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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.21 by root, Thu Jan 18 19:42:10 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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];
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 80 treasureoptions = RANDOM () % (2 * LAST_OPTION);
86 81
87 /* filter out the mutually exclusive options */ 82 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 84 {
90 if (RANDOM () % 2) 85 if (rndm (2))
91 treasureoptions -= 1; 86 treasureoptions -= 1;
92 else 87 else
93 treasureoptions -= 2; 88 treasureoptions -= 2;
94 } 89 }
95 90
332 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.
333 328
334 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
335 sure a key is placed on both sides of the door. 330 sure a key is placed on both sides of the door.
336*/ 331*/
337
338int 332int
339keyplace (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)
340{ 334{
341 int i, j; 335 int i, j;
342 int kx, ky; 336 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 337 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 338 object *the_key;
345 339
346 /* get a key and set its keycode */ 340 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 341 the_key = get_archetype ("key2");
349 343
350 if (door_flag == PASS_DOORS) 344 if (door_flag == PASS_DOORS)
351 { 345 {
352 int tries = 0; 346 int tries = 0;
353 347
354 the_keymaster = NULL; 348 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 349 while (tries < 15 && !the_keymaster)
356 { 350 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 351 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 352 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++; 353 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 354 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 355 }
356
362 /* 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. */
363 if (the_keymaster == NULL) 358 if (!the_keymaster)
364 { 359 {
365 int freeindex; 360 int freeindex;
366 361
367 freeindex = -1; 362 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 363 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 365 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 366 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 368 }
374 369
370 // can freeindex ever be < 0?
375 if (freeindex != -1) 371 if (freeindex >= 0)
376 { 372 {
377 kx += freearr_x[freeindex]; 373 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 374 ky += freearr_y [freeindex];
379 } 375 }
380 } 376 }
381 } 377 }
382 else 378 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 379 { /* NO_PASS_DOORS --we have to work harder. */
387 { 383 {
388 if (wall_blocked (map, x, y)) 384 if (wall_blocked (map, x, y))
389 return 0; 385 return 0;
390 386
391 the_keymaster = find_monster_in_room (map, x, y, RP); 387 the_keymaster = find_monster_in_room (map, x, y, RP);
392 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. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 389 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 390 }
395 else 391 else
396 { 392 {
397 int sum = 0; /* count how many keys we actually place */ 393 int sum = 0; /* count how many keys we actually place */
399 /* 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. */
400 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);
401 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);
402 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);
403 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
404 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. */
405 { /* diagnoally this time. */ 402 { /* diagonally this time. */
406 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);
407 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);
408 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);
409 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);
410 } 407 }
408
411 return 1; 409 return 1;
412 } 410 }
413 } 411 }
414 412
415 if (the_keymaster == NULL) 413 if (!the_keymaster)
416 { 414 {
417 the_key->x = kx; 415 the_key->x = kx;
418 the_key->y = ky; 416 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 417 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 418 return 1;
465 return theMonsterToFind; 463 return theMonsterToFind;
466 } 464 }
467 } 465 }
468 466
469 /* now search all the 8 squares around recursively for a monster,in random order */ 467 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 468 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 469 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 471 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 472 return theMonsterToFind;
475 } 473 }
508 free (layout2); 506 free (layout2);
509 507
510 return theMonsterToFind; 508 return theMonsterToFind;
511} 509}
512 510
513
514
515
516/* 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 */
517int *room_free_spots_x; 512int *room_free_spots_x;
518int *room_free_spots_y; 513int *room_free_spots_y;
519int number_of_free_spots_in_room; 514int number_of_free_spots_in_room;
520 515
521/* the workhorse routine, which finds the free spots in a room: 516/* the workhorse routine, which finds the free spots in a room:
522a 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
523that datastructure. */ 518that datastructure. */
524
525void 519void
526find_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)
527{ 521{
528 int i, j; 522 int i, j;
529 523
540 /* check off this point */ 534 /* check off this point */
541 layout[x][y] = 1; 535 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 536 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 537 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 538 number_of_free_spots_in_room++;
539
545 /* 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 */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 541 for (i = rndm (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); 542 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 543
551} 544}
552 545
553/* 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. */
554void 547void
565 /* allocate and copy the layout, converting C to 0. */ 558 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 559 for (i = 0; i < RP->Xsize; i++)
567 { 560 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 561 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 562 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 563 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 564 layout2[i][j] = '#';
573 }
574 } 565 }
575 566
576 /* setup num_free_spots and room_free_spots */ 567 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 568 find_spot_in_room_recursive (layout2, x, y, RP);
578 569
583 *ky = room_free_spots_y[i]; 574 *ky = room_free_spots_y[i];
584 } 575 }
585 576
586 /* deallocate the temp. layout */ 577 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 578 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 579 free (layout2[i]);
590 } 580
591 free (layout2); 581 free (layout2);
592 free (room_free_spots_x); 582 free (room_free_spots_x);
593 free (room_free_spots_y); 583 free (room_free_spots_y);
594} 584}
595 585
596 586
597/* 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
598 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
599 it'll return 0 if no FREE spots are found.*/ 589 it'll return 0 if no FREE spots are found.*/
600
601void 590void
602find_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)
603{ 592{
604 int x, y; 593 int x, y;
605 int i; 594 int i;
786 } 775 }
787 else 776 else
788 { 777 {
789 layout[x][y] = 1; 778 layout[x][y] = 1;
790 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
791 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
792 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
793 } 782 }
794} 783}
795 784
796/* find a random non-blocked spot in this room to drop a key. */ 785/* find a random non-blocked spot in this room to drop a key. */

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