1 | |
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2 | /* |
1 | /* |
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2 | <<<<<<< treasure.C |
3 | CrossFire, A Multiplayer game for X-windows |
3 | * CrossFire, A Multiplayer game |
4 | |
4 | * |
5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
7 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (C) 1992 Frank Tore Johansen |
8 | |
8 | * |
9 | This program is free software; you can redistribute it and/or modify |
9 | * This program is free software; you can redistribute it and/or modify |
10 | it under the terms of the GNU General Public License as published by |
10 | * it under the terms of the GNU General Public License as published by |
11 | the Free Software Foundation; either version 2 of the License, or |
11 | * the Free Software Foundation; either version 2 of the License, or |
12 | (at your option) any later version. |
12 | * (at your option) any later version. |
13 | |
13 | * |
14 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
15 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
17 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
18 | |
18 | * |
19 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the GNU General Public License |
20 | along with this program; if not, write to the Free Software |
20 | * along with this program; if not, write to the Free Software |
21 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
22 | |
22 | * |
23 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
24 | */ |
24 | */ |
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25 | ======= |
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26 | * CrossFire, A Multiplayer game for X-windows |
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27 | * |
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28 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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29 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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30 | * Copyright (C) 1992 Frank Tore Johansen |
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31 | * |
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32 | * This program is free software; you can redistribute it and/or modify |
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33 | * it under the terms of the GNU General Public License as published by |
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34 | * the Free Software Foundation; either version 2 of the License, or |
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35 | * (at your option) any later version. |
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36 | * |
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37 | * This program is distributed in the hope that it will be useful, |
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38 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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39 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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40 | * GNU General Public License for more details. |
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41 | * |
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42 | * You should have received a copy of the GNU General Public License |
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43 | * along with this program; if not, write to the Free Software |
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44 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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45 | * |
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46 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
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47 | */ |
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48 | >>>>>>> 1.18 |
25 | |
49 | |
26 | /* placing treasure in maps, where appropriate. */ |
50 | /* placing treasure in maps, where appropriate. */ |
27 | |
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28 | |
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29 | |
51 | |
30 | #include <global.h> |
52 | #include <global.h> |
31 | #include <random_map.h> |
53 | #include <random_map.h> |
32 | #include <rproto.h> |
54 | #include <rproto.h> |
33 | |
55 | |
… | |
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49 | |
71 | |
50 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
72 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
51 | * and doors but not monsters. |
73 | * and doors but not monsters. |
52 | * This function is not map tile aware. |
74 | * This function is not map tile aware. |
53 | */ |
75 | */ |
54 | |
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55 | int |
76 | int |
56 | wall_blocked (maptile *m, int x, int y) |
77 | wall_blocked (maptile *m, int x, int y) |
57 | { |
78 | { |
58 | int r; |
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59 | |
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60 | if (OUT_OF_REAL_MAP (m, x, y)) |
79 | if (OUT_OF_REAL_MAP (m, x, y)) |
61 | return 1; |
80 | return 1; |
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81 | |
62 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
82 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
63 | return r; |
83 | return r; |
64 | } |
84 | } |
65 | |
85 | |
66 | /* place treasures in the map, given the |
86 | /* place treasures in the map, given the |
67 | map, (required) |
87 | map, (required) |
68 | layout, (required) |
88 | layout, (required) |
69 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
