ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC vs.
Revision 1.53 by root, Tue Apr 13 02:39:53 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,
104 freeindex = -1; 109 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 { 111 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 } 115 }
111 116
112 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
113 if (freeindex >= 0) 118 if (freeindex >= 0)
114 { 119 {
189treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
190*/ 195*/
191void 196void
192place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
193{ 198{
194 char styledirname[1024];
195 char stylefilepath[1024];
196 maptile *style_map = 0;
197 int num_treasures; 199 int num_treasures;
198 200
199 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
200 if (treasure_style) 202 if (treasure_style)
201 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
223 225
224 if (num_treasures <= 0) 226 if (num_treasures <= 0)
225 return; 227 return;
226 228
227 /* get the style map */ 229 /* get the style map */
228 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
230 style_map = find_style (styledirname, treasure_style, -1);
231 231
232 if (!style_map) 232 if (!style_map)
233 { 233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return; 235 return;
236 } 236 }
237 237
238 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
239 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
328} 328}
329 329
330/* put a chest into the map, near x and y, with the treasure style 330/* 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, 331 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 */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
333object * 333static object *
334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
335{ 335{
336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
337 337
338 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
361 if (tlist != NULL) 361 if (tlist != NULL)
362 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */ 363 { /* use the treasure list */
364 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365 365
366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
367 } 367 }
368 else 368 else
369 { /* use the style map */ 369 { /* use the style map */
370 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
379 } 379 }
380 380
381 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
382 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
383 { 383 {
384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
385 385
386 if (trap_map) 386 if (trap_map)
387 { 387 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389 389
415 the_chest->y = yl; 415 the_chest->y = yl;
416 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
417 return the_chest; 417 return the_chest;
418} 418}
419 419
420
421/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
422 or walls */ 421static object *
423object *
424find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
425{ 423{
426 int i; 424 int i;
427 425
428 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
436 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
437 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
438 { 436 {
439 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
440 438
441 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
442 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
443 return the_monster; 441 return the_monster;
444 } 442 }
445 } 443 }
446 return NULL; 444 return NULL;
447} 445}
448 446
449/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
450 448
451object *theMonsterToFind; 449static object *theMonsterToFind;
452 450
453/* a recursive routine which will return a monster, eventually,if there is one. 451/* 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 */ 452 it does a check-off on the layout, converting 0's to 1's */
455 453static object *
456object *
457find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
458{ 455{
459 int i, j; 456 int i, j;
460 457
461 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
477 { 474 {
478 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
479 476
480 /* check off this point */ 477 /* check off this point */
481 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
482 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
483 { 480 {
484 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
485 return theMonsterToFind; 482 return theMonsterToFind;
486 } 483 }
487 } 484 }
497 return theMonsterToFind; 494 return theMonsterToFind;
498} 495}
499 496
500/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
501 real work. */ 498 real work. */
502object * 499static object *
503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
504{ 501{
505 Layout layout2 (RP); 502 Layout layout2 (RP);
506 503
507 layout2->clear (); 504 layout2->clear ();
519 516
520 return theMonsterToFind; 517 return theMonsterToFind;
521} 518}
522 519
523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
524int *room_free_spots_x; 521static int *room_free_spots_x;
525int *room_free_spots_y; 522static int *room_free_spots_y;
526int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
527 524
528/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
529a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
530that datastructure. */ 527that datastructure. */
531void 528static void
532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 530{
534 int i, j; 531 int i, j;
535 532
536 /* bounds check x and y */ 533 /* 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); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 552
556} 553}
557 554
558/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
559void 556static void
560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
561{ 558{
562 char **layout2; 559 char **layout2;
563 int i, j; 560 int i, j;
564 561
597 594
598 595
599/* searches the map for a spot with walls around it. The more 596/* 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 597 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.*/ 598 it'll return 0 if no FREE spots are found.*/
602void 599static void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{ 601{
605 int x, y; 602 int x, y;
606 int i; 603 int i;
607 604
657 *cy = ly; 654 *cy = ly;
658 return; 655 return;
659 } 656 }
660 } 657 }
661 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 659 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 660
664 if (i != -1) 661 if (i != -1)
665 { 662 {
666 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
672 *cx = -1; 669 *cx = -1;
673 *cy = -1; 670 *cy = -1;
674 } 671 }
675} 672}
676 673
677void 674static void
678remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
679{ 676{
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 678 {
685 if (tmp->head) 679 object *next = tmp->above;
686 tmp = tmp->head; 680
687 tmp->remove (); 681 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 682 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 683
690 if (tmp == NULL) 684 tmp = next;
691 break;
692 }; 685 }
693} 686}
694 687
695/* surrounds the point x,y by doors, so as to enclose something, like 688/* 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 689 a chest. It only goes as far as the 8 squares surrounding, and
697 it'll remove any monsters it finds.*/ 690 it'll remove any monsters it finds.*/
698object ** 691static object **
699surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 692surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
700{ 693{
701 int i; 694 int i;
702 const char *doors[2]; 695 const char *doors[2];
703 object **doorlist; 696 object **doorlist;
733 } 726 }
734 727
735 return doorlist; 728 return doorlist;
736} 729}
737 730
738
739/* returns the first door in this square, or NULL if there isn't a door. */ 731/* returns the first door in this square, or NULL if there isn't a door. */
740object * 732static object *
741door_in_square (maptile *map, int x, int y) 733door_in_square (maptile *map, int x, int y)
742{ 734{
743 object *tmp;
744
745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 737 return tmp;
738
748 return NULL; 739 return NULL;
749} 740}
750 741
751/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
752void 743static void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 745{
755 int i, j; 746 int i, j;
756 object *door; 747 object *door;
757 748
792 doorlist, ndoors, RP); 783 doorlist, ndoors, RP);
793 } 784 }
794} 785}
795 786
796/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
797object ** 788static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 790{
800 int i, j; 791 int i, j;
801 int ndoors = 0; 792 int ndoors = 0;
802 793
816 return doorlist; 807 return doorlist;
817} 808}
818 809
819/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
820 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
821void 812static void
822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{ 814{
824 object *door; 815 object *door;
825 int i; 816 int i;
826 817
827 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
828 819
829 if (opts & DOORED) 820 if (opts & DOORED)
830 { 821 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
832 { 823 {
833 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
834 825
835 door = doorlist[i]; 826 door = doorlist[i];
836 new_door->face = door->face; 827 new_door->face = door->face;
837 new_door->x = door->x; 828 new_door->x = door->x;
838 new_door->y = door->y; 829 new_door->y = door->y;
839 door->remove ();
840 door->destroy (); 830 door->destroy ();
841 doorlist[i] = new_door; 831 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0); 832 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)); 833 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); 834 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); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863 853
864 door->face = wallface->face; 854 door->face = wallface->face;
865 855
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
867 wallface->remove ();
868
869 wallface->destroy (); 856 wallface->destroy ();
870 } 857 }
871 } 858 }
872 } 859 }
873} 860}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines