ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC

1/* 1/*
2<<<<<<< treasure.C
3 * CrossFire, A Multiplayer game
4 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen
8 *
9 * 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
11 * the Free Software Foundation; either version 2 of the License, or
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
2 * CrossFire, A Multiplayer game for X-windows 26 * CrossFire, A Multiplayer game for X-windows
3 * 27 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 30 * Copyright (C) 1992 Frank Tore Johansen
19 * along with this program; if not, write to the Free Software 43 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 45 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 46 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */ 47 */
48>>>>>>> 1.18
24 49
25/* placing treasure in maps, where appropriate. */ 50/* placing treasure in maps, where appropriate. */
26
27
28 51
29#include <global.h> 52#include <global.h>
30#include <random_map.h> 53#include <random_map.h>
31#include <rproto.h> 54#include <rproto.h>
32 55
48 71
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 72/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 73 * and doors but not monsters.
51 * This function is not map tile aware. 74 * This function is not map tile aware.
52 */ 75 */
53
54int 76int
55wall_blocked (maptile *m, int x, int y) 77wall_blocked (maptile *m, int x, int y)
56{ 78{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 79 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 80 return 1;
81
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
62 return r; 83 return r;
63} 84}
64 85
65/* place treasures in the map, given the 86/* place treasures in the map, given the
66map, (required) 87map, (required)
67layout, (required) 88layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 89treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 90treasureoptions (may be 0 for random choices or positive)
70*/ 91*/
71
72void 92void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 93place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 94{
75 char styledirname[1024]; 95 char styledirname[1024];
76 char stylefilepath[1024]; 96 char stylefilepath[1024];
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333 353
334 The idea is that you call keyplace on x,y where a door is, and it'll make 354 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. 355 sure a key is placed on both sides of the door.
336*/ 356*/
337
338int 357int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{ 359{
341 int i, j; 360 int i, j;
342 int kx, ky; 361 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 362 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 363 object *the_key;
345 364
346 /* get a key and set its keycode */ 365 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 366 the_key = get_archetype ("key2");
349 368
350 if (door_flag == PASS_DOORS) 369 if (door_flag == PASS_DOORS)
351 { 370 {
352 int tries = 0; 371 int tries = 0;
353 372
354 the_keymaster = NULL; 373 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 374 while (tries < 15 && !the_keymaster)
356 { 375 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++; 378 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 379 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 380 }
381
362 /* if we don't find a good keymaster, drop the key on the ground. */ 382 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL) 383 if (!the_keymaster)
364 { 384 {
365 int freeindex; 385 int freeindex;
366 386
367 freeindex = -1; 387 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 393 }
374 394
395 // can freeindex ever be < 0?
375 if (freeindex != -1) 396 if (freeindex >= 0)
376 { 397 {
377 kx += freearr_x[freeindex]; 398 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 399 ky += freearr_y [freeindex];
379 } 400 }
380 } 401 }
381 } 402 }
382 else 403 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 404 { /* NO_PASS_DOORS --we have to work harder. */
387 { 408 {
388 if (wall_blocked (map, x, y)) 409 if (wall_blocked (map, x, y))
389 return 0; 410 return 0;
390 411
391 the_keymaster = find_monster_in_room (map, x, y, RP); 412 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 414 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 415 }
395 else 416 else
396 { 417 {
397 int sum = 0; /* count how many keys we actually place */ 418 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 420 /* 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); 421 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); 422 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); 423 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); 424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 427 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 428 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); 429 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); 430 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); 431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 432 }
433
411 return 1; 434 return 1;
412 } 435 }
413 } 436 }
414 437
415 if (the_keymaster == NULL) 438 if (!the_keymaster)
416 { 439 {
417 the_key->x = kx; 440 the_key->x = kx;
418 the_key->y = ky; 441 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 442 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 443 return 1;
508 free (layout2); 531 free (layout2);
509 532
510 return theMonsterToFind; 533 return theMonsterToFind;
511} 534}
512 535
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 537int *room_free_spots_x;
518int *room_free_spots_y; 538int *room_free_spots_y;
519int number_of_free_spots_in_room; 539int number_of_free_spots_in_room;
520 540
521/* the workhorse routine, which finds the free spots in a room: 541/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 542a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 543that datastructure. */
524
525void 544void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 545find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 546{
528 int i, j; 547 int i, j;
529 548
540 /* check off this point */ 559 /* check off this point */
541 layout[x][y] = 1; 560 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 561 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 562 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 563 number_of_free_spots_in_room++;
564
545 /* now search all the 8 squares around recursively for free spots,in random order */ 565 /* 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++) 566 for (i = RANDOM () % 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); 567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 568
551} 569}
552 570
553/* find a random non-blocked spot in this room to drop a key. */ 571/* find a random non-blocked spot in this room to drop a key. */
554void 572void
565 /* allocate and copy the layout, converting C to 0. */ 583 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 584 for (i = 0; i < RP->Xsize; i++)
567 { 585 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 586 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 587 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 588 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 589 layout2[i][j] = '#';
573 }
574 } 590 }
575 591
576 /* setup num_free_spots and room_free_spots */ 592 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 593 find_spot_in_room_recursive (layout2, x, y, RP);
578 594
583 *ky = room_free_spots_y[i]; 599 *ky = room_free_spots_y[i];
584 } 600 }
585 601
586 /* deallocate the temp. layout */ 602 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 603 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 604 free (layout2[i]);
590 } 605
591 free (layout2); 606 free (layout2);
592 free (room_free_spots_x); 607 free (room_free_spots_x);
593 free (room_free_spots_y); 608 free (room_free_spots_y);
594} 609}
595 610
596 611
597/* searches the map for a spot with walls around it. The more 612/* 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 613 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.*/ 614 it'll return 0 if no FREE spots are found.*/
600
601void 615void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 616find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 617{
604 int x, y; 618 int x, y;
605 int i; 619 int i;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines