--- deliantra/server/random_maps/special.C 2007/07/01 05:00:19 1.24 +++ deliantra/server/random_maps/special.C 2011/04/23 04:56:53 1.61 @@ -1,114 +1,98 @@ /* - * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team - * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * - * Crossfire TRT 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 3 of the License, or - * (at your option) any later version. + * 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 GNU General Public License - * along with this program. If not, see . + * 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 + * The authors can be reached via e-mail to */ /* Specials in this file: included maps */ #include -#include +#include #include -#define NUM_OF_SPECIAL_TYPES 4 -#define NO_SPECIAL 0 -#define SPECIAL_SUBMAP 1 -#define SPECIAL_FOUNTAIN 2 -#define SPECIAL_EXIT 3 - -#define GLORY_HOLE 1 -#define ORC_ZONE 2 -#define MINING_ZONE 3 -#define NR_OF_HOLE_TYPES 3 - -/* clear map completely of all objects: a rectangular area of xsize, ysize -is cleared with the top left corner at xstart, ystart */ - -void -nuke_map_region (maptile *map, int xstart, int ystart, int xsize, int ysize) +enum { + NO_SPECIAL, + SPECIAL_SUBMAP, + SPECIAL_FOUNTAIN, + SPECIAL_EXIT, + NUM_OF_SPECIAL_TYPES +}; + +enum { + GLORY_HOLE = 1, + ORC_ZONE, + MINING_ZONE, + NR_OF_HOLE_TYPES +}; + +/* clear map completely of all !floor objects: + * a rectangular area of xsize, ysize + * is cleared with the top left corner at xstart, ystart + */ +static void +nuke_map_region (maptile *map, layout &maze, int xstart, int ystart, int xsize, int ysize) { - int i, j; - object *tmp; - - for (i = xstart; i < xstart + xsize; i++) - for (j = ystart; j < ystart + ysize; j++) + for (int i = xstart; i < xstart + xsize; i++) + for (int j = ystart; j < ystart + ysize; j++) { - for (tmp = GET_MAP_OB (map, i, j); tmp != NULL; tmp = tmp->above) - { - if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) - { - if (tmp->head) - tmp = tmp->head; - tmp->remove (); - tmp->destroy (); - tmp = GET_MAP_OB (map, i, j); - } - if (tmp == NULL) - break; - } + maze[i][j] = 'S'; + + for (object *tmp = map->at (i, j).bot; tmp; ) + if (tmp->flag [FLAG_IS_FLOOR]) + tmp = tmp->above; + else + { + object *head = tmp->head_ (); + tmp = tmp->above; + head->destroy (); + } } } - - /* copy in_map into dest_map at point x,y */ - - -void +static void include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y) { - int i, j; - object *tmp; - object *new_ob; + for (int i = 0; i < in_map->width; i++) + for (int j = 0; j < in_map->height; j++) + for (object *tmp = GET_MAP_OB (in_map, i, j); tmp; tmp = tmp->above) + { + /* don't copy tails: must be dealt with specially. */ + if (!tmp->is_head ()) + continue; - /* First, splatter everything in the dest map at the location */ - nuke_map_region (dest_map, x, y, in_map->width, in_map->height); + object *new_ob = tmp->deep_clone (); - for (i = 0; i < in_map->width; i++) - for (j = 0; j < in_map->height; j++) - { - for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above) - { - /* don't copy things with multiple squares: must be dealt with - specially. */ - if (tmp->head != NULL) - continue; - new_ob = arch_to_object (tmp->arch); - copy_object_with_inv (tmp, new_ob); - if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) - add_button_link (new_ob, dest_map, tmp->path_attuned); - new_ob->x = i + x; - new_ob->y = j + y; - insert_multisquare_ob_in_map (new_ob, dest_map); - } - } + if (tmp->flag [FLAG_IS_LINKED]) + new_ob->add_link (dest_map, tmp->find_link ()->id); + + dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON); + } } -int -find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize) +static int +find_spot_for_submap (maptile *map, layout &maze, int *ix, int *iy, int xsize, int ysize) { - int tries; - int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */ - int is_occupied = 0; - int l, m; + int blocked, i, j; /* don't even try to place a submap into a map if the big map isn't sufficiently large. */ @@ -116,45 +100,56 @@ return 0; /* search a bit for a completely free spot. */ - for (tries = 0; tries < 20; tries++) + for (int tries = 0; tries < 20; tries++) { - /* pick