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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 1.66 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
8 8 *
9 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
10 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
11 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
12 (at your option) any later version. 12 * option) any later version.
13 13 *
14 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 17 * GNU General Public License for more details.
18 18 *
19 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
20 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
22 22 *
23 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
24*/ 24 */
25 25
26/* Specials in this file: 26/* Specials in this file:
27 included maps */ 27 included maps */
28 28
29#include <global.h> 29#include <global.h>
30#include <random_map.h> 30#include <rmg.h>
31#include <rproto.h> 31#include <rproto.h>
32 32
33enum {
34 NO_SPECIAL,
35 SPECIAL_SUBMAP,
36 SPECIAL_FOUNTAIN,
37 SPECIAL_EXIT,
33#define NUM_OF_SPECIAL_TYPES 4 38 NUM_OF_SPECIAL_TYPES
34#define NO_SPECIAL 0 39};
35#define SPECIAL_SUBMAP 1
36#define SPECIAL_FOUNTAIN 2
37#define SPECIAL_EXIT 3
38 40
39#define GLORY_HOLE 1 41enum {
40#define ORC_ZONE 2 42 GLORY_HOLE = 1,
41#define MINING_ZONE 3 43 ORC_ZONE,
44 MINING_ZONE,
42#define NR_OF_HOLE_TYPES 3 45 NR_OF_HOLE_TYPES
46};
43 47
44/* clear map completely of all objects: a rectangular area of xsize, ysize 48/* clear map completely of all !floor objects:
49 * a rectangular area of xsize, ysize
45is cleared with the top left corner at xstart, ystart */ 50 * is cleared with the top left corner at xstart, ystart
46 51 */
47void 52static void
48nuke_map_region (maptile *map, int xstart, int ystart, int xsize, int ysize) 53nuke_map_region (maptile *map, layout &maze, int xstart, int ystart, int xsize, int ysize)
49{ 54{
50 int i, j;
51 object *tmp;
52
53 for (i = xstart; i < xstart + xsize; i++) 55 for (int i = xstart; i < xstart + xsize; i++)
54 for (j = ystart; j < ystart + ysize; j++) 56 for (int j = ystart; j < ystart + ysize; j++)
55 { 57 {
56 for (tmp = GET_MAP_OB (map, i, j); tmp != NULL; tmp = tmp->above) 58 maze[i][j] = 'S';
59
60 for (object *tmp = map->at (i, j).bot; tmp; )
61 if (tmp->flag [FLAG_IS_FLOOR])
62 tmp = tmp->above;
57 { 63 else
58 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
59 { 64 {
60 if (tmp->head) 65 object *head = tmp->head_ ();
61 tmp = tmp->head; 66 tmp = tmp->above;
62 tmp->remove ();
63 tmp->destroy (); 67 head->destroy ();
64 tmp = GET_MAP_OB (map, i, j);
65 } 68 }
66 if (tmp == NULL)
67 break;
68 }
69 } 69 }
70} 70}
71 71
72
73
74/* copy in_map into dest_map at point x,y */ 72/* copy in_map into dest_map at point x,y */
75 73static void
76
77void
78include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y) 74include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
79{ 75{
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++) 76 for (int i = 0; i < in_map->width; i++)
88 for (j = 0; j < in_map->height; j++) 77 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) 78 for (object *tmp = GET_MAP_OB (in_map, i, j); tmp; tmp = tmp->above)
91 { 79 {
92 /* don't copy things with multiple squares: must be dealt with 80 /* don't copy tails: must be dealt with specially. */
93 specially. */
94 if (tmp->head != NULL) 81 if (!tmp->is_head ())
95 continue; 82 continue;
96 new_ob = arch_to_object (tmp->arch); 83
97 copy_object_with_inv (tmp, new_ob); 84 object *new_ob = tmp->deep_clone ();
98 if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) 85
99 add_button_link (new_ob, dest_map, tmp->path_attuned); 86 if (tmp->flag [FLAG_IS_LINKED])
100 new_ob->x = i + x; 87 new_ob->add_link (dest_map, tmp->find_link ()->id);
101 new_ob->y = j + y; 88
102 insert_multisquare_ob_in_map (new_ob, dest_map); 89 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
103 } 90 }
104 }
105} 91}
106 92
107int 93static int
108find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize) 94find_spot_for_submap (maptile *map, layout &maze, int *ix, int *iy, int xsize, int ysize)
109{ 95{
110 int tries; 96 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 97
