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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 1.32 by root, Sun May 4 14:12:37 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>
39#define GLORY_HOLE 1 37#define GLORY_HOLE 1
40#define ORC_ZONE 2 38#define ORC_ZONE 2
41#define MINING_ZONE 3 39#define MINING_ZONE 3
42#define NR_OF_HOLE_TYPES 3 40#define NR_OF_HOLE_TYPES 3
43 41
44/* clear map completely of all objects: a rectangular area of xsize, ysize 42/* clear map completely of all !floor objects:
43 * a rectangular area of xsize, ysize
45is cleared with the top left corner at xstart, ystart */ 44 * is cleared with the top left corner at xstart, ystart
46 45 */
47void 46static void
48nuke_map_region (maptile *map, int xstart, int ystart, int xsize, int ysize) 47nuke_map_region (maptile *map, char **layout, int xstart, int ystart, int xsize, int ysize)
49{ 48{
50 int i, j;
51 object *tmp;
52
53 for (i = xstart; i < xstart + xsize; i++) 49 for (int i = xstart; i < xstart + xsize; i++)
54 for (j = ystart; j < ystart + ysize; j++) 50 for (int j = ystart; j < ystart + ysize; j++)
55 { 51 {
56 for (tmp = GET_MAP_OB (map, i, j); tmp != NULL; tmp = tmp->above) 52 layout[i][j] = 'S';
53
54 for (object *tmp = map->at (i, j).bot; tmp; )
55 if (tmp->flag [FLAG_IS_FLOOR])
56 tmp = tmp->above;
57 { 57 else
58 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
59 { 58 {
60 if (tmp->head) 59 object *head = tmp->head_ ();
61 tmp = tmp->head; 60 tmp = tmp->above;
62 tmp->remove ();
63 tmp->destroy (); 61 head->destroy ();
64 tmp = GET_MAP_OB (map, i, j);
65 } 62 }
66 if (tmp == NULL)
67 break;
68 }
69 } 63 }
70} 64}
71 65
72
73
74/* copy in_map into dest_map at point x,y */ 66/* copy in_map into dest_map at point x,y */
75 67static void
76
77void
78include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y) 68include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
79{ 69{
80 int i, j;
81 object *tmp;
82 object *new_ob;
83
84 /* First, splatter everything in the dest map at the location */
85 nuke_map_region (dest_map, x, y, in_map->width, in_map->height);
86
87 for (i = 0; i < in_map->width; i++) 70 for (int i = 0; i < in_map->width; i++)
88 for (j = 0; j < in_map->height; j++) 71 for (int j = 0; j < in_map->height; j++)
89 {
90 for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above) 72 for (object *tmp = GET_MAP_OB (in_map, i, j); tmp; tmp = tmp->above)
91 { 73 {
92 /* don't copy things with multiple squares: must be dealt with 74 /* don't copy tails: must be dealt with specially. */
93 specially. */
94 if (tmp->head != NULL) 75 if (!tmp->is_head ())
95 continue; 76 continue;
96 new_ob = arch_to_object (tmp->arch); 77
97 copy_object_with_inv (tmp, new_ob); 78 object *new_ob = tmp->deep_clone ();
79
98 if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) 80 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
99 add_button_link (new_ob, dest_map, tmp->path_attuned); 81 add_button_link (new_ob, dest_map, tmp->path_attuned);
100 new_ob->x = i + x; 82
101 new_ob->y = j + y; 83 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
102 insert_multisquare_ob_in_map (new_ob, dest_map);
103 } 84 }
104 }
105} 85}
106 86
107int 87static int
108find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize) 88find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize)
109{ 89{
110 int tries; 90 int blocked, i, j;
111 int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */
112 int is_occupied = 0;
113 int l, m;
114 91
115 /* don't even try to place a submap into a map if the big map isn't 92 /* don't even try to place a submap into a map if the big map isn't
116 sufficiently large. */ 93 sufficiently large. */
117 if (2 * xsize > map->width || 2 * ysize > map->height) 94 if (2 * xsize > map->width || 2 * ysize > map->height)
118 return 0; 95 return 0;
119 96
120 /* search a bit for a completely free spot. */ 97 /* search a bit for a completely free spot. */
121 for (tries = 0; tries < 20; tries++) 98 for (int tries = 0; tries < 20; tries++)
122 { 99 {
100 blocked = 0;
101
123 /* pick a random location in the layout */ 102 /* pick a random location in the layout */
124 i = RANDOM () % (map->width - xsize - 2) + 1; 103 i = rmg_rndm (map->width - xsize - 2) + 1;
125 j = RANDOM () % (map->height - ysize - 2) + 1; 104 j = rmg_rndm (map->height - ysize - 2) + 1;
126 is_occupied = 0; 105
127 for (l = i; l < i + xsize; l++) 106 for (int l = i; l < i + xsize; l++)
128 for (m = j; m < j + ysize; m++) 107 for (int m = j; m < j + ysize; m++)
129 is_occupied |= layout[l][m]; 108 {
130 if (!is_occupied) 109 blocked = 1;
131 break; 110 break;
132 } 111 }
133 112
113 if (!blocked)
114 break;
115 }
134 116
135 /* if we failed, relax the restrictions */ 117 /* if we failed, relax the restrictions */
