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Comparing deliantra/server/random_maps/special.C (file contents):
Revision 1.15 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.28 by root, Sun Apr 13 22:54:08 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* Specials in this file: 24/* Specials in this file:
27 included maps */ 25 included maps */
28 26
29#include <global.h> 27#include <global.h>
67 break; 65 break;
68 } 66 }
69 } 67 }
70} 68}
71 69
72
73
74/* copy in_map into dest_map at point x,y */ 70/* copy in_map into dest_map at point x,y */
75
76
77void 71void
78include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y) 72include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
79{ 73{
80 int i, j; 74 int i, j;
81 object *tmp; 75 object *tmp;
119 113
120 /* search a bit for a completely free spot. */ 114 /* search a bit for a completely free spot. */
121 for (tries = 0; tries < 20; tries++) 115 for (tries = 0; tries < 20; tries++)
122 { 116 {
123 /* pick a random location in the layout */ 117 /* pick a random location in the layout */
124 i = RANDOM () % (map->width - xsize - 2) + 1; 118 i = rndm (map->width - xsize - 2) + 1;
125 j = RANDOM () % (map->height - ysize - 2) + 1; 119 j = rndm (map->height - ysize - 2) + 1;
126 is_occupied = 0; 120 is_occupied = 0;
127 for (l = i; l < i + xsize; l++) 121 for (l = i; l < i + xsize; l++)
128 for (m = j; m < j + ysize; m++) 122 for (m = j; m < j + ysize; m++)
129 is_occupied |= layout[l][m]; 123 is_occupied |= layout[l][m];
130 if (!is_occupied) 124 if (!is_occupied)
137 if (is_occupied) 131 if (is_occupied)
138 { /* failure, try a relaxed placer. */ 132 { /* failure, try a relaxed placer. */
139 /* pick a random location in the layout */ 133 /* pick a random location in the layout */
140 for (tries = 0; tries < 10; tries++) 134 for (tries = 0; tries < 10; tries++)
141 { 135 {
142 i = RANDOM () % (map->width - xsize - 2) + 1; 136 i = rndm (map->width - xsize - 2) + 1;
143 j = RANDOM () % (map->height - ysize - 2) + 1; 137 j = rndm (map->height - ysize - 2) + 1;
144 is_occupied = 0; 138 is_occupied = 0;
145 for (l = i; l < i + xsize; l++) 139 for (l = i; l < i + xsize; l++)
146 for (m = j; m < j + ysize; m++) 140 for (m = j; m < j + ysize; m++)
147 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') 141 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<')
148 is_occupied |= 1; 142 is_occupied |= 1;
149 } 143 }
150 } 144 }
145
151 if (is_occupied) 146 if (is_occupied)
152 return 0; 147 return 0;
148
153 *ix = i; 149 *ix = i;
154 *iy = j; 150 *iy = j;
155 return 1; 151 return 1;
156} 152}
157 153
158
159void 154void
160place_fountain_with_specials (maptile *map) 155place_fountain_with_specials (maptile *map)
161{ 156{
162 int ix, iy, i = -1, tries = 0; 157 int ix, iy, i = -1, tries = 0;
163 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1); 158 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
159
160 if (!fountain_style)
161 {
162 LOG (llevError, "unable to load stylemap /styles/misc fountains\n");
163 return;
164 }
165
164 object *fountain = get_archetype ("fountain"); 166 object *fountain = get_archetype ("fountain");
165 object *potion = object::create (); 167 object *potion = object::create ();
166 168
167 pick_random_object (fountain_style)->copy_to (potion); 169 fountain_style->pick_random_object ()->copy_to (potion);
168 170
169 while (i < 0 && tries < 10) 171 while (i < 0 && tries < 10)
170 { 172 {
171 ix = RANDOM () % (map->width - 2) + 1; 173 ix = rndm (map->width - 2) + 1;
172 iy = RANDOM () % (map->height - 2) + 1; 174 iy = rndm (map->height - 2) + 1;
173 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1); 175 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
174 tries++; 176 tries++;
175 } 177 }
176 178
177 if (i == -1) 179 if (i == -1)
187 SET_FLAG (potion, FLAG_NO_PICK); 189 SET_FLAG (potion, FLAG_NO_PICK);
188 SET_FLAG (potion, FLAG_IDENTIFIED); 190 SET_FLAG (potion, FLAG_IDENTIFIED);
