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Revision: 1.7
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +4 -4 lines
Log Message:
replace some function- by method-calls

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.5 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* Specials in this file:
25 root 1.2 included maps */
26 elmex 1.1
27     #include <global.h>
28     #include <random_map.h>
29     #include <rproto.h>
30    
31     #define NUM_OF_SPECIAL_TYPES 4
32     #define NO_SPECIAL 0
33     #define SPECIAL_SUBMAP 1
34     #define SPECIAL_FOUNTAIN 2
35     #define SPECIAL_EXIT 3
36    
37     #define GLORY_HOLE 1
38     #define ORC_ZONE 2
39     #define MINING_ZONE 3
40     #define NR_OF_HOLE_TYPES 3
41    
42     /* clear map completely of all objects: a rectangular area of xsize, ysize
43     is cleared with the top left corner at xstart, ystart */
44    
45 root 1.4 void
46 root 1.6 nuke_map_region (maptile *map, int xstart, int ystart, int xsize, int ysize)
47 root 1.4 {
48     int i, j;
49 elmex 1.1 object *tmp;
50 root 1.4
51     for (i = xstart; i < xstart + xsize; i++)
52     for (j = ystart; j < ystart + ysize; j++)
53     {
54     for (tmp = get_map_ob (map, i, j); tmp != NULL; tmp = tmp->above)
55     {
56     if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
57     {
58     if (tmp->head)
59     tmp = tmp->head;
60 root 1.7 tmp->remove ();
61     tmp->destroy (0);
62 root 1.4 tmp = get_map_ob (map, i, j);
63     }
64     if (tmp == NULL)
65     break;
66     }
67 elmex 1.1 }
68     }
69    
70    
71    
72 root 1.4 /* copy in_map into dest_map at point x,y */
73 elmex 1.1
74    
75 root 1.4 void
76 root 1.6 include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
77 root 1.4 {
78     int i, j;
79 elmex 1.1 object *tmp;
80     object *new_ob;
81 root 1.4
82 elmex 1.1 /* First, splatter everything in the dest map at the location */
83 root 1.4 nuke_map_region (dest_map, x, y, MAP_WIDTH (in_map), MAP_HEIGHT (in_map));
84    
85     for (i = 0; i < MAP_WIDTH (in_map); i++)
86     for (j = 0; j < MAP_HEIGHT (in_map); j++)
87     {
88     for (tmp = get_map_ob (in_map, i, j); tmp != NULL; tmp = tmp->above)
89     {
90     /* don't copy things with multiple squares: must be dealt with
91     specially. */
92     if (tmp->head != NULL)
93     continue;
94     new_ob = arch_to_object (tmp->arch);
95     copy_object_with_inv (tmp, new_ob);
96     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
97     add_button_link (new_ob, dest_map, tmp->path_attuned);
98     new_ob->x = i + x;
99     new_ob->y = j + y;
100     insert_multisquare_ob_in_map (new_ob, dest_map);
101     }
102 elmex 1.1 }
103     }
104    
105 root 1.4 int
106 root 1.6 find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize)
107 root 1.4 {
108 elmex 1.1 int tries;
109 root 1.4 int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */
110     int is_occupied = 0;
111     int l, m;
112    
113 elmex 1.1 /* don't even try to place a submap into a map if the big map isn't
114     sufficiently large. */
115 root 1.4 if (2 * xsize > MAP_WIDTH (map) || 2 * ysize > MAP_HEIGHT (map))
116     return 0;
117    
118 elmex 1.1 /* search a bit for a completely free spot. */
119 root 1.4 for (tries = 0; tries < 20; tries++)
120     {
121     /* pick a random location in the layout */
122     i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1;
123     j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1;
124     is_occupied = 0;
125     for (l = i; l < i + xsize; l++)
126     for (m = j; m < j + ysize; m++)
127     is_occupied |= layout[l][m];
128     if (!is_occupied)
129     break;
130     }
131    
132 elmex 1.1
133     /* if we failed, relax the restrictions */
134 root 1.4
135     if (is_occupied)
136     { /* failure, try a relaxed placer. */
137     /* pick a random location in the layout */
138     for (tries = 0; tries < 10; tries++)
139     {
140     i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1;
141     j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1;
142     is_occupied = 0;
143     for (l = i; l < i + xsize; l++)
144     for (m = j; m < j + ysize; m++)
145     if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<')
146     is_occupied |= 1;
147     }
148 elmex 1.1 }
149 root 1.4 if (is_occupied)
150     return 0;
151     *ix = i;
152     *iy = j;
153 elmex 1.1 return 1;
154 root 1.4 }
155 elmex 1.1
156    
157 root 1.4 void
158 root 1.6 place_fountain_with_specials (maptile *map)
159 root 1.4 {
160     int ix, iy, i = -1, tries = 0;
161 root 1.6 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
162 root 1.4 object *fountain = get_archetype ("fountain");
163     object *potion = get_object ();
164    
165     copy_object (pick_random_object (fountain_style), potion);
166     while (i < 0 && tries < 10)
167     {
168     ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1;
