOM()%2) treasureoptions -= 1; else treasureoptions -= 2; } /* pick the number of treasures */ if (treasureoptions&SPARSE) num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); else if (treasureoptions&RICH) num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); if (num_treasures <= 0) return; /* get the style map */ snprintf(styledirname, sizeof(styledirname), "%s", "/styles/treasurestyles"); snprintf(stylefilepath, sizeof(stylefilepath), "%s/%s", styledirname, treasure_style); style_map = find_style(styledirname, treasure_style, -1); /* all the treasure at one spot in the map. */ if (treasureoptions&CONCENTRATED) { /* map_layout_style global, and is previously set */ switch (RP->map_layout_style) { case ONION_LAYOUT: case SPIRAL_LAYOUT: case SQUARE_SPIRAL_LAYOUT: { int i, j; /* search the onion for C's or '>', and put treasure there. */ for (i = 0; i < RP->Xsize; i++) { for (j = 0; j < RP->Ysize; j++) { if (layout[i][j] == 'C' || layout[i][j] == '>') { int tdiv = RP->symmetry_used; object **doorlist; object *chest; if (tdiv == 3) tdiv = 2; /* this symmetry uses a divisor of 2*/ /* don't put a chest on an exit. */ chest = place_chest(treasureoptions, i, j, map, style_map, num_treasures/tdiv, RP); if (!chest) continue; /* if no chest was placed NEXT */ if (treasureoptions&(DOORED|HIDDEN)) { doorlist = find_doors_in_room(map, i, j, RP); lock_and_hide_doors(doorlist, map, treasureoptions, RP); free(doorlist); } } } } break; } default: { int i, j, tries; object *chest; object **doorlist; i = j = -1; tries = 0; while (i == -1 && tries < 100) { i = RANDOM()%(RP->Xsize-2)+1; j = RANDOM()%(RP->Ysize-2)+1; find_enclosed_spot(map, &i, &j, RP); if (wall_blocked(map, i, j)) i = -1; tries++; } chest = place_chest(treasureoptions, i, j, map, style_map, num_treasures, RP); if (!chest) return; i = chest->x; j = chest->y; if (treasureoptions&(DOORED|HIDDEN)) { doorlist = surround_by_doors(map, layout, i, j, treasureoptions); lock_and_hide_doors(doorlist, map, treasureoptions, RP); free(doorlist); } } } } else { /* DIFFUSE treasure layout */ int ti, i, j; for (ti = 0; ti < num_treasures; ti++) { i = RANDOM()%(RP->Xsize-2)+1; j = RANDOM()%(RP->Ysize-2)+1; place_chest(treasureoptions, i, j, map, style_map, 1, RP); } } } /** * Put a chest into the map. * near x and y, with the treasure style * determined (may be null, or may be a treasure list from lib/treasures, * if the global variable "treasurestyle" is set to that treasure list's name * @param treasureoptions * options. * @param x * @param y * around which spot to put treasure. * @param map * map to put on. * @param style_map * unused. * @param n_treasures * ? * @param RP * parameters the map was generated from. * @return * inserted chest, NULL for failure. * @todo * document treasureoptions. Clean parameters. Check meaning of chest hp's field. */ object *place_chest(int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms *RP) { object *the_chest; int i, xl, yl; treasurelist *tlist; the_chest = create_archetype("chest"); /* was "chest_2" */ /* first, find a place to put the chest. */ i = find_first_free_spot(the_chest, map, x, y); if (i == -1) { free_object(the_chest); return NULL; } xl = x+freearr_x[i]; yl = y+freearr_y[i]; /* if the placement is blocked, return a fail. */ if (wall_blocked(map, xl, yl)) { free_object(the_chest); return NULL; } tlist = find_treasurelist("chest"); the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; /* stick a trap in the chest if required */ if (treasureoptions&TRAPPED) { mapstruct *trap_map = find_style("/styles/trapstyles", "traps", -1); object *the_trap; if (trap_map) { the_trap = pick_random_object(trap_map); the_trap->stats.Cha = 10+RP->difficulty; the_trap->level = BC_RANDOM((3*RP->difficulty)/2); if (the_trap) { object *new_trap; new_trap = arch_to_object(the_trap->arch); copy_object(new_trap, the_trap); new_trap->x = x; new_trap->y = y; insert_ob_in_ob(new_trap, the_chest); } } } /* set the chest lock code, and call the keyplacer routine with the lockcode. It's not worth bothering to lock the chest if there's only 1 treasure....