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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  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 
220 object *place_chest(int treasureoptions, int x, int y, mapstruct *map, int n_treasures, RMParms *RP)
221 {
222  object *the_chest = NULL;
223  int i, xl, yl;
224  treasurelist *tlist;
225 
226  // Since we scale the stats of the mimic based on the level of the dungeon,
227  // we can have no floor to generation difficulty.
228  // It is a slim chance at any rate, so it shouldn't be a problem in any case.
229  if ((uint32_t)(RANDOM() % 1000000) < (uint32_t)(map->difficulty*map->difficulty*map->difficulty))
230  {
231  the_chest = create_archetype("mimic");
232  // Set the level for the mimic so that it can be given apporpriate stats.
233  if (the_chest)
234  the_chest->level = map->difficulty;
235  }
236  else
237  {
238  mapstruct *chests_map = find_style("/styles/cheststyles", RP->cheststyle, map->difficulty);
239  if (chests_map) {
240  object *item = pick_random_object(chests_map);
241  if (item) {
242  the_chest = object_new();
243  object_copy_with_inv(item, the_chest);
244  }
245  }
246  }
247  if (the_chest == NULL) {
248  return NULL;
249  }
250 
251  /* first, find a place to put the chest. */
252  i = object_find_first_free_spot(the_chest, map, x, y);
253  if (i == -1) {
254  object_free_drop_inventory(the_chest);
255  return NULL;
256  }
257  xl = x+freearr_x[i];
258  yl = y+freearr_y[i];
259 
260  /* if the placement is blocked, return a fail. */
261  if (wall_blocked(map, xl, yl)) {
262  object_free_drop_inventory(the_chest);
263  return NULL;
264  }
265 
266  // If normal, then do the old behavior.
267  if (the_chest->type == TREASURE)
268  {
269  tlist = find_treasurelist("chest");
270  the_chest->randomitems = tlist;
271  the_chest->stats.hp = n_treasures;
272  }
273  // Otherwise, do the mimic treasurelist and don't change hp
274  else if (the_chest->type == MIMIC)
275  {
276  tlist = find_treasurelist("mimic");
277  the_chest->randomitems = tlist;
278  // TODO: Make mimics on higher levels have more treasure
279  }
280  /* stick a trap in the chest if required */
281  if (treasureoptions&TRAPPED) {
282  mapstruct *trap_map = find_style("/styles/trapstyles", "traps", -1);
283  object *the_trap;
284 
285  if (trap_map) {
286  the_trap = pick_random_object(trap_map);
287  if (the_trap) {
288  object *new_trap;
289 
290  new_trap = object_new();
291  object_copy_with_inv(the_trap, new_trap);
292  new_trap->stats.Cha = 10+RP->difficulty;
293  new_trap->level = BC_RANDOM((3*RP->difficulty)/2);
294  if (new_trap->level == 0) {
295  new_trap->level = 1;
296  }
297  new_trap->x = x;
298  new_trap->y = y;
299  object_insert_in_ob(new_trap, the_chest);
300  }
301  }
302  }
303 
304  /* set the chest lock code, and call the keyplacer routine with
305  the lockcode. It's not worth bothering to lock the chest if
306  there's only 1 treasure....*/
307  if ((treasureoptions&KEYREQUIRED) && n_treasures > 1) {
308  char keybuf[256];
309 
310  snprintf(keybuf, sizeof(keybuf), "%d", (int)RANDOM());
311  if (keyplace(map, x, y, keybuf, PASS_DOORS, 1, RP)) {
312  the_chest->slaying = add_string(keybuf);
313  }
314  }
315 
316  /* actually place the chest. */
317  object_insert_in_map_at(the_chest, map, NULL, 0, xl, yl);
318  return the_chest;
319 }
320 
335 object *find_closest_monster(mapstruct *map, int x, int y, RMParms *RP)
336 {
337  int i;
338 
339  for (i = 0; i < SIZEOFFREE; i++) {
340  int lx, ly;
341 
342  lx = x+freearr_x[i];
343  ly = y+freearr_y[i];
344  /* boundscheck */
345  if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
346  /* don't bother searching this square unless the map says life exists.*/
347  if (GET_MAP_FLAGS(map, lx, ly)&P_IS_ALIVE) {
348  FOR_MAP_PREPARE(map, lx, ly, the_monster)
349  if (QUERY_FLAG(the_monster, FLAG_MONSTER)) {
350  return the_monster;
351  }
352  FOR_MAP_FINISH();
353  }
354  }
355  return NULL;
356 }
357 
385 int keyplace(mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms *RP)
386 {
387  int i, j;
388  int kx, ky;
389  object *the_keymaster; /* the monster that gets the key. */
390  object *the_key;
391  char keybuf[256];
392  const char *keys[] = { "key2", "blue_key", "brown_key", "darkgray_key", "darkgreen_key", "gray_key", "green_key", "magenta_key", "red_key", "white_key" };
393 
394  /* get a key and set its keycode */
395  the_key = create_archetype(keys[RANDOM() % (sizeof(keys)/sizeof(*keys))]);
396  the_key->slaying = add_string(keycode);
397  free_string(the_key->name);
398  snprintf(keybuf, 256, "key from level %d of %s", RP->dungeon_level-1, RP->dungeon_name[0] != '\0' ? RP->dungeon_name : "a random map");
