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|
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/* |
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* static char *rcsid_special_c = |
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* "$Id: special.C,v 1.3 2006-09-03 00:18:41 root Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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/* Specials in this file: |
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included maps */ |
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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#define NUM_OF_SPECIAL_TYPES 4 |
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#define NO_SPECIAL 0 |
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#define SPECIAL_SUBMAP 1 |
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#define SPECIAL_FOUNTAIN 2 |
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#define SPECIAL_EXIT 3 |
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|
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#define GLORY_HOLE 1 |
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#define ORC_ZONE 2 |
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#define MINING_ZONE 3 |
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#define NR_OF_HOLE_TYPES 3 |
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|
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/* clear map completely of all objects: a rectangular area of xsize, ysize |
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is cleared with the top left corner at xstart, ystart */ |
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|
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void |
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nuke_map_region (mapstruct *map, int xstart, int ystart, int xsize, int ysize) |
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{ |
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int i, j; |
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object *tmp; |
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|
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for (i = xstart; i < xstart + xsize; i++) |
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for (j = ystart; j < ystart + ysize; j++) |
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{ |
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for (tmp = get_map_ob (map, i, j); tmp != NULL; tmp = tmp->above) |
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{ |
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if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
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{ |
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if (tmp->head) |
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tmp = tmp->head; |
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remove_ob (tmp); |
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free_object (tmp); |
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tmp = get_map_ob (map, i, j); |
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} |
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if (tmp == NULL) |
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break; |
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} |
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} |
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} |
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|
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|
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|
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/* copy in_map into dest_map at point x,y */ |
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|
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|
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void |
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include_map_in_map (mapstruct *dest_map, mapstruct *in_map, int x, int y) |
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{ |
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int i, j; |
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object *tmp; |
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object *new_ob; |
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|
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/* First, splatter everything in the dest map at the location */ |
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nuke_map_region (dest_map, x, y, MAP_WIDTH (in_map), MAP_HEIGHT (in_map)); |
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|
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for (i = 0; i < MAP_WIDTH (in_map); i++) |
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for (j = 0; j < MAP_HEIGHT (in_map); j++) |
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{ |
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for (tmp = get_map_ob (in_map, i, j); tmp != NULL; tmp = tmp->above) |
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{ |
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/* don't copy things with multiple squares: must be dealt with |
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specially. */ |
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if (tmp->head != NULL) |
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continue; |
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new_ob = arch_to_object (tmp->arch); |
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copy_object_with_inv (tmp, new_ob); |
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if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) |
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add_button_link (new_ob, dest_map, tmp->path_attuned); |
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new_ob->x = i + x; |
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new_ob->y = j + y; |
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insert_multisquare_ob_in_map (new_ob, dest_map); |
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} |
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} |
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} |
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|
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int |
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find_spot_for_submap (mapstruct *map, char **layout, int *ix, int *iy, int xsize, int ysize) |
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{ |
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int tries; |
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int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */ |
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int is_occupied = 0; |
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int l, m; |
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|
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/* don't even try to place a submap into a map if the big map isn't |
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sufficiently large. */ |
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if (2 * xsize > MAP_WIDTH (map) || 2 * ysize > MAP_HEIGHT (map)) |
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return 0; |
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|
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/* search a bit for a completely free spot. */ |
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for (tries = 0; tries < 20; tries++) |
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{ |
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/* pick a random location in the layout */ |
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i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; |
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j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; |
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is_occupied = 0; |
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for (l = i; l < i + xsize; l++) |
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for (m = j; m < j + ysize; m++) |
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is_occupied |= layout[l][m]; |
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if (!is_occupied) |
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break; |
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} |
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|
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|
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/* if we failed, relax the restrictions */ |
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|
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if (is_occupied) |
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{ /* failure, try a relaxed placer. */ |
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/* pick a random location in the layout */ |
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for (tries = 0; tries < 10; tries++) |
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{ |
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i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; |
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j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; |
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is_occupied = 0; |
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for (l = i; l < i + xsize; l++) |
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for (m = j; m < j + ysize; m++) |
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if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') |
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is_occupied |= 1; |
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} |
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} |
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if (is_occupied) |
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return 0; |
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*ix = i; |
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*iy = j; |
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return 1; |
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} |
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|
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|
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void |
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place_fountain_with_specials (mapstruct *map) |
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{ |
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int ix, iy, i = -1, tries = 0; |
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mapstruct *fountain_style = find_style ("/styles/misc", "fountains", -1); |
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object *fountain = get_archetype ("fountain"); |
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object *potion = get_object (); |
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|
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copy_object (pick_random_object (fountain_style), potion); |
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while (i < 0 && tries < 10) |
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{ |
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ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; |
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iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; |
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i = find_first_free_spot (fountain, map, ix, iy); |
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tries++; |