a random location in the layout */ - i = rndm (map->width - xsize - 2) + 1; - j = rndm (map->height - ysize - 2) + 1; - is_occupied = 0; - for (l = i; l < i + xsize; l++) - for (m = j; m < j + ysize; m++) - is_occupied |= layout[l][m]; - if (!is_occupied) + blocked = 0; + + /* pick a random location in the maze */ + i = rmg_rndm (1, map->width - xsize - 2); + j = rmg_rndm (1, map->height - ysize - 2); + + for (int l = i; l < i + xsize; l++) + for (int m = j; m < j + ysize; m++) + { + blocked = 1; + break; + } + + if (!blocked) break; } - /* if we failed, relax the restrictions */ - - if (is_occupied) + if (blocked) { /* failure, try a relaxed placer. */ - /* pick a random location in the layout */ - for (tries = 0; tries < 10; tries++) + /* pick a random location in the maze */ + for (int tries = 0; tries < 10; tries++) { - i = rndm (map->width - xsize - 2) + 1; - j = rndm (map->height - ysize - 2) + 1; - is_occupied = 0; - for (l = i; l < i + xsize; l++) - for (m = j; m < j + ysize; m++) - if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') - is_occupied |= 1; + i = rmg_rndm (1, map->width - xsize - 2); + j = rmg_rndm (1, map->height - ysize - 2); + + blocked = 0; + + for (int l = i; l < i + xsize; l++) + for (int m = j; m < j + ysize; m++) + if (maze[l][m] != '#' && maze[l][m] != 'D' && maze[l][m] != 0) + { + blocked = 1; + break; + } } } - if (is_occupied) + + if (blocked) return 0; + *ix = i; *iy = j; + return 1; } - -void +static void place_fountain_with_specials (maptile *map) { int ix, iy, i = -1, tries = 0; @@ -166,16 +161,14 @@ return; } - object *fountain = get_archetype ("fountain"); - object *potion = object::create (); - - fountain_style->pick_random_object ()->copy_to (potion); + object *fountain = archetype::get (shstr_fountain); + object *potion = fountain_style->pick_random_object (rmg_rndm)->clone (); while (i < 0 && tries < 10) { - ix = rndm (map->width - 2) + 1; - iy = rndm (map->height - 2) + 1; - i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1); + ix = rmg_rndm (map->width - 2) + 1; + iy = rmg_rndm (map->height - 2) + 1; + i = rmg_find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1); tries++; } @@ -189,81 +182,80 @@ ix += freearr_x[i]; iy += freearr_y[i]; potion->face = fountain->face; - SET_FLAG (potion, FLAG_NO_PICK); - SET_FLAG (potion, FLAG_IDENTIFIED); - potion->name = potion->name_pl = "fountain"; + potion->set_flag (FLAG_NO_PICK); + potion->set_flag (FLAG_IDENTIFIED); + potion->name = potion->name_pl = shstr_fountain; potion->x = ix; potion->y = iy; - potion->materialname = "adamantium"; + potion->material = name_to_material (shstr_adamantium); fountain->x = ix; fountain->y = iy; insert_ob_in_map (fountain, map, NULL, 0); insert_ob_in_map (potion, map, NULL, 0); } -void +static void place_special_exit (maptile *map, int hole_type, random_map_params *RP) { - int ix, iy, i = -1; - char buf[16384]; - const char *style, *decor, *mon; - maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); - int g_xsize, g_ysize; - + maptile *exit_style = find_style ("/styles/misc", "obscure_exits", RP->difficulty); if (!exit_style) { - LOG (llevError, "unabel to load stylemap /styles/misc obscure_exits\n"); + LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n"); return; } - object *the_exit = object::create (); - if (!exit_style) return; - exit_style->pick_random_object ()->copy_to (the_exit); + object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone (); - while (i < 0) + // put an upper bound here, just in case + for (int repeat = 8192; --repeat; ) { - ix = rndm (map->width - 2) + 1; - iy = rndm (map->height - 2) + 1; - i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1); - } + int ix = rmg_rndm (1, map->width - 2); + int iy = rmg_rndm (1, map->height - 2); - ix += freearr_x[i]; - iy += freearr_y[i]; - the_exit->x = ix; - the_exit->y = iy; + int i = rmg_find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1); + if (i >= 0) + { + the_exit->x = ix + freearr_x[i]; + the_exit->y = iy + freearr_y[i]; + break; + } + } if (!hole_type) - hole_type = rndm (NR_OF_HOLE_TYPES) + 1; + hole_type = rmg_rndm (1, NR_OF_HOLE_TYPES - 1); + + const char *style, *decor, *mon; + int