189 potion->name = potion->name_pl = "fountain"; 191 potion->name = potion->name_pl = "fountain";
190 potion->x = ix; 192 potion->x = ix;
191 potion->y = iy; 193 potion->y = iy;
192 potion->material = M_ADAMANT; 194 potion->materialname = "adamantium";
193 fountain->x = ix; 195 fountain->x = ix;
194 fountain->y = iy; 196 fountain->y = iy;
195 insert_ob_in_map (fountain, map, NULL, 0); 197 insert_ob_in_map (fountain, map, NULL, 0);
196 insert_ob_in_map (potion, map, NULL, 0); 198 insert_ob_in_map (potion, map, NULL, 0);
197} 199}
198 200
199void 201void
200place_special_exit (maptile *map, int hole_type, random_map_params *RP) 202place_special_exit (maptile *map, int hole_type, random_map_params *RP)
201{ 203{
202 int ix, iy, i = -1; 204 int ix, iy, i = -1;
205 char buf[16384];
203 char buf[16384], *style, *decor, *mon; 206 const char *style, *decor, *mon;
204 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 207 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
205 int g_xsize, g_ysize; 208 int g_xsize, g_ysize;
206 209
210 if (!exit_style)
211 {
212 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
213 return;
214 }
215
207 object *the_exit = object::create (); 216 object *the_exit = object::create ();
208 217
209 if (!exit_style) 218 if (!exit_style)
210 return; 219 return;
211 220
212 pick_random_object (exit_style)->copy_to (the_exit); 221 exit_style->pick_random_object ()->copy_to (the_exit);
213 222
214 while (i < 0) 223 // put an upper bound here, just in case
224 for (int repeat = 8192; --repeat; )
215 { 225 {
216 ix = RANDOM () % (map->width - 2) + 1; 226 ix = rndm (map->width - 2) + 1;
217 iy = RANDOM () % (map->height - 2) + 1; 227 iy = rndm (map->height - 2) + 1;
228
218 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1); 229 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
219 } 230 if (i >= 0)
220 231 {
221 ix += freearr_x[i]; 232 ix += freearr_x[i];
222 iy += freearr_y[i]; 233 iy += freearr_y[i];
234 break;
235 }
236 }
237
223 the_exit->x = ix; 238 the_exit->x = ix;
224 the_exit->y = iy; 239 the_exit->y = iy;
225 240
226 if (!hole_type) 241 if (!hole_type)
227 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; 242 hole_type = rndm (NR_OF_HOLE_TYPES) + 1;
228 243
229 switch (hole_type) 244 switch (hole_type)
230 { 245 {
231 case GLORY_HOLE: /* treasures */ 246 case GLORY_HOLE: /* treasures */
232 { 247 {
233 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 248 g_xsize = rndm (3) + 4 + RP->difficulty / 4;
234 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 249 g_ysize = rndm (3) + 4 + RP->difficulty / 4;
235 style = "onion"; 250 style = "onion";
236 decor = "wealth2"; 251 decor = "wealth2";
237 mon = "none"; 252 mon = "none";
238 break; 253 break;
239 } 254 }
240 255
241 case ORC_ZONE: /* hole with orcs in it. */ 256 case ORC_ZONE: /* hole with orcs in it. */
242 { 257 {
243 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 258 g_xsize = rndm (3) + 4 + RP->difficulty / 4;
244 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 259 g_ysize = rndm (3) + 4 + RP->difficulty / 4;
245 style = "onion"; 260 style = "onion";
246 decor = "wealth2"; 261 decor = "wealth2";
247 mon = "orc"; 262 mon = "orc";
248 break; 263 break;
249 } 264 }
250 265
251 case MINING_ZONE: /* hole with orcs in it. */ 266 case MINING_ZONE: /* hole with orcs in it. */
252 { 267 {
253 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; 268 g_xsize = rndm (9) + 4 + RP->difficulty / 4;
254 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; 269 g_ysize = rndm (9) + 4 + RP->difficulty / 4;
255 style = "maze"; 270 style = "maze";
256 decor = "minerals2"; 271 decor = "minerals2";
257 mon = "none"; 272 mon = "none";
258 break; 273 break;
259 } 274 }
265 } 280 }
266 281
267 /* Need to be at least this size, otherwise the load 282 /* Need to be at least this size, otherwise the load
268 * code will generate new size values which are too large. 283 * code will generate new size values which are too large.
