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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC vs.
Revision 1.30 by root, Sun Jul 1 05:00:19 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
41#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 */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 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}
46 52
47/* 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
48 * and doors but not monsters. 54 * and doors but not monsters.
49 * This function is not map tile aware. 55 * This function is not map tile aware.
50 */ 56 */
52wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
53{ 59{
54 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 61 return 1;
56 62
63 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 65}
60 66
61/* place treasures in the map, given the 67/* place treasures in the map, given the
62map, (required) 68map, (required)
63layout, (required) 69layout, (required)
76 if (treasure_style) 82 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
78 return; 84 return;
79 85
80 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
82 88
83 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 91 {
86 if (rndm (2)) 92 if (rndm (2))
89 treasureoptions -= 2; 95 treasureoptions -= 2;
90 } 96 }
91 97
92 /* pick the number of treasures */ 98 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
96 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);
97 else 103 else
98 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);
99 105
100 if (num_treasures <= 0) 106 if (num_treasures <= 0)
101 return; 107 return;
102 108
103 /* get the style map */ 109 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 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 }
107 119
108 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
110 { 122 {
111 123
154 166
155 i = j = -1; 167 i = j = -1;
156 tries = 0; 168 tries = 0;
157 while (i == -1 && tries < 100) 169 while (i == -1 && tries < 100)
158 { 170 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 171 i = rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 172 j = rndm (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP); 173 find_enclosed_spot (map, &i, &j, RP);
162 if (wall_blocked (map, i, j)) 174 if (wall_blocked (map, i, j))
163 i = -1; 175 i = -1;
164 tries++; 176 tries++;
165 } 177 }
181 { /* DIFFUSE treasure layout */ 193 { /* DIFFUSE treasure layout */
182 int ti, i, j; 194 int ti, i, j;
183 195
184 for (ti = 0; ti < num_treasures; ti++) 196 for (ti = 0; ti < num_treasures; ti++)
185 { 197 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 198 i = rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 199 j = rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 201 }
190 } 202 }
191} 203}
192 204
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 239
228 if (tlist != NULL) 240 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 241 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 242 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 243 object *new_treasure = style_map->pick_random_object ();
232 244
233 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);
234 } 246 }
235 else 247 else
236 { /* use the style map */ 248 { /* use the style map */
237 the_chest->randomitems = tlist; 249 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
239 } 251 }
240#endif 252#endif
241 { /* neither style_map no treasure list given */ 253 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 254 treasurelist *tlist = treasurelist::find ("chest");
243 255
244 the_chest->randomitems = tlist; 256 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
246 } 258 }
247 259
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
252 object *the_trap; 264 object *the_trap;
253 265
254 if (trap_map) 266 if (trap_map)
255 { 267 {
256 the_trap = pick_random_object (trap_map); 268 the_trap = trap_map->pick_random_object ();
257 the_trap->stats.Cha = 10 + RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
259 if (the_trap) 271 if (the_trap)
260 { 272 {
261 object *new_trap; 273 object *new_trap;
262 274
263 new_trap = arch_to_object (the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
270 } 282 }
271 283
272 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
273 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
274 there's only 1 treasure.... */ 286 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 288 {
278 char keybuf[1024]; 289 char keybuf[1024];
279 290
280 sprintf (keybuf, "%d", (int) RANDOM ()); 291 sprintf (keybuf, "%d", rndm (1000000000));
281 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
283 } 294 }
284 295
285 /* actually place the chest. */ 296 /* actually place the chest. */
347 int tries = 0; 358 int tries = 0;
348 359
349 the_keymaster = 0; 360 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster) 361 while (tries < 15 && !the_keymaster)
351 { 362 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1; 363 i = rndm (RP->Xsize - 2) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1; 364 j = rndm (RP->Ysize - 2) + 1;
354 tries++; 365 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
356 } 367 }
357 368
358 /* 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. */
361 int freeindex; 372 int freeindex;
362 373
363 freeindex = -1; 374 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++) 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 { 376 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 377 kx = rndm (RP->Xsize - 2) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 378 ky = rndm (RP->Ysize - 2) + 1;
368 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);
369 } 380 }
370 381
371 // can freeindex ever be < 0? 382 // can freeindex ever be < 0?
372 if (freeindex >= 0) 383 if (freeindex >= 0)
568 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
570 581
571 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
572 { 583 {
573 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
574 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
576 } 587 }
577 588
578 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
646 *cy = ly; 657 *cy = ly;
647 return; 658 return;
648 } 659 }
649 } 660 }
650 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
651 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);
652 663
653 if (i != -1) 664 if (i != -1)
654 { 665 {
655 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
686 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
687object ** 698object **
688surround_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)
689{ 700{
690 int i; 701 int i;
691 char *doors[2]; 702 const char *doors[2];
692 object **doorlist; 703 object **doorlist;
693 int ndoors_made = 0; 704 int ndoors_made = 0;
694 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 */
695 706
696 /* 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 */
771 } 782 }
772 } 783 }
773 else 784 else
774 { 785 {
775 layout[x][y] = 1; 786 layout[x][y] = 1;
787
776 /* 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 */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 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);
779 } 793 }
780} 794}
781 795
782/* 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. */
783object ** 797object **
839 new_door->y = door->y; 853 new_door->y = door->y;
840 door->remove (); 854 door->remove ();
841 door->destroy (); 855 door->destroy ();
842 doorlist[i] = new_door; 856 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 857 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 858 sprintf (keybuf, "%d", rndm (1000000000));
845 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
846 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);
847 } 861 }
848 } 862 }
849 863

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