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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.31 by root, Sun Aug 26 15:31:04 2007 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * CrossFire, A Multiplayer game
4 * 3 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 * 7 *
9 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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=======
26 * CrossFire, A Multiplayer game for X-windows
27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen
31 *
32 * This program is free software; you can redistribute it and/or modify
33 * it under the terms of the GNU General Public License as published by
34 * the Free Software Foundation; either version 2 of the License, or
35 * (at your option) any later version. 11 * (at your option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 * 20 *
46 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
47 */ 22 */
48>>>>>>> 1.18
49 23
50/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
51 25
52#include <global.h> 26#include <global.h>
53#include <random_map.h> 27#include <random_map.h>
66#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
67 41
68#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 43#define PASS_DOORS 1
70 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
71 52
72/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
73 * and doors but not monsters. 54 * and doors but not monsters.
74 * This function is not map tile aware. 55 * This function is not map tile aware.
75 */ 56 */
77wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
78{ 59{
79 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 61 return 1;
81 62
63 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 65}
85 66
86/* place treasures in the map, given the 67/* place treasures in the map, given the
87map, (required) 68map, (required)
88layout, (required) 69layout, (required)
99 80
100 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 82 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
103 return; 84 return;
85
104 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
106 88
107 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 91 {
110 if (RANDOM () % 2) 92 if (rndm (2))
111 treasureoptions -= 1; 93 treasureoptions -= 1;
112 else 94 else
113 treasureoptions -= 2; 95 treasureoptions -= 2;
114 } 96 }
115 97
116 /* pick the number of treasures */ 98 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
118 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
119 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
120 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
121 else 103 else
122 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
123 105
124 if (num_treasures <= 0) 106 if (num_treasures <= 0)
125 return; 107 return;
126 108
127 /* get the style map */ 109 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
131 119
132 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
134 { 122 {
135 123
178 166
179 i = j = -1; 167 i = j = -1;
180 tries = 0; 168 tries = 0;
181 while (i == -1 && tries < 100) 169 while (i == -1 && tries < 100)
182 { 170 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 171 i = rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 172 j = rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 173 find_enclosed_spot (map, &i, &j, RP);
186 if (wall_blocked (map, i, j)) 174 if (wall_blocked (map, i, j))
187 i = -1; 175 i = -1;
188 tries++; 176 tries++;
189 } 177 }
205 { /* DIFFUSE treasure layout */ 193 { /* DIFFUSE treasure layout */
206 int ti, i, j; 194 int ti, i, j;
207 195
208 for (ti = 0; ti < num_treasures; ti++) 196 for (ti = 0; ti < num_treasures; ti++)
209 { 197 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 198 i = rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 199 j = rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 201 }
214 } 202 }
215} 203}
216 204
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 239
252 if (tlist != NULL) 240 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 241 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 242 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 243 object *new_treasure = style_map->pick_random_object ();
256 244
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
258 } 246 }
259 else 247 else
260 { /* use the style map */ 248 { /* use the style map */
261 the_chest->randomitems = tlist; 249 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
263 } 251 }
264#endif 252#endif
265 { /* neither style_map no treasure list given */ 253 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 254 treasurelist *tlist = treasurelist::find ("chest");
267 255
268 the_chest->randomitems = tlist; 256 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
270 } 258 }
271 259
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap; 264 object *the_trap;
277 265
278 if (trap_map) 266 if (trap_map)
279 { 267 {
280 the_trap = pick_random_object (trap_map); 268 the_trap = trap_map->pick_random_object ();
281 the_trap->stats.Cha = 10 + RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
283 if (the_trap) 271 if (the_trap)
284 { 272 {
285 object *new_trap; 273 object *new_trap;
286 274
287 new_trap = arch_to_object (the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
294 } 282 }
295 283
296 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
297 the lockcode. It's not worth bothering to lock the chest if 285 the lockcode. It's not worth bothering to lock the chest if
298 there's only 1 treasure.... */ 286 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 288 {
302 char keybuf[1024]; 289 char keybuf[1024];
303 290
304 sprintf (keybuf, "%d", (int) RANDOM ()); 291 sprintf (keybuf, "%d", rndm (1000000000));
305 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
307 } 294 }
308 295
309 /* actually place the chest. */ 296 /* actually place the chest. */
371 int tries = 0; 358 int tries = 0;
372 359
373 the_keymaster = 0; 360 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster) 361 while (tries < 15 && !the_keymaster)
375 { 362 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1; 363 i = rndm (RP->Xsize - 2) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1; 364 j = rndm (RP->Ysize - 2) + 1;
378 tries++; 365 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
380 } 367 }
381 368
382 /* if we don't find a good keymaster, drop the key on the ground. */ 369 /* if we don't find a good keymaster, drop the key on the ground. */
385 int freeindex; 372 int freeindex;
386 373
387 freeindex = -1; 374 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++) 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 { 376 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 377 kx = rndm (RP->Xsize - 2) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 378 ky = rndm (RP->Ysize - 2) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 } 380 }
394 381
395 // can freeindex ever be < 0? 382 // can freeindex ever be < 0?
