Crossfire Server, Trunk  R21670
treasure.c
Go to the documentation of this file.
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  int num_treasures;
95 
96  /* bail out if treasure isn't wanted. */
97  if (treasure_style)
98  if (!strcmp(treasure_style, "none")) {
99  return;
100  }
101  if (treasureoptions <= 0) {
102  treasureoptions = RANDOM()%(2*LAST_OPTION);
103  }
104 
105  /* filter out the mutually exclusive options */
106  if ((treasureoptions&RICH) && (treasureoptions&SPARSE)) {
107  if (RANDOM()%2) {
108  treasureoptions -= 1;
109  } else {
110  treasureoptions -= 2;
111  }
112  }
113 
114  /* pick the number of treasures */
115  if (treasureoptions&SPARSE) {
116  num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1);
117  } else if (treasureoptions&RICH) {
118  num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1);
119  } else {
120  num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1);
121  }
122 
123  if (num_treasures <= 0) {
124  return;
125  }
126 
127  /* all the treasure at one spot in the map. */
128  if (treasureoptions&CONCENTRATED) {
129  /* map_layout_style global, and is previously set */
130  switch (RP->map_layout_style) {
131  case ONION_LAYOUT:
132  case SPIRAL_LAYOUT:
133  case SQUARE_SPIRAL_LAYOUT: {
134  int i, j;
135 
136  /* search the onion for C's or '>', and put treasure there. */
137  for (i = 0; i < RP->Xsize; i++) {
138  for (j = 0; j < RP->Ysize; j++) {
139  if (layout[i][j] == 'C' || layout[i][j] == '>') {
140  int tdiv = RP->symmetry_used;
141  object **doorlist;
142  object *chest;
143 
144  if (tdiv == 3) {
145  tdiv = 2; /* this symmetry uses a divisor of 2*/
146  }
147  /* don't put a chest on an exit. */
148  chest = place_chest(treasureoptions, i, j, map, num_treasures/tdiv, RP);
149  if (!chest) {
150  continue; /* if no chest was placed NEXT */
151  }
152  if (treasureoptions&(DOORED|HIDDEN)) {
153  doorlist = find_doors_in_room(map, i, j, RP);
154  lock_and_hide_doors(doorlist, map, treasureoptions, RP);
155  free(doorlist);
156  }
157  }
158  }
159  }
160  break;
161  }
162  default: {
163  int i, j, tries;
164  object *chest;
165  object **doorlist;
166 
167  i = j = -1;
168  tries = 0;
169  while (i == -1 && tries < 100) {
170  i = RANDOM()%(RP->Xsize-2)+1;
171  j = RANDOM()%(RP->Ysize-2)+1;
172  find_enclosed_spot(map, &i, &j, RP);
173  if (wall_blocked(map, i, j)) {
174  i = -1;
175  }
176  tries++;
177  }
178  chest = place_chest(treasureoptions, i, j, map, num_treasures, RP);
179  if (!chest) {
180  return;
181  }
182  i = chest->x;
183  j = chest->y;
184  if (treasureoptions&(DOORED|HIDDEN)) {
185  doorlist = surround_by_doors(map, layout, i, j, treasureoptions);
186  lock_and_hide_doors(doorlist, map, treasureoptions, RP);
187  free(doorlist);
188  }
189  }
190  }
191  } else { /* DIFFUSE treasure layout */
192  int ti, i, j;
193 
194  for (ti = 0; ti < num_treasures; ti++) {
195  i = RANDOM()%(RP->Xsize-2)+1;
196  j = RANDOM()%(RP->Ysize-2)+1;
197  place_chest(treasureoptions, i, j, map, 1, RP);
198  }
199  }
200 }
201 
223 object *place_chest(int treasureoptions, int x, int y, mapstruct *map, int n_treasures, RMParms *RP)
224 {
225  object *the_chest = NULL;
226  int i, xl, yl;
227  treasurelist *tlist;
228 
229  // If the difficulty is greater than 5, then there is a chance for there to be a mimic lurking.
230  // It is a slim chance at any rate, so it shouldn't be a problem in any case.
231  if (map->difficulty > 5 && RANDOM() % 1000000 < map->difficulty*map->difficulty*map->difficulty)
232  {
233  the_chest = create_archetype("mimic");
234  }
235  else
236  {
237  mapstruct *chests_map = find_style("/styles/cheststyles", RP->cheststyle, map->difficulty);
238  if (chests_map) {
239  object *item = pick_random_object(chests_map);
240  if (item) {
241  the_chest = object_new();
242  object_copy_with_inv(item, the_chest);
243  }
244  }
245  }
246  if (the_chest == NULL) {
247  return NULL;
248  }
249 
250  /* first, find a place to put the chest. */
251  i = object_find_first_free_spot(the_chest, map, x, y);
252  if (i == -1) {
253  object_free_drop_inventory(the_chest);
254  return NULL;
255  }
256  xl = x+freearr_x[i];
257  yl = y+freearr_y[i];
258 
259  /* if the placement is blocked, return a fail. */
260  if (wall_blocked(map, xl, yl)) {
261  object_free_drop_inventory(the_chest);
262  return NULL;
263  }
264 
265  // If normal, then do the old behavior.
266  if (the_chest->type == TREASURE)
267  {
268  tlist = find_treasurelist("chest");
269  the_chest->randomitems = tlist;
270  the_chest->stats.hp = n_treasures;
271  }
272  // Otherwise, do the mimic treasurelist and don't change hp
273  else if (the_chest->type == MIMIC)
274  {
275  tlist = find_treasurelist("mimic");
276  the_chest->randomitems = tlist;
277  // TODO: Make mimics on higher levels have more treasure
278  }
279  /* stick a trap in the chest if required */
280  if (treasureoptions&TRAPPED) {
281  mapstruct *trap_map = find_style("/styles/trapstyles", "traps", -1);
282  object *the_trap;
283 
284  if (trap_map) {
285  the_trap = pick_random_object(trap_map);
286  if (the_trap) {
287  object *new_trap;
288 
289  new_trap = object_new();
290  object_copy_with_inv(the_trap, new_trap);
291  new_trap->stats.Cha = 10+RP->difficulty;
292  new_trap->level = BC_RANDOM((3*RP->difficulty)/2);
293  if (new_trap->level == 0) {
294  new_trap->level = 1;
295  }
296  new_trap->x = x;
297  new_trap->y = y;
298  object_insert_in_ob(new_trap, the_chest);
299  }
300  }
301  }
302 
303  /* set the chest lock code, and call the keyplacer routine with
304  the lockcode. It's not worth bothering to lock the chest if
305  there's only 1 treasure....*/
306  if ((treasureoptions&KEYREQUIRED) && n_treasures > 1) {
307  char keybuf[256];
308 
309  snprintf(keybuf, sizeof(keybuf), "%d", (int)RANDOM());
310  if (keyplace(map, x, y, keybuf, PASS_DOORS, 1, RP)) {
311  the_chest->slaying = add_string(keybuf);
312  }
313  }
314 
315  /* actually place the chest. */
316  object_insert_in_map_at(the_chest, map, NULL, 0, xl, yl);
317  return the_chest;
318 }
319 
334 object *find_closest_monster(mapstruct *map, int x, int y, RMParms *RP)
335 {
336  int i;
337 
338  for (i = 0; i < SIZEOFFREE; i++) {
339  int lx, ly;
340 
341  lx = x+freearr_x[i];
342  ly = y+freearr_y[i];
343  /* boundscheck */
344  if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
345  /* don't bother searching this square unless the map says life exists.*/
346  if (GET_MAP_FLAGS(map, lx, ly)&P_IS_ALIVE) {
347  FOR_MAP_PREPARE(map, lx, ly, the_monster)
348  if (QUERY_FLAG(the_monster, FLAG_MONSTER)) {
