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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.31 by root, Sun Aug 26 15:31:04 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)
74 80
75 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 82 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
78 return; 84 return;
85
79 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
81 88
82 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 91 {
85 if (RANDOM () % 2) 92 if (rndm (2))
86 treasureoptions -= 1; 93 treasureoptions -= 1;
87 else 94 else
88 treasureoptions -= 2; 95 treasureoptions -= 2;
89 } 96 }
90 97
91 /* pick the number of treasures */ 98 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
93 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);
94 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
95 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);
96 else 103 else
97 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);
98 105
99 if (num_treasures <= 0) 106 if (num_treasures <= 0)
100 return; 107 return;
101 108
102 /* get the style map */ 109 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 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 }
106 119
107 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
109 { 122 {
110 123
153 166
154 i = j = -1; 167 i = j = -1;
155 tries = 0; 168 tries = 0;
156 while (i == -1 && tries < 100) 169 while (i == -1 && tries < 100)
157 { 170 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 171 i = rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 172 j = rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 173 find_enclosed_spot (map, &i, &j, RP);
161 if (wall_blocked (map, i, j)) 174 if (wall_blocked (map, i, j))
162 i = -1; 175 i = -1;
163 tries++; 176 tries++;
164 } 177 }
180 { /* DIFFUSE treasure layout */ 193 { /* DIFFUSE treasure layout */
181 int ti, i, j; 194 int ti, i, j;
182 195
183 for (ti = 0; ti < num_treasures; ti++) 196 for (ti = 0; ti < num_treasures; ti++)
184 { 197 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 198 i = rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 199 j = rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 201 }
189 } 202 }
190} 203}
191 204
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 239
227 if (tlist != NULL) 240 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 241 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 242 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 243 object *new_treasure = style_map->pick_random_object ();
231 244
232 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);
233 } 246 }
234 else 247 else
235 { /* use the style map */ 248 { /* use the style map */
236 the_chest->randomitems = tlist; 249 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
238 } 251 }
239#endif 252#endif
240 { /* neither style_map no treasure list given */ 253 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 254 treasurelist *tlist = treasurelist::find ("chest");
242 255
243 the_chest->randomitems = tlist; 256 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
245 } 258 }
246 259
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap; 264 object *the_trap;
252 265
253 if (trap_map) 266 if (trap_map)
254 { 267 {
255 the_trap = pick_random_object (trap_map); 268 the_trap = trap_map->pick_random_object ();
256 the_trap->stats.Cha = 10 + RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
258 if (the_trap) 271 if (the_trap)
259 { 272 {
260 object *new_trap; 273 object *new_trap;
261 274
262 new_trap = arch_to_object (the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
269 } 282 }
270 283
271 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
272 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
273 there's only 1 treasure.... */ 286 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 288 {
277 char keybuf[1024]; 289 char keybuf[1024];
278 290
279 sprintf (keybuf, "%d", (int) RANDOM ()); 291 sprintf (keybuf, "%d", rndm (1000000000));
280 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
282 } 294 }
283 295
284 /* actually place the chest. */ 296 /* actually place the chest. */
346 int tries = 0; 358 int tries = 0;
347 359
348 the_keymaster = 0; 360 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster) 361 while (tries < 15 && !the_keymaster)
350 { 362 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1; 363 i = rndm (RP->Xsize - 2) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1; 364 j = rndm (RP->Ysize - 2) + 1;
353 tries++; 365 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
355 } 367 }
356 368
357 /* 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. */
360 int freeindex; 372 int freeindex;
361 373
362 freeindex = -1; 374 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++) 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 { 376 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 377 kx = rndm (RP->Xsize - 2) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 378 ky = rndm (RP->Ysize - 2) + 1;
367 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);
368 } 380 }
369 381
370 // can freeindex ever be < 0? 382 // can freeindex ever be < 0?
371 if (freeindex >= 0) 383 if (freeindex >= 0)
416 the_key->y = ky; 428 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 429 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 430 return 1;
419 } 431 }
420 432
421 insert_ob_in_ob (the_key, the_keymaster); 433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 434 return 1;
423} 435}
424 436
425 437
426 438
463 return theMonsterToFind; 475 return theMonsterToFind;
464 } 476 }
465 } 477 }
466 478
467 /* 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 */
468 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++)
469 { 481 {
470 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);
471 if (theMonsterToFind != NULL) 483 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 484 return theMonsterToFind;
473 } 485 }
536 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
539 551
540 /* 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 */
541 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++)
542 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);
543 555
544} 556}
545 557
546/* 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. */
567 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
569 581
570 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
571 { 583 {
572 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
575 } 587 }
576 588
577 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
645 *cy = ly; 657 *cy = ly;
646 return; 658 return;
647 } 659 }
648 } 660 }
649 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
650 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);
651 663
652 if (i != -1) 664 if (i != -1)
653 { 665 {
654 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
660 *cx = -1; 672 *cx = -1;
661 *cy = -1; 673 *cy = -1;
662 } 674 }
663} 675}
664 676
665
666void 677void
667remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
668{ 679{
669 object *tmp; 680 object *tmp;
670 681
671 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)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 684 {
674 if (tmp->head) 685 if (tmp->head)
675 tmp = tmp->head; 686 tmp = tmp->head;
676 tmp->remove (); 687 tmp->remove ();
679 if (tmp == NULL) 690 if (tmp == NULL)
680 break; 691 break;
681 }; 692 };
682} 693}
683 694
684
685/* 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
686 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
687 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
688
689object ** 698object **
690surround_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)
691{ 700{
692 int i; 701 int i;
693 char *doors[2]; 702 const char *doors[2];
694 object **doorlist; 703 object **doorlist;
695 int ndoors_made = 0; 704 int ndoors_made = 0;
696 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 */
697 706
698 /* 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 */
710 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
712 { 721 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 723
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
717 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]);
718 729 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 730 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 731 ndoors_made++;
725 } 732 }
726 } 733 }
734
727 return doorlist; 735 return doorlist;
728} 736}
729 737
730 738
731/* 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. */
774 } 782 }
775 } 783 }
776 else 784 else
777 { 785 {
778 layout[x][y] = 1; 786 layout[x][y] = 1;
787
779 /* 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 */
780 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 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);
782 } 793 }
783} 794}
784 795
785/* 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. */
786object ** 797object **
842 new_door->y = door->y; 853 new_door->y = door->y;
843 door->remove (); 854 door->remove ();
844 door->destroy (); 855 door->destroy ();
845 doorlist[i] = new_door; 856 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 857 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 858 sprintf (keybuf, "%d", rndm (1000000000));
848 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
849 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);
850 } 861 }
851 } 862 }
852 863

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