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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.56 by root, Fri Jul 2 03:40:14 2010 UTC vs.
Revision 1.57 by root, Fri Jul 2 15:03:57 2010 UTC

43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); 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); 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); 48static void find_spot_in_room_recursive (char **maze, 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); 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); 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); 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); 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); 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); 54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55 55
56/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
58static int 58static int
59bc_random (int x) 59bc_random (int x)
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
188} 188}
189 189
190/* place treasures in the map, given the 190/* place treasures in the map, given the
191map, (required) 191map, (required)
192layout, (required) 192maze, (required)
193treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
194treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
195*/ 195*/
196void 196void
197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
198{ 198{
199 int num_treasures; 199 int num_treasures;
200 200
201 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
202 if (treasure_style) 202 if (treasure_style)
250 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
251 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
252 { 252 {
253 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
254 { 254 {
255 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
256 { 256 {
257 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
258 object *chest; 258 object *chest;
259 259
260 if (tdiv == 3) 260 if (tdiv == 3)
305 305
306 i = chest->x; 306 i = chest->x;
307 j = chest->y; 307 j = chest->y;
308 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
309 { 309 {
310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
311 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
312 free (doorlist); 312 free (doorlist);
313 } 313 }
314 } 314 }
315 } 315 }
316 } 316 }
317 else 317 else
318 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
319 int ti, i, j; 319 int ti, i, j;
320 320
321 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
322 { 322 {
323 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
447/* 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. */
448 448
449static object *theMonsterToFind; 449static object *theMonsterToFind;
450 450
451/* 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.
452 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the maze, converting 0's to 1's */
453static object * 453static object *
454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP)
455{ 455{
456 int i, j; 456 int i, j;
457 457
458 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
459 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
462 /* bounds check x and y */ 462 /* bounds check x and y */
463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
464 return theMonsterToFind; 464 return theMonsterToFind;
465 465
466 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
467 if (layout[x][y] != 0) 467 if (maze[x][y] != 0)
468 return theMonsterToFind; /* might be NULL, that's fine. */ 468 return theMonsterToFind; /* might be NULL, that's fine. */
469 469
470 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
471 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
472 layout[x][y] = 1; 472 maze[x][y] = 1;
473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 { 474 {
475 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
476 476
477 /* check off this point */ 477 /* check off this point */
484 } 484 }
485 485
486 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
488 { 488 {
489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
490 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
491 return theMonsterToFind; 491 return theMonsterToFind;
492 } 492 }
493 493
494 return theMonsterToFind; 494 return theMonsterToFind;
497/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
498 real work. */ 498 real work. */
499static object * 499static object *
500find_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)
501{ 501{
502 Layout layout2 (map->width, map->height); 502 layout layout2 (map->width, map->height);
503 503
504 // find walls 504 // find walls
505 for (int i = 0; i < layout2.w; i++) 505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2.h; j++) 506 for (int j = 0; j < layout2.h; j++)
507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
519 519
520/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
521a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
522that datastructure. */ 522that datastructure. */
523static void 523static void
524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP)
525{ 525{
526 int i, j; 526 int i, j;
527 527
528 /* bounds check x and y */ 528 /* bounds check x and y */
529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
530 return; 530 return;
531 531
532 /* if the square is blocked or searched already, leave */ 532 /* if the square is blocked or searched already, leave */
533 if (layout[x][y] != 0) 533 if (maze[x][y] != 0)
534 return; 534 return;
535 535
536 /* set the current square as checked, and add it to the list. 536 /* set the current square as checked, and add it to the list.
537 set theMonsterToFind and return it. */ 537 set theMonsterToFind and return it. */
538 /* check off this point */ 538 /* check off this point */
539 layout[x][y] = 1; 539 maze[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
543 543
544 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
547 547
548} 548}
549 549
550/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
551static void 551static void
557 number_of_free_spots_in_room = 0; 557 number_of_free_spots_in_room = 0;
558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560 560
561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
562 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the maze, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 563 for (i = 0; i < RP->Xsize; i++)
564 { 564 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 566 for (j = 0; j < RP->Ysize; j++)
567 if (wall_blocked (map, i, j)) 567 if (wall_blocked (map, i, j))
576 i = rmg_rndm (number_of_free_spots_in_room); 576 i = rmg_rndm (number_of_free_spots_in_room);
577 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
578 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
579 } 579 }
580 580
581 /* deallocate the temp. layout */ 581 /* deallocate the temp. maze */
582 for (i = 0; i < RP->Xsize; i++) 582 for (i = 0; i < RP->Xsize; i++)
583 free (layout2[i]); 583 free (layout2[i]);
584 584
585 free (layout2); 585 free (layout2);
586 free (room_free_spots_x); 586 free (room_free_spots_x);
682 682
683/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
684 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
685 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
686static object ** 686static object **
687surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
688{ 688{
689 int i; 689 int i;
690 const char *doors[2]; 690 const char *doors[2];
691 object **doorlist; 691 object **doorlist;
692 int ndoors_made = 0; 692 int ndoors_made = 0;
707 /* place doors in all the 8 adjacent unblocked squares. */ 707 /* place doors in all the 8 adjacent unblocked squares. */
708 for (i = 1; i < 9; i++) 708 for (i = 1; i < 9; i++)
709 { 709 {
710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
711 711
712 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 712 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
713 { /* place a door */ 713 { /* place a door */
714 remove_monsters (x1, y1, map); 714 remove_monsters (x1, y1, map);
715 715
716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
717 map->insert (new_door, x1, y1); 717 map->insert (new_door, x1, y1);
734 return NULL; 734 return NULL;
735} 735}
736 736
737/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
738static void 738static void
739find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
740{ 740{
741 int i, j; 741 int i, j;
742 object *door; 742 object *door;
743 743
744 /* bounds check x and y */ 744 /* bounds check x and y */
745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
746 return; 746 return;
747 747
748 /* if the square is blocked or searched already, leave */ 748 /* if the square is blocked or searched already, leave */
749 if (layout[x][y] == 1) 749 if (maze[x][y] == 1)
750 return; 750 return;
751 751
752 /* check off this point */ 752 /* check off this point */
753 if (layout[x][y] == '#') 753 if (maze[x][y] == '#')
754 { /* there could be a door here */ 754 { /* there could be a door here */
755 layout[x][y] = 1; 755 maze[x][y] = 1;
756 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
757 if (door) 757 if (door)
758 { 758 {
759 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
760 760
767 *ndoors = *ndoors + 1; 767 *ndoors = *ndoors + 1;
768 } 768 }
769 } 769 }
770 else 770 else
771 { 771 {
772 layout[x][y] = 1; 772 maze[x][y] = 1;
773 773
774 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
776 find_doors_in_room_recursive (layout, map, 776 find_doors_in_room_recursive (maze, map,
777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
778 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
779 } 779 }
780} 780}
781 781
786 int i, j; 786 int i, j;
787 int ndoors = 0; 787 int ndoors = 0;
788 788
789 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
790 790
791 Layout layout2 (RP->Xsize, RP->Ysize); 791 layout layout2 (RP->Xsize, RP->Ysize);
792 layout2.clear (); 792 layout2.clear ();
793 793
794 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the maze, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
796 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
798 798
799 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */

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