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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 1.23 by root, Sat Jan 27 00:56:48 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
107 102
108 /* get the style map */ 103 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 104 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 106 style_map = find_style (styledirname, treasure_style, -1);
107
108 if (!style_map)
109 {
110 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
111 return;
112 }
112 113
113 /* all the treasure at one spot in the map. */ 114 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 115 if (treasureoptions & CONCENTRATED)
115 { 116 {
116 117
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334 335
335 The idea is that you call keyplace on x,y where a door is, and it'll make 336 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. 337 sure a key is placed on both sides of the door.
337*/ 338*/
338
339int 339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{ 341{
342 int i, j; 342 int i, j;
343 int kx, ky; 343 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */ 344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key; 345 object *the_key;
346 346
347 /* get a key and set its keycode */ 347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2"); 348 the_key = get_archetype ("key2");
350 350
351 if (door_flag == PASS_DOORS) 351 if (door_flag == PASS_DOORS)
352 { 352 {
353 int tries = 0; 353 int tries = 0;
354 354
355 the_keymaster = NULL; 355 the_keymaster = 0;
356 while (tries < 15 && the_keymaster == NULL) 356 while (tries < 15 && !the_keymaster)
357 { 357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++; 360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 361 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 362 }
363
363 /* if we don't find a good keymaster, drop the key on the ground. */ 364 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL) 365 if (!the_keymaster)
365 { 366 {
366 int freeindex; 367 int freeindex;
367 368
368 freeindex = -1; 369 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++) 370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 } 375 }
375 376
377 // can freeindex ever be < 0?
376 if (freeindex != -1) 378 if (freeindex >= 0)
377 { 379 {
378 kx += freearr_x[freeindex]; 380 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 381 ky += freearr_y [freeindex];
380 } 382 }
381 } 383 }
382 } 384 }
383 else 385 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 386 { /* NO_PASS_DOORS --we have to work harder. */
388 { 390 {
389 if (wall_blocked (map, x, y)) 391 if (wall_blocked (map, x, y))
390 return 0; 392 return 0;
391 393
392 the_keymaster = find_monster_in_room (map, x, y, RP); 394 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP); 396 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 } 397 }
396 else 398 else
397 { 399 {
398 int sum = 0; /* count how many keys we actually place */ 400 int sum = 0; /* count how many keys we actually place */
400 /* I'm lazy, so just try to place in all 4 directions. */ 402 /* 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); 403 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); 404 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); 405 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); 406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */ 409 { /* diagonally this time. */
407 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);
408 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 411 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); 412 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); 413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
411 } 414 }
415
412 return 1; 416 return 1;
413 } 417 }
414 } 418 }
415 419
416 if (the_keymaster == NULL) 420 if (!the_keymaster)
417 { 421 {
418 the_key->x = kx; 422 the_key->x = kx;
419 the_key->y = ky; 423 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0); 424 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1; 425 return 1;
466 return theMonsterToFind; 470 return theMonsterToFind;
467 } 471 }
468 } 472 }
469 473
470 /* now search all the 8 squares around recursively for a monster,in random order */ 474 /* 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++) 475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
472 { 476 {
473 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 477 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) 478 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 479 return theMonsterToFind;
476 } 480 }
509 free (layout2); 513 free (layout2);
510 514
511 return theMonsterToFind; 515 return theMonsterToFind;
512} 516}
513 517
514
515
516
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x; 519int *room_free_spots_x;
519int *room_free_spots_y; 520int *room_free_spots_y;
520int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
521 522
522/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
523a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
524that datastructure. */ 525that datastructure. */
525
526void 526void
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 528{
529 int i, j; 529 int i, j;
530 530
541 /* check off this point */ 541 /* check off this point */
542 layout[x][y] = 1; 542 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
546 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* 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++) 548 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); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 }
551 550
552} 551}
553 552
554/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
555void 554void
566 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
568 { 567 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
574 }
575 } 572 }
576 573
577 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
579 576
584 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
585 } 582 }
586 583
587 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 586 free (layout2[i]);
591 } 587
592 free (layout2); 588 free (layout2);
593 free (room_free_spots_x); 589 free (room_free_spots_x);
594 free (room_free_spots_y); 590 free (room_free_spots_y);
595} 591}
596 592
597 593
598/* searches the map for a spot with walls around it. The more 594/* 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 595 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.*/ 596 it'll return 0 if no FREE spots are found.*/
601
602void 597void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{ 599{
605 int x, y; 600 int x, y;
606 int i; 601 int i;
672 *cx = -1; 667 *cx = -1;
673 *cy = -1; 668 *cy = -1;
674 } 669 }
675} 670}
676 671
677
678void 672void
679remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
680{ 674{
681 object *tmp; 675 object *tmp;
682 676
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 679 {
686 if (tmp->head) 680 if (tmp->head)
687 tmp = tmp->head; 681 tmp = tmp->head;
688 tmp->remove (); 682 tmp->remove ();
691 if (tmp == NULL) 685 if (tmp == NULL)
692 break; 686 break;
693 }; 687 };
694} 688}
695 689
696
697/* surrounds the point x,y by doors, so as to enclose something, like 690/* 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 691 a chest. It only goes as far as the 8 squares surrounding, and
699 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
700
701object ** 693object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{ 695{
704 int i; 696 int i;
705 char *doors[2]; 697 char *doors[2];
722 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
724 { 716 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 718
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 724 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; 725 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 726 ndoors_made++;
737 } 727 }
738 } 728 }
729
739 return doorlist; 730 return doorlist;
740} 731}
741 732
742 733
743/* returns the first door in this square, or NULL if there isn't a door. */ 734/* returns the first door in this square, or NULL if there isn't a door. */
787 } 778 }
788 else 779 else
789 { 780 {
790 layout[x][y] = 1; 781 layout[x][y] = 1;
791 /* now search all the 8 squares around recursively for free spots,in random order */ 782 /* 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++) 783 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); 784 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
794 } 785 }
795} 786}
796 787
797/* find a random non-blocked spot in this room to drop a key. */ 788/* find a random non-blocked spot in this room to drop a key. */

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