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1 | /* |
2 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
3 | |
4 | |
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5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
8 | |
7 | This program is free software; you can redistribute it and/or modify |
9 | 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 |
10 | it under the terms of the GNU General Public License as published by |
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… | |
78 | int i, j; |
80 | int i, j; |
79 | object *tmp; |
81 | object *tmp; |
80 | object *new_ob; |
82 | object *new_ob; |
81 | |
83 | |
82 | /* First, splatter everything in the dest map at the location */ |
84 | /* 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)); |
85 | nuke_map_region (dest_map, x, y, in_map->width, in_map->height); |
84 | |
86 | |
85 | for (i = 0; i < MAP_WIDTH (in_map); i++) |
87 | for (i = 0; i < in_map->width; i++) |
86 | for (j = 0; j < MAP_HEIGHT (in_map); j++) |
88 | for (j = 0; j < in_map->height; j++) |
87 | { |
89 | { |
88 | for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above) |
90 | for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above) |
89 | { |
91 | { |
90 | /* don't copy things with multiple squares: must be dealt with |
92 | /* don't copy things with multiple squares: must be dealt with |
91 | specially. */ |
93 | specially. */ |
… | |
… | |
110 | int is_occupied = 0; |
112 | int is_occupied = 0; |
111 | int l, m; |
113 | int l, m; |
112 | |
114 | |
113 | /* don't even try to place a submap into a map if the big map isn't |
115 | /* don't even try to place a submap into a map if the big map isn't |
114 | sufficiently large. */ |
116 | sufficiently large. */ |
115 | if (2 * xsize > MAP_WIDTH (map) || 2 * ysize > MAP_HEIGHT (map)) |
117 | if (2 * xsize > map->width || 2 * ysize > map->height) |
116 | return 0; |
118 | return 0; |
117 | |
119 | |
118 | /* search a bit for a completely free spot. */ |
120 | /* search a bit for a completely free spot. */ |
119 | for (tries = 0; tries < 20; tries++) |
121 | for (tries = 0; tries < 20; tries++) |
120 | { |
122 | { |
121 | /* pick a random location in the layout */ |
123 | /* pick a random location in the layout */ |
122 | i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; |
124 | i = RANDOM () % (map->width - xsize - 2) + 1; |
123 | j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; |
125 | j = RANDOM () % (map->height - ysize - 2) + 1; |
124 | is_occupied = 0; |
126 | is_occupied = 0; |
125 | for (l = i; l < i + xsize; l++) |
127 | for (l = i; l < i + xsize; l++) |
126 | for (m = j; m < j + ysize; m++) |
128 | for (m = j; m < j + ysize; m++) |
127 | is_occupied |= layout[l][m]; |
129 | is_occupied |= layout[l][m]; |
128 | if (!is_occupied) |
130 | if (!is_occupied) |
… | |
… | |
135 | if (is_occupied) |
137 | if (is_occupied) |
136 | { /* failure, try a relaxed placer. */ |
138 | { /* failure, try a relaxed placer. */ |
137 | /* pick a random location in the layout */ |
139 | /* pick a random location in the layout */ |
138 | for (tries = 0; tries < 10; tries++) |
140 | for (tries = 0; tries < 10; tries++) |
139 | { |
141 | { |
140 | i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; |
142 | i = RANDOM () % (map->width - xsize - 2) + 1; |
141 | j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; |
143 | j = RANDOM () % (map->height - ysize - 2) + 1; |
142 | is_occupied = 0; |
144 | is_occupied = 0; |
143 | for (l = i; l < i + xsize; l++) |
145 | for (l = i; l < i + xsize; l++) |
144 | for (m = j; m < j + ysize; m++) |
146 | for (m = j; m < j + ysize; m++) |
145 | if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') |
147 | if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') |
146 | is_occupied |= 1; |
148 | is_occupied |= 1; |
… | |
… | |
164 | |
166 | |
165 | pick_random_object (fountain_style)->copy_to (potion); |
167 | pick_random_object (fountain_style)->copy_to (potion); |
166 | |
168 | |
167 | while (i < 0 && tries < 10) |
169 | while (i < 0 && tries < 10) |
168 | { |
170 | { |
169 | ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; |
171 | ix = RANDOM () % (map->width - 2) + 1; |