349  return the_monster;
350  }
351  FOR_MAP_FINISH();
352  }
353  }
354  return NULL;
355 }
356 
384 int keyplace(mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms *RP)
385 {
386  int i, j;
387  int kx, ky;
388  object *the_keymaster; /* the monster that gets the key. */
389  object *the_key;
390  char keybuf[256];
391  const char *keys[] = { "key2", "blue_key", "brown_key", "darkgray_key", "darkgreen_key", "gray_key", "green_key", "magenta_key", "red_key", "white_key" };
392 
393  /* get a key and set its keycode */
394  the_key = create_archetype(keys[RANDOM() % (sizeof(keys)/sizeof(*keys))]);
395  the_key->slaying = add_string(keycode);
396  free_string(the_key->name);
397  snprintf(keybuf, 256, "key from level %d of %s", RP->dungeon_level-1, RP->dungeon_name[0] != '\0' ? RP->dungeon_name : "a random map");
398  the_key->name = add_string(keybuf);
399 
400  if (door_flag == PASS_DOORS) {
401  int tries = 0;
402 
403  the_keymaster = NULL;
404  while (tries < 15 && the_keymaster == NULL) {
405  i = (RANDOM()%(RP->Xsize-2))+1;
406  j = (RANDOM()%(RP->Ysize-2))+1;
407  tries++;
408  the_keymaster = find_closest_monster(map, i, j, RP);
409  }
410  /* if we don't find a good keymaster, drop the key on the ground. */
411  if (the_keymaster == NULL) {
412  int freeindex;
413 
414  freeindex = -1;
415  for (tries = 0; tries < 15 && freeindex == -1; tries++) {
416  kx = (RANDOM()%(RP->Xsize-2))+1;
417  ky = (RANDOM()%(RP->Ysize-2))+1;
418  freeindex = object_find_first_free_spot(the_key, map, kx, ky);
419  }
420  if (freeindex != -1) {
421  kx += freearr_x[freeindex];
422  ky += freearr_y[freeindex];
423  }
424  }
425  } else { /* NO_PASS_DOORS --we have to work harder.*/
426  /* don't try to keyplace if we're sitting on a blocked square and
427  * NO_PASS_DOORS is set.
428  */
429  if (n_keys == 1) {
430  if (wall_blocked(map, x, y)) {
431  return 0;
432  }
433  the_keymaster = find_monster_in_room(map, x, y, RP);
434  if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
435  if (!find_spot_in_room(map, x, y, &kx, &ky, RP)) {
436  return 0;
437  }
438  } else {
439  /* It can happen that spots around that point are all blocked, so
440  * try to look farther away if needed
441  */
442  int sum = 0; /* count how many keys we actually place */
443  int distance = 1;
444 
445  while (distance < 5) {
446  /* I'm lazy, so just try to place in all 4 directions. */
447  sum += keyplace(map, x+distance, y, keycode, NO_PASS_DOORS, 1, RP);
448  sum += keyplace(map, x, y+distance, keycode, NO_PASS_DOORS, 1, RP);
449  sum += keyplace(map, x-distance, y, keycode, NO_PASS_DOORS, 1, RP);
450  sum += keyplace(map, x, y-distance, keycode, NO_PASS_DOORS, 1, RP);
451  if (sum < 2) { /* we might have made a disconnected map-place more keys. */
452  /* diagonally this time. */
453  keyplace(map, x+distance, y+distance, keycode, NO_PASS_DOORS, 1, RP);
454  keyplace(map, x+distance, y-distance, keycode, NO_PASS_DOORS, 1, RP);
455  keyplace(map, x-distance, y+distance, keycode, NO_PASS_DOORS, 1, RP);
456  keyplace(map, x-distance, y-distance, keycode, NO_PASS_DOORS, 1, RP);
457  }
458  if (sum > 0) {
459  return 1;
460  }
461  distance++;
462  }
463  return 0;
464  }
465  }
466 
467  if (the_keymaster == NULL) {
