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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 1.28 by root, Mon Apr 16 06:23:42 2007 UTC

1/* 1/*
2<<<<<<< treasure.C
3 * CrossFire, A Multiplayer game 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
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=======
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.
36 *
37 * This program is distributed in the hope that it will be useful,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details.
41 *
42 * You should have received a copy of the GNU General Public License
43 * along with this program; if not, write to the Free Software
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 *
46 * The authors can be reached via e-mail at <crossfire@schmorp.de>
47 */
48>>>>>>> 1.18
49 24
50/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
51 26
52#include <global.h> 27#include <global.h>
53#include <random_map.h> 28#include <random_map.h>
66#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
67 42
68#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 44#define PASS_DOORS 1
70 45
46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48static int
49bc_random (int x)
50{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3;
52}
71 53
72/* returns true if square x,y has P_NO_PASS set, which is true for walls 54/* returns true if square x,y has P_NO_PASS set, which is true for walls
73 * and doors but not monsters. 55 * and doors but not monsters.
74 * This function is not map tile aware. 56 * This function is not map tile aware.
75 */ 57 */
77wall_blocked (maptile *m, int x, int y) 59wall_blocked (maptile *m, int x, int y)
78{ 60{
79 if (OUT_OF_REAL_MAP (m, x, y)) 61 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 62 return 1;
81 63
64 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 65 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 66}
85 67
86/* place treasures in the map, given the 68/* place treasures in the map, given the
87map, (required) 69map, (required)
88layout, (required) 70layout, (required)
99 81
100 /* bail out if treasure isn't wanted. */ 82 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 83 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 84 if (!strcmp (treasure_style, "none"))
103 return; 85 return;
86
104 if (treasureoptions <= 0) 87 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 88 treasureoptions = rndm (2 * LAST_OPTION);
106 89
107 /* filter out the mutually exclusive options */ 90 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 92 {
110 if (RANDOM () % 2) 93 if (rndm (2))
111 treasureoptions -= 1; 94 treasureoptions -= 1;
112 else 95 else
113 treasureoptions -= 2; 96 treasureoptions -= 2;
114 } 97 }
115 98
116 /* pick the number of treasures */ 99 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 100 if (treasureoptions & SPARSE)
118 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 101 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
119 else if (treasureoptions & RICH) 102 else if (treasureoptions & RICH)
120 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 103 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
121 else 104 else
122 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 105 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
123 106
124 if (num_treasures <= 0) 107 if (num_treasures <= 0)
125 return; 108 return;
126 109
127 /* get the style map */ 110 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 111 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 113 style_map = find_style (styledirname, treasure_style, -1);
114
115 if (!style_map)
116 {
117 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
118 return;
119 }
131 120
132 /* all the treasure at one spot in the map. */ 121 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 122 if (treasureoptions & CONCENTRATED)
134 { 123 {
135 124
178 167
179 i = j = -1; 168 i = j = -1;
180 tries = 0; 169 tries = 0;
181 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
182 { 171 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
186 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
187 i = -1; 176 i = -1;
188 tries++; 177 tries++;
189 } 178 }
205 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
206 int ti, i, j; 195 int ti, i, j;
207 196
208 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
209 { 198 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 202 }
214 } 203 }
215} 204}
216 205
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 240
252 if (tlist != NULL) 241 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 243 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
256 245
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
258 } 247 }
259 else 248 else
260 { /* use the style map */ 249 { /* use the style map */
261 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
263 } 252 }
264#endif 253#endif
265 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
267 256
268 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
270 } 259 }
271 260
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap; 265 object *the_trap;
277 266
278 if (trap_map) 267 if (trap_map)
279 { 268 {
280 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
281 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
283 if (the_trap) 272 if (the_trap)
284 { 273 {
285 object *new_trap; 274 object *new_trap;
286 275
287 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
294 } 283 }
295 284
296 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
297 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
298 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 289 {
302 char keybuf[1024]; 290 char keybuf[1024];
303 291
304 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
305 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
307 } 295 }
308 296
309 /* actually place the chest. */ 297 /* actually place the chest. */
371 int tries = 0; 359 int tries = 0;
372 360
373 the_keymaster = 0; 361 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster) 362 while (tries < 15 && !the_keymaster)
375 { 363 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
378 tries++; 366 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
380 } 368 }
381 369
382 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
385 int freeindex; 373 int freeindex;
386 374
387 freeindex = -1; 375 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 { 377 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 } 381 }
394 382
395 // can freeindex ever be < 0? 383 // can freeindex ever be < 0?