89 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasureoptions (may be 0 for random choices or positive) |
90 | treasureoptions (may be 0 for random choices or positive) |
71 | */ |
91 | */ |
72 | |
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73 | void |
92 | void |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
93 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
75 | { |
94 | { |
76 | char styledirname[1024]; |
95 | char styledirname[1024]; |
77 | char stylefilepath[1024]; |
96 | char stylefilepath[1024]; |
… | |
… | |
333 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
352 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
334 | |
353 | |
335 | The idea is that you call keyplace on x,y where a door is, and it'll make |
354 | The idea is that you call keyplace on x,y where a door is, and it'll make |
336 | sure a key is placed on both sides of the door. |
355 | sure a key is placed on both sides of the door. |
337 | */ |
356 | */ |
338 | |
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339 | int |
357 | int |
340 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
358 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
341 | { |
359 | { |
342 | int i, j; |
360 | int i, j; |
343 | int kx, ky; |
361 | int kx = 0, ky = 0; |
344 | object *the_keymaster; /* the monster that gets the key. */ |
362 | object *the_keymaster; /* the monster that gets the key. */ |
345 | object *the_key; |
363 | object *the_key; |
346 | |
364 | |
347 | /* get a key and set its keycode */ |
365 | /* get a key and set its keycode */ |
348 | the_key = get_archetype ("key2"); |
366 | the_key = get_archetype ("key2"); |
… | |
… | |
350 | |
368 | |
351 | if (door_flag == PASS_DOORS) |
369 | if (door_flag == PASS_DOORS) |
352 | { |
370 | { |
353 | int tries = 0; |
371 | int tries = 0; |
354 | |
372 | |
355 | the_keymaster = NULL; |
373 | the_keymaster = 0; |
356 | while (tries < 15 && the_keymaster == NULL) |
374 | while (tries < 15 && !the_keymaster) |
357 | { |
375 | { |
358 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
376 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
359 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
377 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
360 | tries++; |
378 | tries++; |
361 | the_keymaster = find_closest_monster (map, i, j, RP); |
379 | the_keymaster = find_closest_monster (map, i, j, RP); |
362 | } |
380 | } |
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381 | |
363 | /* if we don't find a good keymaster, drop the key on the ground. */ |
382 | /* if we don't find a good keymaster, drop the key on the ground. */ |
364 | if (the_keymaster == NULL) |
383 | if (!the_keymaster) |
365 | { |
384 | { |
366 | int freeindex; |
385 | int freeindex; |
367 | |
386 | |
368 | freeindex = -1; |
387 | freeindex = -1; |
369 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
388 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
… | |
… | |
371 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
390 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
372 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
391 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
373 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
392 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
374 | } |
393 | } |
375 | |
394 | |
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395 | // can freeindex ever be < 0? |
376 | if (freeindex != -1) |
396 | if (freeindex >= 0) |
377 | { |
397 | { |
378 | kx += freearr_x[freeindex]; |
398 | kx += freearr_x [freeindex]; |
379 | ky += freearr_y[freeindex]; |
399 | ky += freearr_y [freeindex]; |
380 | } |
400 | } |
381 | } |
401 | } |
382 | } |
402 | } |
383 | else |
403 | else |
384 | { /* NO_PASS_DOORS --we have to work harder. */ |
404 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
388 | { |
408 | { |
389 | if (wall_blocked (map, x, y)) |
409 | if (wall_blocked (map, x, y)) |
390 | return 0; |
410 | return 0; |
391 | |
411 | |
392 | the_keymaster = find_monster_in_room (map, x, y, RP); |
412 | the_keymaster = find_monster_in_room (map, x, y, RP); |
393 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
413 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
394 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
414 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
395 | } |
415 | } |
396 | else |
416 | else |
397 | { |
417 | { |
398 | int sum = 0; /* count how many keys we actually place */ |
418 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
400 | /* I'm lazy, so just try to place in all 4 directions. */ |
420 | /* I'm lazy, so just try to place in all 4 directions. */ |
401 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
421 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
402 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
422 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
403 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
423 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
404 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
424 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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425 | |
405 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
426 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
406 | { /* diagnoally this time. */ |
427 | { /* diagonally this time. */ |
407 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
428 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
408 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
429 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
