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Comparing deliantra/server/random_maps/special.C (file contents):
Revision 1.21 by root, Wed Feb 7 02:04:47 2007 UTC vs.
Revision 1.60 by root, Fri Jan 21 19:01:42 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Specials in this file: 25/* Specials in this file:
26 included maps */ 26 included maps */
27 27
28#include <global.h> 28#include <global.h>
29#include <random_map.h> 29#include <rmg.h>
30#include <rproto.h> 30#include <rproto.h>
31 31
32enum {
33 NO_SPECIAL,
34 SPECIAL_SUBMAP,
35 SPECIAL_FOUNTAIN,
36 SPECIAL_EXIT,
32#define NUM_OF_SPECIAL_TYPES 4 37 NUM_OF_SPECIAL_TYPES
33#define NO_SPECIAL 0 38};
34#define SPECIAL_SUBMAP 1
35#define SPECIAL_FOUNTAIN 2
36#define SPECIAL_EXIT 3
37 39
38#define GLORY_HOLE 1 40enum {
39#define ORC_ZONE 2 41 GLORY_HOLE = 1,
40#define MINING_ZONE 3 42 ORC_ZONE,
43 MINING_ZONE,
41#define NR_OF_HOLE_TYPES 3 44 NR_OF_HOLE_TYPES
45};
42 46
43/* clear map completely of all objects: a rectangular area of xsize, ysize 47/* clear map completely of all !floor objects:
48 * a rectangular area of xsize, ysize
44is cleared with the top left corner at xstart, ystart */ 49 * is cleared with the top left corner at xstart, ystart
45 50 */
46void 51static void
47nuke_map_region (maptile *map, int xstart, int ystart, int xsize, int ysize) 52nuke_map_region (maptile *map, layout &maze, int xstart, int ystart, int xsize, int ysize)
48{ 53{
49 int i, j;
50 object *tmp;
51
52 for (i = xstart; i < xstart + xsize; i++) 54 for (int i = xstart; i < xstart + xsize; i++)
53 for (j = ystart; j < ystart + ysize; j++) 55 for (int j = ystart; j < ystart + ysize; j++)
54 { 56 {
55 for (tmp = GET_MAP_OB (map, i, j); tmp != NULL; tmp = tmp->above) 57 maze[i][j] = 'S';
58
59 for (object *tmp = map->at (i, j).bot; tmp; )
60 if (tmp->flag [FLAG_IS_FLOOR])
61 tmp = tmp->above;
56 { 62 else
57 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
58 { 63 {
59 if (tmp->head) 64 object *head = tmp->head_ ();
60 tmp = tmp->head; 65 tmp = tmp->above;
61 tmp->remove ();
62 tmp->destroy (); 66 head->destroy ();
63 tmp = GET_MAP_OB (map, i, j);
64 } 67 }
65 if (tmp == NULL)
66 break;
67 }
68 } 68 }
69} 69}
70 70
71
72
73/* copy in_map into dest_map at point x,y */ 71/* copy in_map into dest_map at point x,y */
74 72static void
75
76void
77include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y) 73include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
78{ 74{
79 int i, j;
80 object *tmp;
81 object *new_ob;
82
83 /* First, splatter everything in the dest map at the location */
84 nuke_map_region (dest_map, x, y, in_map->width, in_map->height);
85
86 for (i = 0; i < in_map->width; i++) 75 for (int i = 0; i < in_map->width; i++)
87 for (j = 0; j < in_map->height; j++) 76 for (int j = 0; j < in_map->height; j++)
88 {
89 for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above) 77 for (object *tmp = GET_MAP_OB (in_map, i, j); tmp; tmp = tmp->above)
90 { 78 {
91 /* don't copy things with multiple squares: must be dealt with 79 /* don't copy tails: must be dealt with specially. */
92 specially. */
93 if (tmp->head != NULL) 80 if (!tmp->is_head ())
94 continue; 81 continue;
95 new_ob = arch_to_object (tmp->arch); 82
96 copy_object_with_inv (tmp, new_ob); 83 object *new_ob = tmp->deep_clone ();
97 if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) 84
98 add_button_link (new_ob, dest_map, tmp->path_attuned); 85 if (tmp->flag [FLAG_IS_LINKED])
99 new_ob->x = i + x; 86 new_ob->add_link (dest_map, tmp->find_link ()->id);
