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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC vs.
Revision 1.46 by root, Fri Nov 6 12:49:19 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#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 */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
52 63
53static object * 64static object *
54gen_key (const shstr &keycode) 65gen_key (const shstr &keycode)
55{ 66{
56 /* get a key and set its keycode */ 67 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2); 68 object *key = archetype::get (shstr_key_random_map);
58
59 key->slaying = keycode; 69 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key; 70 return key;
66} 71}
67 72
68/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
69 keycode is the key's code, 74 keycode is the key's code,
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) 84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{ 85{
81 int i, j; 86 int i, j;
82 int kx = 0, ky = 0; 87 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */ 88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
84 90
85 if (door_flag == PASS_DOORS) 91 if (door_flag == PASS_DOORS)
86 { 92 {
87 int tries = 0; 93 int tries = 0;
88 94
103 freeindex = -1; 109 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 { 111 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
109 } 115 }
110 116
111 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
112 if (freeindex >= 0) 118 if (freeindex >= 0)
113 { 119 {
121 /* don't try to keyplace if we're sitting on a blocked square and 127 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */ 128 NO_PASS_DOORS is set. */
123 if (n_keys == 1) 129 if (n_keys == 1)
124 { 130 {
125 if (wall_blocked (map, x, y)) 131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
126 return 0; 134 return 0;
135 }
127 136
128 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP); 139 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 } 140 }
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 } 157 }
149 158
159 the_key->destroy ();
150 return 1; 160 return 1;
151 } 161 }
152 } 162 }
153
154 object *the_key = gen_key (keycode);
155 163
156 if (the_keymaster) 164 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key); 165 the_keymaster->head_ ()->insert (the_key);
158 else 166 else
159 { 167 {
412 the_chest->y = yl; 420 the_chest->y = yl;
413 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
414 return the_chest; 422 return the_chest;
415} 423}
416 424
417
418/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
419 or walls */ 426static object *
420object *
421find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 427find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
422{ 428{
423 int i; 429 int i;
424 430
425 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
443 return NULL; 449 return NULL;
444} 450}
445 451
446/* both find_monster_in_room routines need to have access to this. */ 452/* both find_monster_in_room routines need to have access to this. */
447 453
448object *theMonsterToFind; 454static object *theMonsterToFind;
449 455
450/* a recursive routine which will return a monster, eventually,if there is one. 456/* a recursive routine which will return a monster, eventually,if there is one.
451 it does a check-off on the layout, converting 0's to 1's */ 457 it does a check-off on the layout, converting 0's to 1's */
452 458static object *
453object *
454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
455{ 460{
456 int i, j; 461 int i, j;
457 462
458 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
516 521
517 return theMonsterToFind; 522 return theMonsterToFind;
518} 523}
519 524
520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
521int *room_free_spots_x; 526static int *room_free_spots_x;
522int *room_free_spots_y; 527static int *room_free_spots_y;
523int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
524 529
525/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
526a datastructure of free points is set up, and a position chosen from 531a datastructure of free points is set up, and a position chosen from
527that datastructure. */ 532that datastructure. */
528void 533static void
529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
530{ 535{
531 int i, j; 536 int i, j;
532 537
533 /* bounds check x and y */ 538 /* bounds check x and y */
551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
552 557
553} 558}
554 559
555/* find a random non-blocked spot in this room to drop a key. */ 560/* find a random non-blocked spot in this room to drop a key. */
556void 561static void
557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 562find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
558{ 563{
559 char **layout2; 564 char **layout2;
560 int i, j; 565 int i, j;
561 566
594 599
595 600
596/* searches the map for a spot with walls around it. The more 601/* searches the map for a spot with walls around it. The more
597 walls the better, but it'll settle for 1 wall, or even 0, but 602 walls the better, but it'll settle for 1 wall, or even 0, but
598 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
599void 604static void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{ 606{
602 int x, y; 607 int x, y;
603 int i; 608 int i;
604 609
672} 677}
673 678
674void 679void
675remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
676{ 681{
677 object *tmp;
678
679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
681 { 683 {
682 if (tmp->head) 684 object *next = tmp->above;
683 tmp = tmp->head; 685
684 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
685 tmp->destroy (); 687 tmp->head_ ()->destroy ();
686 tmp = GET_MAP_OB (map, x, y); 688
687 if (tmp == NULL) 689 tmp = next;
688 break;
689 }; 690 }
690} 691}
691 692
692/* surrounds the point x,y by doors, so as to enclose something, like 693/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 694 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
695object ** 696static object **
696surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 697surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
697{ 698{
698 int i; 699 int i;
699 const char *doors[2]; 700 const char *doors[2];
700 object **doorlist; 701 object **doorlist;
730 } 731 }
731 732
732 return doorlist; 733 return doorlist;
733} 734}
734 735
735
736/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
737object * 737static object *
738door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
739{ 739{
740 object *tmp;
741
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 742 return tmp;
743
745 return NULL; 744 return NULL;
746} 745}
747 746
748/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
749void 748static void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 750{
752 int i, j; 751 int i, j;
753 object *door; 752 object *door;
754 753
789 doorlist, ndoors, RP); 788 doorlist, ndoors, RP);
790 } 789 }
791} 790}
792 791
793/* find a random non-blocked spot in this room to drop a key. */ 792/* find a random non-blocked spot in this room to drop a key. */
794object ** 793static object **
795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 795{
797 int i, j; 796 int i, j;
798 int ndoors = 0; 797 int ndoors = 0;
799 798
813 return doorlist; 812 return doorlist;
814} 813}
815 814
816/* locks and/or hides all the doors in doorlist, or does nothing if 815/* locks and/or hides all the doors in doorlist, or does nothing if
817 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
818void 817static void
819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 818lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
820{ 819{
821 object *door; 820 object *door;
822 int i; 821 int i;
823 822
824 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
825 824
826 if (opts & DOORED) 825 if (opts & DOORED)
827 { 826 {
828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
829 { 828 {
830 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
831 830
832 door = doorlist[i]; 831 door = doorlist[i];
833 new_door->face = door->face; 832 new_door->face = door->face;
834 new_door->x = door->x; 833 new_door->x = door->x;
835 new_door->y = door->y; 834 new_door->y = door->y;
836 door->remove ();
837 door->destroy (); 835 door->destroy ();
838 doorlist[i] = new_door; 836 doorlist[i] = new_door;
839 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860 858
861 door->face = wallface->face; 859 door->face = wallface->face;
862 860
863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
864 wallface->remove ();
865
866 wallface->destroy (); 861 wallface->destroy ();
867 } 862 }
868 } 863 }
869 } 864 }
870} 865}

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