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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.15 by root, Mon Jan 15 01:50:33 2007 UTC vs.
Revision 1.22 by root, Fri Jan 19 21:49:58 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];
80 74
81 /* bail out if treasure isn't wanted. */ 75 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 76 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 77 if (!strcmp (treasure_style, "none"))
84 return; 78 return;
79
85 if (treasureoptions <= 0) 80 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
87 82
88 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 85 {
91 if (RANDOM () % 2) 86 if (rndm (2))
92 treasureoptions -= 1; 87 treasureoptions -= 1;
93 else 88 else
94 treasureoptions -= 2; 89 treasureoptions -= 2;
95 } 90 }
96 91
212 if (i == -1) 207 if (i == -1)
213 { 208 {
214 the_chest->destroy (); 209 the_chest->destroy ();
215 return NULL; 210 return NULL;
216 } 211 }
212
217 xl = x + freearr_x[i]; 213 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 214 yl = y + freearr_y[i];
219 215
220 /* if the placement is blocked, return a fail. */ 216 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 217 if (wall_blocked (map, xl, yl))
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333 329
334 The idea is that you call keyplace on x,y where a door is, and it'll make 330 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. 331 sure a key is placed on both sides of the door.
336*/ 332*/
337
338int 333int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{ 335{
341 int i, j; 336 int i, j;
342 int kx, ky; 337 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 338 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 339 object *the_key;
345 340
346 /* get a key and set its keycode */ 341 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 342 the_key = get_archetype ("key2");
349 344
350 if (door_flag == PASS_DOORS) 345 if (door_flag == PASS_DOORS)
351 { 346 {
352 int tries = 0; 347 int tries = 0;
353 348
354 the_keymaster = NULL; 349 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 350 while (tries < 15 && !the_keymaster)
356 { 351 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++; 354 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 355 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 356 }
357
362 /* if we don't find a good keymaster, drop the key on the ground. */ 358 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL) 359 if (!the_keymaster)
364 { 360 {
365 int freeindex; 361 int freeindex;
366 362
367 freeindex = -1; 363 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 { 365 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky); 368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 369 }
374 370
371 // can freeindex ever be < 0?
375 if (freeindex != -1) 372 if (freeindex >= 0)
376 { 373 {
377 kx += freearr_x[freeindex]; 374 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 375 ky += freearr_y [freeindex];
379 } 376 }
380 } 377 }
381 } 378 }
382 else 379 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 380 { /* NO_PASS_DOORS --we have to work harder. */
387 { 384 {
388 if (wall_blocked (map, x, y)) 385 if (wall_blocked (map, x, y))
389 return 0; 386 return 0;
390 387
391 the_keymaster = find_monster_in_room (map, x, y, RP); 388 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 390 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 391 }
395 else 392 else
396 { 393 {
397 int sum = 0; /* count how many keys we actually place */ 394 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 396 /* 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); 397 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); 398 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); 399 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); 400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 403 { /* diagonally this time. */
406 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);
407 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);
408 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);
409 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);
410 } 408 }
409
411 return 1; 410 return 1;
412 } 411 }
413 } 412 }
414 413
415 if (the_keymaster == NULL) 414 if (!the_keymaster)
416 { 415 {
417 the_key->x = kx; 416 the_key->x = kx;
418 the_key->y = ky; 417 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 418 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 419 return 1;
465 return theMonsterToFind; 464 return theMonsterToFind;
466 } 465 }
467 } 466 }
468 467
469 /* now search all the 8 squares around recursively for a monster,in random order */ 468 /* 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++) 469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 470 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 471 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) 472 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 473 return theMonsterToFind;
475 } 474 }
508 free (layout2); 507 free (layout2);
509 508
510 return theMonsterToFind; 509 return theMonsterToFind;
511} 510}
512 511
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 513int *room_free_spots_x;
518int *room_free_spots_y; 514int *room_free_spots_y;