396 if (freeindex >= 0) 383 if (freeindex >= 0)
441 the_key->y = ky; 428 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0); 429 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1; 430 return 1;
444 } 431 }
445 432
446 insert_ob_in_ob (the_key, the_keymaster); 433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
447 return 1; 434 return 1;
448} 435}
449 436
450 437
451 438
488 return theMonsterToFind; 475 return theMonsterToFind;
489 } 476 }
490 } 477 }
491 478
492 /* now search all the 8 squares around recursively for a monster,in random order */ 479 /* now search all the 8 squares around recursively for a monster,in random order */
493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 480 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 481 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 482 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
496 if (theMonsterToFind != NULL) 483 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 484 return theMonsterToFind;
498 } 485 }
561 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
564 551
565 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 553 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 555
569} 556}
570 557
571/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
592 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
594 581
595 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
596 { 583 {
597 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
600 } 587 }
601 588
602 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
670 *cy = ly; 657 *cy = ly;
671 return; 658 return;
672 } 659 }
673 } 660 }
674 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
676 663
677 if (i != -1) 664 if (i != -1)
678 { 665 {
679 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
685 *cx = -1; 672 *cx = -1;
686 *cy = -1; 673 *cy = -1;
687 } 674 }
688} 675}
689 676
690
691void 677void
692remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
693{ 679{
694 object *tmp; 680 object *tmp;
695 681
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 684 {
699 if (tmp->head) 685 if (tmp->head)
700 tmp = tmp->head; 686 tmp = tmp->head;
701 tmp->remove (); 687 tmp->remove ();
704 if (tmp == NULL) 690 if (tmp == NULL)
705 break; 691 break;
706 }; 692 };
707} 693}
708 694
709
710/* surrounds the point x,y by doors, so as to enclose something, like 695/* surrounds the point x,y by doors, so as to enclose something, like
711 a chest. It only goes as far as the 8 squares surrounding, and 696 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
713
714object ** 698object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{ 700{
717 int i; 701 int i;
718 char *doors[2]; 702 const char *doors[2];
719 object **doorlist; 703 object **doorlist;
720 int ndoors_made = 0; 704 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 706
723 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
737 { 721 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 723
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 729 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 730 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 731 ndoors_made++;
750 } 732 }
751 } 733 }
734
752 return doorlist; 735 return doorlist;
753} 736}
754 737
755 738
756/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
799 } 782 }
800 } 783 }
801 else 784 else
802 { 785 {
803 layout[x][y] = 1; 786 layout[x][y] = 1;
787
804 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 790 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
807 } 793 }
808} 794}
809 795
810/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
811object ** 797object **
867 new_door->y = door->y; 853 new_door->y = door->y;
868 door->remove (); 854 door->remove ();
869 door->destroy (); 855 door->destroy ();
870 doorlist[i] = new_door; 856 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 857 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 858 sprintf (keybuf, "%d", rndm (1000000000));
873 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
875 } 861 }
876 } 862 }
877 863

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