115 /* don't even try to place a submap into a map if the big map isn't 98 /* don't even try to place a submap into a map if the big map isn't
116 sufficiently large. */ 99 sufficiently large. */
117 if (2 * xsize > map->width || 2 * ysize > map->height) 100 if (2 * xsize > map->width || 2 * ysize > map->height)
118 return 0; 101 return 0;
119 102
120 /* search a bit for a completely free spot. */ 103 /* search a bit for a completely free spot. */
121 for (tries = 0; tries < 20; tries++) 104 for (int tries = 0; tries < 20; tries++)
122 { 105 {
106 blocked = 0;
107
123 /* pick a random location in the layout */ 108 /* pick a random location in the maze */
124 i = RANDOM () % (map->width - xsize - 2) + 1; 109 i = rmg_rndm (1, map->width - xsize - 2);
125 j = RANDOM () % (map->height - ysize - 2) + 1; 110 j = rmg_rndm (1, map->height - ysize - 2);
126 is_occupied = 0; 111
127 for (l = i; l < i + xsize; l++) 112 for (int l = i; l < i + xsize; l++)
128 for (m = j; m < j + ysize; m++) 113 for (int m = j; m < j + ysize; m++)
129 is_occupied |= layout[l][m]; 114 {
115 blocked = 1;
116 break;
117 }
118
130 if (!is_occupied) 119 if (!blocked)
131 break; 120 break;
132 } 121 }
133 122
134
135 /* if we failed, relax the restrictions */ 123 /* if we failed, relax the restrictions */
136 124 if (blocked)
137 if (is_occupied)
138 { /* failure, try a relaxed placer. */ 125 { /* failure, try a relaxed placer. */
139 /* pick a random location in the layout */ 126 /* pick a random location in the maze */
140 for (tries = 0; tries < 10; tries++) 127 for (int tries = 0; tries < 10; tries++)
141 { 128 {
142 i = RANDOM () % (map->width - xsize - 2) + 1; 129 i = rmg_rndm (1, map->width - xsize - 2);
143 j = RANDOM () % (map->height - ysize - 2) + 1; 130 j = rmg_rndm (1, map->height - ysize - 2);
131
144 is_occupied = 0; 132 blocked = 0;
133
145 for (l = i; l < i + xsize; l++) 134 for (int l = i; l < i + xsize; l++)
146 for (m = j; m < j + ysize; m++) 135 for (int m = j; m < j + ysize; m++)
147 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') 136 if (maze[l][m] != '#' && maze[l][m] != 'D' && maze[l][m] != 0)
137 {
148 is_occupied |= 1; 138 blocked = 1;
139 break;
140 }
149 } 141 }
150 } 142 }
151 if (is_occupied) 143
144 if (blocked)
152 return 0; 145 return 0;
146
153 *ix = i; 147 *ix = i;
154 *iy = j; 148 *iy = j;
149
155 return 1; 150 return 1;
156} 151}
157 152
158 153static void
159void
160place_fountain_with_specials (maptile *map) 154place_fountain_with_specials (maptile *map)
161{ 155{
162 int ix, iy, i = -1, tries = 0; 156 int ix, iy, i = -1, tries = 0;
163 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1); 157 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
158
159 if (!fountain_style)
160 {
161 LOG (llevError, "unable to load stylemap /styles/misc fountains\n");
162 return;
163 }
164
164 object *fountain = get_archetype ("fountain"); 165 object *fountain = archetype::get (shstr_fountain);
165 object *potion = object::create (); 166 object *potion = fountain_style->pick_random_object (rmg_rndm)->clone ();
166
167 pick_random_object (fountain_style)->copy_to (potion);
168 167
169 while (i < 0 && tries < 10) 168 while (i < 0 && tries < 10)
170 { 169 {
171 ix = RANDOM () % (map->width - 2) + 1; 170 ix = rmg_rndm (map->width - 2) + 1;
172 iy = RANDOM () % (map->height - 2) + 1; 171 iy = rmg_rndm (map->height - 2) + 1;
173 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1); 172 i = rmg_find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
174 tries++; 173 tries++;
175 } 174 }
176 175
177 if (i == -1) 176 if (i == -1)
178 { /* can't place fountain */ 177 { /* can't place fountain */
179 fountain->destroy (); 178 fountain->destroy ();
180 potion->destroy (); 179 potion->destroy ();
181 return; 180 return;
182 } 181 }
183 182
184 ix += freearr_x[i]; 183 ix += DIRX (i);
185 iy += freearr_y[i]; 184 iy += DIRY (i);
186 potion->face = fountain->face; 185 potion->face = fountain->face;
187 SET_FLAG (potion, FLAG_NO_PICK); 186 potion->set_flag (FLAG_NO_PICK);
188 SET_FLAG (potion, FLAG_IDENTIFIED); 187 potion->set_flag (FLAG_IDENTIFIED);
189 potion->name = potion->name_pl = "fountain"; 188 potion->name = potion->name_pl = shstr_fountain;
190 potion->x = ix; 189 potion->x = ix;
191 potion->y = iy; 190 potion->y = iy;
192 potion->material = M_ADAMANT; 191 potion->material = name_to_material (shstr_adamantium);
