1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
26 | |
|
|
27 | |
|
|
28 | |
26 | |
29 | #include <global.h> |
27 | #include <global.h> |
30 | #include <random_map.h> |
28 | #include <random_map.h> |
31 | #include <rproto.h> |
29 | #include <rproto.h> |
32 | |
30 | |
… | |
… | |
48 | |
46 | |
49 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
50 | * and doors but not monsters. |
48 | * and doors but not monsters. |
51 | * This function is not map tile aware. |
49 | * This function is not map tile aware. |
52 | */ |
50 | */ |
53 | |
|
|
54 | int |
51 | int |
55 | wall_blocked (maptile *m, int x, int y) |
52 | wall_blocked (maptile *m, int x, int y) |
56 | { |
53 | { |
57 | int r; |
|
|
58 | |
|
|
59 | if (OUT_OF_REAL_MAP (m, x, y)) |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | return 1; |
55 | return 1; |
|
|
56 | |
61 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
62 | return r; |
58 | return r; |
63 | } |
59 | } |
64 | |
60 | |
65 | /* place treasures in the map, given the |
61 | /* place treasures in the map, given the |
66 | map, (required) |
62 | map, (required) |
67 | layout, (required) |
63 | layout, (required) |
68 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
64 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
69 | treasureoptions (may be 0 for random choices or positive) |
65 | treasureoptions (may be 0 for random choices or positive) |
70 | */ |
66 | */ |
71 | |
|
|
72 | void |
67 | void |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
68 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | { |
69 | { |
75 | char styledirname[1024]; |
70 | char styledirname[1024]; |
76 | char stylefilepath[1024]; |
71 | char stylefilepath[1024]; |
… | |
… | |
332 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
327 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
333 | |
328 | |
334 | The idea is that you call keyplace on x,y where a door is, and it'll make |
329 | The idea is that you call keyplace on x,y where a door is, and it'll make |
335 | sure a key is placed on both sides of the door. |
330 | sure a key is placed on both sides of the door. |
336 | */ |
331 | */ |
337 | |
|
|
338 | int |
332 | int |
339 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
333 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
340 | { |
334 | { |
341 | int i, j; |
335 | int i, j; |
342 | int kx, ky; |
336 | int kx = 0, ky = 0; |
343 | object *the_keymaster; /* the monster that gets the key. */ |
337 | object *the_keymaster; /* the monster that gets the key. */ |
344 | object *the_key; |
338 | object *the_key; |
345 | |
339 | |
346 | /* get a key and set its keycode */ |
340 | /* get a key and set its keycode */ |
347 | the_key = get_archetype ("key2"); |
341 | the_key = get_archetype ("key2"); |
… | |
… | |
349 | |
343 | |
350 | if (door_flag == PASS_DOORS) |
344 | if (door_flag == PASS_DOORS) |
351 | { |
345 | { |
352 | int tries = 0; |
346 | int tries = 0; |
353 | |
347 | |
354 | the_keymaster = NULL; |
348 | the_keymaster = 0; |
355 | while (tries < 15 && the_keymaster == NULL) |
349 | while (tries < 15 && !the_keymaster) |
356 | { |
350 | { |
357 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
351 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
358 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
352 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
359 | tries++; |
353 | tries++; |
360 | the_keymaster = find_closest_monster (map, i, j, RP); |
354 | the_keymaster = find_closest_monster (map, i, j, RP); |
361 | } |
355 | } |
|
|
356 | |
362 | /* if we don't find a good keymaster, drop the key on the ground. */ |
357 | /* if we don't find a good keymaster, drop the key on the ground. */ |
363 | if (the_keymaster == NULL) |
358 | if (!the_keymaster) |
364 | { |
359 | { |
365 | int freeindex; |
360 | int freeindex; |
366 | |
361 | |
367 | freeindex = -1; |
362 | freeindex = -1; |
368 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
363 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
… | |
… | |
370 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
365 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
371 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
366 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
372 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
367 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
373 | } |
368 | } |
374 | |
369 | |
|
|
370 | // can freeindex ever be < 0? |
375 | if (freeindex != -1) |
371 | if (freeindex >= 0) |
376 | { |
372 | { |
377 | kx += freearr_x[freeindex]; |
373 | kx += freearr_x [freeindex]; |
378 | ky += freearr_y[freeindex]; |
374 | ky += freearr_y [freeindex]; |
379 | } |
375 | } |
380 | } |
376 | } |
381 | } |
377 | } |
382 | else |
378 | else |
383 | { /* NO_PASS_DOORS --we have to work harder. */ |
379 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
387 | { |
383 | { |
388 | if (wall_blocked (map, x, y)) |
384 | if (wall_blocked (map, x, y)) |
389 | return 0; |
385 | return 0; |
390 | |
386 | |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
387 | the_keymaster = find_monster_in_room (map, x, y, RP); |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
388 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
389 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 | } |
390 | } |
395 | else |
391 | else |
396 | { |
392 | { |
397 | int sum = 0; /* count how many keys we actually place */ |
393 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
399 | /* I'm lazy, so just try to place in all 4 directions. */ |
395 | /* I'm lazy, so just try to place in all 4 directions. */ |
