Crossfire Server, Trunk  R20590
treasure.c
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2013 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
14 /* placing treasure in maps, where appropriate. */
15 
21 #include "global.h"
22 
23 #include <stdlib.h>
24 #include <string.h>
25 
26 #include "random_map.h"
27 #include "rproto.h"
28 
35 #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
36 #define HIDDEN 2 /* doors to treasure are hidden. */
37 #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
38 #define DOORED 8 /* treasure has doors around it. */
39 #define TRAPPED 16 /* trap dropped in same location as chest. */
40 #define SPARSE 32 /* 1/2 as much treasure as default */
41 #define RICH 64 /* 2x as much treasure as default */
42 #define FILLED 128 /* Fill/tile the entire map with treasure */
43 #define LAST_OPTION 64 /* set this to the last real option, for random */
44 
46 #define NO_PASS_DOORS 0
47 #define PASS_DOORS 1
48 
49 static object **surround_by_doors(mapstruct *map, char **layout, int x, int y, int opts);
50 
62 int wall_blocked(mapstruct *m, int x, int y)
63 {
64  int r;
65 
66  if (OUT_OF_REAL_MAP(m, x, y)) {
67  return 1;
68  }
70  return r;
71 }
72 
92 void place_treasure(mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms *RP)
93 {
94  char styledirname[256];
95  char stylefilepath[256];
96  mapstruct *style_map = NULL;
97  int num_treasures;
98 
99  /* bail out if treasure isn't wanted. */
100  if (treasure_style)
101  if (!strcmp(treasure_style, "none")) {
102  return;
103  }
104  if (treasureoptions <= 0) {
105  treasureoptions = RANDOM()%(2*LAST_OPTION);
106  }
107 
108  /* filter out the mutually exclusive options */
109  if ((treasureoptions&RICH) && (treasureoptions&SPARSE)) {
110  if (RANDOM()%2) {
111  treasureoptions -= 1;
112  } else {
113  treasureoptions -= 2;
114  }
115  }
116 
117  /* pick the number of treasures */
118  if (treasureoptions&SPARSE) {
119  num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1);
120  } else if (treasureoptions&RICH) {
121  num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1);
122  } else {
123  num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1);
124  }
125 
126  if (num_treasures <= 0) {
127  return;
128  }
129 
130  /* get the style map */
131  snprintf(styledirname, sizeof(styledirname), "%s", "/styles/treasurestyles");
132  snprintf(stylefilepath, sizeof(stylefilepath), "%s/%s", styledirname, treasure_style);
133  style_map = find_style(styledirname, treasure_style, -1);
134 
135  /* all the treasure at one spot in the map. */
136  if (treasureoptions&CONCENTRATED) {
137  /* map_layout_style global, and is previously set */
138  switch (RP->map_layout_style) {
139  case ONION_LAYOUT:
140  case SPIRAL_LAYOUT:
141  case SQUARE_SPIRAL_LAYOUT: {
142  int i, j;
143 
144  /* search the onion for C's or '>', and put treasure there. */
145  for (i = 0; i < RP->Xsize; i++) {
146  for (j = 0; j < RP->Ysize; j++) {
147  if (layout[i][j] == 'C' || layout[i][j] == '>') {
148  int tdiv = RP->symmetry_used;
149  object **doorlist;
150  object *chest;
151 
152  if (tdiv == 3) {
153  tdiv = 2; /* this symmetry uses a divisor of 2*/
154  }
155  /* don't put a chest on an exit. */
156  chest = place_chest(treasureoptions, i, j, map, style_map, num_treasures/tdiv, RP);
157  if (!chest) {
158  continue; /* if no chest was placed NEXT */
159  }
160  if (treasureoptions&(DOORED|HIDDEN)) {
161  doorlist = find_doors_in_room(map, i, j, RP);
162  lock_and_hide_doors(doorlist, map, treasureoptions, RP);
163  free(doorlist);
164  }
165  }
166  }
167  }
168  break;
169  }
170  default: {
171  int i, j, tries;
172  object *chest;
173  object **doorlist;
174 
175  i = j = -1;
176  tries = 0;
177  while (i == -1 && tries < 100) {
178  i = RANDOM()%(RP->Xsize-2)+1;
179  j = RANDOM()%(RP->Ysize-2)+1;
180  find_enclosed_spot(map, &i, &j, RP);
181  if (wall_blocked(map, i, j)) {
182  i = -1;
183  }
184  tries++;
185  }
186  chest = place_chest(treasureoptions, i, j, map, style_map, num_treasures, RP);
187  if (!chest) {
188  return;
189  }
190  i = chest->x;
191  j = chest->y;
192  if (treasureoptions&(DOORED|HIDDEN)) {
193  doorlist = surround_by_doors(map, layout, i, j, treasureoptions);
194  lock_and_hide_doors(doorlist, map, treasureoptions, RP);
195  free(doorlist);
196  }
197  }
198  }
199  } else { /* DIFFUSE treasure layout */
200  int ti, i, j;
201 
202  for (ti = 0; ti < num_treasures; ti++) {
203  i = RANDOM()%(RP->Xsize-2)+1;
204  j = RANDOM()%(RP->Ysize-2)+1;
205  place_chest(treasureoptions, i, j, map, style_map, 1, RP);
206  }
207  }
208 }
209 
233 object *place_chest(int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms *RP)
234 {
235  object *the_chest;
236  int i, xl, yl;
237  treasurelist *tlist;
238  const char *chests[] = { "chest", "chest_green", "chest_red", "chest_yellow", "chest_blue", "chest_pink" };
239 
240  // If the difficulty is greater than 5, then there is a chance for there to be a mimic lurking.