*/ if ((treasureoptions&KEYREQUIRED) && n_treasures > 1) { char keybuf[256]; snprintf(keybuf, sizeof(keybuf), "%d", (int)RANDOM()); if (keyplace(map, x, y, keybuf, PASS_DOORS, 1, RP)) the_chest->slaying = add_string(keybuf); } /* actually place the chest. */ the_chest->x = xl; the_chest->y = yl; insert_ob_in_map(the_chest, map, NULL, 0); return the_chest; } /** * finds the closest monster and returns him, regardless of doors * or walls * @param map * @param x * @param y * where to look from. * @param RP * parameters for random map. * @return * monster, or NULL if none found. * @todo * shouldn't it search further away? */ object *find_closest_monster(mapstruct *map, int x, int y, RMParms *RP) { int i; for (i = 0; i < SIZEOFFREE; i++) { int lx, ly; lx = x+freearr_x[i]; ly = y+freearr_y[i]; /* boundscheck */ if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) /* don't bother searching this square unless the map says life exists.*/ if (GET_MAP_FLAGS(map, lx, ly)&P_IS_ALIVE) { object *the_monster = GET_MAP_OB(map, lx, ly); for (; the_monster != NULL && (!QUERY_FLAG(the_monster, FLAG_MONSTER)); the_monster = the_monster->above) ; if (the_monster && QUERY_FLAG(the_monster, FLAG_MONSTER)) return the_monster; } } return NULL; } /** * Places keys in the map, preferably in something alive. * * The idea is that you call keyplace on x,y where a door is, and it'll make * sure a key is placed on both sides of the door. * * @param map * @param x * @param y * where to put a key. * @param keycode * keycode is the key's code. * @param door_flag * if NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. * if PASS_DOORS is set, the x & y values that are passed in are basically * meaningless - IMO, it is a bit of misnomer, as when it is set, it just * randomly chooses spaces on the map, ideally finding a close monster, to put * the key in. In fact, if PASS_DOORS is set, there is no guarantee that * the keys will be on both sides of the door - it may happen by randomness, * but the code doesn't work to make sure it happens. * @param n_keys * number of keys to place. If 1, it will place 1 key. Else, it will place 2-4 keys. * @param RP * random map parameters. * @return * 1 if key was successfully placed, 0 else. */ int keyplace(mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms *RP) { int i, j; int kx, ky; object *the_keymaster; /* the monster that gets the key. */ object *the_key; char keybuf[256]; /* get a key and set its keycode */ the_key = create_archetype("key2"); the_key->slaying = add_string(keycode); free_string(the_key->name); snprintf(keybuf, 256, "key from level %d of %s", RP->dungeon_level, RP->dungeon_name[0] != '\0' ? RP->dungeon_name : "a random map"); the_key->name = add_string(keybuf); if (door_flag == PASS_DOORS) { int tries = 0; the_keymaster = NULL; while (tries < 15 && the_keymaster == NULL) { i = (RANDOM()%(RP->Xsize-2))+1; j = (RANDOM()%(RP->Ysize-2))+1; tries++; the_keymaster = find_closest_monster(map, i, j, RP); } /* if we don't find a good keymaster, drop the key on the ground. */ if (the_keymaster == NULL) { int freeindex; freeindex = -1; for (tries = 0; tries < 15 && freeindex == -1; tries++) { kx = (RANDOM()%(RP->Xsize-2))+1; ky = (RANDOM()%(RP->Ysize-2))+1; freeindex = find_first_free_spot(the_key, map, kx, ky); } if (freeindex != -1) { kx += freearr_x[freeindex]; ky += freearr_y[freeindex]; } } } else { /* NO_PASS_DOORS --we have to work harder.*/ /* don't try to keyplace if we're sitting on a blocked square and * NO_PASS_DOORS is set. */ if (n_keys == 1) { if (wall_blocked(map, x, y)) return 0; the_keymaster = find_monster_in_room(map, x, y, RP); if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ if (!find_spot_in_room(map, x, y, &kx, &ky, RP)) return 0; } else { /* It can happen that spots around that point are all blocked, so * try to look farther away if needed */ int sum = 0; /* count how many keys we actually place */ int distance = 1; while (distance < 5) { /* I'm lazy, so just try to place in all 4 directions. */ sum += keyplace(map, x+distance, y, keycode, NO_PASS_DOORS, 1, RP); sum += keyplace(map, x, y+distance, keycode, NO_PASS_DOORS, 1, RP); sum += keyplace(map, x-distance, y, keycode, NO_PASS_DOORS, 1, RP); sum += keyplace(map, x, y-distance, keycode, NO_PASS_DOORS, 1, RP); if (sum < 2) { /* we might have made a disconnected map-place more keys. */ /* diagonally this time. */ keyplace(map, x+distance, y+distance, keycode, NO_PASS_DOORS, 1, RP); keyplace(map, x+distance, y-distance, keycode, NO_PASS_DOORS, 1, RP); keyplace(map, x-distance, y+distance, keycode, NO_PASS_DOORS, 1, RP); keyplace(map, x-distance, y-distance, keycode, NO_PASS_DOORS, 1, RP); } if (sum > 0) return 1; distance++; } return 0; } } if (the_keymaster == NULL) { the_key->x = kx; the_key->y = ky; insert_ob_in_map(the_key, map, NULL, 0); return 1; } insert_ob_in_ob(the_key, the_keymaster); return 1; } /** * A recursive routine which will return a monster, eventually, if there is one. * One should really call find_monster_in_room(). * @param layout * map layout. * @param map * generated map. * @param x * @param y * where to look from. * @param RP * random map parameters. * @return * monster, or NULL if none found. */ object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { int i, j; object *the_monster; /* bounds check x and y */ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return NULL; /* if the square is blocked or searched already, leave */ if (layout[x][y] != 0) return NULL; /* check the current square for a monster. If there is one, set theMonsterToFind and return it. */ layout[x][y] = 1; if (GET_MAP_FLAGS(map, x, y)&P_IS_ALIVE) { the_monster = GET_MAP_OB(map, x, y); /* check off this point */ for (; the_monster != NULL && (!QUERY_FLAG(the_monster, FLAG_ALIVE)); the_monster = the_monster->above) ; if (the_monster && QUERY_FLAG(the_monster, FLAG_ALIVE)) { return the_monster; } } /* now search all the 8 squares around recursively for a monster, in random order */ for (i = RANDOM()%8, j = 0; j < 8; i++, j++) { the_monster = find_monster_in_room_recursive(layout, map, x+freearr_x[i%8+1], y+freearr_y[i%8+1], RP); if (the_monster != NULL) return the_monster; } return NULL; } /** * Find a monster in a room. Real work is done by find_monster_in_room_recursive(). * @param map * generated map. * @param x * @param y * where to look from. * @param RP * random map parameters. * @return * monster, or NULL if none found. * @todo * couldn't the layout be given instead of being calculated? */ object *find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP) { char **layout2; int i, j; object *theMonsterToFind; layout2 = (char **)calloc(sizeof(char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) { layout2[i] = (char *)calloc(sizeof(char), RP->Ysize); for (j = 0; j < RP->Ysize; j++) { if (wall_blocked(map, i, j)) layout2[i][j] = '#'; } } theMonsterToFind = find_monster_in_room_recursive(layout2, map, x, y, RP); /* deallocate the temp. layout */ for (i = 0; i < RP->Xsize; i++) { free(layout2[i]); } free(layout2); return theMonsterToFind; } /** Datastructure needed by find_spot_in_room() and find_spot_in_room_recursive() */ typedef struct