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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
8 7 *
9 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
10 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
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 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
20 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 21 *
23 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>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27
28
29 26
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <random_map.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
49 46
50/* 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
51 * and doors but not monsters. 48 * and doors but not monsters.
52 * This function is not map tile aware. 49 * This function is not map tile aware.
53 */ 50 */
54
55int 51int
56wall_blocked (maptile *m, int x, int y) 52wall_blocked (maptile *m, int x, int y)
57{ 53{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 54 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 55 return 1;
56
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
63 return r; 58 return r;
64} 59}
65 60
66/* place treasures in the map, given the 61/* place treasures in the map, given the
67map, (required) 62map, (required)
68layout, (required) 63layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 64treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 65treasureoptions (may be 0 for random choices or positive)
71*/ 66*/
72
73void 67void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 68place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 69{
76 char styledirname[1024]; 70 char styledirname[1024];
77 char stylefilepath[1024]; 71 char stylefilepath[1024];
80 74
81 /* bail out if treasure isn't wanted. */ 75 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 76 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 77 if (!strcmp (treasure_style, "none"))
84 return; 78 return;
79
85 if (treasureoptions <= 0) 80 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
87 82
88 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 85 {
91 if (RANDOM () % 2) 86 if (rndm (2))
92 treasureoptions -= 1; 87 treasureoptions -= 1;
93 else 88 else
94 treasureoptions -= 2; 89 treasureoptions -= 2;
95 } 90 }
96 91
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334 329
335 The idea is that you call keyplace on x,y where a door is, and it'll make 330 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. 331 sure a key is placed on both sides of the door.
337*/ 332*/
338
339int 333int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{ 335{
342 int i, j; 336 int i, j;
343 int kx, ky; 337 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */ 338 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key; 339 object *the_key;
346 340
347 /* get a key and set its keycode */ 341 /* get a key and set its keycode */
348 the_key = get_archetype ("key2"); 342 the_key = get_archetype ("key2");
350 344
351 if (door_flag == PASS_DOORS) 345 if (door_flag == PASS_DOORS)
352 { 346 {
353 int tries = 0; 347 int tries = 0;
354 348
355 the_keymaster = NULL; 349 the_keymaster = 0;
356 while (tries < 15 && the_keymaster == NULL) 350 while (tries < 15 && !the_keymaster)
357 { 351 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++; 354 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 355 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 356 }
357
363 /* if we don't find a good keymaster, drop the key on the ground. */ 358 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL) 359 if (!the_keymaster)
365 { 360 {
366 int freeindex; 361 int freeindex;
367 362
368 freeindex = -1; 363 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++) 364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 } 369 }
375 370
371 // can freeindex ever be < 0?
376 if (freeindex != -1) 372 if (freeindex >= 0)
377 { 373 {
378 kx += freearr_x[freeindex]; 374 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 375 ky += freearr_y [freeindex];
380 } 376 }
381 } 377 }
382 } 378 }
383 else 379 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 380 { /* NO_PASS_DOORS --we have to work harder. */
388 { 384 {
389 if (wall_blocked (map, x, y)) 385 if (wall_blocked (map, x, y))
390 return 0; 386 return 0;
391 387
392 the_keymaster = find_monster_in_room (map, x, y, RP); 388 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP); 390 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 } 391 }
396 else 392 else
397 { 393 {
398 int sum = 0; /* count how many keys we actually place */ 394 int sum = 0; /* count how many keys we actually place */
400 /* I'm lazy, so just try to place in all 4 directions. */ 396 /* 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); 397 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); 398 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); 399 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); 400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */ 403 { /* diagonally this time. */
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 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);
411 } 408 }
409
412 return 1; 410 return 1;
413 } 411 }
414 } 412 }
415 413
416 if (the_keymaster == NULL) 414 if (!the_keymaster)
417 { 415 {
418 the_key->x = kx; 416 the_key->x = kx;
419 the_key->y = ky; 417 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0); 418 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1; 419 return 1;
466 return theMonsterToFind; 464 return theMonsterToFind;
467 } 465 }
468 } 466 }
469 467
470 /* now search all the 8 squares around recursively for a monster,in random order */ 468 /* now search all the 8 squares around recursively for a monster,in random order */
471 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
472 { 470 {