241  // It is a slim chance at any rate, so it shouldn't be a problem in any case.
242  if (map->difficulty > 5 && RANDOM() % 1000000 < map->difficulty*map->difficulty*map->difficulty)
243  {
244  the_chest = create_archetype("mimic");
245  }
246  else
247  {
248  the_chest = create_archetype(chests[RANDOM() % (sizeof(chests)/sizeof(*chests))]);
249  }
250  if (the_chest == NULL) {
251  return NULL;
252  }
253 
254  /* first, find a place to put the chest. */
255  i = object_find_first_free_spot(the_chest, map, x, y);
256  if (i == -1) {
257  object_free_drop_inventory(the_chest);
258  return NULL;
259  }
260  xl = x+freearr_x[i];
261  yl = y+freearr_y[i];
262 
263  /* if the placement is blocked, return a fail. */
264  if (wall_blocked(map, xl, yl)) {
265  object_free_drop_inventory(the_chest);
266  return NULL;
267  }
268 
269  // If normal, then do the old behavior.
270  if (the_chest->type == CONTAINER)
271  {
272  tlist = find_treasurelist("chest");
273  the_chest->randomitems = tlist;
274  the_chest->stats.hp = n_treasures;
275  }
276  // Otherwise, do the mimic treasurelist and don't change hp
277  else if (the_chest->type == MIMIC)
278  {
279  tlist = find_treasurelist("mimic");
280  the_chest->randomitems = tlist;
281  // TODO: Make mimics on higher levels have more treasure
282  }
283  /* stick a trap in the chest if required */
284  if (treasureoptions&TRAPPED) {
285  mapstruct *trap_map = find_style("/styles/trapstyles", "traps", -1);
286  object *the_trap;
287 
288  if (trap_map) {
289  the_trap = pick_random_object(trap_map);
290  if (the_trap) {
291  object *new_trap;
292 
293  new_trap = object_new();
294  object_copy_with_inv(the_trap, new_trap);
295  new_trap->stats.Cha = 10+RP->difficulty;
296  new_trap->level = BC_RANDOM((3*RP->difficulty)/2);
297  if (new_trap->level == 0) {
298  new_trap->level = 1;
299  }
300  new_trap->x = x;
301  new_trap->y = y;
302  object_insert_in_ob(new_trap, the_chest);
303  }
304  }
305  }
306 
307  /* set the chest lock code, and call the keyplacer routine with
308  the lockcode. It's not worth bothering to lock the chest if
309  there's only 1 treasure....*/
310  if ((treasureoptions&KEYREQUIRED) && n_treasures > 1) {
311  char keybuf[256];
312 
313  snprintf(keybuf, sizeof(keybuf), "%d", (int)RANDOM());
314  if (keyplace(map, x, y, keybuf, PASS_DOORS, 1, RP)) {
315  the_chest->slaying = add_string(keybuf);
316  }
317  }
318 
319  /* actually place the chest. */
320  object_insert_in_map_at(the_chest, map, NULL, 0, xl, yl);
321  return the_chest;
322 }
323 
338 object *find_closest_monster(mapstruct *map, int x, int y, RMParms *RP)
339 {
340  int i;
341 
342  for (i = 0; i < SIZEOFFREE; i++) {
343  int lx, ly;
344 
345  lx = x+freearr_x[i];
346  ly = y+freearr_y[i];
347  /* boundscheck */
348  if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
349  /* don't bother searching this square unless the map says life exists.*/
350  if (GET_MAP_FLAGS(map, lx, ly)&P_IS_ALIVE) {
351  FOR_MAP_PREPARE(map, lx, ly, the_monster)
352  if (QUERY_FLAG(the_monster, FLAG_MONSTER)) {
353  return the_monster;
354  }
355  FOR_MAP_FINISH();
356  }
357  }
358  return NULL;
359 }
360 
388 int keyplace(mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms *RP)
389 {
390  int i, j;
391  int kx, ky;
392  object *the_keymaster; /* the monster that gets the key. */
393  object *the_key;
394  char keybuf[256];
395  const char *keys[] = { "key2", "blue_key", "brown_key", "darkgray_key", "darkgreen_key", "gray_key", "green_key", "magenta_key", "red_key", "white_key" };
396 
397  /* get a key and set its keycode */
398  the_key = create_archetype(keys[RANDOM() % (sizeof(keys)/sizeof(*keys))]);
399  the_key->slaying = add_string(keycode);