399  the_key->name = add_string(keybuf);
400 
401  if (door_flag == PASS_DOORS) {
402  int tries = 0;
403 
404  the_keymaster = NULL;
405  while (tries < 15 && the_keymaster == NULL) {
406  i = (RANDOM()%(RP->Xsize-2))+1;
407  j = (RANDOM()%(RP->Ysize-2))+1;
408  tries++;
409  the_keymaster = find_closest_monster(map, i, j, RP);
410  }
411  /* if we don't find a good keymaster, drop the key on the ground. */
412  if (the_keymaster == NULL) {
413  int freeindex;
414 
415  freeindex = -1;
416  for (tries = 0; tries < 15 && freeindex == -1; tries++) {
417  kx = (RANDOM()%(RP->Xsize-2))+1;
418  ky = (RANDOM()%(RP->Ysize-2))+1;
419  freeindex = object_find_first_free_spot(the_key, map, kx, ky);
420  }
421  if (freeindex != -1) {
422  kx += freearr_x[freeindex];
423  ky += freearr_y[freeindex];
424  }
425  }
426  } else { /* NO_PASS_DOORS --we have to work harder.*/
427  /* don't try to keyplace if we're sitting on a blocked square and
428  * NO_PASS_DOORS is set.
429  */
430  if (n_keys == 1) {
431  if (wall_blocked(map, x, y)) {
432  return 0;
433  }
434  the_keymaster = find_monster_in_room(map, x, y, RP);
435  if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
436  if (!find_spot_in_room(map, x, y, &kx, &ky, RP)) {
437  return 0;
438  }
439  } else {
440  /* It can happen that spots around that point are all blocked, so
441  * try to look farther away if needed
442  */
443  int sum = 0; /* count how many keys we actually place */
444  int distance = 1;
445 
446  while (distance < 5) {
447  /* I'm lazy, so just try to place in all 4 directions. */
448  sum += keyplace(map, x+distance, y, keycode, NO_PASS_DOORS, 1, RP);
449  sum += keyplace(map, x, y+distance, keycode, NO_PASS_DOORS, 1, RP);
450  sum += keyplace(map, x-distance, y, keycode, NO_PASS_DOORS, 1, RP);
451  sum += keyplace(map, x, y-distance, keycode, NO_PASS_DOORS, 1, RP);
452  if (sum < 2) { /* we might have made a disconnected map-place more keys. */
453  /* diagonally this time. */
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  keyplace(map, x-distance, y-distance, keycode, NO_PASS_DOORS, 1, RP);
458  }
459  if (sum > 0) {
460  return 1;
461  }
462  distance++;
463  }
464  return 0;
465  }
466  }
467 
468  if (the_keymaster == NULL) {
469  object_insert_in_map_at(the_key, map, NULL, 0, kx, ky);
470  return 1;
471  }
472 
473  object_insert_in_ob(the_key, the_keymaster);
474  return 1;
475 }
476 
492 object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP)
493 {
494  int i, j;
495 
496  /* bounds check x and y */
497  if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) {
498  return NULL;
499  }
500 
501  /* if the square is blocked or searched already, leave */
502  if (layout[x][y] != 0) {
503  return NULL;
504  }
505 
506  /* check the current square for a monster. If there is one,
507  set theMonsterToFind and return it. */
508  layout[x][y] = 1;
509  if (GET_MAP_FLAGS(map, x, y)&P_IS_ALIVE) {
510  FOR_MAP_PREPARE(map, x, y, the_monster)
511  if (QUERY_FLAG(the_monster, FLAG_ALIVE)) {
512  return HEAD(the_monster);
513  }
514  FOR_MAP_FINISH();
515  }
516 
517  /* now search all the 8 squares around recursively for a monster, in random order */
518  for (i = RANDOM()%8, j = 0; j < 8; i++, j++) {
519  object *the_monster;
520 
521  the_monster = find_monster_in_room_recursive(layout, map, x+freearr_x[i%8+1], y+freearr_y[i%8+1], RP);
522  if (the_monster != NULL) {
523  return the_monster;
524  }
525  }
526  return NULL;
527 }
528 
543 object *find_monster_in_room(mapstruct *map, int x, int y, RMParms *RP)
544 {
545  char **layout2;
546  int i, j;
547  object *theMonsterToFind;
548 
549  layout2 = (char **)calloc(sizeof(char *), RP->Xsize);
550  /* allocate and copy the layout, converting C to 0. */
551  for (i = 0; i < RP->Xsize; i++) {
552  layout2[i] = (char *)calloc(sizeof(char), RP->Ysize);
553  for (j = 0; j < RP->Ysize; j++) {
554  if (wall_blocked(map, i, j)) {
555  layout2[i][j] = '#';
556  }
557  }
558  }
559  theMonsterToFind = find_monster_in_room_recursive(layout2, map, x, y, RP);
560 
561  /* deallocate the temp. layout */
562  for (i = 0; i < RP->Xsize; i++) {
563  free(layout2[i]);
564  }
565  free(layout2);
566 
567  return theMonsterToFind;
568 }
569 
571 typedef struct free_spots_struct {
576 
591 static void find_spot_in_room_recursive(char **layout, int x, int y, RMParms *RP, free_spots_struct *spots)
592 {
593  int i, j;
594 
595  /* bounds check x and y */
596  if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) {
597  return;
598  }
599 
600  /* if the square is blocked or searched already, leave */
601  if (layout[x][y] != 0) {
602  return;
603  }
604 
605  /* set the current square as checked, and add it to the list.
