/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program 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 2 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, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at */ /* 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 /* 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 (mapstruct *m, int x, int y) { int r; if (OUT_OF_REAL_MAP (m, x, y)) return 1; r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; return r; } /* 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 (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) { char styledirname[256]; char stylefilepath[256]; mapstruct *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 = RANDOM () % (2 * LAST_OPTION); /* filter out the mutually exclusive options */ if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) { if (RANDOM () % 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); /* 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 ONION_LAYOUT: case SPIRAL_LAYOUT: case SQUARE_SPIRAL_LAYOUT: { 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 **doorlist; 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)) { 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 = RANDOM () % (RP->Xsize - 2) + 1; j = RANDOM () % (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 = RANDOM () % (RP->Xsize - 2) + 1; j = RANDOM () % (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, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) { object *the_chest; int i, xl, yl; the_chest = get_archetype ("chest"); /* was "chest_2" */ /* first, find a place to put the chest. */ i = find_first_free_spot (the_chest, map, x, y); if (i == -1) { free_object (the_chest); return NULL; } xl = x + freearr_x[i]; 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 = pick_random_object (style_map); 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 else { /* neither style_map no treasure list given */ treasurelist *tlist = find_treasurelist ("chest"); the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; } /* stick a trap in the chest if required */ if (treasureoptions & TRAPPED) { mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); object *the_trap; if (trap_map) { the_trap = pick_random_object (trap_map); the_trap->stats.Cha = 10 + RP->difficulty; the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); if (the_trap) { object *new_trap; new_trap = arch_to_object (the_trap->arch); copy_object (new_trap, the_trap); 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[256]; sprintf (keybuf, "%d", (int) RANDOM ()); 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 (mapstruct *map, int x, int y, RMParms * 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 (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) { int i, j; int kx, ky; object *the_keymaster; /* the monster that gets the key. */ object *the_key; /* get a key and set its keycode */ the_key = get_archetype ("key2"); the_key->slaying = keycode; if (door_flag == PASS_DOORS) { int tries = 0; the_keymaster = NULL; while (tries < 15 && the_keymaster == NULL) { i = (RANDOM () % (RP->Xsize - 2)) + 1; j = (RANDOM () % (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 == NULL) { int freeindex; freeindex = -1; for (tries = 0; tries < 15 && freeindex == -1; tries++) { kx = (RANDOM () % (RP->Xsize - 2)) + 1; ky = (RANDOM () % (RP->Ysize - 2)) + 1; freeindex = find_first_free_spot (the_key, map, kx, ky); } if (freeindex != -1) { 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 == NULL) /* 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. */ { /* diagnoally 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 == NULL) { 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); 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, mapstruct *map, int x, int y, RMParms * 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 = RANDOM () % 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 (mapstruct *map, int x, int y, RMParms * RP) { char **layout2; int i, j; theMonsterToFind = 0; 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] = '#'; } } theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); /* deallocate the temp. layout */ for (i = 0; i < RP->Xsize; i++) { free (layout2[i]); } free (layout2); 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, RMParms * 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 = RANDOM () % 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 (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * 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 = RANDOM () % 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 (mapstruct *map, int *cx, int *cy, RMParms * 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_first_free_spot (&archetype::find ("chest")->clone, map, x, y); if (i != -1 && i <= SIZEOFFREE1) { *cx = x + freearr_x[i]; *cy = y + freearr_y[i]; return; } /* indicate failure */ *cx = *cy = -1; } void remove_monsters (int x, int y, mapstruct *map) { object *tmp; for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) if (QUERY_FLAG (tmp, FLAG_ALIVE)) { if (tmp->head) tmp = tmp->head; remove_ob (tmp); free_object (tmp); 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 (mapstruct *map, char **layout, int x, int y, int opts) { int i; 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 */ object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); new_door->x = x + freearr_x[i]; new_door->y = y + freearr_y[i]; remove_monsters (new_door->x, new_door->y, map); insert_ob_in_map (new_door, map, NULL, 0); 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 (mapstruct *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, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * 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 != NULL) { doorlist[*ndoors] = door; if (*ndoors > 254) /* 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 = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; 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 (mapstruct *map, int x, int y, RMParms * RP) { char **layout2; object **doorlist; int i, j; int ndoors = 0; doorlist = (object **) calloc (sizeof (int), 256); 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_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); /* deallocate the temp. layout */ for (i = 0; i < RP->Xsize; i++) { free (layout2[i]); } free (layout2); 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, mapstruct *map, int opts, RMParms * 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[256]; door = doorlist[i]; new_door->face = door->face; new_door->x = door->x; new_door->y = door->y; remove_ob (door); free_object (door); doorlist[i] = new_door; insert_ob_in_map (new_door, map, NULL, 0); sprintf (keybuf, "%d", (int) RANDOM ()); 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)) remove_ob (wallface); free_object (wallface); } } } }