400  free_string(the_key->name);
401  snprintf(keybuf, 256, "key from level %d of %s", RP->dungeon_level-1, RP->dungeon_name[0] != '\0' ? RP->dungeon_name : "a random map");
402  the_key->name = add_string(keybuf);
403 
404  if (door_flag == PASS_DOORS) {
405  int tries = 0;
406 
407  the_keymaster = NULL;
408  while (tries < 15 && the_keymaster == NULL) {
409  i = (RANDOM()%(RP->Xsize-2))+1;
410  j = (RANDOM()%(RP->Ysize-2))+1;
411  tries++;
412  the_keymaster = find_closest_monster(map, i, j, RP);
413  }
414  /* if we don't find a good keymaster, drop the key on the ground. */
415  if (the_keymaster == NULL) {
416  int freeindex;
417 
418  freeindex = -1;
419  for (tries = 0; tries < 15 && freeindex == -1; tries++) {
420  kx = (RANDOM()%(RP->Xsize-2))+1;
421  ky = (RANDOM()%(RP->Ysize-2))+1;
422  freeindex = object_find_first_free_spot(the_key, map, kx, ky);
423  }
424  if (freeindex != -1) {
425  kx += freearr_x[freeindex];
426  ky += freearr_y[freeindex];
427  }
428  }
429  } else { /* NO_PASS_DOORS --we have to work harder.*/
430  /* don't try to keyplace if we're sitting on a blocked square and
431  * NO_PASS_DOORS is set.
432  */
433  if (n_keys == 1) {
434  if (wall_blocked(map, x, y)) {
435  return 0;
436  }
437  the_keymaster = find_monster_in_room(map, x, y, RP);
438  if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
439  if (!find_spot_in_room(map, x, y, &kx, &ky, RP)) {
440  return 0;
441  }
442  } else {
443  /* It can happen that spots around that point are all blocked, so
444  * try to look farther away if needed
445  */
446  int sum = 0; /* count how many keys we actually place */
447  int distance = 1;
448 
449  while (distance < 5) {
450  /* I'm lazy, so just try to place in all 4 directions. */
451  sum += keyplace(map, x+distance, y, keycode, NO_PASS_DOORS, 1, RP);
452  sum += keyplace(map, x, y+distance, keycode, NO_PASS_DOORS, 1, RP);
453  sum += keyplace(map, x-distance, y, keycode, NO_PASS_DOORS, 1, RP);
454  sum += keyplace(map, x, y-distance, keycode, NO_PASS_DOORS, 1, RP);
455  if (sum < 2) { /* we might have made a disconnected map-place more keys. */
456  /* diagonally this time. */
457  keyplace(map, x+distance, y+distance, keycode, NO_PASS_DOORS, 1, RP);
458  keyplace(map, x+distance, y-distance, keycode, NO_PASS_DOORS, 1, RP);
459  keyplace(map, x-distance, y+distance, keycode, NO_PASS_DOORS, 1, RP);
460  keyplace(map, x-distance, y-distance, keycode, NO_PASS_DOORS, 1, RP);
461  }
462  if (sum > 0) {
463  return 1;
464  }
465  distance++;
466  }
467  return 0;
468  }
469  }
470 
471  if (the_keymaster == NULL) {
472  object_insert_in_map_at(the_key, map, NULL, 0, kx, ky);
473  return 1;
474  }
475 
476  object_insert_in_ob(the_key, the_keymaster);
477  return 1;
478 }
479 
495 object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP)
496 {
497  int i, j;
498 
499  /* bounds check x and y */
500  if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) {
501  return NULL;
502  }
503 
504  /* if the square is blocked or searched already, leave */
505  if (layout[x][y] != 0) {
506  return NULL;
507  }
508 
509  /* check the current square for a monster. If there is one,
510  set theMonsterToFind and return it. */
511  layout[x][y] = 1;
512  if (GET_MAP_FLAGS(map, x, y)&P_IS_ALIVE) {
513  FOR_MAP_PREPARE(map, x, y, the_monster)
514  if (QUERY_FLAG(the_monster, FLAG_ALIVE)) {
515  return HEAD(the_monster);
516  }
517  FOR_MAP_FINISH();
518  }
519 
520  /* now search all the 8 squares around recursively for a monster, in random order */
521  for (i = RANDOM()%8, j = 0; j < 8; i++, j++) {
522  object *the_monster;
523 
524  the_monster = find_monster_in_room_recursive(layout, map, x+freearr_x[i%8+1], y+freearr_y[i%8+1], RP);