100 new_ob->y = j + y; 87
101 insert_multisquare_ob_in_map (new_ob, dest_map); 88 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
102 } 89 }
103 }
104} 90}
105 91
106int 92static int
107find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize) 93find_spot_for_submap (maptile *map, layout &maze, int *ix, int *iy, int xsize, int ysize)
108{ 94{
109 int tries; 95 int blocked, i, j;
110 int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */
111 int is_occupied = 0;
112 int l, m;
113 96
114 /* don't even try to place a submap into a map if the big map isn't 97 /* don't even try to place a submap into a map if the big map isn't
115 sufficiently large. */ 98 sufficiently large. */
116 if (2 * xsize > map->width || 2 * ysize > map->height) 99 if (2 * xsize > map->width || 2 * ysize > map->height)
117 return 0; 100 return 0;
118 101
119 /* search a bit for a completely free spot. */ 102 /* search a bit for a completely free spot. */
120 for (tries = 0; tries < 20; tries++) 103 for (int tries = 0; tries < 20; tries++)
121 { 104 {
105 blocked = 0;
106
122 /* pick a random location in the layout */ 107 /* pick a random location in the maze */
123 i = rndm (map->width - xsize - 2) + 1; 108 i = rmg_rndm (1, map->width - xsize - 2);
124 j = rndm (map->height - ysize - 2) + 1; 109 j = rmg_rndm (1, map->height - ysize - 2);
125 is_occupied = 0; 110
126 for (l = i; l < i + xsize; l++) 111 for (int l = i; l < i + xsize; l++)
127 for (m = j; m < j + ysize; m++) 112 for (int m = j; m < j + ysize; m++)
128 is_occupied |= layout[l][m]; 113 {
114 blocked = 1;
115 break;
116 }
117
129 if (!is_occupied) 118 if (!blocked)
130 break; 119 break;
131 } 120 }
132 121
133
134 /* if we failed, relax the restrictions */ 122 /* if we failed, relax the restrictions */
135 123 if (blocked)
136 if (is_occupied)
137 { /* failure, try a relaxed placer. */ 124 { /* failure, try a relaxed placer. */
138 /* pick a random location in the layout */ 125 /* pick a random location in the maze */
139 for (tries = 0; tries < 10; tries++) 126 for (int tries = 0; tries < 10; tries++)
140 { 127 {
141 i = rndm (map->width - xsize - 2) + 1; 128 i = rmg_rndm (1, map->width - xsize - 2);
142 j = rndm (map->height - ysize - 2) + 1; 129 j = rmg_rndm (1, map->height - ysize - 2);
130
143 is_occupied = 0; 131 blocked = 0;
132
144 for (l = i; l < i + xsize; l++) 133 for (int l = i; l < i + xsize; l++)
145 for (m = j; m < j + ysize; m++) 134 for (int m = j; m < j + ysize; m++)
146 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') 135 if (maze[l][m] != '#' && maze[l][m] != 'D' && maze[l][m] != 0)
136 {
147 is_occupied |= 1; 137 blocked = 1;
138 break;
139 }
148 } 140 }
149 } 141 }
150 if (is_occupied) 142
143 if (blocked)
151 return 0; 144 return 0;
145
152 *ix = i; 146 *ix = i;
153 *iy = j; 147 *iy = j;
148
154 return 1; 149 return 1;
155} 150}
156 151
157 152static void
158void
159place_fountain_with_specials (maptile *map) 153place_fountain_with_specials (maptile *map)
160{ 154{
161 int ix, iy, i = -1, tries = 0; 155 int ix, iy, i = -1, tries = 0;
162 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1); 156 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
163 157
165 { 159 {
166 LOG (llevError, "unable to load stylemap /styles/misc fountains\n"); 160 LOG (llevError, "unable to load stylemap /styles/misc fountains\n");
167 return; 161 return;
168 } 162 }
169 163
170 object *fountain = get_archetype ("fountain"); 164 object *fountain = archetype::get (shstr_fountain);