136 118 if (blocked)
137 if (is_occupied)
138 { /* failure, try a relaxed placer. */ 119 { /* failure, try a relaxed placer. */
139 /* pick a random location in the layout */ 120 /* pick a random location in the layout */
140 for (tries = 0; tries < 10; tries++) 121 for (int tries = 0; tries < 10; tries++)
141 { 122 {
142 i = RANDOM () % (map->width - xsize - 2) + 1; 123 i = rmg_rndm (map->width - xsize - 2) + 1;
143 j = RANDOM () % (map->height - ysize - 2) + 1; 124 j = rmg_rndm (map->height - ysize - 2) + 1;
125
144 is_occupied = 0; 126 blocked = 0;
127
145 for (l = i; l < i + xsize; l++) 128 for (int l = i; l < i + xsize; l++)
146 for (m = j; m < j + ysize; m++) 129 for (int m = j; m < j + ysize; m++)
147 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') 130 if (layout[l][m] != '#' && layout[l][m] != 'D' && layout[l][m] != 0)
131 {
148 is_occupied |= 1; 132 blocked = 1;
133 break;
134 }
149 } 135 }
150 } 136 }
151 if (is_occupied) 137
138 if (blocked)
152 return 0; 139 return 0;
140
153 *ix = i; 141 *ix = i;
154 *iy = j; 142 *iy = j;
143
155 return 1; 144 return 1;
156} 145}
157 146
158 147static void
159void
160place_fountain_with_specials (maptile *map) 148place_fountain_with_specials (maptile *map)
161{ 149{
162 int ix, iy, i = -1, tries = 0; 150 int ix, iy, i = -1, tries = 0;
163 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1); 151 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
152
153 if (!fountain_style)
154 {
155 LOG (llevError, "unable to load stylemap /styles/misc fountains\n");
156 return;
157 }
158
164 object *fountain = get_archetype ("fountain"); 159 object *fountain = archetype::get (shstr_fountain);
165 object *potion = object::create (); 160 object *potion = fountain_style->pick_random_object (rmg_rndm)->clone ();
166
167 pick_random_object (fountain_style)->copy_to (potion);
168 161
169 while (i < 0 && tries < 10) 162 while (i < 0 && tries < 10)
170 { 163 {
171 ix = RANDOM () % (map->width - 2) + 1; 164 ix = rmg_rndm (map->width - 2) + 1;
172 iy = RANDOM () % (map->height - 2) + 1; 165 iy = rmg_rndm (map->height - 2) + 1;
173 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1); 166 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
174 tries++; 167 tries++;
175 } 168 }
176 169
177 if (i == -1) 170 if (i == -1)
187 SET_FLAG (potion, FLAG_NO_PICK); 180 SET_FLAG (potion, FLAG_NO_PICK);
188 SET_FLAG (potion, FLAG_IDENTIFIED); 181 SET_FLAG (potion, FLAG_IDENTIFIED);
189 potion->name = potion->name_pl = "fountain"; 182 potion->name = potion->name_pl = "fountain";
190 potion->x = ix; 183 potion->x = ix;
191 potion->y = iy; 184 potion->y = iy;
192 potion->material = M_ADAMANT; 185 potion->materialname = "adamantium";
193 fountain->x = ix; 186 fountain->x = ix;
194 fountain->y = iy; 187 fountain->y = iy;
195 insert_ob_in_map (fountain, map, NULL, 0); 188 insert_ob_in_map (fountain, map, NULL, 0);
196 insert_ob_in_map (potion, map, NULL, 0); 189 insert_ob_in_map (potion, map, NULL, 0);
197} 190}
198 191
199void 192static void
200place_special_exit (maptile *map, int hole_type, random_map_params *RP) 193place_special_exit (maptile *map, int hole_type, random_map_params *RP)
201{ 194{
202 int ix, iy, i = -1; 195 int ix, iy, i = -1;
196 char buf[16384];
203 char buf[16384], *style, *decor, *mon; 197 const char *style, *decor, *mon;
204 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 198 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
205 int g_xsize, g_ysize; 199 int g_xsize, g_ysize;
206 200
207 object *the_exit = object::create (); 201 if (!exit_style)
202 {
203 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
204 return;
205 }
208 206
209 if (!exit_style) 207 if (!exit_style)
210 return; 208 return;
211 209
212 pick_random_object (exit_style)->copy_to (the_exit); 210 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
213 211
214 while (i < 0) 212 // put an upper bound here, just in case
213 for (int repeat = 8192; --repeat; )
215 { 214 {
216 ix = RANDOM () % (map->width - 2) + 1; 215 ix = rmg_rndm (map->width - 2) + 1;
217 iy = RANDOM () % (map->height - 2) + 1; 216 iy = rmg_rndm (map->height - 2) + 1;
217
218 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1); 218 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
219 } 219 if (i >= 0)
220 220 {
221 ix += freearr_x[i]; 221 ix += freearr_x[i];
222 iy += freearr_y[i]; 222 iy += freearr_y[i];
223 break;
224 }
225 }
226
223 the_exit->x = ix; 227 the_exit->x = ix;
224 the_exit->y = iy; 228 the_exit->y = iy;
225 229
226 if (!hole_type) 230 if (!hole_type)
227 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; 231 hole_type = rmg_rndm (NR_OF_HOLE_TYPES) + 1;
228 232
229 switch (hole_type) 233 switch (hole_type)