468  object_insert_in_map_at(the_key, map, NULL, 0, kx, ky);
469  return 1;
470  }
471 
472  object_insert_in_ob(the_key, the_keymaster);
473  return 1;
474 }
475 
491 object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP)
492 {
493  int i, j;
494 
495  /* bounds check x and y */
496  if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) {
497  return NULL;
498  }
499 
500  /* if the square is blocked or searched already, leave */
501  if (layout[x][y] != 0) {
502  return NULL;
503  }
504 
505  /* check the current square for a monster. If there is one,
506  set theMonsterToFind and return it. */
507  layout[x][y] = 1;
508  if (GET_MAP_FLAGS(map, x, y)&P_IS_ALIVE) {
509  FOR_MAP_PREPARE(map, x, y, the_monster)
510  if (QUERY_FLAG(the_monster, FLAG_ALIVE)) {
511  return HEAD(the_monster);
512  }
513  FOR_MAP_FINISH();
514  }
515 
516  /* now search all the 8 squares around recursively for a monster, in random order */
517  for (i = RANDOM()%8, j = 0; j < 8; i++, j++) {
518  object *the_monster;
519 
520  the_monster = find_monster_in_room_recursive(layout, map, x+freearr_x[i%8+1], y+freearr_y[i%8+1], RP);
521  if (the_monster != NULL) {
522  return the_monster;
523  }
524  }
525  return NULL;
526 }
527 
542 object *find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP)
543 {
544  char **layout2;
545  int i, j;
546  object *theMonsterToFind;
547 
548  layout2 = (char **)calloc(sizeof(char *), RP->Xsize);
549  /* allocate and copy the layout, converting C to 0. */
550  for (i = 0; i < RP->Xsize; i++) {
551  layout2[i] = (char *)calloc(sizeof(char), RP->Ysize);
552  for (j = 0; j < RP->Ysize; j++) {
553  if (wall_blocked(map, i, j)) {
554  layout2[i][j] = '#';
555  }
556  }
557  }
558  theMonsterToFind = find_monster_in_room_recursive(layout2, map, x, y, RP);
559 
560  /* deallocate the temp. layout */
561  for (i = 0; i < RP->Xsize; i++) {
562  free(layout2[i]);
563  }
564  free(layout2);
565 
566  return theMonsterToFind;
567 }
568 
570 typedef struct free_spots_struct {
575 
590 static void find_spot_in_room_recursive(char **layout, int x, int y, RMParms *RP, free_spots_struct *spots)
591 {
592  int i, j;
593 
594  /* bounds check x and y */
595  if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) {
596  return;
597  }
598 
599  /* if the square is blocked or searched already, leave */
600  if (layout[x][y] != 0) {
601  return;
602  }
603 
604  /* set the current square as checked, and add it to the list.
605  check off this point */
606  layout[x][y] = 1;
610  /* now search all the 8 squares around recursively for free spots, in random order */
611  for (i = RANDOM()%8, j = 0; j < 8; i++, j++) {
612  find_spot_in_room_recursive(layout, x+freearr_x[i%8+1], y+freearr_y[i%8+1], RP, spots);
613  }
614 }
615 
634 int find_spot_in_room(mapstruct *map, int x, int y, int *kx, int *ky, RMParms *RP)
635 {
636  char **layout2;
637  int i, j;
638  free_spots_struct spots;
639 
641  spots.room_free_spots_x = (int *)calloc(sizeof(int), RP->Xsize*RP->Ysize);
642  spots.room_free_spots_y = (int *)calloc(sizeof(int), RP->Xsize*RP->Ysize);
643 
644  layout2 = (char **)calloc(sizeof(char *), RP->Xsize);
645  /* allocate and copy the layout, converting C to 0. */
646  for (i = 0; i < RP->Xsize; i++) {