170 | iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; |
172 | iy = RANDOM () % (map->height - 2) + 1; |
171 | i = find_first_free_spot (fountain, map, ix, iy); |
173 | i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1); |
172 | tries++; |
174 | tries++; |
173 | } |
175 | } |
174 | |
176 | |
175 | if (i == -1) |
177 | if (i == -1) |
176 | { /* can't place fountain */ |
178 | { /* can't place fountain */ |
… | |
… | |
190 | potion->material = M_ADAMANT; |
192 | potion->material = M_ADAMANT; |
191 | fountain->x = ix; |
193 | fountain->x = ix; |
192 | fountain->y = iy; |
194 | fountain->y = iy; |
193 | insert_ob_in_map (fountain, map, NULL, 0); |
195 | insert_ob_in_map (fountain, map, NULL, 0); |
194 | insert_ob_in_map (potion, map, NULL, 0); |
196 | insert_ob_in_map (potion, map, NULL, 0); |
195 | |
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196 | } |
197 | } |
197 | |
198 | |
198 | void |
199 | void |
199 | place_special_exit (maptile *map, int hole_type, RMParms * RP) |
200 | place_special_exit (maptile *map, int hole_type, random_map_params *RP) |
200 | { |
201 | { |
201 | int ix, iy, i = -1; |
202 | int ix, iy, i = -1; |
202 | char buf[HUGE_BUF], *style, *decor, *mon; |
203 | char buf[16384], *style, *decor, *mon; |
203 | maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); |
204 | maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); |
204 | int g_xsize, g_ysize; |
205 | int g_xsize, g_ysize; |
205 | |
206 | |
206 | object *the_exit = object::create (); |
207 | object *the_exit = object::create (); |
207 | |
208 | |
… | |
… | |
210 | |
211 | |
211 | pick_random_object (exit_style)->copy_to (the_exit); |
212 | pick_random_object (exit_style)->copy_to (the_exit); |
212 | |
213 | |
213 | while (i < 0) |
214 | while (i < 0) |
214 | { |
215 | { |
215 | ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; |
216 | ix = RANDOM () % (map->width - 2) + 1; |
216 | iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; |
217 | iy = RANDOM () % (map->height - 2) + 1; |
217 | i = find_first_free_spot (the_exit, map, ix, iy); |
218 | i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1); |
218 | } |
219 | } |
219 | |
220 | |
220 | ix += freearr_x[i]; |
221 | ix += freearr_x[i]; |
221 | iy += freearr_y[i]; |
222 | iy += freearr_y[i]; |
222 | the_exit->x = ix; |
223 | the_exit->x = ix; |
… | |
… | |
225 | if (!hole_type) |
226 | if (!hole_type) |
226 | hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; |
227 | hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; |
227 | |
228 | |
228 | switch (hole_type) |
229 | switch (hole_type) |
229 | { |
230 | { |
230 | case GLORY_HOLE: /* treasures */ |
231 | case GLORY_HOLE: /* treasures */ |
231 | { |
232 | { |
232 | g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
233 | g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
233 | g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
234 | g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
234 | style = "onion"; |
235 | style = "onion"; |
235 | decor = "wealth2"; |
236 | decor = "wealth2"; |
236 | mon = "none"; |
237 | mon = "none"; |
237 | break; |
238 | break; |
238 | } |
239 | } |
239 | |
240 | |
240 | case ORC_ZONE: /* hole with orcs in it. */ |
241 | case ORC_ZONE: /* hole with orcs in it. */ |
241 | { |
242 | { |
242 | g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
243 | g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
243 | g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
244 | g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
244 | style = "onion"; |
245 | style = "onion"; |
245 | decor = "wealth2"; |
246 | decor = "wealth2"; |
246 | mon = "orc"; |
247 | mon = "orc"; |
247 | break; |
248 | break; |
248 | } |
249 | } |
249 | |
250 | |
250 | case MINING_ZONE: /* hole with orcs in it. */ |
251 | case MINING_ZONE: /* hole with orcs in it. */ |
251 | { |
252 | { |
252 | g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; |
253 | g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; |
253 | g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; |
254 | g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; |
254 | style = "maze"; |