519int number_of_free_spots_in_room; 515int number_of_free_spots_in_room;
520 516
521/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 519that datastructure. */
524
525void 520void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 521find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 522{
528 int i, j; 523 int i, j;
529 524
540 /* check off this point */ 535 /* check off this point */
541 layout[x][y] = 1; 536 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 537 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 538 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 539 number_of_free_spots_in_room++;
540
545 /* now search all the 8 squares around recursively for free spots,in random order */ 541 /* 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++) 542 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); 543 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 544
551} 545}
552 546
553/* find a random non-blocked spot in this room to drop a key. */ 547/* find a random non-blocked spot in this room to drop a key. */
554void 548void
565 /* allocate and copy the layout, converting C to 0. */ 559 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 560 for (i = 0; i < RP->Xsize; i++)
567 { 561 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 562 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 563 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 564 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 565 layout2[i][j] = '#';
573 }
574 } 566 }
575 567
576 /* setup num_free_spots and room_free_spots */ 568 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 569 find_spot_in_room_recursive (layout2, x, y, RP);
578 570
583 *ky = room_free_spots_y[i]; 575 *ky = room_free_spots_y[i];
584 } 576 }
585 577
586 /* deallocate the temp. layout */ 578 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 579 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 580 free (layout2[i]);
590 } 581
591 free (layout2); 582 free (layout2);
592 free (room_free_spots_x); 583 free (room_free_spots_x);
593 free (room_free_spots_y); 584 free (room_free_spots_y);
594} 585}
595 586
596 587
597/* searches the map for a spot with walls around it. The more 588/* 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 589 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.*/ 590 it'll return 0 if no FREE spots are found.*/
600
601void 591void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 593{
604 int x, y; 594 int x, y;
605 int i; 595 int i;
656 *cy = ly; 646 *cy = ly;
657 return; 647 return;
658 } 648 }
659 } 649 }
660 /* give up and return the closest free spot. */ 650 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 652
653 if (i != -1)
663 { 654 {
664 *cx = x + freearr_x[i]; 655 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 656 *cy = y + freearr_y[i];
666 return; 657 }
658 else
667 } 659 {
668 /* indicate failure */ 660 /* indicate failure */
661 *cx = -1;
669 *cx = *cy = -1; 662 *cy = -1;
663 }
670} 664}
671
672 665
673void 666void
674remove_monsters (int x, int y, maptile *map) 667remove_monsters (int x, int y, maptile *map)
675{ 668{
676 object *tmp; 669 object *tmp;
677 670
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 673 {
681 if (tmp->head) 674 if (tmp->head)
682 tmp = tmp->head; 675 tmp = tmp->head;
683 tmp->remove (); 676 tmp->remove ();
686 if (tmp == NULL) 679 if (tmp == NULL)
687 break; 680 break;
688 }; 681 };
689} 682}
690 683
691
692/* surrounds the point x,y by doors, so as to enclose something, like 684/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 685 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 686 it'll remove any monsters it finds.*/
695
696object ** 687object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 688surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 689{
699 int i; 690 int i;
700 char *doors[2]; 691 char *doors[2];
717 /* place doors in all the 8 adjacent unblocked squares. */ 708 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 709 for (i = 1; i < 9; i++)
719 { 710 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 711 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 712
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 713 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 714 { /* place a door */
715 remove_monsters (x1, y1, map);
716
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 717 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 718 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 719 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 720 ndoors_made++;
732 } 721 }
733 } 722 }
723
734 return doorlist; 724 return doorlist;
735} 725}
736 726
737 727
738/* returns the first door in this square, or NULL if there isn't a door. */ 728/* returns the first door in this square, or NULL if there isn't a door. */
782 } 772 }
783 else 773 else
784 { 774 {
785 layout[x][y] = 1; 775 layout[x][y] = 1;
786 /* now search all the 8 squares around recursively for free spots,in random order */ 776 /* now search all the 8 squares around recursively for free spots,in random order */
787 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
789 } 779 }
790} 780}
791 781
792/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */

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