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. */ |
… | |
… | |
39 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
40 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
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 |
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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); |
44 | |
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) |
… | |
… | |
322 | } |
333 | } |
323 | |
334 | |
324 | /* 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 |
325 | 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, |
326 | 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 */ |
327 | object * |
338 | static object * |
328 | 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) |
329 | { |
340 | { |
330 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
341 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
331 | |
342 | |
332 | /* first, find a place to put the chest. */ |
343 | /* first, find a place to put the chest. */ |
… | |
… | |
355 | if (tlist != NULL) |
366 | if (tlist != NULL) |
356 | for (ti = 0; ti < n_treasures; ti++) |
367 | for (ti = 0; ti < n_treasures; ti++) |
357 | { /* use the treasure list */ |
368 | { /* use the treasure list */ |
358 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
369 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
359 | |
370 | |
360 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
371 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
361 | } |
372 | } |
362 | else |
373 | else |
363 | { /* use the style map */ |
374 | { /* use the style map */ |
364 | the_chest->randomitems = tlist; |
375 | the_chest->randomitems = tlist; |
365 | the_chest->stats.hp = n_treasures; |
376 | the_chest->stats.hp = n_treasures; |
… | |
… | |
409 | the_chest->y = yl; |
420 | the_chest->y = yl; |
410 | insert_ob_in_map (the_chest, map, NULL, 0); |
421 | insert_ob_in_map (the_chest, map, NULL, 0); |
411 | return the_chest; |
422 | return the_chest; |
412 | } |
423 | } |
413 | |
424 | |
414 | |
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415 | /* finds the closest monster and returns him, regardless of doors |
425 | /* finds the closest monster and returns him, regardless of doors or walls */ |
416 | or walls */ |
426 | static object * |
417 | object * |
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418 | 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) |
419 | { |
428 | { |
420 | int i; |
429 | int i; |
421 | |
430 | |
422 | for (i = 0; i < SIZEOFFREE; i++) |
431 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
440 | return NULL; |
449 | return NULL; |
441 | } |
450 | } |
442 | |
451 | |
443 | /* 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. */ |
444 | |
453 | |
445 | object *theMonsterToFind; |
454 | static object *theMonsterToFind; |
446 | |
455 | |
447 | /* 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. |
448 | 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 */ |
449 | |
458 | static object * |
450 | object * |
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451 | 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) |
452 | { |
460 | { |
453 | int i, j; |
461 | int i, j; |
454 | |
462 | |
455 | /* if we've found a monster already, leave */ |
463 | /* if we've found a monster already, leave */ |
… | |
… | |
491 | return theMonsterToFind; |
499 | return theMonsterToFind; |
492 | } |
500 | } |
493 | |
501 | |
494 | /* sets up some data structures: the _recursive form does the |
502 | /* sets up some data structures: the _recursive form does the |
495 | real work. */ |
503 | real work. */ |
496 | object * |
504 | static object * |
497 | 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) |
498 | { |
506 | { |
499 | Layout layout2 (RP); |
507 | Layout layout2 (RP); |
500 | |
508 | |
501 | layout2->clear (); |
509 | layout2->clear (); |
… | |
… | |
513 | |
521 | |
514 | return theMonsterToFind; |
522 | return theMonsterToFind; |
515 | } |
523 | } |
516 | |
524 | |
517 | /* 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 */ |
518 | int *room_free_spots_x; |
526 | static int *room_free_spots_x; |
519 | int *room_free_spots_y; |
527 | static int *room_free_spots_y; |
520 | int number_of_free_spots_in_room; |
528 | static int number_of_free_spots_in_room; |
521 | |
529 | |
522 | /* the workhorse routine, which finds the free spots in a room: |
530 | /* the workhorse routine, which finds the free spots in a room: |
523 | 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 |
524 | that datastructure. */ |
532 | that datastructure. */ |
525 | void |
533 | static void |
526 | 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) |
527 | { |
535 | { |
528 | int i, j; |
536 | int i, j; |
529 | |
537 | |
530 | /* bounds check x and y */ |
538 | /* bounds check x and y */ |
… | |
… | |
548 | 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); |
549 | |
557 | |
550 | } |
558 | } |
551 | |
559 | |
552 | /* 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. */ |
553 | void |
561 | static void |
554 | 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) |
555 | { |
563 | { |
556 | char **layout2; |
564 | char **layout2; |
557 | int i, j; |
565 | int i, j; |
558 | |
566 | |
… | |
… | |
591 | |
599 | |
592 | |
600 | |
593 | /* 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 |
594 | 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 |
595 | it'll return 0 if no FREE spots are found.*/ |
603 | it'll return 0 if no FREE spots are found.*/ |
596 | void |
604 | static void |
597 | 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) |
598 | { |
606 | { |