169     iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1;
170     i = find_first_free_spot (fountain, map, ix, iy);
171     tries++;
172     };
173     if (i == -1)
174     { /* can't place fountain */
175 root 1.7 fountain->destroy (0);
176     potion->destroy (0);
177 root 1.4 return;
178     }
179 elmex 1.1 ix += freearr_x[i];
180     iy += freearr_y[i];
181 root 1.4 potion->face = fountain->face;
182     SET_FLAG (potion, FLAG_NO_PICK);
183     SET_FLAG (potion, FLAG_IDENTIFIED);
184 root 1.3 potion->name = potion->name_pl = "fountain";
185 elmex 1.1 potion->x = ix;
186     potion->y = iy;
187 root 1.4 potion->material = M_ADAMANT;
188 elmex 1.1 fountain->x = ix;
189     fountain->y = iy;
190 root 1.4 insert_ob_in_map (fountain, map, NULL, 0);
191     insert_ob_in_map (potion, map, NULL, 0);
192 elmex 1.1
193     }
194    
195 root 1.4 void
196 root 1.6 place_special_exit (maptile *map, int hole_type, RMParms * RP)
197 root 1.4 {
198     int ix, iy, i = -1;
199     char buf[HUGE_BUF], *style, *decor, *mon;
200 root 1.6 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
201 root 1.4 int g_xsize, g_ysize;
202    
203     object *the_exit = get_object ();
204    
205     if (!exit_style)
206     return;
207    
208     copy_object (pick_random_object (exit_style), the_exit);
209    
210     while (i < 0)
211     {
212     ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1;
213     iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1;
214     i = find_first_free_spot (the_exit, map, ix, iy);
215 elmex 1.1 }
216 root 1.4
217     ix += freearr_x[i];
218     iy += freearr_y[i];
219     the_exit->x = ix;
220     the_exit->y = iy;
221    
222     if (!hole_type)
223     hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1;
224    
225     switch (hole_type)
226     {
227     case GLORY_HOLE: /* treasures */
228     {
229     g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4;
230     g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4;
231     style = "onion";
232     decor = "wealth2";
233     mon = "none";
234 root 1.2 break;
235 root 1.4 }
236    
237     case ORC_ZONE: /* hole with orcs in it. */
238     {
239     g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4;
240     g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4;
241     style = "onion";
242     decor = "wealth2";
243     mon = "orc";
244     break;
245     }
246    
247     case MINING_ZONE: /* hole with orcs in it. */
248     {
249     g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4;
250     g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4;
251     style = "maze";
252     decor = "minerals2";
253     mon = "none";
254     break;
255     }
256    
257     default: /* undefined */
258     LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
259     return;
260     break;
261 elmex 1.1 }
262    
263 root 1.4 /* Need to be at least this size, otherwise the load
264     * code will generate new size values which are too large.
265     */
266     if (g_xsize < MIN_RANDOM_MAP_SIZE)
267     g_xsize = MIN_RANDOM_MAP_SIZE;
268     if (g_ysize < MIN_RANDOM_MAP_SIZE)
269     g_ysize = MIN_RANDOM_MAP_SIZE;
270    
271     write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon,
272     "none", style, decor, "none", RP->exitstyle, 0, 0, 0,
273     OPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level,
274     RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase);
275     the_exit->slaying = "/!";
276     the_exit->msg = buf;
277 elmex 1.1
278 root 1.4 insert_ob_in_map (the_exit, map, NULL, 0);
279 elmex 1.1 }
280 root 1.4
281    
282     void
283 root 1.6 place_specials_in_map (maptile *map, char **layout, RMParms * RP)
284 root 1.4 {
285 root 1.6 maptile *special_map;
286 root 1.4 int ix, iy; /* map insertion locatons */
287     int special_type; /* type of special to make */
288    
289    
290     special_type = RANDOM () % NUM_OF_SPECIAL_TYPES;
291     switch (special_type)
292     {
293    
294     /* includes a special map into the random map being made. */
295     case SPECIAL_SUBMAP:
296     {
297     special_map = find_style ("/styles/specialmaps", 0, RP->difficulty);
298     if (special_map == NULL)
299     return;
300    
301     if (find_spot_for_submap (map, layout, &ix, &iy, MAP_WIDTH (special_map), MAP_HEIGHT (special_map)))
302     include_map_in_map (map, special_map, ix, iy);
303     break;
304     }
305    
306     /* Make a special fountain: an unpickable potion disguised as
307     a fountain, or rather, colocated with a fountain. */
308     case SPECIAL_FOUNTAIN:
309     {
310     place_fountain_with_specials (map);
311     break;
312     }
313    
314     /* Make an exit to another random map, e.g. a gloryhole. */
315     case SPECIAL_EXIT:
316     {
317     place_special_exit (map, 0, RP);
318     break;
319     }
320     }
321 elmex 1.1
322     }