ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/special.C
(Generate patch)

Comparing deliantra/server/random_maps/special.C (file contents):
Revision 1.10 by root, Mon Dec 25 14:43:23 2006 UTC vs.
Revision 1.13 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 Copyright (C) 1992 Frank Tore Johansen
6 8
7 This program is free software; you can redistribute it and/or modify 9 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 10 it under the terms of the GNU General Public License as published by
194 insert_ob_in_map (potion, map, NULL, 0); 196 insert_ob_in_map (potion, map, NULL, 0);
195 197
196} 198}
197 199
198void 200void
199place_special_exit (maptile *map, int hole_type, RMParms * RP) 201place_special_exit (maptile *map, int hole_type, random_map_params *RP)
200{ 202{
201 int ix, iy, i = -1; 203 int ix, iy, i = -1;
202 char buf[HUGE_BUF], *style, *decor, *mon; 204 char buf[HUGE_BUF], *style, *decor, *mon;
203 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 205 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
204 int g_xsize, g_ysize; 206 int g_xsize, g_ysize;
225 if (!hole_type) 227 if (!hole_type)
226 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; 228 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1;
227 229
228 switch (hole_type) 230 switch (hole_type)
229 { 231 {
230 case GLORY_HOLE: /* treasures */ 232 case GLORY_HOLE: /* treasures */
231 { 233 {
232 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 234 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4;
233 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 235 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4;
234 style = "onion"; 236 style = "onion";
235 decor = "wealth2"; 237 decor = "wealth2";
236 mon = "none"; 238 mon = "none";
237 break; 239 break;
238 } 240 }
239 241
240 case ORC_ZONE: /* hole with orcs in it. */ 242 case ORC_ZONE: /* hole with orcs in it. */
241 { 243 {
242 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 244 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4;
243 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 245 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4;
244 style = "onion"; 246 style = "onion";
245 decor = "wealth2"; 247 decor = "wealth2";
246 mon = "orc"; 248 mon = "orc";
247 break; 249 break;
248 } 250 }
249 251
250 case MINING_ZONE: /* hole with orcs in it. */ 252 case MINING_ZONE: /* hole with orcs in it. */
251 { 253 {
252 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; 254 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4;
253 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; 255 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4;
254 style = "maze"; 256 style = "maze";
255 decor = "minerals2"; 257 decor = "minerals2";
256 mon = "none"; 258 mon = "none";
257 break; 259 break;
258 } 260 }
259 261
260 default: /* undefined */ 262 default: /* undefined */
261 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type); 263 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
262 return; 264 return;
263 break; 265 break;
264 } 266 }
265 267
266 /* Need to be at least this size, otherwise the load 268 /* Need to be at least this size, otherwise the load
267 * code will generate new size values which are too large. 269 * code will generate new size values which are too large.
268 */ 270 */
271 if (g_ysize < MIN_RANDOM_MAP_SIZE) 273 if (g_ysize < MIN_RANDOM_MAP_SIZE)
272 g_ysize = MIN_RANDOM_MAP_SIZE; 274 g_ysize = MIN_RANDOM_MAP_SIZE;
273 275
274 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, 276 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon,
275 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 277 "none", style, decor, "none", RP->exitstyle, 0, 0, 0,
276 OPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 278 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level,
277 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); 279 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase);
278 the_exit->slaying = "/!"; 280 the_exit->slaying = "/!";
279 the_exit->msg = buf; 281 the_exit->msg = buf;
280 282
281 insert_ob_in_map (the_exit, map, NULL, 0); 283 insert_ob_in_map (the_exit, map, NULL, 0);
282} 284}
283 285
284 286
285void 287void
286place_specials_in_map (maptile *map, char **layout, RMParms * RP) 288place_specials_in_map (maptile *map, char **layout, random_map_params *RP)
287{ 289{
288 maptile *special_map; 290 maptile *special_map;
289 int ix, iy; /* map insertion locatons */ 291 int ix, iy; /* map insertion locatons */
290 int special_type; /* type of special to make */ 292 int special_type; /* type of special to make */
291 293
292 294
293 special_type = RANDOM () % NUM_OF_SPECIAL_TYPES; 295 special_type = RANDOM () % NUM_OF_SPECIAL_TYPES;
294 switch (special_type) 296 switch (special_type)
295 { 297 {
296 298
297 /* includes a special map into the random map being made. */ 299 /* includes a special map into the random map being made. */
298 case SPECIAL_SUBMAP: 300 case SPECIAL_SUBMAP:
299 { 301 {
300 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 302 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty);
301 if (special_map == NULL) 303 if (special_map == NULL)
302 return; 304 return;
303 305
304 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) 306 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height))
305 include_map_in_map (map, special_map, ix, iy); 307 include_map_in_map (map, special_map, ix, iy);
306 break; 308 break;
307 } 309 }
308 310
309 /* Make a special fountain: an unpickable potion disguised as 311 /* Make a special fountain: an unpickable potion disguised as
310 a fountain, or rather, colocated with a fountain. */ 312 a fountain, or rather, colocated with a fountain. */
311 case SPECIAL_FOUNTAIN: 313 case SPECIAL_FOUNTAIN:
312 { 314 {
313 place_fountain_with_specials (map); 315 place_fountain_with_specials (map);
314 break; 316 break;
315 } 317 }
316 318
317 /* Make an exit to another random map, e.g. a gloryhole. */ 319 /* Make an exit to another random map, e.g. a gloryhole. */
318 case SPECIAL_EXIT: 320 case SPECIAL_EXIT:
319 { 321 {
320 place_special_exit (map, 0, RP); 322 place_special_exit (map, 0, RP);
321 break; 323 break;
322 } 324 }
323 } 325 }
324 326
325} 327}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines