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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC vs.
Revision 1.50 by root, Fri Mar 26 01:04:44 2010 UTC

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
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,
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 */
333object * 338static object *
334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 339place_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
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 */ 426static object *
423object *
424find_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)
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
451object *theMonsterToFind; 454static 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 458static object *
456object *
457find_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)
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. */
502object * 504static object *
503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 505find_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 */
524int *room_free_spots_x; 526static int *room_free_spots_x;
525int *room_free_spots_y; 527static int *room_free_spots_y;
526int number_of_free_spots_in_room; 528static 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:
529a 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
530that datastructure. */ 532that datastructure. */
531void 533static void
532find_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)
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. */
559void 561static void
560find_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)
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.*/
602void 604static void
603find_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)
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
677void 679static void
678remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
679{ 681{
680 object *tmp;
681
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))
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;
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.*/
698object ** 696static object **
699surround_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)
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
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. */
740object * 737static object *
741door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
742{ 739{
743 object *tmp;
744
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;
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 */
752void 748static void
753find_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)
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. */
797object ** 793static object **
798find_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)
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. */
821void 817static void
822lock_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)
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))
867 wallface->remove ();
868
869 wallface->destroy (); 861 wallface->destroy ();
870 } 862 }
871 } 863 }
872 } 864 }
873} 865}

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