171 object *potion = object::create (); 165 object *potion = fountain_style->pick_random_object (rmg_rndm)->clone ();
172
173 pick_random_object (fountain_style)->copy_to (potion);
174 166
175 while (i < 0 && tries < 10) 167 while (i < 0 && tries < 10)
176 { 168 {
177 ix = rndm (map->width - 2) + 1; 169 ix = rmg_rndm (map->width - 2) + 1;
178 iy = rndm (map->height - 2) + 1; 170 iy = rmg_rndm (map->height - 2) + 1;
179 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1); 171 i = rmg_find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
180 tries++; 172 tries++;
181 } 173 }
182 174
183 if (i == -1) 175 if (i == -1)
184 { /* can't place fountain */ 176 { /* can't place fountain */
188 } 180 }
189 181
190 ix += freearr_x[i]; 182 ix += freearr_x[i];
191 iy += freearr_y[i]; 183 iy += freearr_y[i];
192 potion->face = fountain->face; 184 potion->face = fountain->face;
193 SET_FLAG (potion, FLAG_NO_PICK); 185 potion->set_flag (FLAG_NO_PICK);
194 SET_FLAG (potion, FLAG_IDENTIFIED); 186 potion->set_flag (FLAG_IDENTIFIED);
195 potion->name = potion->name_pl = "fountain"; 187 potion->name = potion->name_pl = shstr_fountain;
196 potion->x = ix; 188 potion->x = ix;
197 potion->y = iy; 189 potion->y = iy;
198 potion->materialname = "adamantium"; 190 potion->material = name_to_material (shstr_adamantium);
199 fountain->x = ix; 191 fountain->x = ix;
200 fountain->y = iy; 192 fountain->y = iy;
201 insert_ob_in_map (fountain, map, NULL, 0); 193 insert_ob_in_map (fountain, map, NULL, 0);
202 insert_ob_in_map (potion, map, NULL, 0); 194 insert_ob_in_map (potion, map, NULL, 0);
203} 195}
204 196
205void 197static void
206place_special_exit (maptile *map, int hole_type, random_map_params *RP) 198place_special_exit (maptile *map, int hole_type, random_map_params *RP)
207{ 199{
208 int ix, iy, i = -1;
209 char buf[16384], *style, *decor, *mon;
210 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 200 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", RP->difficulty);
211 int g_xsize, g_ysize;
212
213 if (!exit_style) 201 if (!exit_style)
214 { 202 {
215 LOG (llevError, "unabel to load stylemap /styles/misc obscure_exits\n"); 203 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
216 return; 204 return;
217 } 205 }
218
219 object *the_exit = object::create ();
220 206
221 if (!exit_style) 207 if (!exit_style)
222 return; 208 return;
223 209
224 pick_random_object (exit_style)->copy_to (the_exit); 210 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
225 211
226 while (i < 0) 212 // put an upper bound here, just in case
213 for (int repeat = 8192; --repeat; )
227 { 214 {
228 ix = rndm (map->width - 2) + 1; 215 int ix = rmg_rndm (1, map->width - 2);
229 iy = rndm (map->height - 2) + 1; 216 int iy = rmg_rndm (1, map->height - 2);
217
230 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1); 218 int i = rmg_find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
219 if (i >= 0)
220 {
221 the_exit->x = ix + freearr_x[i];
222 the_exit->y = iy + freearr_y[i];
223 break;
224 }
231 } 225 }
232
233 ix += freearr_x[i];
234 iy += freearr_y[i];
235 the_exit->x = ix;
236 the_exit->y = iy;
237 226
238 if (!hole_type) 227 if (!hole_type)
239 hole_type = rndm (NR_OF_HOLE_TYPES) + 1; 228 hole_type = rmg_rndm (1, NR_OF_HOLE_TYPES - 1);
229
230 const char *style, *decor, *mon;
231 int g_xsize, g_ysize;
240 232
241 switch (hole_type) 233 switch (hole_type)
242 { 234 {
243 case GLORY_HOLE: /* treasures */ 235 case GLORY_HOLE: /* treasures */
244 { 236 {
