/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * The authors can be reached via e-mail to */ /* placing treasure in maps, where appropriate. */ #include #include #include /* some defines for various options which can be set. */ #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ #define HIDDEN 2 /* doors to treasure are hidden. */ #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ #define DOORED 8 /* treasure has doors around it. */ #define TRAPPED 16 /* trap dropped in same location as chest. */ #define SPARSE 32 /* 1/2 as much treasure as default */ #define RICH 64 /* 2x as much treasure as default */ #define FILLED 128 /* Fill/tile the entire map with treasure */ #define LAST_OPTION 64 /* set this to the last real option, for random */ #define NO_PASS_DOORS 0 #define PASS_DOORS 1 /* a macro to get a strongly centered random distribution, from 0 to x, centered at x/2 */ static int bc_random (int x) { return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; } /* returns true if square x,y has P_NO_PASS set, which is true for walls * and doors but not monsters. * This function is not map tile aware. */ int wall_blocked (maptile *m, int x, int y) { if (OUT_OF_REAL_MAP (m, x, y)) return 1; m->at (x, y).update (); return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; } /* place treasures in the map, given the map, (required) layout, (required) treasure style (may be empty or NULL, or "none" to cause no treasure.) treasureoptions (may be 0 for random choices or positive) */ void place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) { char styledirname[1024]; char stylefilepath[1024]; maptile *style_map = 0; int num_treasures; /* bail out if treasure isn't wanted. */ if (treasure_style) if (!strcmp (treasure_style, "none")) return; if (treasureoptions <= 0) treasureoptions = rmg_rndm (2 * LAST_OPTION); /* filter out the mutually exclusive options */ if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) { if (rmg_rndm (2)) treasureoptions -= 1; else treasureoptions -= 2; } /* pick the number of treasures */ if (treasureoptions & SPARSE) num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); else if (treasureoptions & RICH) num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); else num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); if (num_treasures <= 0) return; /* get the style map */ sprintf (styledirname, "%s", "/styles/treasurestyles"); sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); style_map = find_style (styledirname, treasure_style, -1); if (!style_map) { LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); return; } /* all the treasure at one spot in the map. */ if (treasureoptions & CONCENTRATED) { /* map_layout_style global, and is previously set */ switch (RP->map_layout_style) { case LAYOUT_ONION: case LAYOUT_SPIRAL: case LAYOUT_SQUARE_SPIRAL: { int i, j; /* search the onion for C's or '>', and put treasure there. */ for (i = 0; i < RP->Xsize; i++) { for (j = 0; j < RP->Ysize; j++) { if (layout[i][j] == 'C' || layout[i][j] == '>') { int tdiv = RP->symmetry_used; object *chest; if (tdiv == 3) tdiv = 2; /* this symmetry uses a divisor of 2 */ /* don't put a chest on an exit. */ chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); if (!chest) continue; /* if no chest was placed NEXT */ if (treasureoptions & (DOORED | HIDDEN)) { object **doorlist = find_doors_in_room (map, i, j, RP); lock_and_hide_doors (doorlist, map, treasureoptions, RP); free (doorlist); } } } } break; } default: { int i, j, tries; object *chest; object **doorlist; i = j = -1; tries = 0; while (i == -1 && tries < 100) { i = rmg_rndm (RP->Xsize - 2) + 1; j = rmg_rndm (RP->Ysize - 2) + 1; find_enclosed_spot (map, &i, &j, RP); if (wall_blocked (map, i, j)) i = -1; tries++; } chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); if (!chest) return; i = chest->x; j = chest->y; if (treasureoptions & (DOORED | HIDDEN)) { doorlist = surround_by_doors (map, layout, i, j, treasureoptions); lock_and_hide_doors (doorlist, map, treasureoptions, RP); free (doorlist); } } } } else { /* DIFFUSE treasure layout */ int ti, i, j; for (ti = 0; ti < num_treasures; ti++) { i = rmg_rndm (RP->Xsize - 2) + 1; j = rmg_rndm (RP->Ysize - 2) + 1; place_chest (treasureoptions, i, j, map, style_map, 1, RP); } } } /* put a chest into the map, near x and y, with the treasure style determined (may be null, or may be a treasure list from lib/treasures, if the global variable "treasurestyle" is set to that treasure list's name */ object * place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) { object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ /* first, find a place to put the chest. */ int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng if (i == -1) { the_chest->destroy (); return NULL; } int xl = x + freearr_x[i]; int yl = y + freearr_y[i]; /* if the placement is blocked, return a fail. */ if (wall_blocked (map, xl, yl)) return 0; /* put the treasures in the chest. */ /* if(style_map) { */ #if 0 /* don't use treasure style maps for now! */ int ti; /* if treasurestyle lists a treasure list, use it. */ treasurelist *tlist = find_treasurelist (RP->treasurestyle); if (tlist != NULL) for (ti = 0; ti < n_treasures; ti++) { /* use the treasure list */ object *new_treasure = style_map->pick_random_object (rmg_rndm); insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); } else { /* use the style map */ the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; } #endif { /* neither style_map no treasure list given */ treasurelist *tlist = treasurelist::find ("chest"); the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; } /* stick a trap in the chest if required */ if (treasureoptions & TRAPPED) { maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); if (trap_map) { object *the_trap = trap_map->pick_random_object (rmg_rndm); the_trap->stats.Cha = 10 + RP->difficulty; the_trap->level = bc_random ((3 * RP->difficulty) / 2); if (the_trap) { object *new_trap = the_trap->arch->instance ();//TODO: why not clone? new_trap->x = x; new_trap->y = y; insert_ob_in_ob (new_trap, the_chest); } } } /* set the chest lock code, and call the keyplacer routine with the lockcode. It's not worth bothering to lock the chest if there's only 1 treasure.... */ if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) { char keybuf[1024]; sprintf (keybuf, "%d", rmg_rndm (1000000000)); the_chest->slaying = keybuf; keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); } /* actually place the chest. */ the_chest->x = xl; the_chest->y = yl; insert_ob_in_map (the_chest, map, NULL, 0); return the_chest; } /* finds the closest monster and returns him, regardless of doors or walls */ object * find_closest_monster (maptile *map, int x, int y, random_map_params *RP) { int i; for (i = 0; i < SIZEOFFREE; i++) { int lx, ly; lx = x + freearr_x[i]; ly = y + freearr_y[i]; /* boundscheck */ if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) /* don't bother searching this square unless the map says life exists. */ if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) { object *the_monster = GET_MAP_OB (map, lx, ly); for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) return the_monster; } } return NULL; } /* places keys in the map, preferably in something alive. keycode is the key's code, door_flag is either PASS_DOORS or NO_PASS_DOORS. NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. The idea is that you call keyplace on x,y where a door is, and it'll make sure a key is placed on both sides of the door. */ int keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) { int i, j; int kx = 0, ky = 0; object *the_keymaster; /* the monster that gets the key. */ /* get a key and set its keycode */ object *the_key = archetype::get (shstr_key2); the_key->slaying = keycode; if (door_flag == PASS_DOORS) { int tries = 0; the_keymaster = 0; while (tries < 15 && !the_keymaster) { i = rmg_rndm (RP->Xsize - 2) + 1; j = rmg_rndm (RP->Ysize - 2) + 1; tries++; the_keymaster = find_closest_monster (map, i, j, RP); } /* if we don't find a good keymaster, drop the key on the ground. */ if (!the_keymaster) { int freeindex; freeindex = -1; for (tries = 0; tries < 15 && freeindex == -1; tries++) { kx = rmg_rndm (RP->Xsize - 2) + 1; ky = rmg_rndm (RP->Ysize - 2) + 1; freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); } // can freeindex ever be < 0? if (freeindex >= 0) { kx += freearr_x [freeindex]; ky += freearr_y [freeindex]; } } } else { /* NO_PASS_DOORS --we have to work harder. */ /* don't try to keyplace if we're sitting on a blocked square and NO_PASS_DOORS is set. */ if (n_keys == 1) { if (wall_blocked (map, x, y)) return 0; the_keymaster = find_monster_in_room (map, x, y, RP); if (!the_keymaster) /* if fail, find a spot to drop the key. */ find_spot_in_room (map, x, y, &kx, &ky, RP); } else { int sum = 0; /* count how many keys we actually place */ /* I'm lazy, so just try to place in all 4 directions. */ sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); if (sum < 2) /* we might have made a disconnected map-place more keys. */ { /* diagonally this time. */ keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); } return 1; } } if (!the_keymaster) { the_key->x = kx; the_key->y = ky; insert_ob_in_map (the_key, map, NULL, 0); return 1; } insert_ob_in_ob (the_key, the_keymaster->head_ ()); return 1; } /* both find_monster_in_room routines need to have access to this. */ object *theMonsterToFind; /* a recursive routine which will return a monster, eventually,if there is one. it does a check-off on the layout, converting 0's to 1's */ object * find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) { int i, j; /* if we've found a monster already, leave */ if (theMonsterToFind != NULL) return theMonsterToFind; /* bounds check x and y */ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; /* if the square is blocked or searched already, leave */ if (layout[x][y] != 0) return theMonsterToFind; /* might be NULL, that's fine. */ /* check the current square for a monster. If there is one, set theMonsterToFind and return it. */ layout[x][y] = 1; if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) { object *the_monster = GET_MAP_OB (map, x, y); /* check off this point */ for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) { theMonsterToFind = the_monster; return theMonsterToFind; } } /* now search all the 8 squares around recursively for a monster,in random order */ for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) { theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); if (theMonsterToFind != NULL) return theMonsterToFind; } return theMonsterToFind; } /* sets up some data structures: the _recursive form does the real work. */ object * find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) { Layout layout2 (RP); layout2->clear (); /* allocate and copy the layout, converting C to 0. */ for (int i = 0; i < layout2->w; i++) for (int j = 0; j < layout2->h; j++) if (wall_blocked (map, i, j)) layout2[i][j] = '#'; theMonsterToFind = 0; theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); layout2.free (); return theMonsterToFind; } /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ int *room_free_spots_x; int *room_free_spots_y; int number_of_free_spots_in_room; /* the workhorse routine, which finds the free spots in a room: a datastructure of free points is set up, and a position chosen from that datastructure. */ void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) { int i, j; /* bounds check x and y */ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; /* if the square is blocked or searched already, leave */ if (layout[x][y] != 0) return; /* set the current square as checked, and add it to the list. set theMonsterToFind and return it. */ /* check off this point */ layout[x][y] = 1; room_free_spots_x[number_of_free_spots_in_room] = x; room_free_spots_y[number_of_free_spots_in_room] = y; number_of_free_spots_in_room++; /* now search all the 8 squares around recursively for free spots,in random order */ for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); } /* find a random non-blocked spot in this room to drop a key. */ void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) { char **layout2; int i, j; number_of_free_spots_in_room = 0; room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); layout2 = (char **) calloc (sizeof (char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) { layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); for (j = 0; j < RP->Ysize; j++) if (wall_blocked (map, i, j)) layout2[i][j] = '#'; } /* setup num_free_spots and room_free_spots */ find_spot_in_room_recursive (layout2, x, y, RP); if (number_of_free_spots_in_room > 0) { i = rmg_rndm (number_of_free_spots_in_room); *kx = room_free_spots_x[i]; *ky = room_free_spots_y[i]; } /* deallocate the temp. layout */ for (i = 0; i < RP->Xsize; i++) free (layout2[i]); free (layout2); free (room_free_spots_x); free (room_free_spots_y); } /* searches the map for a spot with walls around it. The more walls the better, but it'll settle for 1 wall, or even 0, but it'll return 0 if no FREE spots are found.