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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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 */
47static int
48bc_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 */
52wall_blocked (maptile *m, int x, int y) 58wall_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
62map, (required) 68map, (required)
63layout, (required) 69layout, (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 */
130 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
131 { 137 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
133 { 139 {
134 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 141 object *chest;
137 142
138 if (tdiv == 3) 143 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 144 tdiv = 2; /* this symmetry uses a divisor of 2 */
140 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
141 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
142 if (!chest) 148 if (!chest)
143 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
144 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
145 { 152 {
146 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 155 free (doorlist);
149 } 156 }
150 } 157 }
151 } 158 }
160 167
161 i = j = -1; 168 i = j = -1;
162 tries = 0; 169 tries = 0;
163 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
164 { 171 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
167 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
168 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
169 i = -1; 176 i = -1;
170 tries++; 177 tries++;
171 } 178 }
187 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
188 int ti, i, j; 195 int ti, i, j;
189 196
190 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
191 { 198 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 202 }
196 } 203 }
197} 204}
198 205
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 240
234 if (tlist != NULL) 241 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 243 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
238 245
239 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
240 } 247 }
241 else 248 else
242 { /* use the style map */ 249 { /* use the style map */
243 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
245 } 252 }
246#endif 253#endif
247 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
249 256
250 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
252 } 259 }
253 260
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap; 265 object *the_trap;
259 266
260 if (trap_map) 267 if (trap_map)
261 { 268 {
262 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
263 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
265 if (the_trap) 272 if (the_trap)
266 { 273 {
267 object *new_trap; 274 object *new_trap;
268 275
269 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
276 } 283 }
277 284
278 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 289 {
284 char keybuf[1024]; 290 char keybuf[1024];
285 291
286 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
287 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 } 295 }
290 296
291 /* actually place the chest. */ 297 /* actually place the chest. */
353 int tries = 0; 359 int tries = 0;
354 360
355 the_keymaster = 0; 361 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster) 362 while (tries < 15 && !the_keymaster)
357 { 363 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
360 tries++; 366 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 368 }
363 369
364 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
367 int freeindex; 373 int freeindex;
368 374
369 freeindex = -1; 375 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 377 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 } 381 }
376 382
377 // can freeindex ever be < 0? 383 // can freeindex ever be < 0?
378 if (freeindex >= 0) 384 if (freeindex >= 0)
423 the_key->y = ky; 429 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1; 431 return 1;
426 } 432 }
427 433
428 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
429 return 1; 435 return 1;
430} 436}
431 437
432 438
433 439
496 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
498 { 504 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
504 }
505 } 509 }
510
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
507 512
508 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
509 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]); 515 free (layout2[i]);
512 } 516
513 free (layout2); 517 free (layout2);
514 518
515 return theMonsterToFind; 519 return theMonsterToFind;
516} 520}
517 521
574 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
576 580
577 if (number_of_free_spots_in_room > 0) 581 if (number_of_free_spots_in_room > 0)
578 { 582 {
579 i = RANDOM () % number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
582 } 586 }
583 587
584 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
652 *cy = ly; 656 *cy = ly;
653 return; 657 return;
654 } 658 }
655 } 659 }
656 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
658 662
659 if (i != -1) 663 if (i != -1)
660 { 664 {
661 *cx = x + freearr_x[i]; 665 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 666 *cy = y + freearr_y[i];
692 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
693object ** 697object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 698surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 699{
696 int i; 700 int i;
697 char *doors[2]; 701 const char *doors[2];
698 object **doorlist; 702 object **doorlist;
699 int ndoors_made = 0; 703 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 704 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 705
702 /* this is a list we pick from, for horizontal and vertical doors */ 706 /* this is a list we pick from, for horizontal and vertical doors */
740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 746 return tmp;
743 return NULL; 747 return NULL;
744} 748}
745
746 749
747/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
748void 751void
749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
750{ 753{
765 layout[x][y] = 1; 768 layout[x][y] = 1;
766 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
767 if (door) 770 if (door)
768 { 771 {
769 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
770 if (*ndoors > 1022) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
771 { 775 {
772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
773 return; 777 return;
774 } 778 }
777 } 781 }
778 } 782 }
779 else 783 else
780 { 784 {
781 layout[x][y] = 1; 785 layout[x][y] = 1;
786
782 /* now search all the 8 squares around recursively for free spots,in random order */ 787 /* 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++) 788 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); 789 find_doors_in_room_recursive (layout, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP);
785 } 792 }
786} 793}
787 794
788/* find a random non-blocked spot in this room to drop a key. */ 795/* find a random non-blocked spot in this room to drop a key. */
789object ** 796object **
790find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
791{ 798{
792 char **layout2;
793 object **doorlist;
794 int i, j; 799 int i, j;
795 int ndoors = 0; 800 int ndoors = 0;
796 801
797 doorlist = (object **) calloc (sizeof (int), 1024); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
798 803
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
800 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
805 {
806 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
808 }
809 }
810 811
811 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
812 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
813 814
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 815 return doorlist;
820} 816}
821
822
823 817
824/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
825 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
826
827void 820void
828lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
829{ 822{
830 object *door; 823 object *door;
831 int i; 824 int i;
845 new_door->y = door->y; 838 new_door->y = door->y;
846 door->remove (); 839 door->remove ();
847 door->destroy (); 840 door->destroy ();
848 doorlist[i] = new_door; 841 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 843 sprintf (keybuf, "%d", rndm (1000000000));
851 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
852 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
853 } 846 }
854 } 847 }
855 848

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