1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | |
41 | |
43 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
45 | |
44 | |
|
|
45 | /* a macro to get a strongly centered random distribution, |
|
|
46 | from 0 to x, centered at x/2 */ |
|
|
47 | static int |
|
|
48 | bc_random (int x) |
|
|
49 | { |
|
|
50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
|
|
51 | } |
46 | |
52 | |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
48 | * and doors but not monsters. |
54 | * and doors but not monsters. |
49 | * This function is not map tile aware. |
55 | * This function is not map tile aware. |
50 | */ |
56 | */ |
… | |
… | |
52 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
53 | { |
59 | { |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
55 | return 1; |
61 | return 1; |
56 | |
62 | |
|
|
63 | m->at (x, y).update (); |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
58 | return r; |
|
|
59 | } |
65 | } |
60 | |
66 | |
61 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
62 | map, (required) |
68 | map, (required) |
63 | layout, (required) |
69 | layout, (required) |
… | |
… | |
76 | if (treasure_style) |
82 | if (treasure_style) |
77 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
78 | return; |
84 | return; |
79 | |
85 | |
80 | if (treasureoptions <= 0) |
86 | if (treasureoptions <= 0) |
81 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
82 | |
88 | |
83 | /* filter out the mutually exclusive options */ |
89 | /* filter out the mutually exclusive options */ |
84 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
85 | { |
91 | { |
86 | if (rndm (2)) |
92 | if (rndm (2)) |
… | |
… | |
89 | treasureoptions -= 2; |
95 | treasureoptions -= 2; |
90 | } |
96 | } |
91 | |
97 | |
92 | /* pick the number of treasures */ |
98 | /* pick the number of treasures */ |
93 | if (treasureoptions & SPARSE) |
99 | if (treasureoptions & SPARSE) |
94 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
95 | else if (treasureoptions & RICH) |
101 | else if (treasureoptions & RICH) |
96 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
97 | else |
103 | else |
98 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
99 | |
105 | |
100 | if (num_treasures <= 0) |
106 | if (num_treasures <= 0) |
101 | return; |
107 | return; |
102 | |
108 | |
103 | /* get the style map */ |
109 | /* get the style map */ |
… | |
… | |
160 | |
166 | |
161 | i = j = -1; |
167 | i = j = -1; |
162 | tries = 0; |
168 | tries = 0; |
163 | while (i == -1 && tries < 100) |
169 | while (i == -1 && tries < 100) |
164 | { |
170 | { |
165 | i = RANDOM () % (RP->Xsize - 2) + 1; |
171 | i = rndm (RP->Xsize - 2) + 1; |
166 | j = RANDOM () % (RP->Ysize - 2) + 1; |
172 | j = rndm (RP->Ysize - 2) + 1; |
167 | find_enclosed_spot (map, &i, &j, RP); |
173 | find_enclosed_spot (map, &i, &j, RP); |
168 | if (wall_blocked (map, i, j)) |
174 | if (wall_blocked (map, i, j)) |
169 | i = -1; |
175 | i = -1; |
170 | tries++; |
176 | tries++; |
171 | } |
177 | } |
… | |
… | |
187 | { /* DIFFUSE treasure layout */ |
193 | { /* DIFFUSE treasure layout */ |
188 | int ti, i, j; |
194 | int ti, i, j; |
189 | |
195 | |
190 | for (ti = 0; ti < num_treasures; ti++) |
196 | for (ti = 0; ti < num_treasures; ti++) |
191 | { |
197 | { |
192 | i = RANDOM () % (RP->Xsize - 2) + 1; |
198 | i = rndm (RP->Xsize - 2) + 1; |
193 | j = RANDOM () % (RP->Ysize - 2) + 1; |
199 | j = rndm (RP->Ysize - 2) + 1; |
194 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
200 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
195 | } |
201 | } |
196 | } |
202 | } |
197 | } |
203 | } |
198 | |
204 | |
… | |
… | |
232 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
238 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
233 | |
239 | |
234 | if (tlist != NULL) |
240 | if (tlist != NULL) |
235 | for (ti = 0; ti < n_treasures; ti++) |
241 | for (ti = 0; ti < n_treasures; ti++) |
236 | { /* use the treasure list */ |