*/ void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) { int x, y; int i; x = *cx; y = *cy; for (i = 0; i <= SIZEOFFREE1; i++) { int lx, ly, sindex; lx = x + freearr_x[i]; ly = y + freearr_y[i]; sindex = surround_flag3 (map, lx, ly, RP); /* if it's blocked on 3 sides, it's enclosed */ if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) { *cx = lx; *cy = ly; return; } } /* OK, if we got here, we're obviously someplace where there's no enclosed spots--try to find someplace which is 2x enclosed. */ for (i = 0; i <= SIZEOFFREE1; i++) { int lx, ly, sindex; lx = x + freearr_x[i]; ly = y + freearr_y[i]; sindex = surround_flag3 (map, lx, ly, RP); /* if it's blocked on 3 sides, it's enclosed */ if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) { *cx = lx; *cy = ly; return; } } /* settle for one surround point */ for (i = 0; i <= SIZEOFFREE1; i++) { int lx, ly, sindex; lx = x + freearr_x[i]; ly = y + freearr_y[i]; sindex = surround_flag3 (map, lx, ly, RP); /* if it's blocked on 3 sides, it's enclosed */ if (sindex) { *cx = lx; *cy = ly; return; } } /* give up and return the closest free spot. */ i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); if (i != -1) { *cx = x + freearr_x[i]; *cy = y + freearr_y[i]; } else { /* indicate failure */ *cx = -1; *cy = -1; } } void remove_monsters (int x, int y, maptile *map) { object *tmp; for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) if (QUERY_FLAG (tmp, FLAG_ALIVE)) { if (tmp->head) tmp = tmp->head; tmp->remove (); tmp->destroy (); tmp = GET_MAP_OB (map, x, y); if (tmp == NULL) break; }; } /* surrounds the point x,y by doors, so as to enclose something, like a chest. It only goes as far as the 8 squares surrounding, and it'll remove any monsters it finds.*/ object ** surround_by_doors (maptile *map, char **layout, int x, int y, int opts) { int i; const char *doors[2]; object **doorlist; int ndoors_made = 0; doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ /* this is a list we pick from, for horizontal and vertical doors */ if (opts & DOORED) { doors[0] = "locked_door2"; doors[1] = "locked_door1"; } else { doors[0] = "door_1"; doors[1] = "door_2"; } /* place doors in all the 8 adjacent unblocked squares. */ for (i = 1; i < 9; i++) { int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') { /* place a door */ remove_monsters (x1, y1, map); object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); map->insert (new_door, x1, y1); doorlist[ndoors_made] = new_door; ndoors_made++; } } return doorlist; } /* returns the first door in this square, or NULL if there isn't a door. */ object * door_in_square (maptile *map, int x, int y) { object *tmp; for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) return tmp; return NULL; } /* the workhorse routine, which finds the doors in a room */ void find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) { int i, j; object *door; /* bounds check x and y */ if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; /* if the square is blocked or searched already, leave */ if (layout[x][y] == 1) return; /* check off this point */ if (layout[x][y] == '#') { /* there could be a door here */ layout[x][y] = 1; door = door_in_square (map, x, y); if (door) { doorlist[*ndoors] = door; if (*ndoors > 1022) /* eek! out of memory */ { LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); return; } *ndoors = *ndoors + 1; } } else { layout[x][y] = 1; /* now search all the 8 squares around recursively for free spots,in random order */ for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); } } /* find a random non-blocked spot in this room to drop a key. */ object ** find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) { int i, j; int ndoors = 0; object **doorlist = (object **)calloc (sizeof (int), 1024); LayoutData layout2 (RP->Xsize, RP->Ysize); layout2.clear (); /* allocate and copy the layout, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) for (j = 0; j < RP->Ysize; j++) layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; /* setup num_free_spots and room_free_spots */ find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); return doorlist; } /* locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors. */ void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) { object *door; int i; /* lock the doors and hide the keys. */ if (opts & DOORED) { for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) { object *new_door = get_archetype ("locked_door1"); char keybuf[1024]; door = doorlist[i]; new_door->face = door->face; new_door->x = door->x; new_door->y = door->y; door->remove (); door->destroy (); doorlist[i] = new_door; insert_ob_in_map (new_door, map, NULL, 0); sprintf (keybuf, "%d", rmg_rndm (1000000000)); new_door->slaying = keybuf; keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); } } /* change the faces of the doors and surrounding walls to hide them. */ if (opts & HIDDEN) { for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) { object *wallface; door = doorlist[i]; wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); if (wallface != NULL) { retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); door->face = wallface->face; if (!QUERY_FLAG (wallface, FLAG_REMOVED)) wallface->remove (); wallface->destroy (); } } } }