193 fountain->x = ix; 192 fountain->x = ix;
194 fountain->y = iy; 193 fountain->y = iy;
195 insert_ob_in_map (fountain, map, NULL, 0); 194 insert_ob_in_map (fountain, map, NULL, 0);
196 insert_ob_in_map (potion, map, NULL, 0); 195 insert_ob_in_map (potion, map, NULL, 0);
197} 196}
198 197
199void 198static void
200place_special_exit (maptile *map, int hole_type, random_map_params *RP) 199place_special_exit (maptile *map, int hole_type, random_map_params *RP)
201{ 200{
202 int ix, iy, i = -1;
203 char buf[16384], *style, *decor, *mon;
204 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 201 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", RP->difficulty);
205 int g_xsize, g_ysize; 202 if (!exit_style)
206 203 {
207 object *the_exit = object::create (); 204 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
205 return;
206 }
208 207
209 if (!exit_style) 208 if (!exit_style)
210 return; 209 return;
211 210
212 pick_random_object (exit_style)->copy_to (the_exit); 211 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
213 212
214 while (i < 0) 213 // put an upper bound here, just in case
214 for (int repeat = 8192; --repeat; )
215 { 215 {
216 ix = RANDOM () % (map->width - 2) + 1; 216 int ix = rmg_rndm (1, map->width - 2);
217 iy = RANDOM () % (map->height - 2) + 1; 217 int iy = rmg_rndm (1, map->height - 2);
218
218 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1); 219 int i = rmg_find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
220 if (i >= 0)
221 {
222 the_exit->x = ix + DIRX (i);
223 the_exit->y = iy + DIRY (i);
224 break;
225 }
219 } 226 }
220
221 ix += freearr_x[i];
222 iy += freearr_y[i];
223 the_exit->x = ix;
224 the_exit->y = iy;
225 227
226 if (!hole_type) 228 if (!hole_type)
227 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; 229 hole_type = rmg_rndm (1, NR_OF_HOLE_TYPES - 1);
230
231 const char *style, *decor, *mon;
232 int g_xsize, g_ysize;
228 233
229 switch (hole_type) 234 switch (hole_type)
230 { 235 {
231 case GLORY_HOLE: /* treasures */ 236 case GLORY_HOLE: /* treasures */
232 { 237 {
233 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 238 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
234 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 239 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
235 style = "onion"; 240 style = "onion";
236 decor = "wealth2"; 241 decor = "special_wealth";
237 mon = "none"; 242 mon = "none";
238 break; 243 break;
239 } 244 }
240 245
241 case ORC_ZONE: /* hole with orcs in it. */ 246 case ORC_ZONE: /* hole with orcs in it. */
242 { 247 {
243 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 248 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
244 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 249 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
245 style = "onion"; 250 style = "onion";
246 decor = "wealth2"; 251 decor = "special_wealth";
247 mon = "orc"; 252 mon = "orc";
248 break; 253 break;
249 } 254 }
250 255
251 case MINING_ZONE: /* hole with orcs in it. */ 256 case MINING_ZONE: /* hole with orcs in it. */
252 { 257 {
253 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; 258 g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4;
254 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; 259 g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4;
255 style = "maze"; 260 style = "maze";
256 decor = "minerals2"; 261 decor = "minerals2";
257 mon = "none"; 262 mon = "none";
258 break; 263 break;
259 } 264 }
260 265
261 default: /* undefined */ 266 default: /* undefined */
262 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type); 267 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
263 return; 268 return;
264 break;
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 max_it (g_xsize, MIN_RANDOM_MAP_SIZE);
271 g_xsize = MIN_RANDOM_MAP_SIZE;
272 if (g_ysize < MIN_RANDOM_MAP_SIZE) 275 max_it (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 dynbuf_text buf;
276 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 278
277 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 279 {
278 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); 280 random_map_params &rp = *new random_map_params; // for zero_intiialised to work...
