--- deliantra/server/random_maps/treasure.C 2007/01/27 00:56:48 1.23 +++ deliantra/server/random_maps/treasure.C 2008/05/08 13:47:19 1.40 @@ -1,25 +1,24 @@ /* - * CrossFire, A Multiplayer game - * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * 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 + * 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 2 of the License, or + * 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 + * 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 + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ /* placing treasure in maps, where appropriate. */ @@ -43,6 +42,131 @@ #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 (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; +} + +static object * +gen_key (const shstr &keycode) +{ + /* get a key and set its keycode */ + object *key = archetype::get (shstr_key2); + + key->slaying = keycode; + key->stats.food = 100; + key->speed_left = -1.f; + key->flag [FLAG_IS_USED_UP] = true; + key->set_speed (1.f / 300.f); + + return key; +} + +/* places keys in the map, preferably in something alive. + keycode is the key's code, + door_flag is either PASS_DOORS or NO_PASS_DOORS. + NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. + if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: + it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. + + 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. +*/ +static int +keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) +{ + int i, j; + int kx = 0, ky = 0; + object *the_keymaster; /* the monster that gets the key. */ + object *the_key = gen_key (keycode); + + if (door_flag == PASS_DOORS) + { + int tries = 0; + + the_keymaster = 0; + while (tries < 15 && !the_keymaster) + { + i = rmg_rndm (RP->Xsize - 2) + 1; + j = rmg_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) + { + int freeindex; + + freeindex = -1; + for (tries = 0; tries < 15 && freeindex == -1; tries++) + { + kx = rmg_rndm (RP->Xsize - 2) + 1; + ky = rmg_rndm (RP->Ysize - 2) + 1; + freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); + } + + // can freeindex ever be < 0? + if (freeindex >= 0) + { + kx += freearr_x [freeindex]; + ky += freearr_y [freeindex]; + } + } + } + else + { /* NO_PASS_DOORS --we have to work harder. */ + /* don't try to keyplace if we're sitting on a blocked square and + NO_PASS_DOORS is set. */ + if (n_keys == 1) + { + if (wall_blocked (map, x, y)) + { + the_key->destroy (); + return 0; + } + + the_keymaster = find_monster_in_room (map, x, y, RP); + if (!the_keymaster) /* if fail, find a spot to drop the key. */ + find_spot_in_room (map, x, y, &kx, &ky, RP); + } + else + { + int sum = 0; /* count how many keys we actually place */ + + /* I'm lazy, so just try to place in all 4 directions. */ + sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); + 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. */ + { /* 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); + } + + the_key->destroy (); + return 1; + } + } + + if (the_keymaster) + the_keymaster->head_ ()->insert (the_key); + else + { + the_key->x = kx; + the_key->y = ky; + insert_ob_in_map (the_key, map, NULL, 0); + } + + return 1; +} /* returns true if square x,y has P_NO_PASS set, which is true for walls * and doors but not monsters. @@ -54,8 +178,8 @@ if (OUT_OF_REAL_MAP (m, x, y)) return 1; - int 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 @@ -78,12 +202,12 @@ return; if (treasureoptions <= 0) - treasureoptions = RANDOM () % (2 * LAST_OPTION); + treasureoptions = rmg_rndm (2 * LAST_OPTION); /* filter out the mutually exclusive options */ if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) { - if (rndm (2)) + if (rmg_rndm (2)) treasureoptions -= 1; else treasureoptions -= 2; @@ -91,11 +215,11 @@ /* 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; @@ -114,7 +238,6 @@ /* 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) { @@ -132,18 +255,20 @@ 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); } @@ -152,6 +277,7 @@ } break; } + default: { int i, j, tries; @@ -162,16 +288,21 @@ tries = 0; while (i == -1 && tries < 100) { - i = RANDOM () % (RP->Xsize - 2) + 1; - j = RANDOM () % (RP->Ysize - 2) + 1; + i = rmg_rndm (RP->Xsize - 2) + 1; + j = rmg_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)) @@ -189,8 +320,8 @@ for (ti = 0; ti < num_treasures; ti++) { - i = RANDOM () % (RP->Xsize - 2) + 1; - j = RANDOM () % (RP->Ysize - 2) + 1; + i = rmg_rndm (RP->Xsize - 2) + 1; + j = rmg_rndm (RP->Ysize - 2) + 1; place_chest (treasureoptions, i, j, map, style_map, 1, RP); } } @@ -199,25 +330,21 @@ /* 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) { - object *the_chest; - int i, xl, yl; - - the_chest = get_archetype ("chest"); /* was "chest_2" */ + object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ /* first, find a place to put the chest. */ - i = find_first_free_spot (the_chest, map, x, y); + int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng if (i == -1) { the_chest->destroy (); return NULL; } - xl = x + freearr_x[i]; - yl = y + freearr_y[i]; + int xl = x + freearr_x[i]; + int yl = y + freearr_y[i]; /* if the placement is blocked, return a fail. */ if (wall_blocked (map, xl, yl)) @@ -234,7 +361,7 @@ 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 (rmg_rndm); insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); } @@ -245,7 +372,7 @@ } #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; @@ -255,19 +382,18 @@ 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 (rmg_rndm); + 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); @@ -278,14 +404,10 @@ /* 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 ()); - the_chest->slaying = keybuf; - keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); + the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); + keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); } /* actually place the chest. */ @@ -324,113 +446,6 @@ return NULL; } - - -/* places keys in the map, preferably in something alive. - keycode is the key's code, - door_flag is either PASS_DOORS or NO_PASS_DOORS. - NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. - if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: - it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. - - 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 = 0, ky = 0; - object *the_keymaster; /* the monster that gets the key. */ - object *the_key; - - /* get a key and set its keycode */ - the_key = get_archetype ("key2"); - the_key->slaying = keycode; - - if (door_flag == PASS_DOORS) - { - int tries = 0; - - the_keymaster = 0; - while (tries < 15 && !the_keymaster) - { - i = (RANDOM () % (RP->Xsize - 2)) + 1; - j = (RANDOM () % (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) - { - 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_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); - } - - // can freeindex ever be < 0? - if (freeindex >= 0) - { - kx += freearr_x [freeindex]; - ky += freearr_y [freeindex]; - } - } - } - else - { /* NO_PASS_DOORS --we have to work harder. */ - /* don't try to keyplace if we're sitting on a blocked square and - NO_PASS_DOORS is set. */ - if (n_keys == 1) - { - if (wall_blocked (map, x, y)) - return 0; - - the_keymaster = find_monster_in_room (map, x, y, RP); - if (!the_keymaster) /* if fail, find a spot to drop the key. */ - find_spot_in_room (map, x, y, &kx, &ky, RP); - } - else - { - int sum = 0; /* count how many keys we actually place */ - - /* I'm lazy, so just try to place in all 4 directions. */ - sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); - 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. */ - { /* 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) - { - the_key->x = kx; - the_key->y = ky; - insert_ob_in_map (the_key, map, NULL, 0); - return 1; - } - - insert_ob_in_ob (the_key, the_keymaster); - return 1; -} - - - /* both find_monster_in_room routines need to have access to this. */ object *theMonsterToFind; @@ -472,45 +487,35 @@ } /* now search all the 8 squares around recursively for a monster,in random order */ - for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + for (i = rmg_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; } @@ -545,7 +550,7 @@ number_of_free_spots_in_room++; /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + for (i = rmg_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); } @@ -576,7 +581,7 @@ if (number_of_free_spots_in_room > 0) { - i = RANDOM () % number_of_free_spots_in_room; + i = rmg_rndm (number_of_free_spots_in_room); *kx = room_free_spots_x[i]; *ky = room_free_spots_y[i]; } @@ -654,7 +659,7 @@ } } /* give up and return the closest free spot. */ - i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); + i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); if (i != -1) { @@ -694,7 +699,7 @@ 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 */ @@ -743,7 +748,6 @@ 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) @@ -767,6 +771,7 @@ 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"); @@ -779,9 +784,12 @@ else { layout[x][y] = 1; + /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = rndm (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 = rmg_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); } } @@ -789,41 +797,27 @@ 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) { @@ -837,7 +831,6 @@ for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) { object *new_door = get_archetype ("locked_door1"); - char keybuf[1024]; door = doorlist[i]; new_door->face = door->face; @@ -847,9 +840,8 @@ door->destroy (); doorlist[i] = new_door; insert_ob_in_map (new_door, map, NULL, 0); - sprintf (keybuf, "%d", (int) RANDOM ()); - new_door->slaying = keybuf; - keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); + new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); + keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); } } @@ -868,9 +860,12 @@ 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 (); } }