/* * static char *rcsid_treasure_c = * "$Id: treasure.c,v 1.5 2006/08/13 17:16:03 elmex dead $"; */ /* 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 crossfire-devel@real-time.com */ /* 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;iXsize;i++) { for(j=0;jYsize;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;tiXsize-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;tiarch),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 = add_string(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= 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 = add_string(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;iXsize;i++) { layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); for(j=0;jYsize;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;iXsize;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;iXsize;i++) { layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); for(j=0;jYsize;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;iXsize;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(&find_archetype("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;iXsize;i++) { layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); for(j=0;jYsize;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;iXsize;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 = add_string(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); } } } }