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> |
… | |
… | |
59 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
60 | { |
59 | { |
61 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
62 | return 1; |
61 | return 1; |
63 | |
62 | |
|
|
63 | m->at (x, y).update (); |
64 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
65 | return r; |
|
|
66 | } |
65 | } |
67 | |
66 | |
68 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
69 | map, (required) |
68 | map, (required) |
70 | layout, (required) |
69 | layout, (required) |
… | |
… | |
119 | } |
118 | } |
120 | |
119 | |
121 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
122 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
123 | { |
122 | { |
124 | |
|
|
125 | /* map_layout_style global, and is previously set */ |
123 | /* map_layout_style global, and is previously set */ |
126 | switch (RP->map_layout_style) |
124 | switch (RP->map_layout_style) |
127 | { |
125 | { |
128 | case LAYOUT_ONION: |
126 | case LAYOUT_ONION: |
129 | case LAYOUT_SPIRAL: |
127 | case LAYOUT_SPIRAL: |
… | |
… | |
137 | for (j = 0; j < RP->Ysize; j++) |
135 | for (j = 0; j < RP->Ysize; j++) |
138 | { |
136 | { |
139 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
137 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
140 | { |
138 | { |
141 | int tdiv = RP->symmetry_used; |
139 | int tdiv = RP->symmetry_used; |
142 | object **doorlist; |
|
|
143 | object *chest; |
140 | object *chest; |
144 | |
141 | |
145 | if (tdiv == 3) |
142 | if (tdiv == 3) |
146 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
144 | |
147 | /* don't put a chest on an exit. */ |
145 | /* don't put a chest on an exit. */ |
148 | 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 | |
149 | if (!chest) |
148 | if (!chest) |
150 | continue; /* if no chest was placed NEXT */ |
149 | continue; /* if no chest was placed NEXT */ |
|
|
150 | |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
152 | { |
152 | { |
153 | doorlist = find_doors_in_room (map, i, j, RP); |
153 | object **doorlist = find_doors_in_room (map, i, j, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
155 | free (doorlist); |
155 | free (doorlist); |
156 | } |
156 | } |
157 | } |
157 | } |
158 | } |
158 | } |
… | |
… | |
170 | while (i == -1 && tries < 100) |
170 | while (i == -1 && tries < 100) |
171 | { |
171 | { |
172 | i = rndm (RP->Xsize - 2) + 1; |
172 | i = rndm (RP->Xsize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
174 | find_enclosed_spot (map, &i, &j, RP); |
174 | find_enclosed_spot (map, &i, &j, RP); |
|
|
175 | |
175 | if (wall_blocked (map, i, j)) |
176 | if (wall_blocked (map, i, j)) |
176 | i = -1; |
177 | i = -1; |
|
|
178 | |
177 | tries++; |
179 | tries++; |
178 | } |
180 | } |
|
|
181 | |
179 | 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 | |
180 | if (!chest) |
184 | if (!chest) |
181 | return; |
185 | return; |
|
|
186 | |
182 | i = chest->x; |
187 | i = chest->x; |
183 | j = chest->y; |
188 | j = chest->y; |
184 | if (treasureoptions & (DOORED | HIDDEN)) |
189 | if (treasureoptions & (DOORED | HIDDEN)) |
185 | { |
190 | { |
186 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
191 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
204 | } |
209 | } |
205 | |
210 | |
206 | /* 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 |
207 | 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, |
208 | 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 */ |
209 | |
|
|
210 | object * |
214 | object * |
211 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
215 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
212 | { |
216 | { |
213 | object *the_chest; |
217 | object *the_chest; |
214 | int i, xl, yl; |
218 | int i, xl, yl; |
… | |
… | |
250 | the_chest->randomitems = tlist; |
254 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
255 | the_chest->stats.hp = n_treasures; |
252 | } |
256 | } |
253 | #endif |
257 | #endif |
254 | { /* neither style_map no treasure list given */ |
258 | { /* neither style_map no treasure list given */ |
255 | treasurelist *tlist = find_treasurelist ("chest"); |
259 | treasurelist *tlist = treasurelist::find ("chest"); |
256 | |
260 | |
257 | the_chest->randomitems = tlist; |
261 | the_chest->randomitems = tlist; |
258 | the_chest->stats.hp = n_treasures; |
262 | the_chest->stats.hp = n_treasures; |
259 | } |
263 | } |
260 | |
264 | |
… | |
… | |
429 | the_key->y = ky; |
433 | the_key->y = ky; |
430 | insert_ob_in_map (the_key, map, NULL, 0); |
434 | insert_ob_in_map (the_key, map, NULL, 0); |
431 | return 1; |
435 | return 1; |
432 | } |
436 | } |
433 | |
437 | |
434 | insert_ob_in_ob (the_key, the_keymaster); |
438 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
435 | return 1; |
439 | return 1; |
436 | } |
440 | } |
437 | |
441 | |
438 | |
442 | |
439 | |
443 | |
… | |
… | |
502 | /* allocate and copy the layout, converting C to 0. */ |
506 | /* allocate and copy the layout, converting C to 0. */ |
503 | for (i = 0; i < RP->Xsize; i++) |
507 | for (i = 0; i < RP->Xsize; i++) |
504 | { |
508 | { |
505 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
509 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
506 | for (j = 0; j < RP->Ysize; j++) |
510 | for (j = 0; j < RP->Ysize; j++) |
507 | { |
|
|
