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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 2007 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 *
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];
333 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.
334 328
335 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
336 sure a key is placed on both sides of the door. 330 sure a key is placed on both sides of the door.
337*/ 331*/
338
339int 332int
340keyplace (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)
341{ 334{
342 int i, j; 335 int i, j;
343 int kx, ky; 336 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */ 337 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key; 338 object *the_key;
346 339
347 /* get a key and set its keycode */ 340 /* get a key and set its keycode */
348 the_key = get_archetype ("key2"); 341 the_key = get_archetype ("key2");
350 343
351 if (door_flag == PASS_DOORS) 344 if (door_flag == PASS_DOORS)
352 { 345 {
353 int tries = 0; 346 int tries = 0;
354 347
355 the_keymaster = NULL; 348 the_keymaster = 0;
356 while (tries < 15 && the_keymaster == NULL) 349 while (tries < 15 && !the_keymaster)
357 { 350 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 351 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 352 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++; 353 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 354 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 355 }
356
363 /* 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. */
364 if (the_keymaster == NULL) 358 if (!the_keymaster)
365 { 359 {
366 int freeindex; 360 int freeindex;
367 361
368 freeindex = -1; 362 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++) 363 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 365 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 366 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
373 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);
374 } 368 }
375 369
370 // can freeindex ever be < 0?
376 if (freeindex != -1) 371 if (freeindex >= 0)
377 { 372 {
378 kx += freearr_x[freeindex]; 373 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 374 ky += freearr_y [freeindex];
380 } 375 }
381 } 376 }
382 } 377 }
383 else 378 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 379 { /* NO_PASS_DOORS --we have to work harder. */
388 { 383 {
389 if (wall_blocked (map, x, y)) 384 if (wall_blocked (map, x, y))
390 return 0; 385 return 0;
391 386
392 the_keymaster = find_monster_in_room (map, x, y, RP); 387 the_keymaster = find_monster_in_room (map, x, y, RP);
393 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. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP); 389 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 } 390 }
396 else 391 else
397 { 392 {
398 int sum = 0; /* count how many keys we actually place */ 393 int sum = 0; /* count how many keys we actually place */
400 /* 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. */
401 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);
402 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);
403 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);
404 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
405 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. */
406 { /* diagnoally this time. */ 402 { /* diagonally this time. */
407 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);
408 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);
409 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);
410 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);
411 } 407 }
408
412 return 1; 409 return 1;
413 } 410 }
414 } 411 }
415 412
416 if (the_keymaster == NULL) 413 if (!the_keymaster)
417 { 414 {
418 the_key->x = kx; 415 the_key->x = kx;
419 the_key->y = ky; 416 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0); 417 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1; 418 return 1;
509 free (layout2); 506 free (layout2);
510 507
511 return theMonsterToFind; 508 return theMonsterToFind;
512} 509}
513 510
514
515
516
517/* 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 */
518int *room_free_spots_x; 512int *room_free_spots_x;
519int *room_free_spots_y; 513int *room_free_spots_y;
520int number_of_free_spots_in_room; 514int number_of_free_spots_in_room;
521 515
522/* the workhorse routine, which finds the free spots in a room: 516/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 518that datastructure. */
525
526void 519void
527find_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)
528{ 521{
529 int i, j; 522 int i, j;
530 523
541 /* check off this point */ 534 /* check off this point */
542 layout[x][y] = 1; 535 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 536 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 537 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 538 number_of_free_spots_in_room++;
539
546 /* 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 */
547 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++)
548 {
549 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);
550 }
551 543
552} 544}
553 545
554/* 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. */
555void 547void
566 /* allocate and copy the layout, converting C to 0. */ 558 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 559 for (i = 0; i < RP->Xsize; i++)
568 { 560 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 561 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 562 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 563 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 564 layout2[i][j] = '#';
574 }
575 } 565 }
576 566
577 /* setup num_free_spots and room_free_spots */ 567 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 568 find_spot_in_room_recursive (layout2, x, y, RP);
579 569
584 *ky = room_free_spots_y[i]; 574 *ky = room_free_spots_y[i];
585 } 575 }
586 576
587 /* deallocate the temp. layout */ 577 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 578 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 579 free (layout2[i]);
591 } 580
592 free (layout2); 581 free (layout2);
593 free (room_free_spots_x); 582 free (room_free_spots_x);
594 free (room_free_spots_y); 583 free (room_free_spots_y);
595} 584}
596 585
597 586
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 589 it'll return 0 if no FREE spots are found.*/
601
602void 590void
603find_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)
604{ 592{
605 int x, y; 593 int x, y;
606 int i; 594 int i;

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