230 { 234 {
231 case GLORY_HOLE: /* treasures */ 235 case GLORY_HOLE: /* treasures */
232 { 236 {
233 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 237 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
234 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 238 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
235 style = "onion"; 239 style = "onion";
236 decor = "wealth2"; 240 decor = "wealth2";
237 mon = "none"; 241 mon = "none";
238 break; 242 break;
239 } 243 }
240 244
241 case ORC_ZONE: /* hole with orcs in it. */ 245 case ORC_ZONE: /* hole with orcs in it. */
242 { 246 {
243 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 247 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
244 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 248 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
245 style = "onion"; 249 style = "onion";
246 decor = "wealth2"; 250 decor = "wealth2";
247 mon = "orc"; 251 mon = "orc";
248 break; 252 break;
249 } 253 }
250 254
251 case MINING_ZONE: /* hole with orcs in it. */ 255 case MINING_ZONE: /* hole with orcs in it. */
252 { 256 {
253 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; 257 g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4;
254 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; 258 g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4;
255 style = "maze"; 259 style = "maze";
256 decor = "minerals2"; 260 decor = "minerals2";
257 mon = "none"; 261 mon = "none";
258 break; 262 break;
259 } 263 }
265 } 269 }
266 270
267 /* Need to be at least this size, otherwise the load 271 /* Need to be at least this size, otherwise the load
268 * code will generate new size values which are too large. 272 * code will generate new size values which are too large.
269 */ 273 */
270 if (g_xsize < MIN_RANDOM_MAP_SIZE) 274 if (g_xsize < MIN_RANDOM_MAP_SIZE) g_xsize = MIN_RANDOM_MAP_SIZE;
271 g_xsize = MIN_RANDOM_MAP_SIZE; 275 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;
274 276
275 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, 277 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon,
276 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 278 "none", style, decor, "none", RP->exitstyle, 0, 0, 0,
277 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 279 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); 280 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase);
280 the_exit->msg = buf; 282 the_exit->msg = buf;
281 283
282 insert_ob_in_map (the_exit, map, NULL, 0); 284 insert_ob_in_map (the_exit, map, NULL, 0);
283} 285}
284 286
285
286void 287void
287place_specials_in_map (maptile *map, char **layout, random_map_params *RP) 288place_specials_in_map (maptile *map, char **layout, random_map_params *RP)
288{ 289{
289 maptile *special_map; 290 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES))
290 int ix, iy; /* map insertion locatons */
291 int special_type; /* type of special to make */
292
293
294 special_type = RANDOM () % NUM_OF_SPECIAL_TYPES;
295 switch (special_type)
296 { 291 {
297
298 /* includes a special map into the random map being made. */
299 case SPECIAL_SUBMAP: 292 case SPECIAL_SUBMAP:
300 { 293 {
294 /* includes a special map into the random map being made. */
301 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 295 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty);
296
302 if (special_map == NULL) 297 if (!special_map)
303 return; 298 break;
299
300 int ix, iy; /* map insertion locatons */
304 301
305 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) 302 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height))
303 {
304 /* First, splatter everything in the dest map at the location */
305 nuke_map_region (map, layout, ix, iy, special_map->width, special_map->height);
306 include_map_in_map (map, special_map, ix, iy); 306 include_map_in_map (map, special_map, ix, iy);
307 }
308 }
309
307 break; 310 break;
308 }
309 311
312 case SPECIAL_FOUNTAIN:
310 /* Make a special fountain: an unpickable potion disguised as 313 /* Make a special fountain: an unpickable potion disguised as
311 a fountain, or rather, colocated with a fountain. */ 314 a fountain, or rather, colocated with a fountain. */
312 case SPECIAL_FOUNTAIN:
313 {
314 place_fountain_with_specials (map); 315 place_fountain_with_specials (map);
315 break; 316 break;
316 }
317 317
318 case SPECIAL_EXIT:
318 /* Make an exit to another random map, e.g. a gloryhole. */ 319 /* Make an exit to another random map, e.g. a gloryhole. */
319 case SPECIAL_EXIT:
320 {
321 place_special_exit (map, 0, RP); 320 place_special_exit (map, 0, RP);
322 break; 321 break;
323 }
324 } 322 }
325
326} 323}
324

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