508 | if (wall_blocked (map, i, j)) |
511 | if (wall_blocked (map, i, j)) |
509 | layout2[i][j] = '#'; |
512 | layout2[i][j] = '#'; |
510 | } |
|
|
511 | } |
513 | } |
|
|
514 | |
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
515 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
513 | |
516 | |
514 | /* deallocate the temp. layout */ |
517 | /* deallocate the temp. layout */ |
515 | for (i = 0; i < RP->Xsize; i++) |
518 | for (i = 0; i < RP->Xsize; i++) |
516 | { |
|
|
517 | free (layout2[i]); |
519 | free (layout2[i]); |
518 | } |
520 | |
519 | free (layout2); |
521 | free (layout2); |
520 | |
522 | |
521 | return theMonsterToFind; |
523 | return theMonsterToFind; |
522 | } |
524 | } |
523 | |
525 | |
… | |
… | |
658 | *cy = ly; |
660 | *cy = ly; |
659 | return; |
661 | return; |
660 | } |
662 | } |
661 | } |
663 | } |
662 | /* give up and return the closest free spot. */ |
664 | /* give up and return the closest free spot. */ |
663 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
665 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
664 | |
666 | |
665 | if (i != -1) |
667 | if (i != -1) |
666 | { |
668 | { |
667 | *cx = x + freearr_x[i]; |
669 | *cx = x + freearr_x[i]; |
668 | *cy = y + freearr_y[i]; |
670 | *cy = y + freearr_y[i]; |
… | |
… | |
698 | it'll remove any monsters it finds.*/ |
700 | it'll remove any monsters it finds.*/ |
699 | object ** |
701 | object ** |
700 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
702 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
701 | { |
703 | { |
702 | int i; |
704 | int i; |
703 | char *doors[2]; |
705 | const char *doors[2]; |
704 | object **doorlist; |
706 | object **doorlist; |
705 | int ndoors_made = 0; |
707 | int ndoors_made = 0; |
706 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
708 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
707 | |
709 | |
708 | /* this is a list we pick from, for horizontal and vertical doors */ |
710 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
746 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
748 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
747 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
749 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
748 | return tmp; |
750 | return tmp; |
749 | return NULL; |
751 | return NULL; |
750 | } |
752 | } |
751 | |
|
|
752 | |
753 | |
753 | /* the workhorse routine, which finds the doors in a room */ |
754 | /* the workhorse routine, which finds the doors in a room */ |
754 | void |
755 | void |
755 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
756 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
756 | { |
757 | { |
… | |
… | |
771 | layout[x][y] = 1; |
772 | layout[x][y] = 1; |
772 | door = door_in_square (map, x, y); |
773 | door = door_in_square (map, x, y); |
773 | if (door) |
774 | if (door) |
774 | { |
775 | { |
775 | doorlist[*ndoors] = door; |
776 | doorlist[*ndoors] = door; |
|
|
777 | |
776 | if (*ndoors > 1022) /* eek! out of memory */ |
778 | if (*ndoors > 1022) /* eek! out of memory */ |
777 | { |
779 | { |
778 | 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"); |
779 | return; |
781 | return; |
780 | } |
782 | } |
… | |
… | |
796 | |
798 | |
797 | /* 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. */ |
798 | object ** |
800 | object ** |
799 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
801 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
800 | { |
802 | { |
801 | char **layout2; |
|
|
802 | object **doorlist; |
|
|
803 | int i, j; |
803 | int i, j; |
804 | int ndoors = 0; |
804 | int ndoors = 0; |
805 | |
805 | |
806 | doorlist = (object **) calloc (sizeof (int), 1024); |
806 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
807 | |
807 | |
808 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
808 | MazeData layout2 (RP->Xsize, RP->Ysize); |
|
|
809 | |
809 | /* allocate and copy the layout, converting C to 0. */ |
810 | /* allocate and copy the layout, converting C to 0. */ |
810 | for (i = 0; i < RP->Xsize; i++) |
811 | for (i = 0; i < RP->Xsize; i++) |
811 | { |
|
|
812 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
813 | for (j = 0; j < RP->Ysize; j++) |
812 | for (j = 0; j < RP->Ysize; j++) |
814 | { |
|
|
815 | if (wall_blocked (map, i, j)) |
813 | if (wall_blocked (map, i, j)) |
816 | layout2[i][j] = '#'; |
814 | layout2[i][j] = '#'; |
817 | } |
|
|
818 | } |
|
|
819 | |
815 | |
820 | /* setup num_free_spots and room_free_spots */ |
816 | /* setup num_free_spots and room_free_spots */ |
821 | 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); |
822 | |
818 | |
823 | /* deallocate the temp. layout */ |
|
|
824 | for (i = 0; i < RP->Xsize; i++) |
|
|
825 | free (layout2[i]); |
|
|
826 | |
|
|
827 | free (layout2); |
|
|
828 | return doorlist; |
819 | return doorlist; |
829 | } |
820 | } |
830 | |
|
|
831 | |
|
|
832 | |
821 | |
833 | /* 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 |
834 | opts doesn't say to lock/hide doors. */ |
823 | opts doesn't say to lock/hide doors. */ |
835 | |
|
|
836 | void |
824 | void |
837 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
825 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
838 | { |
826 | { |
839 | object *door; |
827 | object *door; |
840 | int i; |
828 | int i; |