606  check off this point */
607  layout[x][y] = 1;
611  /* now search all the 8 squares around recursively for free spots, in random order */
612  for (i = RANDOM()%8, j = 0; j < 8; i++, j++) {
613  find_spot_in_room_recursive(layout, x+freearr_x[i%8+1], y+freearr_y[i%8+1], RP, spots);
614  }
615 }
616 
635 int find_spot_in_room(mapstruct *map, int x, int y, int *kx, int *ky, RMParms *RP)
636 {
637  char **layout2;
638  int i, j;
639  free_spots_struct spots;
640 
642  spots.room_free_spots_x = (int *)calloc(sizeof(int), RP->Xsize*RP->Ysize);
643  spots.room_free_spots_y = (int *)calloc(sizeof(int), RP->Xsize*RP->Ysize);
644 
645  layout2 = (char **)calloc(sizeof(char *), RP->Xsize);
646  /* allocate and copy the layout, converting C to 0. */
647  for (i = 0; i < RP->Xsize; i++) {
648  layout2[i] = (char *)calloc(sizeof(char), RP->Ysize);
649  for (j = 0; j < RP->Ysize; j++) {
650  if (wall_blocked(map, i, j)) {
651  layout2[i][j] = '#';
652  }
653  }
654  }
655 
656  /* setup num_free_spots and room_free_spots */
657  find_spot_in_room_recursive(layout2, x, y, RP, &spots);
658 
659  if (spots.number_of_free_spots_in_room > 0) {
661  *kx = spots.room_free_spots_x[i];
662  *ky = spots.room_free_spots_y[i];
663  }
664 
665  /* deallocate the temp. layout */
666  for (i = 0; i < RP->Xsize; i++) {
667  free(layout2[i]);
668  }
669  free(layout2);
670  free(spots.room_free_spots_x);
671  free(spots.room_free_spots_y);
672 
673  if (spots.number_of_free_spots_in_room > 0) {
674  return 1;
675  }
676  return 0;
677 }
678 
691 void find_enclosed_spot(mapstruct *map, int *cx, int *cy, RMParms *RP)
692 {
693  int x, y;
694  int i;
695 
696  x = *cx;
697  y = *cy;
698 
699  for (i = 0; i <= SIZEOFFREE1; i++) {
700  int lx, ly, sindex;
701  lx = x+freearr_x[i];
702  ly = y+freearr_y[i];
703  sindex = surround_flag3(map, lx, ly, RP);
704  /* if it's blocked on 3 sides, it's enclosed */
705  if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) {
706  *cx = lx;
707  *cy = ly;
708  return;
709  }
710  }
711 
712  /* OK, if we got here, we're obviously someplace where there's no enclosed
713  spots--try to find someplace which is 2x enclosed. */
714  for (i = 0; i <= SIZEOFFREE1; i++) {
715  int lx, ly, sindex;
716 
717  lx = x+freearr_x[i];
718  ly = y+freearr_y[i];
719  sindex = surround_flag3(map, lx, ly, RP);
720  /* if it's blocked on 3 sides, it's enclosed */
721  if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) {
722  *cx = lx;
723  *cy = ly;
724  return;
725  }
726  }
727 
728  /* settle for one surround point */
729  for (i = 0; i <= SIZEOFFREE1; i++) {
730  int lx, ly, sindex;
731 
732  lx = x+freearr_x[i];
733  ly = y+freearr_y[i];
734  sindex = surround_flag3(map, lx, ly, RP);
735  /* if it's blocked on 3 sides, it's enclosed */
736  if (sindex) {
737  *cx = lx;
738  *cy = ly;
739  return;
740  }
741  }
742 
743  /* give up and return the closest free spot. */
744  archetype *arch = find_archetype("chest");
745  if (arch != NULL) {
746  i = object_find_first_free_spot(&arch->clone, map, x, y);
747  if (i != -1 && i <= SIZEOFFREE1) {
748  *cx = x+freearr_x[i];
749  *cy = y+freearr_y[i];
750  return;
751  }
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);
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 {
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) {
979  if (tmp->type == DOOR) {
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 }
DOORED
#define DOORED
Definition: treasure.c:38
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@ MIMIC
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