g_xsize, g_ysize; switch (hole_type) { case GLORY_HOLE: /* treasures */ { - g_xsize = rndm (3) + 4 + RP->difficulty / 4; - g_ysize = rndm (3) + 4 + RP->difficulty / 4; + g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4; + g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4; style = "onion"; - decor = "wealth2"; + decor = "special_wealth"; mon = "none"; break; } case ORC_ZONE: /* hole with orcs in it. */ { - g_xsize = rndm (3) + 4 + RP->difficulty / 4; - g_ysize = rndm (3) + 4 + RP->difficulty / 4; + g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4; + g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4; style = "onion"; - decor = "wealth2"; + decor = "special_wealth"; mon = "orc"; break; } case MINING_ZONE: /* hole with orcs in it. */ { - g_xsize = rndm (9) + 4 + RP->difficulty / 4; - g_ysize = rndm (9) + 4 + RP->difficulty / 4; + g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4; + g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4; style = "maze"; decor = "minerals2"; mon = "none"; @@ -273,48 +265,75 @@ default: /* undefined */ LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type); return; - break; } /* Need to be at least this size, otherwise the load * code will generate new size values which are too large. */ - if (g_xsize < MIN_RANDOM_MAP_SIZE) - g_xsize = MIN_RANDOM_MAP_SIZE; - if (g_ysize < MIN_RANDOM_MAP_SIZE) - g_ysize = MIN_RANDOM_MAP_SIZE; - - write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, - "none", style, decor, "none", RP->exitstyle, 0, 0, 0, - RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, - RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); - the_exit->slaying = "/!"; - the_exit->msg = buf; + max_it (g_xsize, MIN_RANDOM_MAP_SIZE); + max_it (g_ysize, MIN_RANDOM_MAP_SIZE); + + dynbuf_text buf; + + { + random_map_params &rp = *new random_map_params; // for zero_intiialised to work... + + rp.hv = (HV *)newHV (); + + rp.xsize = g_xsize; + rp.ysize = g_ysize; + + rp.set ("wallstyle" , RP->get_str ("wallstyle" , 0)); + rp.set ("floorstyle" , RP->get_str ("floorstyle", 0)); + rp.set ("exitstyle" , RP->get_str ("exitstyle" , 0)); + rp.set ("region" , RP->get_str ("region" , 0)); + rp.set ("monsterstyle" , mon); + rp.set ("treasurestyle", "none"); + rp.set ("layoutstyle" , style); + rp.set ("decorstyle" , decor); + rp.set ("decoroptions" , (IV)-1); + rp.set ("symmetry" , (IV)SYMMETRY_NONE); + rp.set ("orientation" , (IV)1); + rp.set ("random_seed" , RP->get_uv ("random_seed") + 0xdeadbeefU); + + rp.layoutoptions1 = RMOPT_WALLS_ONLY; + rp.dungeon_depth = RP->dungeon_level; + rp.dungeon_level = RP->dungeon_level; + rp.difficulty = RP->difficulty; + rp.difficulty_given = RP->difficulty; + rp.difficulty_increase = RP->difficulty_increase; + + the_exit->slaying = shstr_random_map_exit; + the_exit->msg = rp.as_shstr (); + + delete &rp; + } insert_ob_in_map (the_exit, map, NULL, 0); } - void -place_specials_in_map (maptile *map, char **layout, random_map_params *RP) +place_specials_in_map (maptile *map, layout &maze, random_map_params *RP) { - maptile *special_map; - int ix, iy; /* map insertion locatons */ - int special_type; /* type of special to make */ - - special_type = rndm (NUM_OF_SPECIAL_TYPES); - - switch (special_type) + switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) // can be NO_SPECIAL as well { case SPECIAL_SUBMAP: - /* includes a special map into the random map being made. */ - special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); + { + /* includes a special map into the random map being made. */ + maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true); - if (!special_map) - return; + if (!special_map) + break; - if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) - include_map_in_map (map, special_map, ix, iy); + int ix, iy; /* map insertion locatons */ + + if (find_spot_for_submap (map, maze, &ix, &iy, special_map->width, special_map->height)) + { + /* First, splatter everything in the dest map at the location */ + nuke_map_region (map, maze, ix, iy, special_map->width, special_map->height); + include_map_in_map (map, special_map, ix, iy); + } + } break; @@ -329,5 +348,5 @@ place_special_exit (map, 0, RP); break; } - } +