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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 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 *
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
54int 51int
55wall_blocked (maptile *m, int x, int y) 52wall_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
66map, (required) 62map, (required)
67layout, (required) 63layout, (required)
68treasure 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.)
69treasureoptions (may be 0 for random choices or positive) 65treasureoptions (may be 0 for random choices or positive)
70*/ 66*/
71
72void 67void
73place_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)
74{ 69{
75 char styledirname[1024]; 70 char styledirname[1024];
76 char stylefilepath[1024]; 71 char stylefilepath[1024];
79 74
80 /* bail out if treasure isn't wanted. */ 75 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 76 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 77 if (!strcmp (treasure_style, "none"))
83 return; 78 return;
79
84 if (treasureoptions <= 0) 80 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
86 82
87 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 85 {
90 if (RANDOM () % 2) 86 if (rndm (2))
91 treasureoptions -= 1; 87 treasureoptions -= 1;
92 else 88 else
93 treasureoptions -= 2; 89 treasureoptions -= 2;
94 } 90 }
95 91
106 102
107 /* get the style map */ 103 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 104 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 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 }
111 113
112 /* all the treasure at one spot in the map. */ 114 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 115 if (treasureoptions & CONCENTRATED)
114 { 116 {
115 117
211 if (i == -1) 213 if (i == -1)
212 { 214 {
213 the_chest->destroy (); 215 the_chest->destroy ();
214 return NULL; 216 return NULL;
215 } 217 }
218
216 xl = x + freearr_x[i]; 219 xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 220 yl = y + freearr_y[i];
218 221
219 /* if the placement is blocked, return a fail. */ 222 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 223 if (wall_blocked (map, xl, yl))
331 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.
332 335
333 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
334 sure a key is placed on both sides of the door. 337 sure a key is placed on both sides of the door.
335*/ 338*/
336
337int 339int
338keyplace (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)
339{ 341{
340 int i, j; 342 int i, j;
341 int kx, ky; 343 int kx = 0, ky = 0;
342 object *the_keymaster; /* the monster that gets the key. */ 344 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key; 345 object *the_key;
344 346
345 /* get a key and set its keycode */ 347 /* get a key and set its keycode */
346 the_key = get_archetype ("key2"); 348 the_key = get_archetype ("key2");
348 350
349 if (door_flag == PASS_DOORS) 351 if (door_flag == PASS_DOORS)
350 { 352 {
351 int tries = 0; 353 int tries = 0;
352 354
353 the_keymaster = NULL; 355 the_keymaster = 0;
354 while (tries < 15 && the_keymaster == NULL) 356 while (tries < 15 && !the_keymaster)
355 { 357 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1; 358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1; 359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++; 360 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP); 361 the_keymaster = find_closest_monster (map, i, j, RP);
360 } 362 }
363
361 /* 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. */
362 if (the_keymaster == NULL) 365 if (!the_keymaster)
363 { 366 {
364 int freeindex; 367 int freeindex;
365 368
366 freeindex = -1; 369 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++) 370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 { 371 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky); 374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
372 } 375 }
376
377 // can freeindex ever be < 0?
