File: treasure.c

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/*
 * static char *rcsid_treasure_c =
 *   "$Id: treasure.c 7227 2007-09-20 07:04:08Z mwedel $";
 */

/*
    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.  */



#include <global.h>
#include <random_map.h>
#include <rproto.h>

/* some defines for various options which can be set. */

#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.
 */

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, given the 
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)
*/

void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) {
  char styledirname[256];
  char stylefilepath[256];
  mapstruct *style_map=0;
  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 */
  sprintf(styledirname,"%s","/styles/treasurestyles");
  sprintf(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 */

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;

  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 0;
  }
  
  
  /* put the treasures in the chest. */
  /*  if(style_map) { */
#if 0 /* don't use treasure style maps for now!  */
  int ti;
  /* if treasurestyle lists a treasure list, use it. */
  treasurelist *tlist=find_treasurelist(RP->treasurestyle);
  if(tlist!=NULL)
    for(ti=0;ti<n_treasures;ti++) {  /* use the treasure list */
      object *new_treasure=pick_random_object(style_map);
      insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest);
    }
  else { /* use the style map */
    the_chest->randomitems=tlist;
    the_chest->stats.hp = n_treasures;
  }
#endif
  else { /* neither style_map no treasure list given */
    treasurelist *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];
    sprintf(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 */
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.  
 * keycode is the key's code,
 * door_flag is either PASS_DOORS or NO_PASS_DOORS.
 * NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
 * If n_keys is 1, it will place 1 key.  if n_keys >1, it will place 2-4 keys:
 * it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
 *
 * 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;
} 



/* both find_monster_in_room routines need to have access to this. */ 

object *theMonsterToFind;

/* a recursive routine which will return a monster, eventually,if there is one.
   it does a check-off on the layout, converting 0's to 1's */  

object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) {
  int i,j;
  /* if we've found a monster already, leave */
  if(theMonsterToFind!=NULL) return theMonsterToFind;

  /* bounds check x and y */
  if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind;

  /* if the square is blocked or searched already, leave */
  if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/

  /* 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) {
    object *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)) {
      theMonsterToFind=the_monster;
      return theMonsterToFind;
    }
  }
  
  /* now search all the 8 squares around recursively for a monster,in random order */
  for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
    theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP);
    if(theMonsterToFind!=NULL) return theMonsterToFind;
  }
  return theMonsterToFind;
}


/* sets up some data structures:  the _recursive form does the
   real work.  */

object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) {
  char **layout2;
  int i,j;
  theMonsterToFind=0;
  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;
}
    

 

/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 
int *room_free_spots_x;
int *room_free_spots_y;
int number_of_free_spots_in_room; 

/* 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. */

void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) {
  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.
     set theMonsterToFind and return it. */
  /* check off this point */
  layout[x][y]=1;
  room_free_spots_x[number_of_free_spots_in_room]=x;
  room_free_spots_y[number_of_free_spots_in_room]=y;
  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 && theMonsterToFind==NULL;i++,j++) {
    find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP);
  }

}

/**
 * Find a random non-blocked spot in this room to drop a key.
 * Returns 1 if success, 0 else.
 */
int find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) {
  char **layout2;
  int i,j;
  number_of_free_spots_in_room=0;
  room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize);
  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);
  
  if(number_of_free_spots_in_room > 0) {
    i = RANDOM()%number_of_free_spots_in_room;
    *kx = room_free_spots_x[i];
    *ky = room_free_spots_y[i];
  }

  /* deallocate the temp. layout */
  for(i=0;i<RP->Xsize;i++) {
    free(layout2[i]);
  }
  free(layout2);
  free(room_free_spots_x);
  free(room_free_spots_y);
  
  if (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.*/

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;
}


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.*/

static object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) {
  int i;
  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. */
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 */
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 && theMonsterToFind==NULL;i++,j++) {
      find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP);
    }
  }
}

/* find a random non-blocked spot in this room to drop a key. */
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 passed in coordinates.
 * 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 m
 * map to remove the doors from.
 * @param x
 * @param y
 * position of the locked door on the map.
 */
static void remove_adjacent_doors(mapstruct *m, int x, int 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.
 */

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);

	    remove_adjacent_doors(map, door->x, door->y);

            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);
        }
    }

    /* 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);
            }
        }
    }
}