1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 |
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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 | |
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46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
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47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
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48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
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49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
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50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
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51 | static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
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52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
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54 | static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); |
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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 */ |
47 | static int |
58 | static int |
48 | bc_random (int x) |
59 | bc_random (int x) |
49 | { |
60 | { |
… | |
… | |
52 | |
63 | |
53 | static object * |
64 | static object * |
54 | gen_key (const shstr &keycode) |
65 | gen_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 | |
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59 | key->slaying = keycode; |
69 | key->slaying = keycode; |
60 | key->stats.food = 100; |
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61 | key->speed_left = -1.f; |
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62 | key->flag [FLAG_IS_USED_UP] = true; |
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63 | key->set_speed (1.f / 300.f); |
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64 | |
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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, |
… | |
… | |
328 | } |
333 | } |
329 | |
334 | |
330 | /* put a chest into the map, near x and y, with the treasure style |
335 | /* put a chest into the map, near x and y, with the treasure style |
331 | determined (may be null, or may be a treasure list from lib/treasures, |
336 | determined (may be null, or may be a treasure list from lib/treasures, |
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
337 | if the global variable "treasurestyle" is set to that treasure list's name */ |
333 | object * |
338 | static object * |
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
339 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
335 | { |
340 | { |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
341 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
337 | |
342 | |
338 | /* first, find a place to put the chest. */ |
343 | /* first, find a place to put the chest. */ |
… | |
… | |
361 | if (tlist != NULL) |
366 | if (tlist != NULL) |
362 | for (ti = 0; ti < n_treasures; ti++) |
367 | for (ti = 0; ti < n_treasures; ti++) |
363 | { /* use the treasure list */ |
368 | { /* use the treasure list */ |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
369 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
365 | |
370 | |
366 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
371 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
367 | } |
372 | } |
368 | else |
373 | else |
369 | { /* use the style map */ |
374 | { /* use the style map */ |
370 | the_chest->randomitems = tlist; |
375 | the_chest->randomitems = tlist; |
371 | the_chest->stats.hp = n_treasures; |
376 | the_chest->stats.hp = n_treasures; |
… | |
… | |
415 | the_chest->y = yl; |
420 | the_chest->y = yl; |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
421 | insert_ob_in_map (the_chest, map, NULL, 0); |
417 | return the_chest; |
422 | return the_chest; |
418 | } |
423 | } |
419 | |
424 | |
420 | |
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421 | /* finds the closest monster and returns him, regardless of doors |
425 | /* finds the closest monster and returns him, regardless of doors or walls */ |
422 | or walls */ |
426 | static object * |
423 | object * |
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424 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
427 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
425 | { |
428 | { |
426 | int i; |
429 | int i; |
427 | |
430 | |
428 | for (i = 0; i < SIZEOFFREE; i++) |
431 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
446 | return NULL; |
449 | return NULL; |
447 | } |
450 | } |
448 | |
451 | |
449 | /* 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. */ |
450 | |
453 | |
451 | object *theMonsterToFind; |
454 | static object *theMonsterToFind; |
452 | |
455 | |
453 | /* 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. |
454 | 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 */ |
455 | |
458 | static object * |
456 | object * |
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457 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
459 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
458 | { |
460 | { |
459 | int i, j; |
461 | int i, j; |
460 | |
462 | |
461 | /* if we've found a monster already, leave */ |
463 | /* if we've found a monster already, leave */ |
… | |
… | |
497 | return theMonsterToFind; |
499 | return theMonsterToFind; |
498 | } |
500 | } |
499 | |
501 | |
500 | /* sets up some data structures: the _recursive form does the |
502 | /* sets up some data structures: the _recursive form does the |
501 | real work. */ |
503 | real work. */ |
502 | object * |
504 | static object * |
503 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
505 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
504 | { |
506 | { |
505 | Layout layout2 (RP); |
507 | Layout layout2 (RP); |
506 | |
508 | |
507 | layout2->clear (); |
509 | layout2->clear (); |
… | |
… | |
519 | |
521 | |
520 | return theMonsterToFind; |
522 | return theMonsterToFind; |
521 | } |
523 | } |
522 | |
524 | |
523 | /* 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 */ |
524 | int *room_free_spots_x; |
526 | static int *room_free_spots_x; |
525 | int *room_free_spots_y; |
527 | static int *room_free_spots_y; |
526 | int number_of_free_spots_in_room; |
528 | static int number_of_free_spots_in_room; |
527 | |
529 | |
528 | /* the workhorse routine, which finds the free spots in a room: |
530 | /* the workhorse routine, which finds the free spots in a room: |
529 | a datastructure of free points is set up, and a position chosen from |
531 | a datastructure of free points is set up, and a position chosen from |
530 | that datastructure. */ |
532 | that datastructure. */ |
531 | void |
533 | static void |
532 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
