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/cvs/deliantra/server/random_maps/special.C
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Comparing deliantra/server/random_maps/special.C (file contents):
Revision 1.6 by root, Sat Sep 16 22:24:13 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
49 object *tmp; 51 object *tmp;
50 52
51 for (i = xstart; i < xstart + xsize; i++) 53 for (i = xstart; i < xstart + xsize; i++)
52 for (j = ystart; j < ystart + ysize; j++) 54 for (j = ystart; j < ystart + ysize; j++)
53 { 55 {
54 for (tmp = get_map_ob (map, i, j); tmp != NULL; tmp = tmp->above) 56 for (tmp = GET_MAP_OB (map, i, j); tmp != NULL; tmp = tmp->above)
55 { 57 {
56 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 58 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
57 { 59 {
58 if (tmp->head) 60 if (tmp->head)
59 tmp = tmp->head; 61 tmp = tmp->head;
60 remove_ob (tmp); 62 tmp->remove ();
61 free_object (tmp); 63 tmp->destroy ();
62 tmp = get_map_ob (map, i, j); 64 tmp = GET_MAP_OB (map, i, j);
63 } 65 }
64 if (tmp == NULL) 66 if (tmp == NULL)
65 break; 67 break;
66 } 68 }
67 } 69 }
78 int i, j; 80 int i, j;
79 object *tmp; 81 object *tmp;
80 object *new_ob; 82 object *new_ob;
81 83
82 /* First, splatter everything in the dest map at the location */ 84 /* First, splatter everything in the dest map at the location */
83 nuke_map_region (dest_map, x, y, MAP_WIDTH (in_map), MAP_HEIGHT (in_map)); 85 nuke_map_region (dest_map, x, y, in_map->width, in_map->height);
84 86
85 for (i = 0; i < MAP_WIDTH (in_map); i++) 87 for (i = 0; i < in_map->width; i++)
86 for (j = 0; j < MAP_HEIGHT (in_map); j++) 88 for (j = 0; j < in_map->height; j++)
87 { 89 {
88 for (tmp = get_map_ob (in_map, i, j); tmp != NULL; tmp = tmp->above) 90 for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above)
89 { 91 {
90 /* don't copy things with multiple squares: must be dealt with 92 /* don't copy things with multiple squares: must be dealt with
91 specially. */ 93 specially. */
92 if (tmp->head != NULL) 94 if (tmp->head != NULL)
93 continue; 95 continue;
110 int is_occupied = 0; 112 int is_occupied = 0;
111 int l, m; 113 int l, m;
112 114
113 /* don't even try to place a submap into a map if the big map isn't 115 /* don't even try to place a submap into a map if the big map isn't
114 sufficiently large. */ 116 sufficiently large. */
115 if (2 * xsize > MAP_WIDTH (map) || 2 * ysize > MAP_HEIGHT (map)) 117 if (2 * xsize > map->width || 2 * ysize > map->height)
116 return 0; 118 return 0;
117 119
118 /* search a bit for a completely free spot. */ 120 /* search a bit for a completely free spot. */
119 for (tries = 0; tries < 20; tries++) 121 for (tries = 0; tries < 20; tries++)
120 { 122 {
121 /* pick a random location in the layout */ 123 /* pick a random location in the layout */
122 i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; 124 i = RANDOM () % (map->width - xsize - 2) + 1;
123 j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; 125 j = RANDOM () % (map->height - ysize - 2) + 1;
124 is_occupied = 0; 126 is_occupied = 0;
125 for (l = i; l < i + xsize; l++) 127 for (l = i; l < i + xsize; l++)
126 for (m = j; m < j + ysize; m++) 128 for (m = j; m < j + ysize; m++)
127 is_occupied |= layout[l][m]; 129 is_occupied |= layout[l][m];
128 if (!is_occupied) 130 if (!is_occupied)
135 if (is_occupied) 137 if (is_occupied)
136 { /* failure, try a relaxed placer. */ 138 { /* failure, try a relaxed placer. */
137 /* pick a random location in the layout */ 139 /* pick a random location in the layout */
138 for (tries = 0; tries < 10; tries++) 140 for (tries = 0; tries < 10; tries++)
139 { 141 {
140 i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; 142 i = RANDOM () % (map->width - xsize - 2) + 1;
141 j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; 143 j = RANDOM () % (map->height - ysize - 2) + 1;
142 is_occupied = 0; 144 is_occupied = 0;
143 for (l = i; l < i + xsize; l++) 145 for (l = i; l < i + xsize; l++)
144 for (m = j; m < j + ysize; m++) 146 for (m = j; m < j + ysize; m++)
145 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') 147 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<')
146 is_occupied |= 1; 148 is_occupied |= 1;
158place_fountain_with_specials (maptile *map) 160place_fountain_with_specials (maptile *map)
159{ 161{
160 int ix, iy, i = -1, tries = 0; 162 int ix, iy, i = -1, tries = 0;
161 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1); 163 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
162 object *fountain = get_archetype ("fountain"); 164 object *fountain = get_archetype ("fountain");
163 object *potion = get_object (); 165 object *potion = object::create ();