400 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
396 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
401 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
397 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
402 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
398 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
403 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
399 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
400 | |
404 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
401 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
405 | { /* diagnoally this time. */ |
402 | { /* diagonally this time. */ |
406 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
403 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
407 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
404 | 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); |
405 | 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); |
406 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
410 | } |
407 | } |
|
|
408 | |
411 | return 1; |
409 | return 1; |
412 | } |
410 | } |
413 | } |
411 | } |
414 | |
412 | |
415 | if (the_keymaster == NULL) |
413 | if (!the_keymaster) |
416 | { |
414 | { |
417 | the_key->x = kx; |
415 | the_key->x = kx; |
418 | the_key->y = ky; |
416 | the_key->y = ky; |
419 | insert_ob_in_map (the_key, map, NULL, 0); |
417 | insert_ob_in_map (the_key, map, NULL, 0); |
420 | return 1; |
418 | return 1; |
… | |
… | |
508 | free (layout2); |
506 | free (layout2); |
509 | |
507 | |
510 | return theMonsterToFind; |
508 | return theMonsterToFind; |
511 | } |
509 | } |
512 | |
510 | |
513 | |
|
|
514 | |
|
|
515 | |
|
|
516 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
511 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
517 | int *room_free_spots_x; |
512 | int *room_free_spots_x; |
518 | int *room_free_spots_y; |
513 | int *room_free_spots_y; |
519 | int number_of_free_spots_in_room; |
514 | int number_of_free_spots_in_room; |
520 | |
515 | |
521 | /* the workhorse routine, which finds the free spots in a room: |
516 | /* the workhorse routine, which finds the free spots in a room: |
522 | a datastructure of free points is set up, and a position chosen from |
517 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
518 | that datastructure. */ |
524 | |
|
|
525 | void |
519 | void |
526 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
520 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | { |
521 | { |
528 | int i, j; |
522 | int i, j; |
529 | |
523 | |
… | |
… | |
540 | /* check off this point */ |
534 | /* check off this point */ |
541 | layout[x][y] = 1; |
535 | layout[x][y] = 1; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
536 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
537 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | number_of_free_spots_in_room++; |
538 | number_of_free_spots_in_room++; |
|
|
539 | |
545 | /* now search all the 8 squares around recursively for free spots,in random order */ |
540 | /* now search all the 8 squares around recursively for free spots,in random order */ |
546 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
541 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
547 | { |
|
|
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
542 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | } |
|
|
550 | |
543 | |
551 | } |
544 | } |
552 | |
545 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
546 | /* find a random non-blocked spot in this room to drop a key. */ |
554 | void |
547 | void |
… | |
… | |
565 | /* allocate and copy the layout, converting C to 0. */ |
558 | /* allocate and copy the layout, converting C to 0. */ |
566 | for (i = 0; i < RP->Xsize; i++) |
559 | for (i = 0; i < RP->Xsize; i++) |
567 | { |
560 | { |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
561 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 | for (j = 0; j < RP->Ysize; j++) |
562 | for (j = 0; j < RP->Ysize; j++) |
570 | { |
|
|
571 | if (wall_blocked (map, i, j)) |
563 | if (wall_blocked (map, i, j)) |
572 | layout2[i][j] = '#'; |
564 | layout2[i][j] = '#'; |
573 | } |
|
|
574 | } |
565 | } |
575 | |
566 | |
576 | /* setup num_free_spots and room_free_spots */ |
567 | /* setup num_free_spots and room_free_spots */ |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
568 | find_spot_in_room_recursive (layout2, x, y, RP); |
578 | |
569 | |
… | |
… | |
583 | *ky = room_free_spots_y[i]; |
574 | *ky = room_free_spots_y[i]; |
584 | } |
575 | } |
585 | |
576 | |
586 | /* deallocate the temp. layout */ |
577 | /* deallocate the temp. layout */ |
587 | for (i = 0; i < RP->Xsize; i++) |
578 | for (i = 0; i < RP->Xsize; i++) |
588 | { |
|
|
589 | free (layout2[i]); |
579 | free (layout2[i]); |
590 | } |
580 | |
591 | free (layout2); |
581 | free (layout2); |
592 | free (room_free_spots_x); |
582 | free (room_free_spots_x); |
593 | free (room_free_spots_y); |
583 | free (room_free_spots_y); |
594 | } |
584 | } |
595 | |
585 | |
596 | |
586 | |
597 | /* searches the map for a spot with walls around it. The more |
587 | /* searches the map for a spot with walls around it. The more |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
588 | walls the better, but it'll settle for 1 wall, or even 0, but |
599 | it'll return 0 if no FREE spots are found.*/ |
589 | it'll return 0 if no FREE spots are found.*/ |
600 | |
|
|
601 | void |
590 | void |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
591 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | { |
592 | { |
604 | int x, y; |
593 | int x, y; |
605 | int i; |
594 | int i; |