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 | |
|
|
46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
|
|
47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
|
|
48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
|
|
49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
|
|
50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
|
|
51 | static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
|
|
52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
|
|
53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
|
|
54 | static 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 */ |
47 | static int |
58 | static int |
48 | bc_random (int x) |
59 | bc_random (int x) |
49 | { |
60 | { |
… | |
… | |
148 | the_key->destroy (); |
159 | the_key->destroy (); |
149 | return 1; |
160 | return 1; |
150 | } |
161 | } |
151 | } |
162 | } |
152 | |
163 | |
153 | LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D |
|
|
154 | if (the_keymaster) |
164 | if (the_keymaster) |
155 | the_keymaster->head_ ()->insert (the_key); |
165 | the_keymaster->head_ ()->insert (the_key); |
156 | else |
166 | else |
157 | { |
167 | { |
158 | the_key->x = kx; |
168 | the_key->x = kx; |
… | |
… | |
184 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
185 | */ |
195 | */ |
186 | void |
196 | void |
187 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
197 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
188 | { |
198 | { |
189 | char styledirname[1024]; |
|
|
190 | char stylefilepath[1024]; |
|
|
191 | maptile *style_map = 0; |
|
|
192 | int num_treasures; |
199 | int num_treasures; |
193 | |
200 | |
194 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
195 | if (treasure_style) |
202 | if (treasure_style) |
196 | if (!strcmp (treasure_style, "none")) |
203 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
218 | |
225 | |
219 | if (num_treasures <= 0) |
226 | if (num_treasures <= 0) |
220 | return; |
227 | return; |
221 | |
228 | |
222 | /* get the style map */ |
229 | /* get the style map */ |
223 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
|
|
224 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
|
|
225 | style_map = find_style (styledirname, treasure_style, -1); |
230 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1); |
226 | |
231 | |
227 | if (!style_map) |
232 | if (!style_map) |
228 | { |
233 | { |
229 | 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); |
230 | return; |
235 | return; |
231 | } |
236 | } |
232 | |
237 | |
233 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
234 | if (treasureoptions & CONCENTRATED) |
239 | if (treasureoptions & CONCENTRATED) |
… | |
… | |
323 | } |
328 | } |
324 | |
329 | |
325 | /* 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 |
326 | 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, |
327 | 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 */ |
328 | object * |
333 | static object * |
329 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
330 | { |
335 | { |
331 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
332 | |
337 | |
333 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
… | |
… | |
356 | if (tlist != NULL) |
361 | if (tlist != NULL) |
357 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
358 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
359 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
360 | |
365 | |
361 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
362 | } |
367 | } |
363 | else |
368 | else |
364 | { /* use the style map */ |
369 | { /* use the style map */ |
365 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
366 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
… | |
… | |
410 | the_chest->y = yl; |
415 | the_chest->y = yl; |
411 | insert_ob_in_map (the_chest, map, NULL, 0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
412 | return the_chest; |
417 | return the_chest; |
413 | } |
418 | } |
414 | |
419 | |
415 | |
|
|
416 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
417 | or walls */ |
421 | static object * |
418 | object * |
|
|
419 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
422 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
420 | { |
423 | { |
421 | int i; |
424 | int i; |
422 | |
425 | |
423 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
441 | return NULL; |
444 | return NULL; |
442 | } |
445 | } |
443 | |
446 | |
444 | /* 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. */ |
445 | |
448 | |
446 | object *theMonsterToFind; |
449 | static object *theMonsterToFind; |
447 | |
450 | |
448 | /* 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. |
449 | 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 */ |
450 | |
453 | static object * |
451 | object * |
|
|
452 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
454 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
453 | { |
455 | { |
454 | int i, j; |
456 | int i, j; |
455 | |
457 | |
456 | /* if we've found a monster already, leave */ |
458 | /* if we've found a monster already, leave */ |
… | |
… | |
492 | return theMonsterToFind; |
494 | return theMonsterToFind; |
493 | } |
495 | } |
494 | |
496 | |
495 | /* sets up some data structures: the _recursive form does the |
497 | /* sets up some data structures: the _recursive form does the |
496 | real work. */ |
498 | real work. */ |
497 | object * |
499 | static object * |
498 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
500 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
499 | { |
501 | { |
500 | Layout layout2 (RP); |
502 | Layout layout2 (RP); |
501 | |
503 | |
502 | layout2->clear (); |
504 | layout2->clear (); |
… | |
… | |
514 | |
516 | |
515 | return theMonsterToFind; |
517 | return theMonsterToFind; |
516 | } |
518 | } |
517 | |
519 | |
518 | /* 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 */ |
519 | int *room_free_spots_x; |
521 | static int *room_free_spots_x; |
520 | int *room_free_spots_y; |
522 | static int *room_free_spots_y; |
521 | int number_of_free_spots_in_room; |
523 | static int number_of_free_spots_in_room; |
522 | |
524 | |
523 | /* the workhorse routine, which finds the free spots in a room: |
525 | /* the workhorse routine, which finds the free spots in a room: |
524 | a datastructure of free points is set up, and a position chosen from |
526 | a datastructure of free points is set up, and a position chosen from |
525 | that datastructure. */ |
527 | that datastructure. */ |
526 | void |
528 | static void |