525  if (the_monster != NULL) {
526  return the_monster;
527  }
528  }
529  return NULL;
530 }
531 
546 object *find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP)
547 {
548  char **layout2;
549  int i, j;
550  object *theMonsterToFind;
551 
552  layout2 = (char **)calloc(sizeof(char *), RP->Xsize);
553  /* allocate and copy the layout, converting C to 0. */
554  for (i = 0; i < RP->Xsize; i++) {
555  layout2[i] = (char *)calloc(sizeof(char), RP->Ysize);
556  for (j = 0; j < RP->Ysize; j++) {
557  if (wall_blocked(map, i, j)) {
558  layout2[i][j] = '#';
559  }
560  }
561  }
562  theMonsterToFind = find_monster_in_room_recursive(layout2, map, x, y, RP);
563 
564  /* deallocate the temp. layout */
565  for (i = 0; i < RP->Xsize; i++) {
566  free(layout2[i]);
567  }
568  free(layout2);
569 
570  return theMonsterToFind;
571 }
572 
574 typedef struct free_spots_struct {
579 
594 static void find_spot_in_room_recursive(char **layout, int x, int y, RMParms *RP, free_spots_struct *spots)
595 {
596  int i, j;
597 
598  /* bounds check x and y */
599  if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) {
600  return;
601  }
602 
603  /* if the square is blocked or searched already, leave */
604  if (layout[x][y] != 0) {
605  return;
606  }
607 
608  /* set the current square as checked, and add it to the list.
609  check off this point */
610  layout[x][y] = 1;
614  /* now search all the 8 squares around recursively for free spots, in random order */
615  for (i = RANDOM()%8, j = 0; j < 8; i++, j++) {
616  find_spot_in_room_recursive(layout, x+freearr_x[i%8+1], y+freearr_y[i%8+1], RP, spots);
617  }
618 }
619 
638 int find_spot_in_room(mapstruct *map, int x, int y, int *kx, int *ky, RMParms *RP)
639 {
640  char **layout2;
641  int i, j;
642  free_spots_struct spots;
643 
645  spots.room_free_spots_x = (int *)calloc(sizeof(int), RP->Xsize*RP->Ysize);
646  spots.room_free_spots_y = (int *)calloc(sizeof(int), RP->Xsize*RP->Ysize);
647 
648  layout2 = (char **)calloc(sizeof(char *), RP->Xsize);
649  /* allocate and copy the layout, converting C to 0. */
650  for (i = 0; i < RP->Xsize; i++) {
651  layout2[i] = (char *)calloc(sizeof(char), RP->Ysize);
652  for (j = 0; j < RP->Ysize; j++) {
653  if (wall_blocked(map, i, j)) {
654  layout2[i][j] = '#';
655  }
656  }
657  }
658 
659  /* setup num_free_spots and room_free_spots */
660  find_spot_in_room_recursive(layout2, x, y, RP, &spots);
661 
662  if (spots.number_of_free_spots_in_room > 0) {
664  *kx = spots.room_free_spots_x[i];
665  *ky = spots.room_free_spots_y[i];
666  }
667 
668  /* deallocate the temp. layout */
669  for (i = 0; i < RP->Xsize; i++) {
670  free(layout2[i]);
671  }
672  free(layout2);
673  free(spots.room_free_spots_x);
674  free(spots.room_free_spots_y);
675 
676  if (spots.number_of_free_spots_in_room > 0) {
677  return 1;
678  }
679  return 0;
680 }
681 
694 void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP)
695 {
696  int x, y;
697  int i;
698 
699  x = *cx;
700  y = *cy;
701 
702  for (i = 0; i <= SIZEOFFREE1; i++) {
703  int lx, ly, sindex;
704  lx = x+freearr_x[i];
705  ly = y+freearr_y[i];
706  sindex = surround_flag3(map, lx, ly, RP);
707  /* if it's blocked on 3 sides, it's enclosed */
708  if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) {
709  *cx = lx;
710  *cy = ly;
711  return;
712  }
713  }
714 
715  /* OK, if we got here, we're obviously someplace where there's no enclosed
716  spots--try to find someplace which is 2x enclosed. */
717  for (i = 0; i <= SIZEOFFREE1; i++) {
718  int lx, ly, sindex;
719 
720  lx = x+freearr_x[i];
721  ly = y+freearr_y[i];
722  sindex = surround_flag3(map, lx, ly, RP);
