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/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC vs.
Revision 1.41 by root, Thu Jul 24 20:35:37 2008 UTC

45/* a macro to get a strongly centered random distribution, 45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 46 from 0 to x, centered at x/2 */
47static int 47static int
48bc_random (int x) 48bc_random (int x)
49{ 49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
139
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
154 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key);
156 else
157 {
158 the_key->x = kx;
159 the_key->y = ky;
160 insert_ob_in_map (the_key, map, NULL, 0);
161 }
162
163 return 1;
51} 164}
52 165
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 166/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 167 * and doors but not monsters.
55 * This function is not map tile aware. 168 * This function is not map tile aware.
82 if (treasure_style) 195 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
84 return; 197 return;
85 198
86 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 201
89 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 204 {
92 if (rndm (2)) 205 if (rmg_rndm (2))
93 treasureoptions -= 1; 206 treasureoptions -= 1;
94 else 207 else
95 treasureoptions -= 2; 208 treasureoptions -= 2;
96 } 209 }
97 210
168 281
169 i = j = -1; 282 i = j = -1;
170 tries = 0; 283 tries = 0;
171 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
172 { 285 {
173 i = rndm (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
174 j = rndm (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
175 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
176 289
177 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
178 i = -1; 291 i = -1;
179 292
200 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
201 int ti, i, j; 314 int ti, i, j;
202 315
203 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
204 { 317 {
205 i = rndm (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
206 j = rndm (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
207 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
208 } 321 }
209 } 322 }
210} 323}
211 324
213 determined (may be null, or may be a treasure list from lib/treasures, 326 determined (may be null, or may be a treasure list from lib/treasures,
214 if the global variable "treasurestyle" is set to that treasure list's name */ 327 if the global variable "treasurestyle" is set to that treasure list's name */
215object * 328object *
216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
217{ 330{
218 object *the_chest;
219 int i, xl, yl;
220
221 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
222 332
223 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
224 i = find_first_free_spot (the_chest, map, x, y); 334 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
225 if (i == -1) 335 if (i == -1)
226 { 336 {
227 the_chest->destroy (); 337 the_chest->destroy ();
228 return NULL; 338 return NULL;
229 } 339 }
230 340
231 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
232 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
233 343
234 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
235 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
236 return 0; 346 return 0;
237 347
244 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
245 355
246 if (tlist != NULL) 356 if (tlist != NULL)
247 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
248 { /* use the treasure list */ 358 { /* use the treasure list */
249 object *new_treasure = style_map->pick_random_object (); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
250 360
251 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
252 } 362 }
253 else 363 else
254 { /* use the style map */ 364 { /* use the style map */
268 { 378 {
269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
270 380
271 if (trap_map) 381 if (trap_map)
272 { 382 {
273 object *the_trap = trap_map->pick_random_object (); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
274 384
275 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
276 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277 387
278 if (the_trap) 388 if (the_trap)
289 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
290 the lockcode. It's not worth bothering to lock the chest if 400 the lockcode. It's not worth bothering to lock the chest if
291 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 { 403 {
294 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
295
296 sprintf (keybuf, "%d", rndm (1000000000));
297 the_chest->slaying = keybuf;
298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
299 } 406 }
300 407
301 /* actually place the chest. */ 408 /* actually place the chest. */
302 the_chest->x = xl; 409 the_chest->x = xl;
303 the_chest->y = yl; 410 the_chest->y = yl;
332 } 439 }
333 } 440 }
334 return NULL; 441 return NULL;
335} 442}
336 443
337
338
339/* places keys in the map, preferably in something alive.
340 keycode is the key's code,
341 door_flag is either PASS_DOORS or NO_PASS_DOORS.
342 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
343 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
345
346 The idea is that you call keyplace on x,y where a door is, and it'll make
347 sure a key is placed on both sides of the door.
348*/
349int
350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
352 int i, j;
353 int kx = 0, ky = 0;
354 object *the_keymaster; /* the monster that gets the key. */
355 object *the_key;
356
357 /* get a key and set its keycode */
358 the_key = get_archetype ("key2");
359 the_key->slaying = keycode;
360
361 if (door_flag == PASS_DOORS)
362 {
363 int tries = 0;
364
365 the_keymaster = 0;
366 while (tries < 15 && !the_keymaster)
367 {
368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
370 tries++;
371 the_keymaster = find_closest_monster (map, i, j, RP);
372 }
373
374 /* if we don't find a good keymaster, drop the key on the ground. */
375 if (!the_keymaster)
376 {
377 int freeindex;
378
379 freeindex = -1;
380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
381 {
382 kx = rndm (RP->Xsize - 2) + 1;
383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
393 }
394 }
395 else
396 { /* NO_PASS_DOORS --we have to work harder. */
397 /* don't try to keyplace if we're sitting on a blocked square and
398 NO_PASS_DOORS is set. */
399 if (n_keys == 1)
400 {
401 if (wall_blocked (map, x, y))
402 return 0;
403
404 the_keymaster = find_monster_in_room (map, x, y, RP);
405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
406 find_spot_in_room (map, x, y, &kx, &ky, RP);
407 }
408 else
409 {
410 int sum = 0; /* count how many keys we actually place */
411
412 /* I'm lazy, so just try to place in all 4 directions. */
413 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
419 { /* diagonally this time. */
420 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
435 return 1;
436 }
437
438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
439 return 1;
440}
441
442
443
444/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
445 445
446object *theMonsterToFind; 446object *theMonsterToFind;
447 447
448/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
480 return theMonsterToFind; 480 return theMonsterToFind;
481 } 481 }
482 } 482 }
483 483
484 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 { 486 {
487 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);
488 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
489 return theMonsterToFind; 489 return theMonsterToFind;
490 } 490 }
543 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546 546
547 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 550
551} 551}
552 552
553/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
574 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
576 576
577 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
578 { 578 {
579 i = rndm (number_of_free_spots_in_room); 579 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
582 } 582 }
583 583
584 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
652 *cy = ly; 652 *cy = ly;
653 return; 653 return;
654 } 654 }
655 } 655 }
656 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
657 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 658
659 if (i != -1) 659 if (i != -1)
660 { 660 {
661 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
779 else 779 else
780 { 780 {
781 layout[x][y] = 1; 781 layout[x][y] = 1;
782 782
783 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* now search all the 8 squares around recursively for free spots,in random order */
784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 784 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, 785 find_doors_in_room_recursive (layout, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
787 doorlist, ndoors, RP); 787 doorlist, ndoors, RP);
788 } 788 }
789} 789}
823 823
824 if (opts & DOORED) 824 if (opts & DOORED)
825 { 825 {
826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
827 { 827 {
828 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype (shstr_locked_door1);
829 char keybuf[1024];
830 829
831 door = doorlist[i]; 830 door = doorlist[i];
832 new_door->face = door->face; 831 new_door->face = door->face;
833 new_door->x = door->x; 832 new_door->x = door->x;
834 new_door->y = door->y; 833 new_door->y = door->y;
835 door->remove (); 834 door->remove ();
836 door->destroy (); 835 door->destroy ();
837 doorlist[i] = new_door; 836 doorlist[i] = new_door;
838 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
839 sprintf (keybuf, "%d", rndm (1000000000)); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
840 new_door->slaying = keybuf;
841 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
842 } 840 }
843 } 841 }
844 842
845 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
846 if (opts & HIDDEN) 844 if (opts & HIDDEN)

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