255 | style = "maze"; |
255 | decor = "minerals2"; |
256 | decor = "minerals2"; |
256 | mon = "none"; |
257 | mon = "none"; |
257 | break; |
258 | break; |
258 | } |
259 | } |
259 | |
260 | |
260 | default: /* undefined */ |
261 | default: /* undefined */ |
261 | LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type); |
262 | LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type); |
262 | return; |
263 | return; |
263 | break; |
264 | break; |
264 | } |
265 | } |
265 | |
266 | |
266 | /* Need to be at least this size, otherwise the load |
267 | /* Need to be at least this size, otherwise the load |
267 | * code will generate new size values which are too large. |
268 | * code will generate new size values which are too large. |
268 | */ |
269 | */ |
… | |
… | |
271 | if (g_ysize < MIN_RANDOM_MAP_SIZE) |
272 | if (g_ysize < MIN_RANDOM_MAP_SIZE) |
272 | g_ysize = MIN_RANDOM_MAP_SIZE; |
273 | g_ysize = MIN_RANDOM_MAP_SIZE; |
273 | |
274 | |
274 | write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, |
275 | write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, |
275 | "none", style, decor, "none", RP->exitstyle, 0, 0, 0, |
276 | "none", style, decor, "none", RP->exitstyle, 0, 0, 0, |
276 | OPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, |
277 | RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, |
277 | RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); |
278 | RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); |
278 | the_exit->slaying = "/!"; |
279 | the_exit->slaying = "/!"; |
279 | the_exit->msg = buf; |
280 | the_exit->msg = buf; |
280 | |
281 | |
281 | insert_ob_in_map (the_exit, map, NULL, 0); |
282 | insert_ob_in_map (the_exit, map, NULL, 0); |
282 | } |
283 | } |
283 | |
284 | |
284 | |
285 | |
285 | void |
286 | void |
286 | place_specials_in_map (maptile *map, char **layout, RMParms * RP) |
287 | place_specials_in_map (maptile *map, char **layout, random_map_params *RP) |
287 | { |
288 | { |
288 | maptile *special_map; |
289 | maptile *special_map; |
289 | int ix, iy; /* map insertion locatons */ |
290 | int ix, iy; /* map insertion locatons */ |
290 | int special_type; /* type of special to make */ |
291 | int special_type; /* type of special to make */ |
291 | |
292 | |
292 | |
293 | |
293 | special_type = RANDOM () % NUM_OF_SPECIAL_TYPES; |
294 | special_type = RANDOM () % NUM_OF_SPECIAL_TYPES; |
294 | switch (special_type) |
295 | switch (special_type) |
295 | { |
296 | { |
296 | |
297 | |
297 | /* includes a special map into the random map being made. */ |
298 | /* includes a special map into the random map being made. */ |
298 | case SPECIAL_SUBMAP: |
299 | case SPECIAL_SUBMAP: |
299 | { |
300 | { |
300 | special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); |
301 | special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); |
301 | if (special_map == NULL) |
302 | if (special_map == NULL) |
302 | return; |
303 | return; |
303 | |
304 | |
304 | if (find_spot_for_submap (map, layout, &ix, &iy, MAP_WIDTH (special_map), MAP_HEIGHT (special_map))) |
305 | if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) |
305 | include_map_in_map (map, special_map, ix, iy); |
306 | include_map_in_map (map, special_map, ix, iy); |
306 | break; |
307 | break; |
307 | } |
308 | } |
308 | |
309 | |
309 | /* Make a special fountain: an unpickable potion disguised as |
310 | /* Make a special fountain: an unpickable potion disguised as |
310 | a fountain, or rather, colocated with a fountain. */ |
311 | a fountain, or rather, colocated with a fountain. */ |
311 | case SPECIAL_FOUNTAIN: |
312 | case SPECIAL_FOUNTAIN: |
312 | { |
313 | { |
313 | place_fountain_with_specials (map); |
314 | place_fountain_with_specials (map); |
314 | break; |
315 | break; |
315 | } |
316 | } |
316 | |
317 | |
317 | /* Make an exit to another random map, e.g. a gloryhole. */ |
318 | /* Make an exit to another random map, e.g. a gloryhole. */ |
318 | case SPECIAL_EXIT: |
319 | case SPECIAL_EXIT: |
319 | { |
320 | { |
320 | place_special_exit (map, 0, RP); |
321 | place_special_exit (map, 0, RP); |
321 | break; |
322 | break; |
322 | } |
323 | } |
323 | } |
324 | } |
324 | |
325 | |
325 | } |
326 | } |