242 | { /* use the treasure list */ |
237 | object *new_treasure = pick_random_object (style_map); |
243 | object *new_treasure = style_map->pick_random_object (); |
238 | |
244 | |
239 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
245 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
240 | } |
246 | } |
241 | else |
247 | else |
242 | { /* use the style map */ |
248 | { /* use the style map */ |
243 | the_chest->randomitems = tlist; |
249 | the_chest->randomitems = tlist; |
244 | the_chest->stats.hp = n_treasures; |
250 | the_chest->stats.hp = n_treasures; |
245 | } |
251 | } |
246 | #endif |
252 | #endif |
247 | { /* neither style_map no treasure list given */ |
253 | { /* neither style_map no treasure list given */ |
248 | treasurelist *tlist = find_treasurelist ("chest"); |
254 | treasurelist *tlist = treasurelist::find ("chest"); |
249 | |
255 | |
250 | the_chest->randomitems = tlist; |
256 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
257 | the_chest->stats.hp = n_treasures; |
252 | } |
258 | } |
253 | |
259 | |
… | |
… | |
257 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
263 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
258 | object *the_trap; |
264 | object *the_trap; |
259 | |
265 | |
260 | if (trap_map) |
266 | if (trap_map) |
261 | { |
267 | { |
262 | the_trap = pick_random_object (trap_map); |
268 | the_trap = trap_map->pick_random_object (); |
263 | the_trap->stats.Cha = 10 + RP->difficulty; |
269 | the_trap->stats.Cha = 10 + RP->difficulty; |
264 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
270 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
265 | if (the_trap) |
271 | if (the_trap) |
266 | { |
272 | { |
267 | object *new_trap; |
273 | object *new_trap; |
268 | |
274 | |
269 | new_trap = arch_to_object (the_trap->arch); |
275 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
276 | } |
282 | } |
277 | |
283 | |
278 | /* set the chest lock code, and call the keyplacer routine with |
284 | /* set the chest lock code, and call the keyplacer routine with |
279 | the lockcode. It's not worth bothering to lock the chest if |
285 | the lockcode. It's not worth bothering to lock the chest if |
280 | there's only 1 treasure.... */ |
286 | there's only 1 treasure.... */ |
281 | |
|
|
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
287 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
283 | { |
288 | { |
284 | char keybuf[1024]; |
289 | char keybuf[1024]; |
285 | |
290 | |
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
291 | sprintf (keybuf, "%d", rndm (1000000000)); |
287 | the_chest->slaying = keybuf; |
292 | the_chest->slaying = keybuf; |
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
293 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
289 | } |
294 | } |
290 | |
295 | |
291 | /* actually place the chest. */ |
296 | /* actually place the chest. */ |
… | |
… | |
353 | int tries = 0; |
358 | int tries = 0; |
354 | |
359 | |
355 | the_keymaster = 0; |
360 | the_keymaster = 0; |
356 | while (tries < 15 && !the_keymaster) |
361 | while (tries < 15 && !the_keymaster) |
357 | { |
362 | { |
358 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
363 | i = rndm (RP->Xsize - 2) + 1; |
359 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
364 | j = rndm (RP->Ysize - 2) + 1; |
360 | tries++; |
365 | tries++; |
361 | the_keymaster = find_closest_monster (map, i, j, RP); |
366 | the_keymaster = find_closest_monster (map, i, j, RP); |
362 | } |
367 | } |
363 | |
368 | |
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
369 | /* if we don't find a good keymaster, drop the key on the ground. */ |
… | |
… | |
367 | int freeindex; |
372 | int freeindex; |
368 | |
373 | |
369 | freeindex = -1; |
374 | freeindex = -1; |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
375 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
371 | { |
376 | { |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