647  layout2[i] = (char *)calloc(sizeof(char), RP->Ysize);
648  for (j = 0; j < RP->Ysize; j++) {
649  if (wall_blocked(map, i, j)) {
650  layout2[i][j] = '#';
651  }
652  }
653  }
654 
655  /* setup num_free_spots and room_free_spots */
656  find_spot_in_room_recursive(layout2, x, y, RP, &spots);
657 
658  if (spots.number_of_free_spots_in_room > 0) {
660  *kx = spots.room_free_spots_x[i];
661  *ky = spots.room_free_spots_y[i];
662  }
663 
664  /* deallocate the temp. layout */
665  for (i = 0; i < RP->Xsize; i++) {
666  free(layout2[i]);
667  }
668  free(layout2);
669  free(spots.room_free_spots_x);
670  free(spots.room_free_spots_y);
671 
672  if (spots.number_of_free_spots_in_room > 0) {
673  return 1;
674  }
675  return 0;
676 }
677 
690 void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP)
691 {
692  int x, y;
693  int i;
694 
695  x = *cx;
696  y = *cy;
697 
698  for (i = 0; i <= SIZEOFFREE1; i++) {
699  int lx, ly, sindex;
700  lx = x+freearr_x[i];
701  ly = y+freearr_y[i];
702  sindex = surround_flag3(map, lx, ly, RP);
703  /* if it's blocked on 3 sides, it's enclosed */
704  if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) {
705  *cx = lx;
706  *cy = ly;
707  return;
708  }
709  }
710 
711  /* OK, if we got here, we're obviously someplace where there's no enclosed
712  spots--try to find someplace which is 2x enclosed. */
713  for (i = 0; i <= SIZEOFFREE1; i++) {
714  int lx, ly, sindex;
715 
716  lx = x+freearr_x[i];
717  ly = y+freearr_y[i];
718  sindex = surround_flag3(map, lx, ly, RP);
719  /* if it's blocked on 3 sides, it's enclosed */
720  if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) {
721  *cx = lx;
722  *cy = ly;
723  return;
724  }
725  }
726 
727  /* settle for one surround point */
728  for (i = 0; i <= SIZEOFFREE1; i++) {
729  int lx, ly, sindex;
730 
731  lx = x+freearr_x[i];
732  ly = y+freearr_y[i];
733  sindex = surround_flag3(map, lx, ly, RP);
734  /* if it's blocked on 3 sides, it's enclosed */
735  if (sindex) {
736  *cx = lx;
737  *cy = ly;
738  return;
739  }
740  }
741 
742  /* give up and return the closest free spot. */
743  archetype *arch = find_archetype("chest");
744  if (arch != NULL) {
745  i = object_find_first_free_spot(&arch->clone, map, x, y);
746  if (i != -1 && i <= SIZEOFFREE1) {
747  *cx = x+freearr_x[i];
748  *cy = y+freearr_y[i];
749  return;
750  }
751  }
752  /* indicate failure */
753  *cx = *cy = -1;
754 }
755 
763 void remove_monsters(int x, int y, mapstruct *map)
764 {
765  FOR_MAP_PREPARE(map, x, y, tmp) {
766  if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
767  tmp = HEAD(tmp);
768  object_remove(tmp);
770  tmp = GET_MAP_OB(map, x, y);
771  if (tmp == NULL) {
772  break;
773  }
774  }
775  }
776  FOR_MAP_FINISH();
777 }
778 
797 static object **surround_by_doors(mapstruct *map, char **layout, int x, int y, int opts)
798 {
799  int i;
800  const char *doors[2];
801  object **doorlist;
802  int ndoors_made = 0;
803  doorlist = (object **)calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */
804 
805  /* this is a list we pick from, for horizontal and vertical doors */
806  if (opts&DOORED) {
807  doors[0] = "locked_door2";
808  doors[1] = "locked_door1";
809  } else {
810  doors[0] = "door_1";
811  doors[1] = "door_2";