269 */ 284 */
270 if (g_xsize < MIN_RANDOM_MAP_SIZE) 285 if (g_xsize < MIN_RANDOM_MAP_SIZE) g_xsize = MIN_RANDOM_MAP_SIZE;
271 g_xsize = MIN_RANDOM_MAP_SIZE; 286 if (g_ysize < MIN_RANDOM_MAP_SIZE) g_ysize = MIN_RANDOM_MAP_SIZE;
272 if (g_ysize < MIN_RANDOM_MAP_SIZE)
273 g_ysize = MIN_RANDOM_MAP_SIZE;
274 287
275 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, 288 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon,
276 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 289 "none", style, decor, "none", RP->exitstyle, 0, 0, 0,
277 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 290 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level,
278 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); 291 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase);
280 the_exit->msg = buf; 293 the_exit->msg = buf;
281 294
282 insert_ob_in_map (the_exit, map, NULL, 0); 295 insert_ob_in_map (the_exit, map, NULL, 0);
283} 296}
284 297
285
286void 298void
287place_specials_in_map (maptile *map, char **layout, random_map_params *RP) 299place_specials_in_map (maptile *map, char **layout, random_map_params *RP)
288{ 300{
289 maptile *special_map; 301 maptile *special_map;
290 int ix, iy; /* map insertion locatons */ 302 int ix, iy; /* map insertion locatons */
291 int special_type; /* type of special to make */ 303 int special_type; /* type of special to make */
292 304
293
294 special_type = RANDOM () % NUM_OF_SPECIAL_TYPES; 305 special_type = rndm (NUM_OF_SPECIAL_TYPES);
306
295 switch (special_type) 307 switch (special_type)
296 { 308 {
297 309 case SPECIAL_SUBMAP:
298 /* includes a special map into the random map being made. */ 310 /* includes a special map into the random map being made. */
299 case SPECIAL_SUBMAP:
300 {
301 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 311 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty);
312
302 if (special_map == NULL) 313 if (!special_map)
303 return; 314 return;
304 315
305 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) 316 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height))
306 include_map_in_map (map, special_map, ix, iy); 317 include_map_in_map (map, special_map, ix, iy);
318
307 break; 319 break;
308 }
309 320
321 case SPECIAL_FOUNTAIN:
310 /* Make a special fountain: an unpickable potion disguised as 322 /* Make a special fountain: an unpickable potion disguised as
311 a fountain, or rather, colocated with a fountain. */ 323 a fountain, or rather, colocated with a fountain. */
312 case SPECIAL_FOUNTAIN:
313 {
314 place_fountain_with_specials (map); 324 place_fountain_with_specials (map);
315 break; 325 break;
316 }
317 326
327 case SPECIAL_EXIT:
318 /* Make an exit to another random map, e.g. a gloryhole. */ 328 /* Make an exit to another random map, e.g. a gloryhole. */
319 case SPECIAL_EXIT:
320 {
321 place_special_exit (map, 0, RP); 329 place_special_exit (map, 0, RP);
322 break; 330 break;
323 }
324 } 331 }
325
326} 332}
333

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