377 | kx = rndm (RP->Xsize - 2) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
378 | ky = rndm (RP->Ysize - 2) + 1; |
374 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
379 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
375 | } |
380 | } |
376 | |
381 | |
377 | // can freeindex ever be < 0? |
382 | // can freeindex ever be < 0? |
378 | if (freeindex >= 0) |
383 | if (freeindex >= 0) |
… | |
… | |
574 | /* setup num_free_spots and room_free_spots */ |
579 | /* setup num_free_spots and room_free_spots */ |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
580 | find_spot_in_room_recursive (layout2, x, y, RP); |
576 | |
581 | |
577 | if (number_of_free_spots_in_room > 0) |
582 | if (number_of_free_spots_in_room > 0) |
578 | { |
583 | { |
579 | i = RANDOM () % number_of_free_spots_in_room; |
584 | i = rndm (number_of_free_spots_in_room); |
580 | *kx = room_free_spots_x[i]; |
585 | *kx = room_free_spots_x[i]; |
581 | *ky = room_free_spots_y[i]; |
586 | *ky = room_free_spots_y[i]; |
582 | } |
587 | } |
583 | |
588 | |
584 | /* deallocate the temp. layout */ |
589 | /* deallocate the temp. layout */ |
… | |
… | |
652 | *cy = ly; |
657 | *cy = ly; |
653 | return; |
658 | return; |
654 | } |
659 | } |
655 | } |
660 | } |
656 | /* give up and return the closest free spot. */ |
661 | /* give up and return the closest free spot. */ |
657 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
662 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
658 | |
663 | |
659 | if (i != -1) |
664 | if (i != -1) |
660 | { |
665 | { |
661 | *cx = x + freearr_x[i]; |
666 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
667 | *cy = y + freearr_y[i]; |
… | |
… | |
692 | it'll remove any monsters it finds.*/ |
697 | it'll remove any monsters it finds.*/ |
693 | object ** |
698 | object ** |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
699 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
695 | { |
700 | { |
696 | int i; |
701 | int i; |
697 | char *doors[2]; |
702 | const char *doors[2]; |
698 | object **doorlist; |
703 | object **doorlist; |
699 | int ndoors_made = 0; |
704 | int ndoors_made = 0; |
700 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
705 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
701 | |
706 | |
702 | /* this is a list we pick from, for horizontal and vertical doors */ |
707 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
777 | } |
782 | } |
778 | } |
783 | } |
779 | else |
784 | else |
780 | { |
785 | { |
781 | layout[x][y] = 1; |
786 | layout[x][y] = 1; |
|
|
787 | |
782 | /* now search all the 8 squares around recursively for free spots,in random order */ |
788 | /* now search all the 8 squares around recursively for free spots,in random order */ |
783 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
789 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
784 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
790 | find_doors_in_room_recursive (layout, map, |
|
|
791 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
792 | doorlist, ndoors, RP); |
785 | } |
793 | } |
786 | } |
794 | } |
787 | |
795 | |
788 | /* find a random non-blocked spot in this room to drop a key. */ |
796 | /* find a random non-blocked spot in this room to drop a key. */ |
789 | object ** |
797 | object ** |
… | |
… | |
845 | new_door->y = door->y; |
853 | new_door->y = door->y; |
846 | door->remove (); |
854 | door->remove (); |
847 | door->destroy (); |
855 | door->destroy (); |
848 | doorlist[i] = new_door; |
856 | doorlist[i] = new_door; |
849 | insert_ob_in_map (new_door, map, NULL, 0); |
857 | insert_ob_in_map (new_door, map, NULL, 0); |
850 | sprintf (keybuf, "%d", (int) RANDOM ()); |
858 | sprintf (keybuf, "%d", rndm (1000000000)); |
851 | new_door->slaying = keybuf; |
859 | new_door->slaying = keybuf; |
852 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
860 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
853 | } |
861 | } |
854 | } |
862 | } |
855 | |
863 | |