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); |
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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 | { |
… | |
… | |
98 | freeindex = -1; |
109 | freeindex = -1; |
99 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
100 | { |
111 | { |
101 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
102 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
103 | 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); |
104 | } |
115 | } |
105 | |
116 | |
106 | // can freeindex ever be < 0? |
117 | // can freeindex ever be < 0? |
107 | if (freeindex >= 0) |
118 | if (freeindex >= 0) |
108 | { |
119 | { |
… | |
… | |
183 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
184 | */ |
195 | */ |
185 | void |
196 | void |
186 | 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) |
187 | { |
198 | { |
188 | char styledirname[1024]; |
|
|
189 | char stylefilepath[1024]; |
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|
190 | maptile *style_map = 0; |
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|
191 | int num_treasures; |
199 | int num_treasures; |
192 | |
200 | |
193 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
194 | if (treasure_style) |
202 | if (treasure_style) |
195 | if (!strcmp (treasure_style, "none")) |
203 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
217 | |
225 | |
218 | if (num_treasures <= 0) |
226 | if (num_treasures <= 0) |
219 | return; |
227 | return; |
220 | |
228 | |
221 | /* get the style map */ |
229 | /* get the style map */ |
222 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
230 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
223 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
|
|
224 | style_map = find_style (styledirname, treasure_style, -1); |
|
|
225 | |
231 | |
226 | if (!style_map) |
232 | if (!style_map) |
227 | { |
233 | { |
228 | 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); |
229 | return; |
235 | return; |
230 | } |
236 | } |
231 | |
237 | |
232 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
233 | if (treasureoptions & CONCENTRATED) |
239 | if (treasureoptions & CONCENTRATED) |
… | |
… | |
322 | } |
328 | } |
323 | |
329 | |
324 | /* 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 |
325 | 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, |
326 | 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 */ |
327 | object * |
333 | static object * |
328 | 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) |
329 | { |
335 | { |
330 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
331 | |
337 | |
332 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
… | |
… | |
355 | if (tlist != NULL) |
361 | if (tlist != NULL) |
356 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
357 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
358 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
359 | |
365 | |
360 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
361 | } |
367 | } |
362 | else |
368 | else |
363 | { /* use the style map */ |
369 | { /* use the style map */ |
364 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
365 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
… | |
… | |
373 | } |
379 | } |
374 | |
380 | |
375 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
376 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
377 | { |
383 | { |
378 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
379 | |
385 | |
380 | if (trap_map) |
386 | if (trap_map) |
381 | { |
387 | { |
382 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
383 | |
389 | |
… | |
… | |
409 | the_chest->y = yl; |
415 | the_chest->y = yl; |
410 | insert_ob_in_map (the_chest, map, NULL, 0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
411 | return the_chest; |
417 | return the_chest; |
412 | } |
418 | } |
413 | |
419 | |
414 | |
|
|
415 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
416 | or walls */ |
421 | static object * |
417 | object * |
|
|
418 | 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) |
419 | { |
423 | { |
420 | int i; |
424 | int i; |
421 | |
425 | |
422 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
430 | /* 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. */ |
431 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
432 | { |
436 | { |
433 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
434 | |
438 | |
435 | 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); |
436 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
440 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
437 | return the_monster; |
441 | return the_monster; |
438 | } |
442 | } |
439 | } |
443 | } |
440 | return NULL; |
444 | return NULL; |
441 | } |
445 | } |
442 | |
446 | |
443 | /* 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. */ |
444 | |
448 | |
445 | object *theMonsterToFind; |
449 | static object *theMonsterToFind; |
446 | |
450 | |
447 | /* 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. |
448 | 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 */ |
449 | |
453 | static object * |
450 | object * |
|
|
451 | 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) |
452 | { |
455 | { |
453 | int i, j; |
456 | int i, j; |
454 | |
457 | |
455 | /* if we've found a monster already, leave */ |
458 | /* if we've found a monster already, leave */ |
… | |
… | |
470 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
471 | { |
474 | { |
472 | object *the_monster = GET_MAP_OB (map, x, y); |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
473 | |
476 | |
474 | /* check off this point */ |
477 | /* check off this point */ |
475 | 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); |
476 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
479 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
477 | { |
480 | { |
478 | theMonsterToFind = the_monster; |
481 | theMonsterToFind = the_monster; |
479 | return theMonsterToFind; |