164 166
165 copy_object (pick_random_object (fountain_style), potion); 167 pick_random_object (fountain_style)->copy_to (potion);
168
166 while (i < 0 && tries < 10) 169 while (i < 0 && tries < 10)
167 { 170 {
168 ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; 171 ix = RANDOM () % (map->width - 2) + 1;
169 iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; 172 iy = RANDOM () % (map->height - 2) + 1;
170 i = find_first_free_spot (fountain, map, ix, iy); 173 i = find_first_free_spot (fountain, map, ix, iy);
171 tries++; 174 tries++;
172 }; 175 }
176
173 if (i == -1) 177 if (i == -1)
174 { /* can't place fountain */ 178 { /* can't place fountain */
175 free_object (fountain); 179 fountain->destroy ();
176 free_object (potion); 180 potion->destroy ();
177 return; 181 return;
178 } 182 }
183
179 ix += freearr_x[i]; 184 ix += freearr_x[i];
180 iy += freearr_y[i]; 185 iy += freearr_y[i];
181 potion->face = fountain->face; 186 potion->face = fountain->face;
182 SET_FLAG (potion, FLAG_NO_PICK); 187 SET_FLAG (potion, FLAG_NO_PICK);
183 SET_FLAG (potion, FLAG_IDENTIFIED); 188 SET_FLAG (potion, FLAG_IDENTIFIED);
191 insert_ob_in_map (potion, map, NULL, 0); 196 insert_ob_in_map (potion, map, NULL, 0);
192 197
193} 198}
194 199
195void 200void
196place_special_exit (maptile *map, int hole_type, RMParms * RP) 201place_special_exit (maptile *map, int hole_type, random_map_params *RP)
197{ 202{
198 int ix, iy, i = -1; 203 int ix, iy, i = -1;
199 char buf[HUGE_BUF], *style, *decor, *mon; 204 char buf[HUGE_BUF], *style, *decor, *mon;
200 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 205 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
201 int g_xsize, g_ysize; 206 int g_xsize, g_ysize;
202 207
203 object *the_exit = get_object (); 208 object *the_exit = object::create ();
204 209
205 if (!exit_style) 210 if (!exit_style)
206 return; 211 return;
207 212
208 copy_object (pick_random_object (exit_style), the_exit); 213 pick_random_object (exit_style)->copy_to (the_exit);
209 214
210 while (i < 0) 215 while (i < 0)
211 { 216 {
212 ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; 217 ix = RANDOM () % (map->width - 2) + 1;
213 iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; 218 iy = RANDOM () % (map->height - 2) + 1;
214 i = find_first_free_spot (the_exit, map, ix, iy); 219 i = find_first_free_spot (the_exit, map, ix, iy);
215 } 220 }
216 221
217 ix += freearr_x[i]; 222 ix += freearr_x[i];
218 iy += freearr_y[i]; 223 iy += freearr_y[i];
222 if (!hole_type) 227 if (!hole_type)
223 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; 228 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1;
224 229
225 switch (hole_type) 230 switch (hole_type)
226 { 231 {
227 case GLORY_HOLE: /* treasures */ 232 case GLORY_HOLE: /* treasures */
228 { 233 {
229 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 234 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4;
230 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 235 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4;
231 style = "onion"; 236 style = "onion";
232 decor = "wealth2"; 237 decor = "wealth2";
233 mon = "none"; 238 mon = "none";
234 break; 239 break;
235 } 240 }
236 241
237 case ORC_ZONE: /* hole with orcs in it. */ 242 case ORC_ZONE: /* hole with orcs in it. */
238 { 243 {
239 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 244 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4;
240 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 245 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4;
241 style = "onion"; 246 style = "onion";
242 decor = "wealth2"; 247 decor = "wealth2";
243 mon = "orc"; 248 mon = "orc";
244 break; 249 break;
245 } 250 }
246 251
247 case MINING_ZONE: /* hole with orcs in it. */ 252 case MINING_ZONE: /* hole with orcs in it. */
248 { 253 {
249 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; 254 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4;
250 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; 255 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4;
251 style = "maze"; 256 style = "maze";
252 decor = "minerals2"; 257 decor = "minerals2";
253 mon = "none"; 258 mon = "none";
254 break; 259 break;
255 } 260 }
256 261
257 default: /* undefined */ 262 default: /* undefined */
258 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);
259 return; 264 return;
260 break; 265 break;
261 } 266 }
262 267
263 /* Need to be at least this size, otherwise the load 268 /* Need to be at least this size, otherwise the load
264 * code will generate new size values which are too large. 269 * code will generate new size values which are too large.