free_spots_struct { int *room_free_spots_x; /**< Positions. */ int *room_free_spots_y; /**< Positions. */ int number_of_free_spots_in_room; /**< Number of positions. */ } free_spots_struct; /** * the workhorse routine, which finds the free spots in a room: * a datastructure of free points is set up, and a position chosen from * that datastructure. * @param layout * map layout. * @param x * @param y * where to look from. * @param RP * random map parameters. * @param spots * currently found free spots. */ static void find_spot_in_room_recursive(char **layout, int x, int y, RMParms *RP, free_spots_struct *spots) { int i, j; /* bounds check x and y */ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; /* if the square is blocked or searched already, leave */ if (layout[x][y] != 0) return; /* set the current square as checked, and add it to the list. check off this point */ layout[x][y] = 1; spots->room_free_spots_x[spots->number_of_free_spots_in_room] = x; spots->room_free_spots_y[spots->number_of_free_spots_in_room] = y; spots->number_of_free_spots_in_room++; /* now search all the 8 squares around recursively for free spots, in random order */ for (i = RANDOM()%8, j = 0; j < 8; i++, j++) { find_spot_in_room_recursive(layout, x+freearr_x[i%8+1], y+freearr_y[i%8+1], RP, spots); } } /** * Find a random non-blocked spot in this room to drop a key. * Returns 1 if success, 0 else. * @param map * map to look into. * @param x * @param y * where to look from. * @param[out] kx * @param[out] ky * found spot if 1 is returned. * @param RP * random map parameters. * @return * 1 if spot found, 0 else. * @todo * couldn't layout be given instead of being computed? */ int find_spot_in_room(mapstruct *map, int x, int y, int *kx, int *ky, RMParms *RP) { char **layout2; int i, j; free_spots_struct spots; spots.number_of_free_spots_in_room = 0; spots.room_free_spots_x = (int *)calloc(sizeof(int), RP->Xsize*RP->Ysize); spots.room_free_spots_y = (int *)calloc(sizeof(int), RP->Xsize*RP->Ysize); layout2 = (char **)calloc(sizeof(char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) { layout2[i] = (char *)calloc(sizeof(char), RP->Ysize); for (j = 0; j < RP->Ysize; j++) { if (wall_blocked(map, i, j)) layout2[i][j] = '#'; } } /* setup num_free_spots and room_free_spots */ find_spot_in_room_recursive(layout2, x, y, RP, &spots); if (spots.number_of_free_spots_in_room > 0) { i = RANDOM()%spots.number_of_free_spots_in_room; *kx = spots.room_free_spots_x[i]; *ky = spots.room_free_spots_y[i]; } /* deallocate the temp. layout */ for (i = 0; i < RP->Xsize; i++) { free(layout2[i]); } free(layout2); free(spots.room_free_spots_x); free(spots.room_free_spots_y); if (spots.number_of_free_spots_in_room > 0) return 1; return 0; } /** * Searches the map for a spot with walls around it. The more * walls the better, but it'll settle for 1 wall, or even 0, but * it'll return 0 if no FREE spots are found. * @param map * where to look. * @param cx * @param cy * where to look, and coordinates of found spot. -1 if no spot found. * @param RP * parameters of the random map. */ void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP) { int x, y; int i; x = *cx; y = *cy; for (i = 0; i <= SIZEOFFREE1; i++) { int lx, ly, sindex; lx = x+freearr_x[i]; ly = y+freearr_y[i]; sindex = surround_flag3(map, lx, ly, RP); /* if it's blocked on 3 sides, it's enclosed */ if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) { *cx = lx; *cy = ly; return; } } /* OK, if we got here, we're obviously someplace where there's no enclosed spots--try to find someplace which is 2x enclosed. */ for (i = 0; i <= SIZEOFFREE1; i++) { int lx, ly, sindex; lx = x+freearr_x[i]; ly = y+freearr_y[i]; sindex = surround_flag3(map, lx, ly, RP); /* if it's blocked on 3 sides, it's enclosed */ if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) { *cx = lx; *cy = ly; return; } } /* settle for one surround point */ for (i = 0; i <= SIZEOFFREE1; i++) { int lx, ly, sindex; lx = x+freearr_x[i]; ly = y+freearr_y[i]; sindex = surround_flag3(map, lx, ly, RP); /* if it's blocked on 3 sides, it's enclosed */ if (sindex) { *cx = lx; *cy = ly; return; } } /* give up and return the closest free spot. */ i = find_first_free_spot(&find_archetype("chest")->clone, map, x, y); if (i != -1 && i <= SIZEOFFREE1) { *cx = x+freearr_x[i]; *cy = y+freearr_y[i]; return; } /* indicate failure */ *cx = *cy = -1; } /** * Remove living things on specified spot. * @param x * @param y * @param map * where to remove. */ void remove_monsters(int x, int y, mapstruct *map) { object *tmp; for (tmp = GET_MAP_OB(map, x, y); tmp != NULL; tmp = tmp->above) if (QUERY_FLAG(tmp, FLAG_ALIVE)) { if (tmp->head) tmp = tmp->head; remove_ob(tmp); free_object(tmp); tmp = GET_MAP_OB(map, x, y); if (tmp == NULL) break; }; } /** * Surrounds the point x,y by doors, so as to enclose something, like * a chest. It only goes as far as the 8 squares surrounding, and * it'll remove any monsters it finds. * @param map * map to work on. * @param layout * map's layout. * @param x * @param y * point to surround. * @param opts * flags. * @return * array of generated doors, NULL-terminated. Should be freed by caller. * @todo * document opts. */ static object **surround_by_doors(mapstruct *map, char **layout, int x, int y, int opts) { int i; const char *doors[2]; object **doorlist; int ndoors_made = 0; doorlist = (object **)calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ /* this is a list we pick from, for horizontal and vertical doors */ if (opts&DOORED) { doors[0] = "locked_door2"; doors[1] = "locked_door1"; } else { doors[0] = "door_1"; doors[1] = "door_2"; } /* place doors in all the 8 adjacent unblocked squares. */ for (i = 1; i < 9; i++) { int x1 = x+freearr_x[i], y1 = y+freearr_y[i]; if (!wall_blocked(map, x1, y1) || layout[x1][y1] == '>') {/* place a door */ object *new_door = create_archetype((freearr_x[i] == 0) ? doors[1] : doors[0]); new_door->x = x+freearr_x[i]; new_door->y = y+freearr_y[i]; remove_monsters(new_door->x, new_door->y, map); insert_ob_in_map(new_door, map, NULL, 0); doorlist[ndoors_made] = new_door; ndoors_made++; } } return doorlist; } /** * Returns the first door in this square, or NULL if there isn't a door. * @param map * @param x * @param y * where to look. * @return * door, or NULL if none found. * @todo * isn't there a function for that in map.c? */ static object *door_in_square(mapstruct *map, int x, int y) { object *tmp; for (tmp = GET_MAP_OB(map, x, y); tmp != NULL; tmp = tmp->above) if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) return tmp; return NULL; } /** * The workhorse routine, which finds the doors in a room * @param layout * @param map * @param x * @param y * random map to look into. * @param doorlist * list of doors. * @param ndoors * number of found doors. * @param RP * map parameters. */ void find_doors_in_room_recursive(char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms *RP) { int i, j; object *door; /* bounds check x and y */ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; /* if the square is blocked or searched already, leave */ if (layout[x][y] == 1) return; /* check off this point */ if (layout[x][y] == '#') { /* there could be a door here */ layout[x][y] = 1; door = door_in_square(map, x, y); if (door != NULL) { doorlist[*ndoors] = door; if (*ndoors > 254) { /* eek! out of memory */ LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); return; } *ndoors = *ndoors+1; } } else { layout[x][y] = 1; /* now search all the 8 squares around