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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.31 by root, Sun Aug 26 15:31:04 2007 UTC vs.
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
25 25
26#include <global.h> 26#include <global.h>
118 } 118 }
119 119
120 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
122 { 122 {
123
124 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
126 { 125 {
127 case LAYOUT_ONION: 126 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
136 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
137 { 136 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 { 138 {
140 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest; 140 object *chest;
143 141
144 if (tdiv == 3) 142 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
146 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
147 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
148 if (!chest) 148 if (!chest)
149 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
150 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
151 { 152 {
152 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist); 155 free (doorlist);
155 } 156 }
156 } 157 }
157 } 158 }
158 } 159 }
159 break; 160 break;
160 } 161 }
162
161 default: 163 default:
162 { 164 {
163 int i, j, tries; 165 int i, j, tries;
164 object *chest; 166 object *chest;
165 object **doorlist; 167 object **doorlist;
169 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
170 { 172 {
171 i = rndm (RP->Xsize - 2) + 1; 173 i = rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1; 174 j = rndm (RP->Ysize - 2) + 1;
173 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
174 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
175 i = -1; 178 i = -1;
179
176 tries++; 180 tries++;
177 } 181 }
182
178 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
179 if (!chest) 185 if (!chest)
180 return; 186 return;
187
181 i = chest->x; 188 i = chest->x;
182 j = chest->y; 189 j = chest->y;
183 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
184 { 191 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
203} 210}
204 211
205/* put a chest into the map, near x and y, with the treasure style 212/* put a chest into the map, near x and y, with the treasure style
206 determined (may be null, or may be a treasure list from lib/treasures, 213 determined (may be null, or may be a treasure list from lib/treasures,
207 if the global variable "treasurestyle" is set to that treasure list's name */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
208
209object * 215object *
210place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
211{ 217{
212 object *the_chest; 218 object *the_chest;
213 int i, xl, yl; 219 int i, xl, yl;
259 265
260 /* stick a trap in the chest if required */ 266 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 267 if (treasureoptions & TRAPPED)
262 { 268 {
263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265 270
266 if (trap_map) 271 if (trap_map)
267 { 272 {
268 the_trap = trap_map->pick_random_object (); 273 object *the_trap = trap_map->pick_random_object ();
274
269 the_trap->stats.Cha = 10 + RP->difficulty; 275 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 276 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277
271 if (the_trap) 278 if (the_trap)
272 { 279 {
273 object *new_trap; 280 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 281
275 new_trap = arch_to_object (the_trap->arch);
276 new_trap->copy_to (the_trap);
277 new_trap->x = x; 282 new_trap->x = x;
278 new_trap->y = y; 283 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
280 } 285 }
281 } 286 }
481 { 486 {
482 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
483 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
484 return theMonsterToFind; 489 return theMonsterToFind;
485 } 490 }
491
486 return theMonsterToFind; 492 return theMonsterToFind;
487} 493}
488
489 494
490/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
491 real work. */ 496 real work. */
492
493object * 497object *
494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
495{ 499{
496 char **layout2; 500 Layout layout2 (RP);
497 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
498 509
499 theMonsterToFind = 0; 510 theMonsterToFind = 0;
500 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
501 /* allocate and copy the layout, converting C to 0. */
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
505 for (j = 0; j < RP->Ysize; j++)
506 {
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510 }
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 512
513 /* deallocate the temp. layout */ 513 layout2.free ();
514 for (i = 0; i < RP->Xsize; i++)
515 {
516 free (layout2[i]);
517 }
518 free (layout2);
519 514
520 return theMonsterToFind; 515 return theMonsterToFind;
521} 516}
522 517
523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 742 return tmp;
748 return NULL; 743 return NULL;
749} 744}
750 745
751
752/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
753void 747void
754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
755{ 749{
756 int i, j; 750 int i, j;
770 layout[x][y] = 1; 764 layout[x][y] = 1;
771 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
772 if (door) 766 if (door)
773 { 767 {
774 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
775 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
776 { 771 {
777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
778 return; 773 return;
779 } 774 }
795 790
796/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
797object ** 792object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 794{
800 char **layout2;
801 object **doorlist;
802 int i, j; 795 int i, j;
803 int ndoors = 0; 796 int ndoors = 0;
804 797
805 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 799
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
808 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
813 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 807
819 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821 810
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 811 return doorlist;
828} 812}
829
830
831 813
832/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
834
835void 816void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 818{
838 object *door; 819 object *door;
839 int i; 820 int i;
874 { 855 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
879 door->face = wallface->face; 861 door->face = wallface->face;
862
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
881 wallface->remove (); 864 wallface->remove ();
865
882 wallface->destroy (); 866 wallface->destroy ();
883 } 867 }
884 } 868 }
885 } 869 }
886} 870}

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