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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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
332 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.
333 335
334 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
335 sure a key is placed on both sides of the door. 337 sure a key is placed on both sides of the door.
336*/ 338*/
337
338int 339int
339keyplace (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)
340{ 341{
341 int i, j; 342 int i, j;
342 int kx, ky; 343 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 344 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 345 object *the_key;
345 346
346 /* get a key and set its keycode */ 347 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 348 the_key = get_archetype ("key2");
349 350
350 if (door_flag == PASS_DOORS) 351 if (door_flag == PASS_DOORS)
351 { 352 {
352 int tries = 0; 353 int tries = 0;
353 354
354 the_keymaster = NULL; 355 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 356 while (tries < 15 && !the_keymaster)
356 { 357 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++; 360 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 361 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 362 }
363
362 /* 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. */
363 if (the_keymaster == NULL) 365 if (!the_keymaster)
364 { 366 {
365 int freeindex; 367 int freeindex;
366 368
367 freeindex = -1; 369 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 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);
373 } 375 }
374 376
377 // can freeindex ever be < 0?
375 if (freeindex != -1) 378 if (freeindex >= 0)
376 { 379 {
377 kx += freearr_x[freeindex]; 380 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 381 ky += freearr_y [freeindex];
379 } 382 }
380 } 383 }
381 } 384 }
382 else 385 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 386 { /* NO_PASS_DOORS --we have to work harder. */
387 { 390 {
388 if (wall_blocked (map, x, y)) 391 if (wall_blocked (map, x, y))
389 return 0; 392 return 0;
390 393
391 the_keymaster = find_monster_in_room (map, x, y, RP); 394 the_keymaster = find_monster_in_room (map, x, y, RP);
392 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. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 396 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 397 }
395 else 398 else
396 { 399 {
397 int sum = 0; /* count how many keys we actually place */ 400 int sum = 0; /* count how many keys we actually place */
399 /* 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. */
400 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);
401 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);
402 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);
403 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
404 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. */
405 { /* diagnoally this time. */ 409 { /* diagonally this time. */
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 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); 412 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); 413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 414 }
415
411 return 1; 416 return 1;
412 } 417 }
413 } 418 }
414 419
415 if (the_keymaster == NULL) 420 if (!the_keymaster)
416 { 421 {
417 the_key->x = kx; 422 the_key->x = kx;
418 the_key->y = ky; 423 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 424 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 425 return 1;
465 return theMonsterToFind; 470 return theMonsterToFind;
466 } 471 }
467 } 472 }
468 473
469 /* 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 */
470 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++)
471 { 476 {
472 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);
473 if (theMonsterToFind != NULL) 478 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 479 return theMonsterToFind;
475 } 480 }
508 free (layout2); 513 free (layout2);
509 514
510 return theMonsterToFind; 515 return theMonsterToFind;
511} 516}
512 517
513
514
515
516/* 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 */
517int *room_free_spots_x; 519int *room_free_spots_x;
518int *room_free_spots_y; 520int *room_free_spots_y;
519int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
520 522
521/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
522a 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
523that datastructure. */ 525that datastructure. */
524
525void 526void
526find_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)
527{ 528{
528 int i, j; 529 int i, j;
529 530
540 /* check off this point */ 541 /* check off this point */
541 layout[x][y] = 1; 542 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
545 /* 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 */
546 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++)
547 {
548 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);
549 }
550 550
551} 551}
552 552
553/* 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. */
554void 554void
565 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
567 { 567 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
573 }
574 } 572 }
575 573
576 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
578 576
583 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
584 } 582 }
585 583
586 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 586 free (layout2[i]);
590 } 587
591 free (layout2); 588 free (layout2);
592 free (room_free_spots_x); 589 free (room_free_spots_x);
593 free (room_free_spots_y); 590 free (room_free_spots_y);
594} 591}
595 592
596 593
597/* 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
598 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
599 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
600
601void 597void
602find_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)
603{ 599{
604 int x, y; 600 int x, y;
605 int i; 601 int i;
671 *cx = -1; 667 *cx = -1;
672 *cy = -1; 668 *cy = -1;
673 } 669 }
674} 670}
675 671
676
677void 672void
678remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
679{ 674{
680 object *tmp; 675 object *tmp;
681 676
682 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)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 679 {
685 if (tmp->head) 680 if (tmp->head)
686 tmp = tmp->head; 681 tmp = tmp->head;
687 tmp->remove (); 682 tmp->remove ();
690 if (tmp == NULL) 685 if (tmp == NULL)
691 break; 686 break;
692 }; 687 };
693} 688}
694 689
695
696/* 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
697 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
698 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
699
700object ** 693object **
701surround_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)
702{ 695{
703 int i; 696 int i;
704 char *doors[2]; 697 char *doors[2];
721 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
723 { 716 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
725 718
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
727 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
728 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]);
729 724 map->insert (new_door, x1, y1);
730 new_door->x = x + freearr_x[i];
731 new_door->y = y + freearr_y[i];
732 remove_monsters (new_door->x, new_door->y, map);
733 insert_ob_in_map (new_door, map, NULL, 0);
734 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
735 ndoors_made++; 726 ndoors_made++;
736 } 727 }
737 } 728 }
729
738 return doorlist; 730 return doorlist;
739} 731}
740 732
741 733
742/* 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. */
786 } 778 }
787 else 779 else
788 { 780 {
789 layout[x][y] = 1; 781 layout[x][y] = 1;
790 /* 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 */
791 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++)
792 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);
793 } 785 }
794} 786}
795 787
796/* 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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