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}; |
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if (i == -1) |
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{ /* can't place fountain */ |
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free_object (fountain); |
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free_object (potion); |
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return; |
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} |
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ix += freearr_x[i]; |
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iy += freearr_y[i]; |
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potion->face = fountain->face; |
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SET_FLAG (potion, FLAG_NO_PICK); |
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SET_FLAG (potion, FLAG_IDENTIFIED); |
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potion->name = potion->name_pl = "fountain"; |
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potion->x = ix; |
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potion->y = iy; |
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potion->material = M_ADAMANT; |
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fountain->x = ix; |
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fountain->y = iy; |
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insert_ob_in_map (fountain, map, NULL, 0); |
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insert_ob_in_map (potion, map, NULL, 0); |
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|
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} |
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|
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void |
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place_special_exit (mapstruct *map, int hole_type, RMParms * RP) |
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{ |
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int ix, iy, i = -1; |
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char buf[HUGE_BUF], *style, *decor, *mon; |
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mapstruct *exit_style = find_style ("/styles/misc", "obscure_exits", -1); |
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int g_xsize, g_ysize; |
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|
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object *the_exit = get_object (); |
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|
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if (!exit_style) |
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return; |
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|
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copy_object (pick_random_object (exit_style), the_exit); |
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|
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while (i < 0) |
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{ |
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ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; |
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iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; |
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i = find_first_free_spot (the_exit, map, ix, iy); |
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} |
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|
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ix += freearr_x[i]; |
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iy += freearr_y[i]; |
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the_exit->x = ix; |
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the_exit->y = iy; |
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|
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if (!hole_type) |
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hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; |
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|
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switch (hole_type) |
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{ |
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case GLORY_HOLE: /* treasures */ |
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{ |
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g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
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g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
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style = "onion"; |
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decor = "wealth2"; |
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mon = "none"; |
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break; |
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} |
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|
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case ORC_ZONE: /* hole with orcs in it. */ |
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{ |
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g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
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g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
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style = "onion"; |
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decor = "wealth2"; |
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mon = "orc"; |
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break; |
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} |
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|
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case MINING_ZONE: /* hole with orcs in it. */ |
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{ |
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g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; |
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g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; |
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style = "maze"; |
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decor = "minerals2"; |
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mon = "none"; |
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break; |
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} |
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|
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default: /* undefined */ |
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LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type); |
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return; |
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break; |
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} |
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|
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/* Need to be at least this size, otherwise the load |
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* code will generate new size values which are too large. |
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*/ |
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if (g_xsize < MIN_RANDOM_MAP_SIZE) |
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g_xsize = MIN_RANDOM_MAP_SIZE; |
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if (g_ysize < MIN_RANDOM_MAP_SIZE) |
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g_ysize = MIN_RANDOM_MAP_SIZE; |
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|
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write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, |
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"none", style, decor, "none", RP->exitstyle, 0, 0, 0, |
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OPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, |
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RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); |
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the_exit->slaying = "/!"; |
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the_exit->msg = buf; |
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|
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insert_ob_in_map (the_exit, map, NULL, 0); |
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} |
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|
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|
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void |
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place_specials_in_map (mapstruct *map, char **layout, RMParms * RP) |
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{ |
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mapstruct *special_map; |
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int ix, iy; /* map insertion locatons */ |
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int special_type; /* type of special to make */ |
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|
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|
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special_type = RANDOM () % NUM_OF_SPECIAL_TYPES; |
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switch (special_type) |
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{ |
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|
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/* includes a special map into the random map being made. */ |
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case SPECIAL_SUBMAP: |
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{ |
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special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); |
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if (special_map == NULL) |
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return; |
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|
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if (find_spot_for_submap (map, layout, &ix, &iy, MAP_WIDTH (special_map), MAP_HEIGHT (special_map))) |
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include_map_in_map (map, special_map, ix, iy); |
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break; |
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} |
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|
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/* Make a special fountain: an unpickable potion disguised as |
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a fountain, or rather, colocated with a fountain. */ |
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case SPECIAL_FOUNTAIN: |
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{ |
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place_fountain_with_specials (map); |
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break; |
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} |
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|
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/* Make an exit to another random map, e.g. a gloryhole. */ |
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case SPECIAL_EXIT: |
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{ |
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place_special_exit (map, 0, RP); |
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break; |
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} |
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} |
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|
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} |