473 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 471 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
474 if (theMonsterToFind != NULL) 472 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 473 return theMonsterToFind;
476 } 474 }
509 free (layout2); 507 free (layout2);
510 508
511 return theMonsterToFind; 509 return theMonsterToFind;
512} 510}
513 511
514
515
516
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x; 513int *room_free_spots_x;
519int *room_free_spots_y; 514int *room_free_spots_y;
520int number_of_free_spots_in_room; 515int number_of_free_spots_in_room;
521 516
522/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
523a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
524that datastructure. */ 519that datastructure. */
525
526void 520void
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 521find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 522{
529 int i, j; 523 int i, j;
530 524
541 /* check off this point */ 535 /* check off this point */
542 layout[x][y] = 1; 536 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 537 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 538 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 539 number_of_free_spots_in_room++;
540
546 /* now search all the 8 squares around recursively for free spots,in random order */ 541 /* 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++) 542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
548 {
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 543 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 }
551 544
552} 545}
553 546
554/* find a random non-blocked spot in this room to drop a key. */ 547/* find a random non-blocked spot in this room to drop a key. */
555void 548void
566 /* allocate and copy the layout, converting C to 0. */ 559 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 560 for (i = 0; i < RP->Xsize; i++)
568 { 561 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 562 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 563 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 564 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 565 layout2[i][j] = '#';
574 }
575 } 566 }
576 567
577 /* setup num_free_spots and room_free_spots */ 568 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 569 find_spot_in_room_recursive (layout2, x, y, RP);
579 570
584 *ky = room_free_spots_y[i]; 575 *ky = room_free_spots_y[i];
585 } 576 }
586 577
587 /* deallocate the temp. layout */ 578 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 579 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 580 free (layout2[i]);
591 } 581
592 free (layout2); 582 free (layout2);
593 free (room_free_spots_x); 583 free (room_free_spots_x);
594 free (room_free_spots_y); 584 free (room_free_spots_y);
595} 585}
596 586
597 587
598/* searches the map for a spot with walls around it. The more 588/* 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 589 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.*/ 590 it'll return 0 if no FREE spots are found.*/
601
602void 591void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{ 593{
605 int x, y; 594 int x, y;
606 int i; 595 int i;
672 *cx = -1; 661 *cx = -1;
673 *cy = -1; 662 *cy = -1;
674 } 663 }
675} 664}
676 665
677
678void 666void
679remove_monsters (int x, int y, maptile *map) 667remove_monsters (int x, int y, maptile *map)
680{ 668{
681 object *tmp; 669 object *tmp;
682 670
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 673 {
686 if (tmp->head) 674 if (tmp->head)
687 tmp = tmp->head; 675 tmp = tmp->head;
688 tmp->remove (); 676 tmp->remove ();
691 if (tmp == NULL) 679 if (tmp == NULL)
692 break; 680 break;
693 }; 681 };
694} 682}
695 683
696
697/* surrounds the point x,y by doors, so as to enclose something, like 684/* surrounds the point x,y by doors, so as to enclose something, like
698 a chest. It only goes as far as the 8 squares surrounding, and 685 a chest. It only goes as far as the 8 squares surrounding, and
699 it'll remove any monsters it finds.*/ 686 it'll remove any monsters it finds.*/
700
701object ** 687object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 688surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{ 689{
704 int i; 690 int i;
705 char *doors[2]; 691 char *doors[2];
722 /* place doors in all the 8 adjacent unblocked squares. */ 708 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 709 for (i = 1; i < 9; i++)
724 { 710 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 711 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 712
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 713 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 714 { /* place a door */
715 remove_monsters (x1, y1, map);
716
729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 717 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 718 map->insert (new_door, x1, y1);
731 new_door->x = x + freearr_x[i];
732 new_door->y = y + freearr_y[i];
733 remove_monsters (new_door->x, new_door->y, map);
734 insert_ob_in_map (new_door, map, NULL, 0);
735 doorlist[ndoors_made] = new_door; 719 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 720 ndoors_made++;
737 } 721 }
738 } 722 }
723
739 return doorlist; 724 return doorlist;
740} 725}
741 726
742 727
743/* returns the first door in this square, or NULL if there isn't a door. */ 728/* returns the first door in this square, or NULL if there isn't a door. */
787 } 772 }
788 else 773 else
789 { 774 {
790 layout[x][y] = 1; 775 layout[x][y] = 1;
791 /* now search all the 8 squares around recursively for free spots,in random order */ 776 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
793 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
794 } 779 }
795} 780}
796 781
797/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */

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