723  /* if it's blocked on 3 sides, it's enclosed */
724  if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) {
725  *cx = lx;
726  *cy = ly;
727  return;
728  }
729  }
730 
731  /* settle for one surround point */
732  for (i = 0; i <= SIZEOFFREE1; i++) {
733  int lx, ly, sindex;
734 
735  lx = x+freearr_x[i];
736  ly = y+freearr_y[i];
737  sindex = surround_flag3(map, lx, ly, RP);
738  /* if it's blocked on 3 sides, it's enclosed */
739  if (sindex) {
740  *cx = lx;
741  *cy = ly;
742  return;
743  }
744  }
745 
746  /* give up and return the closest free spot. */
747  i = object_find_first_free_spot(&find_archetype("chest")->clone, map, x, y);
748  if (i != -1 && i <= SIZEOFFREE1) {
749  *cx = x+freearr_x[i];
750  *cy = y+freearr_y[i];
751  return;
752  }
753  /* indicate failure */
754  *cx = *cy = -1;
755 }
756 
764 void remove_monsters(int x, int y, mapstruct *map)
765 {
766  FOR_MAP_PREPARE(map, x, y, tmp) {
767  if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
768  tmp = HEAD(tmp);
769  object_remove(tmp);
771  tmp = GET_MAP_OB(map, x, y);
772  if (tmp == NULL) {
773  break;
774  }
775  }
776  }
777  FOR_MAP_FINISH();
778 }
779 
798 static object **surround_by_doors(mapstruct *map, char **layout, int x, int y, int opts)
799 {
800  int i;
801  const char *doors[2];
802  object **doorlist;
803  int ndoors_made = 0;
804  doorlist = (object **)calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */
805 
806  /* this is a list we pick from, for horizontal and vertical doors */
807  if (opts&DOORED) {
808  doors[0] = "locked_door2";
809  doors[1] = "locked_door1";
810  } else {
811  doors[0] = "door_1";
812  doors[1] = "door_2";
813  }
814 
815  /* place doors in all the 8 adjacent unblocked squares. */
816  for (i = 1; i < 9; i++) {
817  int x1 = x+freearr_x[i], y1 = y+freearr_y[i];
818 
819  if (!wall_blocked(map, x1, y1)
820  || layout[x1][y1] == '>') {/* place a door */
821  object *new_door = create_archetype((freearr_x[i] == 0) ? doors[1] : doors[0]);
822  int16_t nx, ny;
823 
824  nx = x+freearr_x[i];
825  ny = y+freearr_y[i];
826  remove_monsters(nx, ny, map);
827  object_insert_in_map_at(new_door, map, NULL, 0, nx, ny);
828  doorlist[ndoors_made] = new_door;
829  ndoors_made++;
830  }
831  }
832  return doorlist;
833 }
834 
846 static object *door_in_square(mapstruct *map, int x, int y)
847 {
848  FOR_MAP_PREPARE(map, x, y, tmp)
849  if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) {
850  return tmp;
851  }
852  FOR_MAP_FINISH();
853  return NULL;
854 }
855 
870 void find_doors_in_room_recursive(char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms *RP)
871 {
872  int i, j;
873  object *door;
874 
875  /* bounds check x and y */
876  if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) {
877  return;
878  }
879 
880  /* if the square is blocked or searched already, leave */
881  if (layout[x][y] == 1) {
882  return;
883  }
884 
885  /* check off this point */
886  if (layout[x][y] == '#') { /* there could be a door here */
887  layout[x][y] = 1;
888  door = door_in_square(map, x, y);
889  if (door != NULL) {
890  doorlist[*ndoors] = door;
891  if (*ndoors > 254) { /* eek! out of memory */
892  LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
893  return;
894  }
895  *ndoors = *ndoors+1;
896  }
897  } else {
898  layout[x][y] = 1;
899  /* now search all the 8 squares around recursively for free spots, in random order */
900  for (i = RANDOM()%8, j = 0; j < 8; i++, j++) {
901  find_doors_in_room_recursive(layout, map, x+freearr_x[i%8+1], y+freearr_y[i%8+1], doorlist, ndoors, RP);
902  }
903  }
904 }
905 
920 object **find_doors_in_room(mapstruct *map, int x, int y, RMParms *RP)
921 {
922  char **layout2;
