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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 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 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
8 7 *
9 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
10 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
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 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
20 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 21 *
23 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>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27
28
29 26
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <random_map.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
49 46
50/* 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
51 * and doors but not monsters. 48 * and doors but not monsters.
52 * This function is not map tile aware. 49 * This function is not map tile aware.
53 */ 50 */
54
55int 51int
56wall_blocked (maptile *m, int x, int y) 52wall_blocked (maptile *m, int x, int y)
57{ 53{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 54 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 55 return 1;
56
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
63 return r; 58 return r;
64} 59}
65 60
66/* place treasures in the map, given the 61/* place treasures in the map, given the
67map, (required) 62map, (required)
68layout, (required) 63layout, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 65treasureoptions (may be 0 for random choices or positive)
71*/ 66*/
72
73void 67void
74place_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)
75{ 69{
76 char styledirname[1024]; 70 char styledirname[1024];
77 char stylefilepath[1024]; 71 char stylefilepath[1024];
80 74
81 /* bail out if treasure isn't wanted. */ 75 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 76 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 77 if (!strcmp (treasure_style, "none"))
84 return; 78 return;
79
85 if (treasureoptions <= 0) 80 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
87 82
88 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 85 {
91 if (RANDOM () % 2) 86 if (rndm (2))
92 treasureoptions -= 1; 87 treasureoptions -= 1;
93 else 88 else
94 treasureoptions -= 2; 89 treasureoptions -= 2;
95 } 90 }
96 91
107 102
108 /* get the style map */ 103 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 104 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 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 }
112 113
113 /* all the treasure at one spot in the map. */ 114 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 115 if (treasureoptions & CONCENTRATED)
115 { 116 {
116 117
212 if (i == -1) 213 if (i == -1)
213 { 214 {
214 the_chest->destroy (); 215 the_chest->destroy ();
215 return NULL; 216 return NULL;
216 } 217 }
218
217 xl = x + freearr_x[i]; 219 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 220 yl = y + freearr_y[i];
219 221
220 /* if the placement is blocked, return a fail. */ 222 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 223 if (wall_blocked (map, xl, yl))
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++)
369 { 371 {
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_first_free_spot (the_key, map, kx, ky); 374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 375 }
376
377 // can freeindex ever be < 0?
374 if (freeindex != -1) 378 if (freeindex >= 0)
375 { 379 {
376 kx += freearr_x[freeindex]; 380 kx += freearr_x [freeindex];
377 ky += freearr_y[freeindex]; 381 ky += freearr_y [freeindex];
378 } 382 }
379 } 383 }
380 } 384 }
381 else 385 else
382 { /* NO_PASS_DOORS --we have to work harder. */ 386 { /* NO_PASS_DOORS --we have to work harder. */
384 NO_PASS_DOORS is set. */ 388 NO_PASS_DOORS is set. */
385 if (n_keys == 1) 389 if (n_keys == 1)
386 { 390 {
387 if (wall_blocked (map, x, y)) 391 if (wall_blocked (map, x, y))
388 return 0; 392 return 0;
393
389 the_keymaster = find_monster_in_room (map, x, y, RP); 394 the_keymaster = find_monster_in_room (map, x, y, RP);
390 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. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP); 396 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 } 397 }
393 else 398 else
394 { 399 {
395 int sum = 0; /* count how many keys we actually place */ 400 int sum = 0; /* count how many keys we actually place */
397 /* 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. */
398 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);
399 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);
400 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);
401 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
402 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. */
403 { /* diagnoally this time. */ 409 { /* diagonally this time. */
404 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);
405 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);
406 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);
407 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);
408 } 414 }
415
409 return 1; 416 return 1;
410 } 417 }
411 } 418 }
412 419
413 if (the_keymaster == NULL) 420 if (!the_keymaster)
414 { 421 {
415 the_key->x = kx; 422 the_key->x = kx;
416 the_key->y = ky; 423 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 424 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 425 return 1;
463 return theMonsterToFind; 470 return theMonsterToFind;
464 } 471 }
465 } 472 }
466 473
467 /* 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 */
468 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++)
469 { 476 {
470 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);
471 if (theMonsterToFind != NULL) 478 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 479 return theMonsterToFind;
473 } 480 }
506 free (layout2); 513 free (layout2);
507 514
508 return theMonsterToFind; 515 return theMonsterToFind;
509} 516}
510 517
511
512
513
514/* 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 */
515int *room_free_spots_x; 519int *room_free_spots_x;
516int *room_free_spots_y; 520int *room_free_spots_y;
517int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
518 522
519/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
520a 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
521that datastructure. */ 525that datastructure. */
522
523void 526void
524find_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)
525{ 528{
526 int i, j; 529 int i, j;
527 530
538 /* check off this point */ 541 /* check off this point */
539 layout[x][y] = 1; 542 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
543 /* 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 */
544 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++)
545 {
546 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);
547 }
548 550
549} 551}
550 552
551/* 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. */
552void 554void
563 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
565 { 567 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
571 }
572 } 572 }
573 573
574 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
576 576
581 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
582 } 582 }
583 583
584 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 586 free (layout2[i]);
588 } 587
589 free (layout2); 588 free (layout2);
590 free (room_free_spots_x); 589 free (room_free_spots_x);
591 free (room_free_spots_y); 590 free (room_free_spots_y);
592} 591}
593 592
594 593
595/* 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
596 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
597 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
598
599void 597void
600find_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)
601{ 599{
602 int x, y; 600 int x, y;
603 int i; 601 int i;
654 *cy = ly; 652 *cy = ly;
655 return; 653 return;
656 } 654 }
657 } 655 }
658 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
659 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);
660 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
661 { 660 {
662 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
664 return; 663 }
664 else
665 } 665 {
666 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
667 *cx = *cy = -1; 668 *cy = -1;
669 }
668} 670}
669
670 671
671void 672void
672remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
673{ 674{
674 object *tmp; 675 object *tmp;
675 676
676 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)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 679 {
679 if (tmp->head) 680 if (tmp->head)
680 tmp = tmp->head; 681 tmp = tmp->head;
681 tmp->remove (); 682 tmp->remove ();
684 if (tmp == NULL) 685 if (tmp == NULL)
685 break; 686 break;
686 }; 687 };
687} 688}
688 689
689
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
693
694object ** 693object **
695surround_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)
696{ 695{
697 int i; 696 int i;
698 char *doors[2]; 697 char *doors[2];
715 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
717 { 716 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 718
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
722 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]);
723 724 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 726 ndoors_made++;
730 } 727 }
731 } 728 }
729
732 return doorlist; 730 return doorlist;
733} 731}
734 732
735 733
736/* 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. */
780 } 778 }
781 else 779 else
782 { 780 {
783 layout[x][y] = 1; 781 layout[x][y] = 1;
784 /* 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 */
785 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++)
786 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);
787 } 785 }
788} 786}
789 787
790/* 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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