482 | return theMonsterToFind; |
480 | } |
483 | } |
481 | } |
484 | } |
… | |
… | |
491 | return theMonsterToFind; |
494 | return theMonsterToFind; |
492 | } |
495 | } |
493 | |
496 | |
494 | /* sets up some data structures: the _recursive form does the |
497 | /* sets up some data structures: the _recursive form does the |
495 | real work. */ |
498 | real work. */ |
496 | object * |
499 | static object * |
497 | 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) |
498 | { |
501 | { |
499 | Layout layout2 (RP); |
502 | Layout layout2 (RP); |
500 | |
503 | |
501 | layout2->clear (); |
504 | layout2->clear (); |
… | |
… | |
513 | |
516 | |
514 | return theMonsterToFind; |
517 | return theMonsterToFind; |
515 | } |
518 | } |
516 | |
519 | |
517 | /* 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 */ |
518 | int *room_free_spots_x; |
521 | static int *room_free_spots_x; |
519 | int *room_free_spots_y; |
522 | static int *room_free_spots_y; |
520 | int number_of_free_spots_in_room; |
523 | static int number_of_free_spots_in_room; |
521 | |
524 | |
522 | /* the workhorse routine, which finds the free spots in a room: |
525 | /* 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 |
526 | a datastructure of free points is set up, and a position chosen from |
524 | that datastructure. */ |
527 | that datastructure. */ |
525 | void |
528 | static void |
526 | 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) |
527 | { |
530 | { |
528 | int i, j; |
531 | int i, j; |
529 | |
532 | |
530 | /* bounds check x and y */ |
533 | /* 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); |
551 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | |
552 | |
550 | } |
553 | } |
551 | |
554 | |
552 | /* 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. */ |
553 | void |
556 | static void |
554 | 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) |
555 | { |
558 | { |
556 | char **layout2; |
559 | char **layout2; |
557 | int i, j; |
560 | int i, j; |
558 | |
561 | |
… | |
… | |
591 | |
594 | |
592 | |
595 | |
593 | /* 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 |
594 | 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 |
595 | it'll return 0 if no FREE spots are found.*/ |
598 | it'll return 0 if no FREE spots are found.*/ |
596 | void |
599 | static void |
597 | 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) |
598 | { |
601 | { |
599 | int x, y; |
602 | int x, y; |
600 | int i; |
603 | int i; |
601 | |
604 | |
… | |
… | |
651 | *cy = ly; |
654 | *cy = ly; |
652 | return; |
655 | return; |
653 | } |
656 | } |
654 | } |
657 | } |
655 | /* give up and return the closest free spot. */ |
658 | /* give up and return the closest free spot. */ |
656 | 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); |
657 | |
660 | |
658 | if (i != -1) |
661 | if (i != -1) |
659 | { |
662 | { |
660 | *cx = x + freearr_x[i]; |
663 | *cx = x + freearr_x[i]; |
661 | *cy = y + freearr_y[i]; |
664 | *cy = y + freearr_y[i]; |
… | |
… | |
666 | *cx = -1; |
669 | *cx = -1; |
667 | *cy = -1; |
670 | *cy = -1; |
668 | } |
671 | } |
669 | } |
672 | } |
670 | |
673 | |
671 | void |
674 | static void |
672 | remove_monsters (int x, int y, maptile *map) |
675 | remove_monsters (int x, int y, maptile *map) |
673 | { |
676 | { |
674 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
677 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
675 | { |
678 | { |
676 | object *next = tmp->above; |
679 | object *next = tmp->above; |
… | |
… | |
683 | } |
686 | } |
684 | |
687 | |
685 | /* 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 |
686 | 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 |
687 | it'll remove any monsters it finds.*/ |
690 | it'll remove any monsters it finds.*/ |
688 | object ** |
691 | static object ** |
689 | 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) |
690 | { |
693 | { |
691 | int i; |
694 | int i; |
692 | const char *doors[2]; |
695 | const char *doors[2]; |
693 | object **doorlist; |
696 | object **doorlist; |
… | |
… | |
723 | } |
726 | } |
724 | |
727 | |
725 | return doorlist; |
728 | return doorlist; |
726 | } |
729 | } |
727 | |
730 | |
728 | |
|
|
729 | /* 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. */ |
730 | object * |
732 | static object * |
731 | door_in_square (maptile *map, int x, int y) |
733 | door_in_square (maptile *map, int x, int y) |
732 | { |
734 | { |
733 | object *tmp; |
|
|
734 | |
|
|
735 | 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) |
736 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
736 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
737 | return tmp; |
737 | return tmp; |
|
|
738 | |
738 | return NULL; |
739 | return NULL; |
739 | } |
740 | } |
740 | |
741 | |
741 | /* the workhorse routine, which finds the doors in a room */ |
742 | /* the workhorse routine, which finds the doors in a room */ |
742 | void |
743 | static void |
743 | 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) |
744 | { |
745 | { |
745 | int i, j; |
746 | int i, j; |
746 | object *door; |
747 | object *door; |
747 | |
748 | |
… | |
… | |
782 | doorlist, ndoors, RP); |
783 | doorlist, ndoors, RP); |
783 | } |
784 | } |
784 | } |
785 | } |
785 | |
786 | |
786 | /* 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. */ |
787 | object ** |
788 | static object ** |
788 | 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) |
789 | { |
790 | { |
790 | int i, j; |
791 | int i, j; |
791 | int ndoors = 0; |
792 | int ndoors = 0; |
792 | |
793 | |
… | |
… | |
806 | return doorlist; |
807 | return doorlist; |
807 | } |
808 | } |
808 | |
809 | |
809 | /* 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 |
810 | opts doesn't say to lock/hide doors. */ |
811 | opts doesn't say to lock/hide doors. */ |
811 | void |
812 | static void |
812 | 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) |
813 | { |
814 | { |
814 | object *door; |
815 | object *door; |
815 | int i; |
816 | int i; |
816 | |
817 | |