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Revision: 1.5
Committed: Thu Sep 14 22:34:02 2006 UTC (17 years, 9 months ago) by root
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Branch: MAIN
Changes since 1.4: +1 -7 lines
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# Content
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 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* Specials in this file:
25 included maps */
26
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 void
46 nuke_map_region (mapstruct *map, int xstart, int ystart, int xsize, int ysize)
47 {
48 int i, j;
49 object *tmp;
50
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 remove_ob (tmp);
61 free_object (tmp);
62 tmp = get_map_ob (map, i, j);
63 }
64 if (tmp == NULL)
65 break;
66 }
67 }
68 }
69
70
71
72 /* copy in_map into dest_map at point x,y */
73
74
75 void
76 include_map_in_map (mapstruct *dest_map, mapstruct *in_map, int x, int y)
77 {
78 int i, j;
79 object *tmp;
80 object *new_ob;
81
82 /* 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));
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 }
103 }
104
105 int
106 find_spot_for_submap (mapstruct *map, char **layout, int *ix, int *iy, int xsize, int ysize)
107 {
108 int tries;
109 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 /* don't even try to place a submap into a map if the big map isn't
114 sufficiently large. */
115 if (2 * xsize > MAP_WIDTH (map) || 2 * ysize > MAP_HEIGHT (map))
116 return 0;
117
118 /* search a bit for a completely free spot. */
119 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
133 /* if we failed, relax the restrictions */
134
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 }
149 if (is_occupied)
150 return 0;
151 *ix = i;
152 *iy = j;
153 return 1;
154 }
155
156
157 void
158 place_fountain_with_specials (mapstruct *map)
159 {
160 int ix, iy, i = -1, tries = 0;
161 mapstruct *fountain_style = find_style ("/styles/misc", "fountains", -1);
162 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 free_object (fountain);
176 free_object (potion);
177 return;
178 }
179 ix += freearr_x[i];
180 iy += freearr_y[i];
181 potion->face = fountain->face;
182 SET_FLAG (potion, FLAG_NO_PICK);
183 SET_FLAG (potion, FLAG_IDENTIFIED);
184 potion->name = potion->name_pl = "fountain";
185 potion->x = ix;
186 potion->y = iy;
187 potion->material = M_ADAMANT;
188 fountain->x = ix;
189 fountain->y = iy;
190 insert_ob_in_map (fountain, map, NULL, 0);
191 insert_ob_in_map (potion, map, NULL, 0);
192
193 }
194
195 void
196 place_special_exit (mapstruct *map, int hole_type, RMParms * RP)
197 {
198 int ix, iy, i = -1;
199 char buf[HUGE_BUF], *style, *decor, *mon;
200 mapstruct *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
201 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 }
216
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 break;
235 }
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 }
262
263 /* 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
278 insert_ob_in_map (the_exit, map, NULL, 0);
279 }
280
281
282 void
283 place_specials_in_map (mapstruct *map, char **layout, RMParms * RP)
284 {
285 mapstruct *special_map;
286 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
322 }