recursively for free spots, in random order */ for (i = RANDOM()%8, j = 0; j < 8; i++, j++) { find_doors_in_room_recursive(layout, map, x+freearr_x[i%8+1], y+freearr_y[i%8+1], doorlist, ndoors, RP); } } } /** * Gets all doors in a room. * @param map * map to look into. * @param x * @param y * point of a room to find door for. * @param RP * map parameters. * @return * door list. Should be free()d be caller. NULL-terminated. * @todo * couldn't layout be given instead of being computed? */ object **find_doors_in_room(mapstruct *map, int x, int y, RMParms *RP) { char **layout2; object **doorlist; int i, j; int ndoors = 0; doorlist = (object **)calloc(sizeof(int), 256); layout2 = (char **)calloc(sizeof(char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) { layout2[i] = (char *)calloc(sizeof(char), RP->Ysize); for (j = 0; j < RP->Ysize; j++) { if (wall_blocked(map, i, j)) layout2[i][j] = '#'; } } /* setup num_free_spots and room_free_spots */ find_doors_in_room_recursive(layout2, map, x, y, doorlist, &ndoors, RP); /* deallocate the temp. layout */ for (i = 0; i < RP->Xsize; i++) { free(layout2[i]); } free(layout2); return doorlist; } /** * This removes any 'normal' doors around the specified door. * This is used for lock_and_hide_doors() below - it doesn't make sense * to have a locked door right behind a normal door, so lets * remove the normal ones. It also fixes key placement issues. * * @param door * door around which to remove unlocked doors. */ static void remove_adjacent_doors(object *door) { mapstruct *m = door->map; int x = door->x; int y = door->y; int i, flags; object *tmp; for (i = 1; i <= 8; i++) { flags = get_map_flags(m, NULL, x+freearr_x[i], y+freearr_y[i], NULL, NULL); if (flags&P_OUT_OF_MAP) continue; /* Old style doors are living objects. So if P_IS_ALIVE is not * set, can not be a door on this space. */ if (flags&P_IS_ALIVE) { for (tmp = GET_MAP_OB(m, x+freearr_x[i], y+freearr_y[i]); tmp; tmp = tmp->above) { if (tmp->type == DOOR) { remove_ob(tmp); free_object(tmp); break; } } } } } /** * Locks and/or hides all the doors in doorlist, or does nothing if * opts doesn't say to lock/hide doors. * Note that some doors can be not locked if no good spot to put a key was found. * @param doorlist * doors to list. NULL-terminated. * @param map * map we're working on. * @param opts * options. * @param RP * map parameters. * @todo * document opts. Isn't it part of RP? */ void lock_and_hide_doors(object **doorlist, mapstruct *map, int opts, RMParms *RP) { object *door; int i; /* lock the doors and hide the keys. */ if (opts&DOORED) { for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) { object *new_door = create_archetype("locked_door1"); char keybuf[256]; door = doorlist[i]; new_door->face = door->face; new_door->x = door->x; new_door->y = door->y; remove_ob(door); free_object(door); doorlist[i] = new_door; insert_ob_in_map(new_door, map, NULL, 0); snprintf(keybuf, 256, "%d", (int)RANDOM()); if (keyplace(map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP)) new_door->slaying = add_string(keybuf); } for (i = 0; doorlist[i] != NULL; i++) remove_adjacent_doors(doorlist[i]); } /* change the faces of the doors and surrounding walls to hide them. */ if (opts&HIDDEN) { for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) { object *wallface; door = doorlist[i]; wallface = retrofit_joined_wall(map, door->x, door->y, 1, RP); if (wallface != NULL) { retrofit_joined_wall(map, door->x-1, door->y, 0, RP); retrofit_joined_wall(map, door->x+1, door->y, 0, RP); retrofit_joined_wall(map, door->x, door->y-1, 0, RP); retrofit_joined_wall(map, door->x, door->y+1, 0, RP); door->face = wallface->face; if (!QUERY_FLAG(wallface, FLAG_REMOVED)) remove_ob(wallface); free_object(wallface); } } } }