265 */ 270 */
268 if (g_ysize < MIN_RANDOM_MAP_SIZE) 273 if (g_ysize < MIN_RANDOM_MAP_SIZE)
269 g_ysize = MIN_RANDOM_MAP_SIZE; 274 g_ysize = MIN_RANDOM_MAP_SIZE;
270 275
271 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,
272 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 277 "none", style, decor, "none", RP->exitstyle, 0, 0, 0,
273 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,
274 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);
275 the_exit->slaying = "/!"; 280 the_exit->slaying = "/!";
276 the_exit->msg = buf; 281 the_exit->msg = buf;
277 282
278 insert_ob_in_map (the_exit, map, NULL, 0); 283 insert_ob_in_map (the_exit, map, NULL, 0);
279} 284}
280 285
281 286
282void 287void
283place_specials_in_map (maptile *map, char **layout, RMParms * RP) 288place_specials_in_map (maptile *map, char **layout, random_map_params *RP)
284{ 289{
285 maptile *special_map; 290 maptile *special_map;
286 int ix, iy; /* map insertion locatons */ 291 int ix, iy; /* map insertion locatons */
287 int special_type; /* type of special to make */ 292 int special_type; /* type of special to make */
288 293
289 294
290 special_type = RANDOM () % NUM_OF_SPECIAL_TYPES; 295 special_type = RANDOM () % NUM_OF_SPECIAL_TYPES;
291 switch (special_type) 296 switch (special_type)
292 { 297 {
293 298
294 /* includes a special map into the random map being made. */ 299 /* includes a special map into the random map being made. */
295 case SPECIAL_SUBMAP: 300 case SPECIAL_SUBMAP:
296 { 301 {
297 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 302 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty);
298 if (special_map == NULL) 303 if (special_map == NULL)
299 return; 304 return;
300 305
301 if (find_spot_for_submap (map, layout, &ix, &iy, MAP_WIDTH (special_map), MAP_HEIGHT (special_map))) 306 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height))
302 include_map_in_map (map, special_map, ix, iy); 307 include_map_in_map (map, special_map, ix, iy);
303 break; 308 break;
304 } 309 }
305 310
306 /* Make a special fountain: an unpickable potion disguised as 311 /* Make a special fountain: an unpickable potion disguised as
307 a fountain, or rather, colocated with a fountain. */ 312 a fountain, or rather, colocated with a fountain. */
308 case SPECIAL_FOUNTAIN: 313 case SPECIAL_FOUNTAIN:
309 { 314 {
310 place_fountain_with_specials (map); 315 place_fountain_with_specials (map);
311 break; 316 break;
312 } 317 }
313 318
314 /* Make an exit to another random map, e.g. a gloryhole. */ 319 /* Make an exit to another random map, e.g. a gloryhole. */
315 case SPECIAL_EXIT: 320 case SPECIAL_EXIT:
316 { 321 {
317 place_special_exit (map, 0, RP); 322 place_special_exit (map, 0, RP);
318 break; 323 break;
319 } 324 }
320 } 325 }
321 326
322} 327}

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