812  }
813 
814  /* place doors in all the 8 adjacent unblocked squares. */
815  for (i = 1; i < 9; i++) {
816  int x1 = x+freearr_x[i], y1 = y+freearr_y[i];
817 
818  if (!wall_blocked(map, x1, y1)
819  || layout[x1][y1] == '>') {/* place a door */
820  object *new_door = create_archetype((freearr_x[i] == 0) ? doors[1] : doors[0]);
821  int16_t nx, ny;
822 
823  nx = x+freearr_x[i];
824  ny = y+freearr_y[i];
825  remove_monsters(nx, ny, map);
826  object_insert_in_map_at(new_door, map, NULL, 0, nx, ny);
827  doorlist[ndoors_made] = new_door;
828  ndoors_made++;
829  }
830  }
831  return doorlist;
832 }
833 
845 static object *door_in_square(mapstruct *map, int x, int y)
846 {
847  FOR_MAP_PREPARE(map, x, y, tmp)
848  if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) {
849  return tmp;
850  }
851  FOR_MAP_FINISH();
852  return NULL;
853 }
854 
869 void find_doors_in_room_recursive(char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms *RP)
870 {
871  int i, j;
872  object *door;
873 
874  /* bounds check x and y */
875  if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) {
876  return;
877  }
878 
879  /* if the square is blocked or searched already, leave */
880  if (layout[x][y] == 1) {
881  return;
882  }
883 
884  /* check off this point */
885  if (layout[x][y] == '#') { /* there could be a door here */
886  layout[x][y] = 1;
887  door = door_in_square(map, x, y);
888  if (door != NULL) {
889  doorlist[*ndoors] = door;
890  if (*ndoors > 254) { /* eek! out of memory */
891  LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
892  return;
893  }
894  *ndoors = *ndoors+1;
895  }
896  } else {
897  layout[x][y] = 1;
898  /* now search all the 8 squares around recursively for free spots, in random order */
899  for (i = RANDOM()%8, j = 0; j < 8; i++, j++) {
900  find_doors_in_room_recursive(layout, map, x+freearr_x[i%8+1], y+freearr_y[i%8+1], doorlist, ndoors, RP);
901  }
902  }
903 }
904 
919 object **find_doors_in_room(mapstruct *map, int x, int y, RMParms *RP)
920 {
921  char **layout2;
922  object **doorlist;
923  int i, j;
924  int ndoors = 0;
925 
926  doorlist = (object **)calloc(sizeof(*doorlist), 256);
927 
928 
929  layout2 = (char **)calloc(sizeof(char *), RP->Xsize);
930  /* allocate and copy the layout, converting C to 0. */
931  for (i = 0; i < RP->Xsize; i++) {
932  layout2[i] = (char *)calloc(sizeof(char), RP->Ysize);
933  for (j = 0; j < RP->Ysize; j++) {
934  if (wall_blocked(map, i, j)) {
935  layout2[i][j] = '#';
936  }
937  }
938  }
939 
940  /* setup num_free_spots and room_free_spots */
941  find_doors_in_room_recursive(layout2, map, x, y, doorlist, &ndoors, RP);
942 
943  /* deallocate the temp. layout */
944  for (i = 0; i < RP->Xsize; i++) {
945  free(layout2[i]);
946  }
947  free(layout2);
948  return doorlist;
949 }
950 
960 static void remove_adjacent_doors(object *door)
961 {
962  mapstruct *m = door->map;
963  int x = door->x;
964  int y = door->y;
965  int i, flags;
966 
967  for (i = 1; i <= 8; i++) {
968  flags = get_map_flags(m, NULL, x+freearr_x[i], y+freearr_y[i], NULL, NULL);
969  if (flags&P_OUT_OF_MAP) {
970  continue;
971  }
972 
973  /* Old style doors are living objects. So if P_IS_ALIVE is not
974  * set, can not be a door on this space.
975  */
976  if (flags&P_IS_ALIVE) {
977  FOR_MAP_PREPARE(m, x+freearr_x[i], y+freearr_y[i], tmp) {
978  if (tmp->type == DOOR) {
979  object_remove(tmp);
981  break;
982  }
983  }
984  FOR_MAP_FINISH();
985  }
986  }
987 }
988 
1004 void lock_and_hide_doors(object **doorlist, mapstruct *map, int opts, RMParms *RP)
1005 {
1006  object *door;
1007  int i;
1008 
1009  /* lock the doors and hide the keys. */
1010  if (opts&DOORED) {
1011  for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) {
1012  object *new_door = create_archetype("locked_door1");
1013  char keybuf[256];
1014 
1015  door = doorlist[i];
1016  new_door->face = door->face;
1017  object_remove(door);
1019  doorlist[i] = new_door;
1020  object_insert_in_map_at(new_door, map, NULL, 0, door->x, door->y);
1021 
1022  snprintf(keybuf, 256, "%d", (int)RANDOM());
1023  if (keyplace(map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP)) {
1024  new_door->slaying = add_string(keybuf);
1025  }
1026  }
1027  for (i = 0; doorlist[i] != NULL; i++) {
1028  remove_adjacent_doors(doorlist[i]);
1029  }
1030  }
1031 
1032  /* change the faces of the doors and surrounding walls to hide them. */
1033  if (opts&HIDDEN) {
1034  for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) {
1035  object *wallface;
1036 
1037  door = doorlist[i];
1038  wallface = retrofit_joined_wall(map, door->x, door->y, 1, RP);
1039  if (wallface != NULL) {
1040  retrofit_joined_wall(map, door->x-1, door->y, 0, RP);
1041  retrofit_joined_wall(map, door->x+1, door->y, 0, RP);
1042  retrofit_joined_wall(map, door->x, door->y-1, 0, RP);
1043  retrofit_joined_wall(map, door->x, door->y+1, 0, RP);
1044  door->face = wallface->face;
1045  if (!QUERY_FLAG(wallface, FLAG_REMOVED)) {
1046  object_remove(wallface);
1047  }
1048  object_free_drop_inventory(wallface);
1049  }
1050  }
1051  }
1052 }
static void find_spot_in_room_recursive(char **layout, int x, int y, RMParms *RP, free_spots_struct *spots)
Definition: treasure.c:590
archetype * find_archetype(const char *name)
Definition: arch.c:695
object ** find_doors_in_room(mapstruct *map, int x, int y, RMParms *RP)
Definition: treasure.c:919
#define ONION_LAYOUT
Definition: random_map.h:110
void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP)
Definition: treasure.c:690
void find_doors_in_room_recursive(char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms *RP)
Definition: treasure.c:869
void remove_monsters(int x, int y, mapstruct *map)
Definition: treasure.c:763
void lock_and_hide_doors(object **doorlist, mapstruct *map, int opts, RMParms *RP)
Definition: treasure.c:1004
void object_copy_with_inv(const object *src_ob, object *dest_ob)
Definition: object.c:952
void place_treasure(mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms *RP)
Definition: treasure.c:92
treasurelist * find_treasurelist(const char *name)
Definition: treasure.c:290
int number_of_free_spots_in_room
Definition: treasure.c:573
void free_string(sstring str)
Definition: shstr.c:280
struct free_spots_struct free_spots_struct
int keyplace(mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms *RP)
Definition: treasure.c:384
struct treasureliststruct * randomitems
Definition: object.h:388
object clone
Definition: object.h:472
short freearr_x[SIZEOFFREE]
Definition: object.c:65
const char * slaying
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)
Definition: treasure.c:634
#define OUT_OF_REAL_MAP(M, X, Y)
Definition: map.h:217
Definition: object.h:249
#define KEYREQUIRED
Definition: treasure.c:37
object * pick_random_object(mapstruct *style)
Definition: style.c:289
#define RICH
Definition: treasure.c:41
Definition: object.h:467
#define FLAG_REMOVED
Definition: define.h:232
int16_t hp
Definition: living.h:40
short freearr_y[SIZEOFFREE]
Definition: object.c:71
#define SPARSE
Definition: treasure.c:40
#define SPIRAL_LAYOUT
Definition: random_map.h:112
void object_free_drop_inventory(object *ob)
Definition: object.c:1316
