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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
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];
211 if (i == -1) 206 if (i == -1)
212 { 207 {
213 the_chest->destroy (); 208 the_chest->destroy ();
214 return NULL; 209 return NULL;
215 } 210 }
211
216 xl = x + freearr_x[i]; 212 xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 213 yl = y + freearr_y[i];
218 214
219 /* if the placement is blocked, return a fail. */ 215 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 216 if (wall_blocked (map, xl, yl))
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 327 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332 328
333 The idea is that you call keyplace on x,y where a door is, and it'll make 329 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door. 330 sure a key is placed on both sides of the door.
335*/ 331*/
336
337int 332int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 333keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{ 334{
340 int i, j; 335 int i, j;
341 int kx, ky; 336 int kx = 0, ky = 0;
342 object *the_keymaster; /* the monster that gets the key. */ 337 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key; 338 object *the_key;
344 339
345 /* get a key and set its keycode */ 340 /* get a key and set its keycode */
346 the_key = get_archetype ("key2"); 341 the_key = get_archetype ("key2");
348 343
349 if (door_flag == PASS_DOORS) 344 if (door_flag == PASS_DOORS)
350 { 345 {
351 int tries = 0; 346 int tries = 0;
352 347
353 the_keymaster = NULL; 348 the_keymaster = 0;
354 while (tries < 15 && the_keymaster == NULL) 349 while (tries < 15 && !the_keymaster)
355 { 350 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1; 351 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1; 352 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++; 353 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP); 354 the_keymaster = find_closest_monster (map, i, j, RP);
360 } 355 }
356
361 /* if we don't find a good keymaster, drop the key on the ground. */ 357 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL) 358 if (!the_keymaster)
363 { 359 {
364 int freeindex; 360 int freeindex;
365 361
366 freeindex = -1; 362 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++) 363 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 { 364 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 365 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 366 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky); 367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
372 } 368 }
369
370 // can freeindex ever be < 0?
373 if (freeindex != -1) 371 if (freeindex >= 0)
374 { 372 {
375 kx += freearr_x[freeindex]; 373 kx += freearr_x [freeindex];
376 ky += freearr_y[freeindex]; 374 ky += freearr_y [freeindex];
377 } 375 }
378 } 376 }
379 } 377 }
380 else 378 else
381 { /* NO_PASS_DOORS --we have to work harder. */ 379 { /* NO_PASS_DOORS --we have to work harder. */
383 NO_PASS_DOORS is set. */ 381 NO_PASS_DOORS is set. */
384 if (n_keys == 1) 382 if (n_keys == 1)
385 { 383 {
386 if (wall_blocked (map, x, y)) 384 if (wall_blocked (map, x, y))
387 return 0; 385 return 0;
386
388 the_keymaster = find_monster_in_room (map, x, y, RP); 387 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 388 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP); 389 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 } 390 }
392 else 391 else
393 { 392 {
394 int sum = 0; /* count how many keys we actually place */ 393 int sum = 0; /* count how many keys we actually place */
396 /* I'm lazy, so just try to place in all 4 directions. */ 395 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 396 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 397 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 398 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 399 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
400
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */ 402 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 404 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); 405 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); 406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 } 407 }
408
408 return 1; 409 return 1;
409 } 410 }
410 } 411 }
411 412
412 if (the_keymaster == NULL) 413 if (!the_keymaster)
413 { 414 {
414 the_key->x = kx; 415 the_key->x = kx;
415 the_key->y = ky; 416 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0); 417 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1; 418 return 1;
505 free (layout2); 506 free (layout2);
506 507
507 return theMonsterToFind; 508 return theMonsterToFind;
508} 509}
509 510
510
511
512
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 511/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x; 512int *room_free_spots_x;
515int *room_free_spots_y; 513int *room_free_spots_y;
516int number_of_free_spots_in_room; 514int number_of_free_spots_in_room;
517 515
518/* the workhorse routine, which finds the free spots in a room: 516/* the workhorse routine, which finds the free spots in a room:
519a datastructure of free points is set up, and a position chosen from 517a datastructure of free points is set up, and a position chosen from
520that datastructure. */ 518that datastructure. */
521
522void 519void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 520find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 521{
525 int i, j; 522 int i, j;
526 523
537 /* check off this point */ 534 /* check off this point */
538 layout[x][y] = 1; 535 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 536 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 537 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 538 number_of_free_spots_in_room++;
539
542 /* now search all the 8 squares around recursively for free spots,in random order */ 540 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 541 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 542 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 543
548} 544}
549 545
550/* find a random non-blocked spot in this room to drop a key. */ 546/* find a random non-blocked spot in this room to drop a key. */
551void 547void
562 /* allocate and copy the layout, converting C to 0. */ 558 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 559 for (i = 0; i < RP->Xsize; i++)
564 { 560 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 561 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 562 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 563 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 564 layout2[i][j] = '#';
570 }
571 } 565 }
572 566
573 /* setup num_free_spots and room_free_spots */ 567 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 568 find_spot_in_room_recursive (layout2, x, y, RP);
575 569
580 *ky = room_free_spots_y[i]; 574 *ky = room_free_spots_y[i];
581 } 575 }
582 576
583 /* deallocate the temp. layout */ 577 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 578 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 579 free (layout2[i]);
587 } 580
588 free (layout2); 581 free (layout2);
589 free (room_free_spots_x); 582 free (room_free_spots_x);
590 free (room_free_spots_y); 583 free (room_free_spots_y);
591} 584}
592 585
593 586
594/* searches the map for a spot with walls around it. The more 587/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 588 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 589 it'll return 0 if no FREE spots are found.*/
597
598void 590void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 591find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 592{
601 int x, y; 593 int x, y;
602 int i; 594 int i;
653 *cy = ly; 645 *cy = ly;
654 return; 646 return;
655 } 647 }
656 } 648 }
657 /* give up and return the closest free spot. */ 649 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 650 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 651
652 if (i != -1)
660 { 653 {
661 *cx = x + freearr_x[i]; 654 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 655 *cy = y + freearr_y[i];
663 return; 656 }
657 else
664 } 658 {
665 /* indicate failure */ 659 /* indicate failure */
660 *cx = -1;
666 *cx = *cy = -1; 661 *cy = -1;
662 }
667} 663}
668 664
669 665
670void 666void
671remove_monsters (int x, int y, maptile *map) 667remove_monsters (int x, int y, maptile *map)

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