923  object **doorlist;
924  int i, j;
925  int ndoors = 0;
926 
927  doorlist = (object **)calloc(sizeof(*doorlist), 256);
928 
929 
930  layout2 = (char **)calloc(sizeof(char *), RP->Xsize);
931  /* allocate and copy the layout, converting C to 0. */
932  for (i = 0; i < RP->Xsize; i++) {
933  layout2[i] = (char *)calloc(sizeof(char), RP->Ysize);
934  for (j = 0; j < RP->Ysize; j++) {
935  if (wall_blocked(map, i, j)) {
936  layout2[i][j] = '#';
937  }
938  }
939  }
940 
941  /* setup num_free_spots and room_free_spots */
942  find_doors_in_room_recursive(layout2, map, x, y, doorlist, &ndoors, RP);
943 
944  /* deallocate the temp. layout */
945  for (i = 0; i < RP->Xsize; i++) {
946  free(layout2[i]);
947  }
948  free(layout2);
949  return doorlist;
950 }
951 
961 static void remove_adjacent_doors(object *door)
962 {
963  mapstruct *m = door->map;
964  int x = door->x;
965  int y = door->y;
966  int i, flags;
967 
968  for (i = 1; i <= 8; i++) {
969  flags = get_map_flags(m, NULL, x+freearr_x[i], y+freearr_y[i], NULL, NULL);
970  if (flags&P_OUT_OF_MAP) {
971  continue;
972  }
973 
974  /* Old style doors are living objects. So if P_IS_ALIVE is not
975  * set, can not be a door on this space.
976  */
977  if (flags&P_IS_ALIVE) {
978  FOR_MAP_PREPARE(m, x+freearr_x[i], y+freearr_y[i], tmp) {
979  if (tmp->type == DOOR) {
980  object_remove(tmp);
982  break;
983  }
984  }
985  FOR_MAP_FINISH();
986  }
987  }
988 }
989 
1005 void lock_and_hide_doors(object **doorlist, mapstruct *map, int opts, RMParms *RP)
1006 {
1007  object *door;
1008  int i;
1009 
1010  /* lock the doors and hide the keys. */
1011  if (opts&DOORED) {
1012  for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) {
1013  object *new_door = create_archetype("locked_door1");
1014  char keybuf[256];
1015 
1016  door = doorlist[i];
1017  new_door->face = door->face;
1018  object_remove(door);
1020  doorlist[i] = new_door;
1021  object_insert_in_map_at(new_door, map, NULL, 0, door->x, door->y);
1022 
1023  snprintf(keybuf, 256, "%d", (int)RANDOM());
1024  if (keyplace(map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP)) {
1025  new_door->slaying = add_string(keybuf);
1026  }
1027  }
1028  for (i = 0; doorlist[i] != NULL; i++) {
1029  remove_adjacent_doors(doorlist[i]);
1030  }
1031  }
1032 
1033  /* change the faces of the doors and surrounding walls to hide them. */
1034  if (opts&HIDDEN) {
1035  for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) {
1036  object *wallface;
1037 
1038  door = doorlist[i];
1039  wallface = retrofit_joined_wall(map, door->x, door->y, 1, RP);
1040  if (wallface != NULL) {
1041  retrofit_joined_wall(map, door->x-1, door->y, 0, RP);
1042  retrofit_joined_wall(map, door->x+1, door->y, 0, RP);
1043  retrofit_joined_wall(map, door->x, door->y-1, 0, RP);
1044  retrofit_joined_wall(map, door->x, door->y+1, 0, RP);
1045  door->face = wallface->face;
1046  if (!QUERY_FLAG(wallface, FLAG_REMOVED)) {
1047  object_remove(wallface);
1048  }
1049  object_free_drop_inventory(wallface);
1050  }
1051  }
1052  }
1053 }
Error, serious thing.
Definition: logger.h:11
static void find_spot_in_room_recursive(char **layout, int x, int y, RMParms *RP, free_spots_struct *spots)
the workhorse routine, which finds the free spots in a room: a datastructure of free points is set up...
Definition: treasure.c:594
Random map parameters.
Definition: random_map.h:14
archetype * find_archetype(const char *name)
Finds, using the hashtable, which archetype matches the given name.
Definition: arch.c:695
Datastructure needed by find_spot_in_room() and find_spot_in_room_recursive()
Definition: treasure.c:574
treasureliststruct represents one logical group of items to be generated together.