396 if (freeindex >= 0) 384 if (freeindex >= 0)
488 return theMonsterToFind; 476 return theMonsterToFind;
489 } 477 }
490 } 478 }
491 479
492 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* 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++) 481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 482 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 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) 484 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 485 return theMonsterToFind;
498 } 486 }
561 room_free_spots_x[number_of_free_spots_in_room] = x; 549 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 550 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 551 number_of_free_spots_in_room++;
564 552
565 /* now search all the 8 squares around recursively for free spots,in random order */ 553 /* 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++) 554 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); 555 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 556
569} 557}
570 558
571/* find a random non-blocked spot in this room to drop a key. */ 559/* find a random non-blocked spot in this room to drop a key. */
592 /* setup num_free_spots and room_free_spots */ 580 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 581 find_spot_in_room_recursive (layout2, x, y, RP);
594 582
595 if (number_of_free_spots_in_room > 0) 583 if (number_of_free_spots_in_room > 0)
596 { 584 {
597 i = RANDOM () % number_of_free_spots_in_room; 585 i = rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 586 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 587 *ky = room_free_spots_y[i];
600 } 588 }
601 589
602 /* deallocate the temp. layout */ 590 /* deallocate the temp. layout */
685 *cx = -1; 673 *cx = -1;
686 *cy = -1; 674 *cy = -1;
687 } 675 }
688} 676}
689 677
690
691void 678void
692remove_monsters (int x, int y, maptile *map) 679remove_monsters (int x, int y, maptile *map)
693{ 680{
694 object *tmp; 681 object *tmp;
695 682
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 685 {
699 if (tmp->head) 686 if (tmp->head)
700 tmp = tmp->head; 687 tmp = tmp->head;
701 tmp->remove (); 688 tmp->remove ();
704 if (tmp == NULL) 691 if (tmp == NULL)
705 break; 692 break;
706 }; 693 };
707} 694}
708 695
709
710/* surrounds the point x,y by doors, so as to enclose something, like 696/* 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 697 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 698 it'll remove any monsters it finds.*/
713
714object ** 699object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 700surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{ 701{
717 int i; 702 int i;
718 char *doors[2]; 703 const char *doors[2];
719 object **doorlist; 704 object **doorlist;
720 int ndoors_made = 0; 705 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 706 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 707
723 /* this is a list we pick from, for horizontal and vertical doors */ 708 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 720 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 721 for (i = 1; i < 9; i++)
737 { 722 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 724
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 726 { /* place a door */
727 remove_monsters (x1, y1, map);
728
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 729 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 730 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; 731 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 732 ndoors_made++;
750 } 733 }
751 } 734 }
735
752 return doorlist; 736 return doorlist;
753} 737}
754 738
755 739
756/* returns the first door in this square, or NULL if there isn't a door. */ 740/* returns the first door in this square, or NULL if there isn't a door. */
799 } 783 }
800 } 784 }
801 else 785 else
802 { 786 {
803 layout[x][y] = 1; 787 layout[x][y] = 1;
788
804 /* now search all the 8 squares around recursively for free spots,in random order */ 789 /* 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++) 790 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); 791 find_doors_in_room_recursive (layout, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
793 doorlist, ndoors, RP);
807 } 794 }
808} 795}
809 796
810/* find a random non-blocked spot in this room to drop a key. */ 797/* find a random non-blocked spot in this room to drop a key. */
811object ** 798object **
867 new_door->y = door->y; 854 new_door->y = door->y;
868 door->remove (); 855 door->remove ();
869 door->destroy (); 856 door->destroy ();
870 doorlist[i] = new_door; 857 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 858 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 859 sprintf (keybuf, "%d", rndm (1000000000));
873 new_door->slaying = keybuf; 860 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
875 } 862 }
876 } 863 }
877 864

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