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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.31 by root, Sun Aug 26 15:31:04 2007 UTC vs.
Revision 1.35 by root, Mon Apr 14 22:41:17 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
25 25
26#include <global.h> 26#include <global.h>
118 } 118 }
119 119
120 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
122 { 122 {
123
124 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
126 { 125 {
127 case LAYOUT_ONION: 126 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
136 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
137 { 136 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 { 138 {
140 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest; 140 object *chest;
143 141
144 if (tdiv == 3) 142 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
146 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
147 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
148 if (!chest) 148 if (!chest)
149 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
150 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
151 { 152 {
152 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist); 155 free (doorlist);
155 } 156 }
156 } 157 }
157 } 158 }
169 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
170 { 171 {
171 i = rndm (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
173 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
175
174 if (wall_blocked (map, i, j)) 176 if (wall_blocked (map, i, j))
175 i = -1; 177 i = -1;
178
176 tries++; 179 tries++;
177 } 180 }
181
178 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
183
179 if (!chest) 184 if (!chest)
180 return; 185 return;
186
181 i = chest->x; 187 i = chest->x;
182 j = chest->y; 188 j = chest->y;
183 if (treasureoptions & (DOORED | HIDDEN)) 189 if (treasureoptions & (DOORED | HIDDEN))
184 { 190 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
203} 209}
204 210
205/* put a chest into the map, near x and y, with the treasure style 211/* put a chest into the map, near x and y, with the treasure style
206 determined (may be null, or may be a treasure list from lib/treasures, 212 determined (may be null, or may be a treasure list from lib/treasures,
207 if the global variable "treasurestyle" is set to that treasure list's name */ 213 if the global variable "treasurestyle" is set to that treasure list's name */
208
209object * 214object *
210place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
211{ 216{
212 object *the_chest; 217 object *the_chest;
213 int i, xl, yl; 218 int i, xl, yl;
501 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
502 for (i = 0; i < RP->Xsize; i++) 507 for (i = 0; i < RP->Xsize; i++)
503 { 508 {
504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
505 for (j = 0; j < RP->Ysize; j++) 510 for (j = 0; j < RP->Ysize; j++)
506 {
507 if (wall_blocked (map, i, j)) 511 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#'; 512 layout2[i][j] = '#';
509 }
510 } 513 }
514
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 516
513 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
514 for (i = 0; i < RP->Xsize; i++) 518 for (i = 0; i < RP->Xsize; i++)
515 {
516 free (layout2[i]); 519 free (layout2[i]);
517 } 520
518 free (layout2); 521 free (layout2);
519 522
520 return theMonsterToFind; 523 return theMonsterToFind;
521} 524}
522 525
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 750 return tmp;
748 return NULL; 751 return NULL;
749} 752}
750 753
751
752/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
753void 755void
754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
755{ 757{
756 int i, j; 758 int i, j;
770 layout[x][y] = 1; 772 layout[x][y] = 1;
771 door = door_in_square (map, x, y); 773 door = door_in_square (map, x, y);
772 if (door) 774 if (door)
773 { 775 {
774 doorlist[*ndoors] = door; 776 doorlist[*ndoors] = door;
777
775 if (*ndoors > 1022) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
776 { 779 {
777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
778 return; 781 return;
779 } 782 }
795 798
796/* find a random non-blocked spot in this room to drop a key. */ 799/* find a random non-blocked spot in this room to drop a key. */
797object ** 800object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 802{
800 char **layout2;
801 object **doorlist;
802 int i, j; 803 int i, j;
803 int ndoors = 0; 804 int ndoors = 0;
804 805
805 doorlist = (object **) calloc (sizeof (int), 1024); 806 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 807
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
808 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 811 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 812 for (j = 0; j < RP->Ysize; j++)
813 {
814 if (wall_blocked (map, i, j)) 813 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#'; 814 layout2[i][j] = '#';
816 }
817 }
818 815
819 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821 818
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 819 return doorlist;
828} 820}
829
830
831 821
832/* locks and/or hides all the doors in doorlist, or does nothing if 822/* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
834
835void 824void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 826{
838 object *door; 827 object *door;
839 int i; 828 int i;

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