/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero 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 Affero GNU General Public License * and 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 static object *find_closest_monster (maptile *map, int x, int y); static object *find_monster_in_room (maptile *map, int x, int y); static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky); static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); static object **find_doors_in_room (maptile *map, int x, int y); static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); static void find_enclosed_spot (maptile *map, int *cx, int *cy); static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); /* 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; } static object * gen_key (const shstr &keycode) { /* get a key and set its keycode */ object *key = archetype::get (shstr_key_random_map); key->slaying = keycode; return key; } /* 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. */ static int keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) { int i, j; int kx = 0, ky = 0; object *the_keymaster; /* the monster that gets the key. */ object *the_key = gen_key (keycode); if (door_flag == PASS_DOORS) { int tries = 0; the_keymaster = 0; while (tries < 15 && !the_keymaster) { i = rmg_rndm (map->width - 2) + 1; j = rmg_rndm (map->height - 2) + 1; tries++; the_keymaster = find_closest_monster (map, i, j); } /* 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 (map->width - 2) + 1; ky = rmg_rndm (map->height - 2) + 1; freeindex = rmg_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)) { the_key->destroy (); return 0; } the_keymaster = find_monster_in_room (map, x, y); if (!the_keymaster) /* if fail, find a spot to drop the key. */ find_spot_in_room (map, x, y, &kx, &ky); } 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); sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); 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); keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); } the_key->destroy (); return 1; } } if (the_keymaster) the_keymaster->head_ ()->insert (the_key); else { the_key->x = kx; the_key->y = ky; insert_ob_in_map (the_key, map, NULL, 0); } return 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 (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) maze, (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, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) { 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 */ maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); if (!style_map) { LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", 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 (maze[i][j] == 'C' || maze[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); 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); 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, maze, i, j, treasureoptions); lock_and_hide_doors (doorlist, map, treasureoptions, RP); free (doorlist); } } } } else { /* DIFFUSE treasure maze */ 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 */ static 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 (new_treasure->arch->instance (), 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", RP->difficulty); 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) { the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); } /* 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 */ static object * find_closest_monster (maptile *map, int x, int y) { 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 < map->width && ly < map->height) /* 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 && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) ; if (the_monster && the_monster->flag [FLAG_MONSTER]) return the_monster; } } return NULL; } /* both find_monster_in_room routines need to have access to this. */ static object *theMonsterToFind; /* a recursive routine which will return a monster, eventually,if there is one. it does a check-off on the maze, converting 0's to 1's */ static object * find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) { 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 < maze.w && y < maze.h)) return theMonsterToFind; /* if the square is blocked or searched already, leave */ if (maze[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. */ maze[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 && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); if (the_monster && the_monster->flag [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; i++, j++) { theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]); if (theMonsterToFind) return theMonsterToFind; } return theMonsterToFind; } /* sets up some data structures: the _recursive form does the real work. */ static object * find_monster_in_room (maptile *map, int x, int y) { layout layout2 (map->width, map->height); // find walls for (int i = 0; i < layout2.w; i++) for (int j = 0; j < layout2.h; j++) layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; theMonsterToFind = 0; theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); return theMonsterToFind; } /* 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. */ static void find_spot_in_room_recursive (layout &maze, fixed_stack &spots, int x, int y) { /* bounds check x and y */ if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) return; /* if the square is blocked or searched already, leave */ if (maze[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 */ maze[x][y] = 1; spots.push (point (x, y)); /* now search all the 8 squares around recursively for free spots,in random order */ for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]); } /* find a random non-blocked spot in this room to drop a key. */ static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) { fixed_stack spots (map->width * map->height); layout layout2 (map->width, map->height); /* allocate and copy the maze, converting C to 0. */ for (int i = 0; i < map->width; i++) for (int j = 0; j < map->height; j++) layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; /* setup num_free_spots and room_free_spots */ find_spot_in_room_recursive (layout2, spots, x, y); if (spots.size) { point p = spots [rmg_rndm (spots.size)]; *kx = p.x; *ky = p.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.*/ static void find_enclosed_spot (maptile *map, int *cx, int *cy) { 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); /* 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); /* 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); /* 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 = rmg_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; } } static void remove_monsters (int x, int y, maptile *map) { for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) { object *next = tmp->above; if (tmp->flag [FLAG_ALIVE]) tmp->head_ ()->destroy (); tmp = next; } } /* 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.*/ static object ** surround_by_doors (maptile *map, char **maze, 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) && maze[x1][y1] == '>') { /* place a door */ remove_monsters (x1, y1, map); object *new_door = archetype::get (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. */ static object * door_in_square (maptile *map, int x, int y) { for (object *tmp = GET_MAP_OB (map, x, y); tmp; 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 */ static void find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) { int i, j; object *door; /* bounds check x and y */ if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) return; /* if the square is blocked or searched already, leave */ if (maze[x][y] == 1) return; /* check off this point */ if (maze[x][y] == '#') { /* there could be a door here */ maze[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 { maze[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 (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors); } } /* find a random non-blocked spot in this room to drop a key. */ static object ** find_doors_in_room (maptile *map, int x, int y) { int i, j; int ndoors = 0; object **doorlist = (object **)calloc (sizeof (int), 1024); layout layout2 (map->width, map->height); layout2.clear (); /* allocate and copy the maze, converting C to 0. */ for (i = 0; i < map->width; i++) for (j = 0; j < map->height; 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); return doorlist; } /* locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors. */ static 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]; i++) { object *new_door = archetype::get (shstr_locked_door1); door = doorlist[i]; new_door->face = door->face; new_door->x = door->x; new_door->y = door->y; door->destroy (); doorlist[i] = new_door; insert_ob_in_map (new_door, map, NULL, 0); new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); } } /* 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; wallface->destroy (); } } } }