int16_t y
Definition: object.h:327
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Definition: object.c:1838
#define CONCENTRATED
Definition: treasure.c:35
#define FLAG_ALIVE
Definition: define.h:230
int map_layout_style
Definition: random_map.h:91
#define DOORED
Definition: treasure.c:38
object * object_new(void)
Definition: object.c:1011
object * create_archetype(const char *name)
Definition: arch.c:620
object * object_insert_in_ob(object *op, object *where)
Definition: object.c:2591
long unsigned int total_map_hp
Definition: random_map.h:93
signed short int16_t
Definition: win32.h:160
int surround_flag3(mapstruct *map, int i, int j, RMParms *RP)
Definition: wall.c:114
object * find_closest_monster(mapstruct *map, int x, int y, RMParms *RP)
Definition: treasure.c:334
int * room_free_spots_x
Definition: treasure.c:571
#define LAST_OPTION
Definition: treasure.c:43
struct mapdef * map
Definition: object.h:297
#define snprintf
Definition: win32.h:46
const char * name
Definition: object.h:311
char dungeon_name[RM_SIZE]
Definition: random_map.h:72
object * retrofit_joined_wall(mapstruct *the_map, int i, int j, int insert_flag, RMParms *RP)
Definition: wall.c:314
static object ** surround_by_doors(mapstruct *map, char **layout, int x, int y, int opts)
Definition: treasure.c:797
object * find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP)
Definition: treasure.c:542
int dungeon_level
Definition: random_map.h:84
int8_t Cha
Definition: living.h:36
#define SIZEOFFREE
Definition: define.h:154
#define P_OUT_OF_MAP
Definition: map.h:251
#define GET_MAP_MOVE_BLOCK(M, X, Y)
Definition: map.h:192
#define SQUARE_SPIRAL_LAYOUT
Definition: random_map.h:115
#define QUERY_FLAG(xyz, p)
Definition: define.h:225
#define HEAD(op)
Definition: object.h:594
static void remove_adjacent_doors(object *door)
Definition: treasure.c:960
int symmetry_used
Definition: random_map.h:95
Definition: object.h:126
static object * door_in_square(mapstruct *map, int x, int y)
Definition: treasure.c:845
int16_t x
Definition: object.h:327
int Ysize
Definition: random_map.h:75
int wall_blocked(mapstruct *m, int x, int y)
Definition: treasure.c:62
#define MOVE_BLOCK_DEFAULT
Definition: define.h:424
int object_find_first_free_spot(const object *ob, mapstruct *m, int x, int y)
Definition: object.c:3320
uint16_t difficulty
Definition: map.h:343
static const flag_definition flags[]
#define FOR_MAP_FINISH()
Definition: define.h:767
int Xsize
Definition: random_map.h:74
#define GET_MAP_FLAGS(M, X, Y)
Definition: map.h:161
#define PASS_DOORS
Definition: treasure.c:47
#define RANDOM()
Definition: define.h:681
#define TRAPPED
Definition: treasure.c:39
living stats
Definition: object.h:370
uint8_t type
Definition: object.h:340
int * room_free_spots_y
Definition: treasure.c:572
char cheststyle[RM_SIZE]
Definition: random_map.h:53
sstring add_string(const char *str)
Definition: shstr.c:124
#define BC_RANDOM(x)
Definition: random_map.h:156
#define GET_MAP_OB(M, X, Y)
Definition: map.h:172
#define FLAG_MONSTER
Definition: define.h:245
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
Definition: map.c:310
#define SIZEOFFREE1
Definition: define.h:152
void LOG(LogLevel logLevel, const char *format,...)
Definition: logger.c:51
int difficulty
Definition: random_map.h:80
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
Definition: define.h:760
mapstruct * find_style(const char *dirname, const char *stylename, int difficulty)
Definition: style.c:180
Definition: map.h:325
#define P_IS_ALIVE
Definition: map.h:237
const Face * face
Definition: object.h:333
int16_t level
Definition: object.h:353
object * place_chest(int treasureoptions, int x, int y, mapstruct *map, int n_treasures, RMParms *RP)
Definition: treasure.c:223
void object_remove(object *op)
Definition: object.c:1577
object * find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP)
Definition: treasure.c:491
#define HIDDEN
Definition: treasure.c:36
Definition: main.c:88