527 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
529 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
528 | { |
530 | { |
529 | int i, j; |
531 | int i, j; |
530 | |
532 | |
531 | /* bounds check x and y */ |
533 | /* bounds check x and y */ |
… | |
… | |
549 | 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); |
550 | |
552 | |
551 | } |
553 | } |
552 | |
554 | |
553 | /* 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. */ |
554 | void |
556 | static void |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
557 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
556 | { |
558 | { |
557 | char **layout2; |
559 | char **layout2; |
558 | int i, j; |
560 | int i, j; |
559 | |
561 | |
… | |
… | |
592 | |
594 | |
593 | |
595 | |
594 | /* 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 |
595 | 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 |
596 | it'll return 0 if no FREE spots are found.*/ |
598 | it'll return 0 if no FREE spots are found.*/ |
597 | void |
599 | static void |
598 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
600 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
599 | { |
601 | { |
600 | int x, y; |
602 | int x, y; |
601 | int i; |
603 | int i; |
602 | |
604 | |
… | |
… | |
667 | *cx = -1; |
669 | *cx = -1; |
668 | *cy = -1; |
670 | *cy = -1; |
669 | } |
671 | } |
670 | } |
672 | } |
671 | |
673 | |
672 | void |
674 | static void |
673 | remove_monsters (int x, int y, maptile *map) |
675 | remove_monsters (int x, int y, maptile *map) |
674 | { |
676 | { |
675 | object *tmp; |
|
|
676 | |
|
|
677 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
677 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
678 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
679 | { |
678 | { |
680 | if (tmp->head) |
679 | object *next = tmp->above; |
681 | tmp = tmp->head; |
680 | |
682 | tmp->remove (); |
681 | if (tmp->flag [FLAG_ALIVE]) |
683 | tmp->destroy (); |
682 | tmp->head_ ()->destroy (); |
684 | tmp = GET_MAP_OB (map, x, y); |
683 | |
685 | if (tmp == NULL) |
684 | tmp = next; |
686 | break; |
|
|
687 | }; |
685 | } |
688 | } |
686 | } |
689 | |
687 | |
690 | /* 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 |
691 | 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 |
692 | it'll remove any monsters it finds.*/ |
690 | it'll remove any monsters it finds.*/ |
693 | object ** |
691 | static object ** |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
692 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
695 | { |
693 | { |
696 | int i; |
694 | int i; |
697 | const char *doors[2]; |
695 | const char *doors[2]; |
698 | object **doorlist; |
696 | object **doorlist; |
… | |
… | |
728 | } |
726 | } |
729 | |
727 | |
730 | return doorlist; |
728 | return doorlist; |
731 | } |
729 | } |
732 | |
730 | |
733 | |
|
|
734 | /* 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. */ |
735 | object * |
732 | static object * |
736 | door_in_square (maptile *map, int x, int y) |
733 | door_in_square (maptile *map, int x, int y) |
737 | { |
734 | { |
738 | object *tmp; |
|
|
739 | |
|
|
740 | 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) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
736 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
742 | return tmp; |
737 | return tmp; |
|
|
738 | |
743 | return NULL; |
739 | return NULL; |
744 | } |
740 | } |
745 | |
741 | |
746 | /* the workhorse routine, which finds the doors in a room */ |
742 | /* the workhorse routine, which finds the doors in a room */ |
747 | void |
743 | static void |
748 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
744 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
749 | { |
745 | { |
750 | int i, j; |
746 | int i, j; |
751 | object *door; |
747 | object *door; |
752 | |
748 | |
… | |
… | |
787 | doorlist, ndoors, RP); |
783 | doorlist, ndoors, RP); |
788 | } |
784 | } |
789 | } |
785 | } |
790 | |
786 | |
791 | /* 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. */ |
792 | object ** |
788 | static object ** |
793 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
789 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
794 | { |
790 | { |
795 | int i, j; |
791 | int i, j; |
796 | int ndoors = 0; |
792 | int ndoors = 0; |
797 | |
793 | |
… | |
… | |
811 | return doorlist; |
807 | return doorlist; |
812 | } |
808 | } |
813 | |
809 | |
814 | /* 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 |
815 | opts doesn't say to lock/hide doors. */ |
811 | opts doesn't say to lock/hide doors. */ |
816 | void |
812 | static void |
817 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
813 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
818 | { |
814 | { |
819 | object *door; |
815 | object *door; |
820 | int i; |
816 | int i; |
821 | |
817 | |
822 | /* lock the doors and hide the keys. */ |
818 | /* lock the doors and hide the keys. */ |
823 | |
819 | |
824 | if (opts & DOORED) |
820 | if (opts & DOORED) |
825 | { |
821 | { |
826 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
822 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
827 | { |
823 | { |
828 | object *new_door = get_archetype (shstr_locked_door1); |
824 | object *new_door = get_archetype (shstr_locked_door1); |
829 | |
825 | |
830 | door = doorlist[i]; |
826 | door = doorlist[i]; |
831 | new_door->face = door->face; |
827 | new_door->face = door->face; |
832 | new_door->x = door->x; |
828 | new_door->x = door->x; |
833 | new_door->y = door->y; |
829 | new_door->y = door->y; |
834 | door->remove (); |
|
|
835 | door->destroy (); |
830 | door->destroy (); |
836 | doorlist[i] = new_door; |
831 | doorlist[i] = new_door; |
837 | insert_ob_in_map (new_door, map, NULL, 0); |
832 | insert_ob_in_map (new_door, map, NULL, 0); |
838 | 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)); |
839 | 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); |
… | |
… | |
856 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
851 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
857 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
852 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
858 | |
853 | |
859 | door->face = wallface->face; |
854 | door->face = wallface->face; |
860 | |
855 | |
861 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
|
|
862 | wallface->remove (); |
|
|
863 | |
|
|
864 | wallface->destroy (); |
856 | wallface->destroy (); |
865 | } |
857 | } |
866 | } |
858 | } |
867 | } |
859 | } |
868 | } |
860 | } |