Definition: treasure.h:82
object ** find_doors_in_room(mapstruct *map, int x, int y, RMParms *RP)
Gets all doors in a room.
Definition: treasure.c:920
#define ONION_LAYOUT
Definition: random_map.h:105
void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP)
Searches the map for a spot with walls around it.
Definition: treasure.c:694
void find_doors_in_room_recursive(char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms *RP)
The workhorse routine, which finds the doors in a room.
Definition: treasure.c:870
void remove_monsters(int x, int y, mapstruct *map)
Remove living things on specified spot.
Definition: treasure.c:764
void lock_and_hide_doors(object **doorlist, mapstruct *map, int opts, RMParms *RP)
Locks and/or hides all the doors in doorlist, or does nothing if opts doesn&#39;t say to lock/hide doors...
Definition: treasure.c:1005
void object_copy_with_inv(const object *src_ob, object *dest_ob)
copy an object with an inventory...
Definition: object.c:975
void place_treasure(mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms *RP)
Place treasures in the map.
Definition: treasure.c:92
treasurelist * find_treasurelist(const char *name)
Searches for the given treasurelist in the globally linked list of treasurelists which has been built...
Definition: treasure.c:292
int number_of_free_spots_in_room
Number of positions.
Definition: treasure.c:577
void free_string(sstring str)
This will reduce the refcount, and if it has reached 0, str will be freed.
Definition: shstr.c:280
struct free_spots_struct free_spots_struct
Datastructure needed by find_spot_in_room() and find_spot_in_room_recursive()
int keyplace(mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms *RP)
Places keys in the map, preferably in something alive.
Definition: treasure.c:388
struct treasureliststruct * randomitems
Items to be generated.
Definition: object.h:385
Random map related variables.
short freearr_x[SIZEOFFREE]
X offset when searching around a spot.
Definition: object.c:65
const char * slaying
Which race to do double damage to.
Definition: object.h:319
#define NO_PASS_DOORS
Definition: treasure.c:46
int find_spot_in_room(mapstruct *map, int x, int y, int *kx, int *ky, RMParms *RP)
Find a random non-blocked spot in this room to drop a key.
Definition: treasure.c:638
#define OUT_OF_REAL_MAP(M, X, Y)
Checks if a square is out of the map.
Definition: map.h:217
Definition: object.h:249
Global type definitions and header inclusions.
#define KEYREQUIRED
Definition: treasure.c:37
object * pick_random_object(mapstruct *style)
Picks a random object from a style map.
Definition: style.c:286
#define RICH
Definition: treasure.c:41
#define FLAG_REMOVED
Object is not in any map or invenory.
Definition: define.h:232
int16_t hp
Hit Points.
Definition: living.h:39
short freearr_y[SIZEOFFREE]
Y offset when searching around a spot.
Definition: object.c:71
#define SPARSE
Definition: treasure.c:40
#define SPIRAL_LAYOUT
Definition: random_map.h:107
void object_free_drop_inventory(object *ob)
Frees everything allocated by an object, removes it from the list of used objects, and puts it on the list of free objects.
Definition: object.c:1368
int16_t y
Position in the map for this object.
Definition: object.h:326
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Same as object_insert_in_map() except it handle separate coordinates and do a clean job preparing mul...
Definition: object.c:1921
#define CONCENTRATED
Definition: treasure.c:35
#define FLAG_ALIVE
Object can fight (or be fought)
Definition: define.h:230
int map_layout_style
Definition: random_map.h:86
#define DOORED
Definition: treasure.c:38
object * object_new(void)
Grabs an object from the list of unused objects, makes sure it is initialised, and returns it...
Definition: object.c:1037
object * create_archetype(const char *name)
Finds which archetype matches the given name, and returns a new object containing a copy of the arche...
Definition: arch.c:620
object * object_insert_in_ob(object *op, object *where)
This function inserts the object op in the linked list inside the object environment.
Definition: object.c:2690
long unsigned int total_map_hp
Total hit points of the monsters in the map, used for treasure generation.
Definition: random_map.h:88
signed short int16_t
Definition: win32.h:160
int surround_flag3(mapstruct *map, int i, int j, RMParms *RP)
Check a map for blocked spots.
Definition: wall.c:114
object * find_closest_monster(mapstruct *map, int x, int y, RMParms *RP)
finds the closest monster and returns him, regardless of doors or walls
Definition: treasure.c:338
int * room_free_spots_x
Positions.
Definition: treasure.c:575
#define LAST_OPTION
Definition: treasure.c:43
struct mapdef * map
Pointer to the map in which this object is present.
Definition: object.h:297
#define snprintf
Definition: win32.h:46
const char * name
The name of the object, obviously...
Definition: object.h:311
char dungeon_name[RM_SIZE]
If not empty, will be used in the name of the random keys.
Definition: random_map.h:67
object * retrofit_joined_wall(mapstruct *the_map, int i, int j, int insert_flag, RMParms *RP)
this takes a map, and changes an existing wall to match what&#39;s blocked around it, counting only doors...
Definition: wall.c:315
static object ** surround_by_doors(mapstruct *map, char **layout, int x, int y, int opts)
Surrounds the point x,y by doors, so as to enclose something, like a chest.
Definition: treasure.c:798
object * find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP)
Find a monster in a room.
Definition: treasure.c:546
int dungeon_level
Definition: random_map.h:79
int8_t Cha
Definition: living.h:35
object * place_chest(int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms *RP)
Put a chest into the map.
Definition: treasure.c:233
#define SIZEOFFREE
Definition: define.h:154
#define P_OUT_OF_MAP
This space is outside the map.
Definition: map.h:251
#define GET_MAP_MOVE_BLOCK(M, X, Y)
Gets the blocking state of a square.
Definition: map.h:192
#define SQUARE_SPIRAL_LAYOUT
Definition: random_map.h:110
#define QUERY_FLAG(xyz, p)
Definition: define.h:225
#define HEAD(op)
Returns the head part of an object.
Definition: object.h:594
static void remove_adjacent_doors(object *door)
This removes any &#39;normal&#39; doors around the specified door.
Definition: treasure.c:961
See Locked Door.
Definition: object.h:123
int symmetry_used
Definition: random_map.h:90
See Door.
Definition: object.h:126
static object * door_in_square(mapstruct *map, int x, int y)
Returns the first door in this square, or NULL if there isn&#39;t a door.
Definition: treasure.c:846
int16_t x
Definition: object.h:326
int Ysize
Definition: random_map.h:70
int wall_blocked(mapstruct *m, int x, int y)
Returns true if square x,y has P_NO_PASS set, which is true for walls and doors but not monsters...
Definition: treasure.c:62
#define MOVE_BLOCK_DEFAULT
The normal assumption is that objects are walking/flying.
Definition: define.h:424
int object_find_first_free_spot(const object *ob, mapstruct *m, int x, int y)
object_find_first_free_spot(archetype, mapstruct, x, y) works like object_find_free_spot(), but it will search max number of squares.
Definition: object.c:3458
See Container.
Definition: object.h:231
uint16_t difficulty
What level the player should be to play here.
Definition: map.h:343
static const flag_definition flags[]
Flag mapping.
#define FOR_MAP_FINISH()
Finishes FOR_MAP_PREPARE().
Definition: define.h:765
int Xsize
Definition: random_map.h:69
#define GET_MAP_FLAGS(M, X, Y)
Gets map flags.
Definition: map.h:161
#define PASS_DOORS
Definition: treasure.c:47
#define RANDOM()
Definition: define.h:679
#define TRAPPED
Definition: treasure.c:39
living stats
Str, Con, Dex, etc.
Definition: object.h:368
uint8_t type
PLAYER, BULLET, etc.
Definition: object.h:338
int * room_free_spots_y
Positions.
Definition: treasure.c:576
sstring add_string(const char *str)
This will add &#39;str&#39; to the hash table.
Definition: shstr.c:124
#define BC_RANDOM(x)
Macro to get a strongly centered random distribution, from 0 to x, centered at x/2.
Definition: random_map.h:151
#define GET_MAP_OB(M, X, Y)
Gets the bottom object on a map.
Definition: map.h:172
#define FLAG_MONSTER
Will attack players.
Definition: define.h:245
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
This rolls up wall, blocks_magic, blocks_view, etc, all into one function that just returns a P_...
Definition: map.c:302
#define SIZEOFFREE1
Definition: define.h:152
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
Definition: logger.c:51
int difficulty
Definition: random_map.h:75
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
Constructs a loop iterating over all objects of a map tile.
Definition: define.h:758
mapstruct * find_style(const char *dirname, const char *stylename, int difficulty)
Loads and returns the map requested.
Definition: style.c:180
This is a game-map.
Definition: map.h:325
#define P_IS_ALIVE
Something alive is on this space.
Definition: map.h:237
const New_Face * face
Face with colors.
Definition: object.h:332
int16_t level
Level of creature or object.
Definition: object.h:351
void object_remove(object *op)
This function removes the object op from the linked list of objects which it is currently tied to...
Definition: object.c:1654
object * find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP)
A recursive routine which will return a monster, eventually, if there is one.
Definition: treasure.c:495
#define HIDDEN
Definition: treasure.c:36
Definition: main.c:88