409 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
430 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
410 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
431 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
411 | } |
432 | } |
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433 | |
412 | return 1; |
434 | return 1; |
413 | } |
435 | } |
414 | } |
436 | } |
415 | |
437 | |
416 | if (the_keymaster == NULL) |
438 | if (!the_keymaster) |
417 | { |
439 | { |
418 | the_key->x = kx; |
440 | the_key->x = kx; |
419 | the_key->y = ky; |
441 | the_key->y = ky; |
420 | insert_ob_in_map (the_key, map, NULL, 0); |
442 | insert_ob_in_map (the_key, map, NULL, 0); |
421 | return 1; |
443 | return 1; |
… | |
… | |
509 | free (layout2); |
531 | free (layout2); |
510 | |
532 | |
511 | return theMonsterToFind; |
533 | return theMonsterToFind; |
512 | } |
534 | } |
513 | |
535 | |
514 | |
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515 | |
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516 | |
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517 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
536 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
518 | int *room_free_spots_x; |
537 | int *room_free_spots_x; |
519 | int *room_free_spots_y; |
538 | int *room_free_spots_y; |
520 | int number_of_free_spots_in_room; |
539 | int number_of_free_spots_in_room; |
521 | |
540 | |
522 | /* the workhorse routine, which finds the free spots in a room: |
541 | /* the workhorse routine, which finds the free spots in a room: |
523 | a datastructure of free points is set up, and a position chosen from |
542 | a datastructure of free points is set up, and a position chosen from |
524 | that datastructure. */ |
543 | that datastructure. */ |
525 | |
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526 | void |
544 | void |
527 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
545 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
528 | { |
546 | { |
529 | int i, j; |
547 | int i, j; |
530 | |
548 | |
… | |
… | |
541 | /* check off this point */ |
559 | /* check off this point */ |
542 | layout[x][y] = 1; |
560 | layout[x][y] = 1; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
561 | room_free_spots_x[number_of_free_spots_in_room] = x; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
562 | room_free_spots_y[number_of_free_spots_in_room] = y; |
545 | number_of_free_spots_in_room++; |
563 | number_of_free_spots_in_room++; |
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564 | |
546 | /* now search all the 8 squares around recursively for free spots,in random order */ |
565 | /* now search all the 8 squares around recursively for free spots,in random order */ |
547 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
566 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 | { |
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549 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
567 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
550 | } |
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551 | |
568 | |
552 | } |
569 | } |
553 | |
570 | |
554 | /* find a random non-blocked spot in this room to drop a key. */ |
571 | /* find a random non-blocked spot in this room to drop a key. */ |
555 | void |
572 | void |
… | |
… | |
566 | /* allocate and copy the layout, converting C to 0. */ |
583 | /* allocate and copy the layout, converting C to 0. */ |
567 | for (i = 0; i < RP->Xsize; i++) |
584 | for (i = 0; i < RP->Xsize; i++) |
568 | { |
585 | { |
569 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
586 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
570 | for (j = 0; j < RP->Ysize; j++) |
587 | for (j = 0; j < RP->Ysize; j++) |
571 | { |
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572 | if (wall_blocked (map, i, j)) |
588 | if (wall_blocked (map, i, j)) |
573 | layout2[i][j] = '#'; |
589 | layout2[i][j] = '#'; |
574 | } |
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575 | } |
590 | } |
576 | |
591 | |
577 | /* setup num_free_spots and room_free_spots */ |
592 | /* setup num_free_spots and room_free_spots */ |
578 | find_spot_in_room_recursive (layout2, x, y, RP); |
593 | find_spot_in_room_recursive (layout2, x, y, RP); |
579 | |
594 | |
… | |
… | |
584 | *ky = room_free_spots_y[i]; |
599 | *ky = room_free_spots_y[i]; |
585 | } |
600 | } |
586 | |
601 | |
587 | /* deallocate the temp. layout */ |
602 | /* deallocate the temp. layout */ |
588 | for (i = 0; i < RP->Xsize; i++) |
603 | for (i = 0; i < RP->Xsize; i++) |
589 | { |
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590 | free (layout2[i]); |
604 | free (layout2[i]); |
591 | } |
605 | |
592 | free (layout2); |
606 | free (layout2); |
593 | free (room_free_spots_x); |
607 | free (room_free_spots_x); |
594 | free (room_free_spots_y); |
608 | free (room_free_spots_y); |
595 | } |
609 | } |
596 | |
610 | |
597 | |
611 | |
598 | /* searches the map for a spot with walls around it. The more |
612 | /* searches the map for a spot with walls around it. The more |
599 | walls the better, but it'll settle for 1 wall, or even 0, but |
613 | walls the better, but it'll settle for 1 wall, or even 0, but |
600 | it'll return 0 if no FREE spots are found.*/ |
614 | it'll return 0 if no FREE spots are found.*/ |
601 | |
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602 | void |
615 | void |
603 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
616 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
604 | { |
617 | { |
605 | int x, y; |
618 | int x, y; |
606 | int i; |
619 | int i; |