599 | int x, y; |
607 | int x, y; |
600 | int i; |
608 | int i; |
601 | |
609 | |
… | |
… | |
666 | *cx = -1; |
674 | *cx = -1; |
667 | *cy = -1; |
675 | *cy = -1; |
668 | } |
676 | } |
669 | } |
677 | } |
670 | |
678 | |
671 | void |
679 | static void |
672 | remove_monsters (int x, int y, maptile *map) |
680 | remove_monsters (int x, int y, maptile *map) |
673 | { |
681 | { |
674 | object *tmp; |
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675 | |
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676 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
682 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
677 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
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|
678 | { |
683 | { |
679 | if (tmp->head) |
684 | object *next = tmp->above; |
680 | tmp = tmp->head; |
685 | |
681 | tmp->remove (); |
686 | if (tmp->flag [FLAG_ALIVE]) |
682 | tmp->destroy (); |
687 | tmp->head_ ()->destroy (); |
683 | tmp = GET_MAP_OB (map, x, y); |
688 | |
684 | if (tmp == NULL) |
689 | tmp = next; |
685 | break; |
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686 | }; |
690 | } |
687 | } |
691 | } |
688 | |
692 | |
689 | /* 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 |
690 | 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 |
691 | it'll remove any monsters it finds.*/ |
695 | it'll remove any monsters it finds.*/ |
692 | object ** |
696 | static object ** |
693 | 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) |
694 | { |
698 | { |
695 | int i; |
699 | int i; |
696 | const char *doors[2]; |
700 | const char *doors[2]; |
697 | object **doorlist; |
701 | object **doorlist; |
… | |
… | |
727 | } |
731 | } |
728 | |
732 | |
729 | return doorlist; |
733 | return doorlist; |
730 | } |
734 | } |
731 | |
735 | |
732 | |
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733 | /* 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. */ |
734 | object * |
737 | static object * |
735 | door_in_square (maptile *map, int x, int y) |
738 | door_in_square (maptile *map, int x, int y) |
736 | { |
739 | { |
737 | object *tmp; |
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738 | |
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739 | 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) |
740 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
741 | return tmp; |
742 | return tmp; |
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|
743 | |
742 | return NULL; |
744 | return NULL; |
743 | } |
745 | } |
744 | |
746 | |
745 | /* the workhorse routine, which finds the doors in a room */ |
747 | /* the workhorse routine, which finds the doors in a room */ |
746 | void |
748 | static void |
747 | 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) |
748 | { |
750 | { |
749 | int i, j; |
751 | int i, j; |
750 | object *door; |
752 | object *door; |
751 | |
753 | |
… | |
… | |
786 | doorlist, ndoors, RP); |
788 | doorlist, ndoors, RP); |
787 | } |
789 | } |
788 | } |
790 | } |
789 | |
791 | |
790 | /* 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. */ |
791 | object ** |
793 | static object ** |
792 | 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) |
793 | { |
795 | { |
794 | int i, j; |
796 | int i, j; |
795 | int ndoors = 0; |
797 | int ndoors = 0; |
796 | |
798 | |
… | |
… | |
810 | return doorlist; |
812 | return doorlist; |
811 | } |
813 | } |
812 | |
814 | |
813 | /* 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 |
814 | opts doesn't say to lock/hide doors. */ |
816 | opts doesn't say to lock/hide doors. */ |
815 | void |
817 | static void |
816 | 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) |
817 | { |
819 | { |
818 | object *door; |
820 | object *door; |
819 | int i; |
821 | int i; |
820 | |
822 | |
821 | /* lock the doors and hide the keys. */ |
823 | /* lock the doors and hide the keys. */ |
822 | |
824 | |
823 | if (opts & DOORED) |
825 | if (opts & DOORED) |
824 | { |
826 | { |
825 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
827 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
826 | { |
828 | { |
827 | object *new_door = get_archetype (shstr_locked_door1); |
829 | object *new_door = get_archetype (shstr_locked_door1); |
828 | |
830 | |
829 | door = doorlist[i]; |
831 | door = doorlist[i]; |
830 | new_door->face = door->face; |
832 | new_door->face = door->face; |
831 | new_door->x = door->x; |
833 | new_door->x = door->x; |
832 | new_door->y = door->y; |
834 | new_door->y = door->y; |
833 | door->remove (); |
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|
834 | door->destroy (); |
835 | door->destroy (); |
835 | doorlist[i] = new_door; |
836 | doorlist[i] = new_door; |
836 | insert_ob_in_map (new_door, map, NULL, 0); |
837 | insert_ob_in_map (new_door, map, NULL, 0); |
837 | 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)); |
838 | 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); |
… | |
… | |
855 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
856 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
856 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
857 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
857 | |
858 | |
858 | door->face = wallface->face; |
859 | door->face = wallface->face; |
859 | |
860 | |
860 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
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|
861 | wallface->remove (); |
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|
862 | |
|
|
863 | wallface->destroy (); |
861 | wallface->destroy (); |
864 | } |
862 | } |
865 | } |
863 | } |
866 | } |
864 | } |
867 | } |
865 | } |