534 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
533 | { |
535 | { |
534 | int i, j; |
536 | int i, j; |
535 | |
537 | |
536 | /* bounds check x and y */ |
538 | /* bounds check x and y */ |
… | |
… | |
554 | 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); |
555 | |
557 | |
556 | } |
558 | } |
557 | |
559 | |
558 | /* 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. */ |
559 | void |
561 | static void |
560 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
562 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
561 | { |
563 | { |
562 | char **layout2; |
564 | char **layout2; |
563 | int i, j; |
565 | int i, j; |
564 | |
566 | |
… | |
… | |
597 | |
599 | |
598 | |
600 | |
599 | /* 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 |
600 | 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 |
601 | it'll return 0 if no FREE spots are found.*/ |
603 | it'll return 0 if no FREE spots are found.*/ |
602 | void |
604 | static void |
603 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
605 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
604 | { |
606 | { |
605 | int x, y; |
607 | int x, y; |
606 | int i; |
608 | int i; |
607 | |
609 | |
… | |
… | |
672 | *cx = -1; |
674 | *cx = -1; |
673 | *cy = -1; |
675 | *cy = -1; |
674 | } |
676 | } |
675 | } |
677 | } |
676 | |
678 | |
677 | void |
679 | static void |
678 | remove_monsters (int x, int y, maptile *map) |
680 | remove_monsters (int x, int y, maptile *map) |
679 | { |
681 | { |
680 | object *tmp; |
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681 | |
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682 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
682 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
683 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
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|
684 | { |
683 | { |
685 | if (tmp->head) |
684 | object *next = tmp->above; |
686 | tmp = tmp->head; |
685 | |
687 | tmp->remove (); |
686 | if (tmp->flag [FLAG_ALIVE]) |
688 | tmp->destroy (); |
687 | tmp->head_ ()->destroy (); |
689 | tmp = GET_MAP_OB (map, x, y); |
688 | |
690 | if (tmp == NULL) |
689 | tmp = next; |
691 | break; |
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|
692 | }; |
690 | } |
693 | } |
691 | } |
694 | |
692 | |
695 | /* 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 |
696 | 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 |
697 | it'll remove any monsters it finds.*/ |
695 | it'll remove any monsters it finds.*/ |
698 | object ** |
696 | static object ** |
699 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
697 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
700 | { |
698 | { |
701 | int i; |
699 | int i; |
702 | const char *doors[2]; |
700 | const char *doors[2]; |
703 | object **doorlist; |
701 | object **doorlist; |
… | |
… | |
733 | } |
731 | } |
734 | |
732 | |
735 | return doorlist; |
733 | return doorlist; |
736 | } |
734 | } |
737 | |
735 | |
738 | |
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739 | /* 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. */ |
740 | object * |
737 | static object * |
741 | door_in_square (maptile *map, int x, int y) |
738 | door_in_square (maptile *map, int x, int y) |
742 | { |
739 | { |
743 | object *tmp; |
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744 | |
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745 | 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) |
746 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
747 | return tmp; |
742 | return tmp; |
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|
743 | |
748 | return NULL; |
744 | return NULL; |
749 | } |
745 | } |
750 | |
746 | |
751 | /* the workhorse routine, which finds the doors in a room */ |
747 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
748 | static void |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
749 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
754 | { |
750 | { |
755 | int i, j; |
751 | int i, j; |
756 | object *door; |
752 | object *door; |
757 | |
753 | |
… | |
… | |
792 | doorlist, ndoors, RP); |
788 | doorlist, ndoors, RP); |
793 | } |
789 | } |
794 | } |
790 | } |
795 | |
791 | |
796 | /* 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. */ |
797 | object ** |
793 | static object ** |
798 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
794 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
799 | { |
795 | { |
800 | int i, j; |
796 | int i, j; |
801 | int ndoors = 0; |
797 | int ndoors = 0; |
802 | |
798 | |
… | |
… | |
816 | return doorlist; |
812 | return doorlist; |
817 | } |
813 | } |
818 | |
814 | |
819 | /* 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 |
820 | opts doesn't say to lock/hide doors. */ |
816 | opts doesn't say to lock/hide doors. */ |
821 | void |
817 | static void |
822 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
818 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
823 | { |
819 | { |
824 | object *door; |
820 | object *door; |
825 | int i; |
821 | int i; |
826 | |
822 | |
827 | /* lock the doors and hide the keys. */ |
823 | /* lock the doors and hide the keys. */ |
828 | |
824 | |
829 | if (opts & DOORED) |
825 | if (opts & DOORED) |
830 | { |
826 | { |
831 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
827 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
832 | { |
828 | { |
833 | object *new_door = get_archetype ("locked_door1"); |
829 | object *new_door = get_archetype (shstr_locked_door1); |
834 | |
830 | |
835 | door = doorlist[i]; |
831 | door = doorlist[i]; |
836 | new_door->face = door->face; |
832 | new_door->face = door->face; |
837 | new_door->x = door->x; |
833 | new_door->x = door->x; |
838 | new_door->y = door->y; |
834 | new_door->y = door->y; |
839 | door->remove (); |
|
|
840 | door->destroy (); |
835 | door->destroy (); |
841 | doorlist[i] = new_door; |
836 | doorlist[i] = new_door; |
842 | insert_ob_in_map (new_door, map, NULL, 0); |
837 | insert_ob_in_map (new_door, map, NULL, 0); |
843 | 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)); |
844 | 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); |
… | |
… | |
861 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
856 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
862 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
857 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
863 | |
858 | |
864 | door->face = wallface->face; |
859 | door->face = wallface->face; |
865 | |
860 | |
866 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
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|
867 | wallface->remove (); |
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|
868 | |
|
|
869 | wallface->destroy (); |
861 | wallface->destroy (); |
870 | } |
862 | } |
871 | } |
863 | } |
872 | } |
864 | } |
873 | } |
865 | } |