--- deliantra/server/random_maps/treasure.C 2006/12/31 20:46:17 1.13 +++ deliantra/server/random_maps/treasure.C 2008/05/02 21:01:53 1.37 @@ -1,31 +1,28 @@ - /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ /* placing treasure in maps, where appropriate. */ - - #include #include #include @@ -45,21 +42,26 @@ #define NO_PASS_DOORS 0 #define PASS_DOORS 1 +/* a macro to get a strongly centered random distribution, + from 0 to x, centered at x/2 */ +static int +bc_random (int x) +{ + return (rndm (x) + rndm (x) + rndm (x)) / 3; +} /* returns true if square x,y has P_NO_PASS set, which is true for walls * and doors but not monsters. * This function is not map tile aware. */ - int wall_blocked (maptile *m, int x, int y) { - int r; - if (OUT_OF_REAL_MAP (m, x, y)) return 1; - r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; - return r; + + m->at (x, y).update (); + return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; } /* place treasures in the map, given the @@ -68,7 +70,6 @@ treasure style (may be empty or NULL, or "none" to cause no treasure.) treasureoptions (may be 0 for random choices or positive) */ - void place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) { @@ -81,13 +82,14 @@ if (treasure_style) if (!strcmp (treasure_style, "none")) return; + if (treasureoptions <= 0) - treasureoptions = RANDOM () % (2 * LAST_OPTION); + treasureoptions = rndm (2 * LAST_OPTION); /* filter out the mutually exclusive options */ if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) { - if (RANDOM () % 2) + if (rndm (2)) treasureoptions -= 1; else treasureoptions -= 2; @@ -95,11 +97,11 @@ /* pick the number of treasures */ if (treasureoptions & SPARSE) - num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); + num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); else if (treasureoptions & RICH) - num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); + num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); else - num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); + num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); if (num_treasures <= 0) return; @@ -109,10 +111,15 @@ sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); style_map = find_style (styledirname, treasure_style, -1); + if (!style_map) + { + LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); + return; + } + /* all the treasure at one spot in the map. */ if (treasureoptions & CONCENTRATED) { - /* map_layout_style global, and is previously set */ switch (RP->map_layout_style) { @@ -130,18 +137,20 @@ if (layout[i][j] == 'C' || layout[i][j] == '>') { int tdiv = RP->symmetry_used; - object **doorlist; object *chest; if (tdiv == 3) tdiv = 2; /* this symmetry uses a divisor of 2 */ + /* don't put a chest on an exit. */ chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); + if (!chest) continue; /* if no chest was placed NEXT */ + if (treasureoptions & (DOORED | HIDDEN)) { - doorlist = find_doors_in_room (map, i, j, RP); + object **doorlist = find_doors_in_room (map, i, j, RP); lock_and_hide_doors (doorlist, map, treasureoptions, RP); free (doorlist); } @@ -150,6 +159,7 @@ } break; } + default: { int i, j, tries; @@ -160,16 +170,21 @@ tries = 0; while (i == -1 && tries < 100) { - i = RANDOM () % (RP->Xsize - 2) + 1; - j = RANDOM () % (RP->Ysize - 2) + 1; + i = rndm (RP->Xsize - 2) + 1; + j = rndm (RP->Ysize - 2) + 1; find_enclosed_spot (map, &i, &j, RP); + if (wall_blocked (map, i, j)) i = -1; + tries++; } + chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); + if (!chest) return; + i = chest->x; j = chest->y; if (treasureoptions & (DOORED | HIDDEN)) @@ -187,8 +202,8 @@ for (ti = 0; ti < num_treasures; ti++) { - i = RANDOM () % (RP->Xsize - 2) + 1; - j = RANDOM () % (RP->Ysize - 2) + 1; + i = rndm (RP->Xsize - 2) + 1; + j = rndm (RP->Ysize - 2) + 1; place_chest (treasureoptions, i, j, map, style_map, 1, RP); } } @@ -197,7 +212,6 @@ /* put a chest into the map, near x and y, with the treasure style determined (may be null, or may be a treasure list from lib/treasures, if the global variable "treasurestyle" is set to that treasure list's name */ - object * place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) { @@ -213,6 +227,7 @@ the_chest->destroy (); return NULL; } + xl = x + freearr_x[i]; yl = y + freearr_y[i]; @@ -231,7 +246,7 @@ if (tlist != NULL) for (ti = 0; ti < n_treasures; ti++) { /* use the treasure list */ - object *new_treasure = pick_random_object (style_map); + object *new_treasure = style_map->pick_random_object (); insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); } @@ -242,7 +257,7 @@ } #endif { /* neither style_map no treasure list given */ - treasurelist *tlist = find_treasurelist ("chest"); + treasurelist *tlist = treasurelist::find ("chest"); the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; @@ -252,19 +267,18 @@ if (treasureoptions & TRAPPED) { maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); - object *the_trap; if (trap_map) { - the_trap = pick_random_object (trap_map); + object *the_trap = trap_map->pick_random_object (); + the_trap->stats.Cha = 10 + RP->difficulty; - the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); + the_trap->level = bc_random ((3 * RP->difficulty) / 2); + if (the_trap) { - object *new_trap; + object *new_trap = the_trap->arch->instance ();//TODO: why not clone? - new_trap = arch_to_object (the_trap->arch); - new_trap->copy_to (the_trap); new_trap->x = x; new_trap->y = y; insert_ob_in_ob (new_trap, the_chest); @@ -275,12 +289,11 @@ /* set the chest lock code, and call the keyplacer routine with the lockcode. It's not worth bothering to lock the chest if there's only 1 treasure.... */ - if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) { char keybuf[1024]; - sprintf (keybuf, "%d", (int) RANDOM ()); + sprintf (keybuf, "%d", rndm (1000000000)); the_chest->slaying = keybuf; keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); } @@ -333,12 +346,11 @@ The idea is that you call keyplace on x,y where a door is, and it'll make sure a key is placed on both sides of the door. */ - int keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) { int i, j; - int kx, ky; + int kx = 0, ky = 0; object *the_keymaster; /* the monster that gets the key. */ object *the_key; @@ -350,30 +362,33 @@ { int tries = 0; - the_keymaster = NULL; - while (tries < 15 && the_keymaster == NULL) + the_keymaster = 0; + while (tries < 15 && !the_keymaster) { - i = (RANDOM () % (RP->Xsize - 2)) + 1; - j = (RANDOM () % (RP->Ysize - 2)) + 1; + i = rndm (RP->Xsize - 2) + 1; + j = rndm (RP->Ysize - 2) + 1; tries++; the_keymaster = find_closest_monster (map, i, j, RP); } + /* if we don't find a good keymaster, drop the key on the ground. */ - if (the_keymaster == NULL) + if (!the_keymaster) { int freeindex; freeindex = -1; for (tries = 0; tries < 15 && freeindex == -1; tries++) { - kx = (RANDOM () % (RP->Xsize - 2)) + 1; - ky = (RANDOM () % (RP->Ysize - 2)) + 1; - freeindex = find_first_free_spot (the_key, map, kx, ky); + kx = rndm (RP->Xsize - 2) + 1; + ky = rndm (RP->Ysize - 2) + 1; + freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); } - if (freeindex != -1) + + // can freeindex ever be < 0? + if (freeindex >= 0) { - kx += freearr_x[freeindex]; - ky += freearr_y[freeindex]; + kx += freearr_x [freeindex]; + ky += freearr_y [freeindex]; } } } @@ -385,8 +400,9 @@ { if (wall_blocked (map, x, y)) return 0; + the_keymaster = find_monster_in_room (map, x, y, RP); - if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ + if (!the_keymaster) /* if fail, find a spot to drop the key. */ find_spot_in_room (map, x, y, &kx, &ky, RP); } else @@ -398,18 +414,20 @@ sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); + if (sum < 2) /* we might have made a disconnected map-place more keys. */ - { /* diagnoally this time. */ + { /* diagonally this time. */ keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); } + return 1; } } - if (the_keymaster == NULL) + if (!the_keymaster) { the_key->x = kx; the_key->y = ky; @@ -417,7 +435,7 @@ return 1; } - insert_ob_in_ob (the_key, the_keymaster); + insert_ob_in_ob (the_key, the_keymaster->head_ ()); return 1; } @@ -464,52 +482,39 @@ } /* now search all the 8 squares around recursively for a monster,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) { theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); if (theMonsterToFind != NULL) return theMonsterToFind; } + return theMonsterToFind; } - /* sets up some data structures: the _recursive form does the real work. */ - object * find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) { - char **layout2; - int i, j; + Layout layout2 (RP); + + layout2->clear (); - theMonsterToFind = 0; - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ - for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } - } + for (int i = 0; i < layout2->w; i++) + for (int j = 0; j < layout2->h; j++) + if (wall_blocked (map, i, j)) + layout2[i][j] = '#'; + + theMonsterToFind = 0; theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - { - free (layout2[i]); - } - free (layout2); + layout2.free (); return theMonsterToFind; } - - - /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ int *room_free_spots_x; int *room_free_spots_y; @@ -518,7 +523,6 @@ /* the workhorse routine, which finds the free spots in a room: a datastructure of free points is set up, and a position chosen from that datastructure. */ - void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) { @@ -539,11 +543,10 @@ room_free_spots_x[number_of_free_spots_in_room] = x; room_free_spots_y[number_of_free_spots_in_room] = y; number_of_free_spots_in_room++; + /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) - { - find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); - } + for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); } @@ -564,10 +567,8 @@ { layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } + if (wall_blocked (map, i, j)) + layout2[i][j] = '#'; } /* setup num_free_spots and room_free_spots */ @@ -575,16 +576,15 @@ if (number_of_free_spots_in_room > 0) { - i = RANDOM () % number_of_free_spots_in_room; + i = rndm (number_of_free_spots_in_room); *kx = room_free_spots_x[i]; *ky = room_free_spots_y[i]; } /* deallocate the temp. layout */ for (i = 0; i < RP->Xsize; i++) - { - free (layout2[i]); - } + free (layout2[i]); + free (layout2); free (room_free_spots_x); free (room_free_spots_y); @@ -594,7 +594,6 @@ /* searches the map for a spot with walls around it. The more walls the better, but it'll settle for 1 wall, or even 0, but it'll return 0 if no FREE spots are found.*/ - void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) { @@ -655,24 +654,27 @@ } } /* give up and return the closest free spot. */ - i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); - if (i != -1 && i <= SIZEOFFREE1) + i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); + + if (i != -1) { *cx = x + freearr_x[i]; *cy = y + freearr_y[i]; - return; } - /* indicate failure */ - *cx = *cy = -1; + else + { + /* indicate failure */ + *cx = -1; + *cy = -1; + } } - void remove_monsters (int x, int y, maptile *map) { object *tmp; - for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) + for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) if (QUERY_FLAG (tmp, FLAG_ALIVE)) { if (tmp->head) @@ -685,16 +687,14 @@ }; } - /* surrounds the point x,y by doors, so as to enclose something, like a chest. It only goes as far as the 8 squares surrounding, and it'll remove any monsters it finds.*/ - object ** surround_by_doors (maptile *map, char **layout, int x, int y, int opts) { int i; - char *doors[2]; + const char *doors[2]; object **doorlist; int ndoors_made = 0; doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ @@ -716,18 +716,17 @@ { int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; - if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') + if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') { /* place a door */ - object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); + remove_monsters (x1, y1, map); - new_door->x = x + freearr_x[i]; - new_door->y = y + freearr_y[i]; - remove_monsters (new_door->x, new_door->y, map); - insert_ob_in_map (new_door, map, NULL, 0); + object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); + map->insert (new_door, x1, y1); doorlist[ndoors_made] = new_door; ndoors_made++; } } + return doorlist; } @@ -744,7 +743,6 @@ return NULL; } - /* the workhorse routine, which finds the doors in a room */ void find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) @@ -768,6 +766,7 @@ if (door) { doorlist[*ndoors] = door; + if (*ndoors > 1022) /* eek! out of memory */ { LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); @@ -780,9 +779,12 @@ else { layout[x][y] = 1; + /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) - find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); + for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) + find_doors_in_room_recursive (layout, map, + x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], + doorlist, ndoors, RP); } } @@ -790,41 +792,27 @@ object ** find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) { - char **layout2; - object **doorlist; int i, j; int ndoors = 0; - doorlist = (object **) calloc (sizeof (int), 1024); + object **doorlist = (object **)calloc (sizeof (int), 1024); + + LayoutData layout2 (RP->Xsize, RP->Ysize); + layout2.clear (); - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } - } + for (j = 0; j < RP->Ysize; j++) + layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; /* setup num_free_spots and room_free_spots */ find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - free (layout2[i]); - - free (layout2); return doorlist; } - - /* locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors. */ - void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) { @@ -848,7 +836,7 @@ door->destroy (); doorlist[i] = new_door; insert_ob_in_map (new_door, map, NULL, 0); - sprintf (keybuf, "%d", (int) RANDOM ()); + sprintf (keybuf, "%d", rndm (1000000000)); new_door->slaying = keybuf; keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); } @@ -869,9 +857,12 @@ retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); + door->face = wallface->face; + if (!QUERY_FLAG (wallface, FLAG_REMOVED)) wallface->remove (); + wallface->destroy (); } }