279 the_exit->slaying = "/!"; 281
280 the_exit->msg = buf; 282 rp.hv = (HV *)newHV ();
283
284 rp.xsize = g_xsize;
285 rp.ysize = g_ysize;
286
287 rp.set ("wallstyle" , RP->get_str ("wallstyle" , 0));
288 rp.set ("floorstyle" , RP->get_str ("floorstyle", 0));
289 rp.set ("exitstyle" , RP->get_str ("exitstyle" , 0));
290 rp.set ("region" , RP->get_str ("region" , 0));
291 rp.set ("monsterstyle" , mon);
292 rp.set ("treasurestyle", "none");
293 rp.set ("layoutstyle" , style);
294 rp.set ("decorstyle" , decor);
295 rp.set ("decoroptions" , (IV)-1);
296 rp.set ("symmetry" , (IV)SYMMETRY_NONE);
297 rp.set ("orientation" , (IV)1);
298 rp.set ("random_seed" , RP->get_uv ("random_seed") + 0xdeadbeefU);
299
300 rp.layoutoptions1 = RMOPT_WALLS_ONLY;
301 rp.dungeon_depth = RP->dungeon_level;
302 rp.dungeon_level = RP->dungeon_level;
303 rp.difficulty = RP->difficulty;
304 rp.difficulty_given = RP->difficulty;
305 rp.difficulty_increase = RP->difficulty_increase;
306
307 the_exit->slaying = shstr_random_map_exit;
308 the_exit->msg = rp.as_shstr ();
309
310 delete &rp;
311 }
281 312
282 insert_ob_in_map (the_exit, map, NULL, 0); 313 insert_ob_in_map (the_exit, map, NULL, 0);
283} 314}
284 315
285
286void 316void
287place_specials_in_map (maptile *map, char **layout, random_map_params *RP) 317place_specials_in_map (maptile *map, layout &maze, random_map_params *RP)
288{ 318{
289 maptile *special_map; 319 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) // can be NO_SPECIAL as well
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 { 320 {
297
298 /* includes a special map into the random map being made. */
299 case SPECIAL_SUBMAP: 321 case SPECIAL_SUBMAP:
300 { 322 {
323 /* includes a special map into the random map being made. */
301 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 324 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true);
325
302 if (special_map == NULL) 326 if (!special_map)
303 return; 327 break;
304 328
329 int ix, iy; /* map insertion locatons */
330
305 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) 331 if (find_spot_for_submap (map, maze, &ix, &iy, special_map->width, special_map->height))
332 {
333 /* First, splatter everything in the dest map at the location */
334 nuke_map_region (map, maze, ix, iy, special_map->width, special_map->height);
306 include_map_in_map (map, special_map, ix, iy); 335 include_map_in_map (map, special_map, ix, iy);
336 }
337 }
338
307 break; 339 break;
308 }
309 340
341 case SPECIAL_FOUNTAIN:
310 /* Make a special fountain: an unpickable potion disguised as 342 /* Make a special fountain: an unpickable potion disguised as
311 a fountain, or rather, colocated with a fountain. */ 343 a fountain, or rather, colocated with a fountain. */
312 case SPECIAL_FOUNTAIN:
313 {
314 place_fountain_with_specials (map); 344 place_fountain_with_specials (map);
315 break; 345 break;
316 }
317 346
347 case SPECIAL_EXIT:
318 /* Make an exit to another random map, e.g. a gloryhole. */ 348 /* Make an exit to another random map, e.g. a gloryhole. */
319 case SPECIAL_EXIT:
320 {
321 place_special_exit (map, 0, RP); 349 place_special_exit (map, 0, RP);
322 break; 350 break;
323 }
324 } 351 }
325
326} 352}
353

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