373 if (freeindex != -1) 378 if (freeindex >= 0)
374 { 379 {
375 kx += freearr_x[freeindex]; 380 kx += freearr_x [freeindex];
376 ky += freearr_y[freeindex]; 381 ky += freearr_y [freeindex];
377 } 382 }
378 } 383 }
379 } 384 }
380 else 385 else
381 { /* NO_PASS_DOORS --we have to work harder. */ 386 { /* NO_PASS_DOORS --we have to work harder. */
383 NO_PASS_DOORS is set. */ 388 NO_PASS_DOORS is set. */
384 if (n_keys == 1) 389 if (n_keys == 1)
385 { 390 {
386 if (wall_blocked (map, x, y)) 391 if (wall_blocked (map, x, y))
387 return 0; 392 return 0;
393
388 the_keymaster = find_monster_in_room (map, x, y, RP); 394 the_keymaster = find_monster_in_room (map, x, y, RP);
389 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. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP); 396 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 } 397 }
392 else 398 else
393 { 399 {
394 int sum = 0; /* count how many keys we actually place */ 400 int sum = 0; /* count how many keys we actually place */
396 /* 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. */
397 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);
398 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);
399 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);
400 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
401 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. */
402 { /* diagnoally this time. */ 409 { /* diagonally this time. */
403 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);
404 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);
405 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);
406 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);
407 } 414 }
415
408 return 1; 416 return 1;
409 } 417 }
410 } 418 }
411 419
412 if (the_keymaster == NULL) 420 if (!the_keymaster)
413 { 421 {
414 the_key->x = kx; 422 the_key->x = kx;
415 the_key->y = ky; 423 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0); 424 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1; 425 return 1;
462 return theMonsterToFind; 470 return theMonsterToFind;
463 } 471 }
464 } 472 }
465 473
466 /* 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 */
467 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++)
468 { 476 {
469 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);
470 if (theMonsterToFind != NULL) 478 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 479 return theMonsterToFind;
472 } 480 }
505 free (layout2); 513 free (layout2);
506 514
507 return theMonsterToFind; 515 return theMonsterToFind;
508} 516}
509 517
510
511
512
513/* 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 */
514int *room_free_spots_x; 519int *room_free_spots_x;
515int *room_free_spots_y; 520int *room_free_spots_y;
516int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
517 522
518/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
519a 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
520that datastructure. */ 525that datastructure. */
521
522void 526void
523find_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)
524{ 528{
525 int i, j; 529 int i, j;
526 530
537 /* check off this point */ 541 /* check off this point */
538 layout[x][y] = 1; 542 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
542 /* 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 */
543 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++)
544 {
545 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);
546 }
547 550
548} 551}
549 552
550/* 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. */
551void 554void
562 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
564 { 567 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
570 }
571 } 572 }
572 573
573 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
575 576
580 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
581 } 582 }
582 583
583 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 586 free (layout2[i]);
587 } 587
588 free (layout2); 588 free (layout2);
589 free (room_free_spots_x); 589 free (room_free_spots_x);
590 free (room_free_spots_y); 590 free (room_free_spots_y);
591} 591}
592 592
593 593
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
597
598void 597void
599find_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)
600{ 599{
601 int x, y; 600 int x, y;
602 int i; 601 int i;
653 *cy = ly; 652 *cy = ly;
654 return; 653 return;
655 } 654 }
656 } 655 }
657 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
660 { 660 {
661 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
663 return; 663 }
664 else
664 } 665 {
665 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
666 *cx = *cy = -1; 668 *cy = -1;
669 }
667} 670}
668
669 671
670void 672void
671remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
672{ 674{
673 object *tmp; 675 object *tmp;
674 676
675 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)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 679 {
678 if (tmp->head) 680 if (tmp->head)
679 tmp = tmp->head; 681 tmp = tmp->head;
680 tmp->remove (); 682 tmp->remove ();
683 if (tmp == NULL) 685 if (tmp == NULL)
684 break; 686 break;
685 }; 687 };
686} 688}
687 689
688
689/* 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
690 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
691 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
692
693object ** 693object **
694surround_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)
695{ 695{
696 int i; 696 int i;
697 char *doors[2]; 697 char *doors[2];
714 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
716 { 716 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 718
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
721 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]);
722 724 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 726 ndoors_made++;
729 } 727 }
730 } 728 }
729
731 return doorlist; 730 return doorlist;
732} 731}
733 732
734 733
735/* 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. */
779 } 778 }
780 else 779 else
781 { 780 {
782 layout[x][y] = 1; 781 layout[x][y] = 1;
783 /* 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 */
784 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++)
785 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);
786 } 785 }
787} 786}
788 787
789/* 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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