245 g_xsize = rndm (3) + 4 + RP->difficulty / 4; 237 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
246 g_ysize = rndm (3) + 4 + RP->difficulty / 4; 238 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
247 style = "onion"; 239 style = "onion";
248 decor = "wealth2"; 240 decor = "special_wealth";
249 mon = "none"; 241 mon = "none";
250 break; 242 break;
251 } 243 }
252 244
253 case ORC_ZONE: /* hole with orcs in it. */ 245 case ORC_ZONE: /* hole with orcs in it. */
254 { 246 {
255 g_xsize = rndm (3) + 4 + RP->difficulty / 4; 247 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
256 g_ysize = rndm (3) + 4 + RP->difficulty / 4; 248 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
257 style = "onion"; 249 style = "onion";
258 decor = "wealth2"; 250 decor = "special_wealth";
259 mon = "orc"; 251 mon = "orc";
260 break; 252 break;
261 } 253 }
262 254
263 case MINING_ZONE: /* hole with orcs in it. */ 255 case MINING_ZONE: /* hole with orcs in it. */
264 { 256 {
265 g_xsize = rndm (9) + 4 + RP->difficulty / 4; 257 g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4;
266 g_ysize = rndm (9) + 4 + RP->difficulty / 4; 258 g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4;
267 style = "maze"; 259 style = "maze";
268 decor = "minerals2"; 260 decor = "minerals2";
269 mon = "none"; 261 mon = "none";
270 break; 262 break;
271 } 263 }
272 264
273 default: /* undefined */ 265 default: /* undefined */
274 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type); 266 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
275 return; 267 return;
276 break;
277 } 268 }
278 269
279 /* Need to be at least this size, otherwise the load 270 /* Need to be at least this size, otherwise the load
280 * code will generate new size values which are too large. 271 * code will generate new size values which are too large.
281 */ 272 */
282 if (g_xsize < MIN_RANDOM_MAP_SIZE) 273 max_it (g_xsize, MIN_RANDOM_MAP_SIZE);
283 g_xsize = MIN_RANDOM_MAP_SIZE;
284 if (g_ysize < MIN_RANDOM_MAP_SIZE) 274 max_it (g_ysize, MIN_RANDOM_MAP_SIZE);
285 g_ysize = MIN_RANDOM_MAP_SIZE;
286 275
287 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, 276 dynbuf_text buf;
288 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 277
289 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 278 {
290 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); 279 random_map_params &rp = *new random_map_params; // for zero_intiialised to work...
291 the_exit->slaying = "/!"; 280
292 the_exit->msg = buf; 281 rp.hv = (HV *)newHV ();
282
283 rp.xsize = g_xsize;
284 rp.ysize = g_ysize;
285
286 rp.set ("wallstyle" , RP->get_str ("wallstyle" , 0));
287 rp.set ("floorstyle" , RP->get_str ("floorstyle", 0));
288 rp.set ("exitstyle" , RP->get_str ("exitstyle" , 0));
289 rp.set ("region" , RP->get_str ("region" , 0));
290 rp.set ("monsterstyle" , mon);
291 rp.set ("treasurestyle", "none");
292 rp.set ("layoutstyle" , style);
293 rp.set ("decorstyle" , decor);
294 rp.set ("decoroptions" , (IV)-1);
295 rp.set ("symmetry" , (IV)SYMMETRY_NONE);
296 rp.set ("orientation" , (IV)1);
297 rp.set ("random_seed" , RP->get_uv ("random_seed") + 0xdeadbeefU);
298
299 rp.layoutoptions1 = RMOPT_WALLS_ONLY;
300 rp.dungeon_depth = RP->dungeon_level;
301 rp.dungeon_level = RP->dungeon_level;
302 rp.difficulty = RP->difficulty;
303 rp.difficulty_given = RP->difficulty;
304 rp.difficulty_increase = RP->difficulty_increase;
305
306 the_exit->slaying = shstr_random_map_exit;
307 the_exit->msg = rp.as_shstr ();
308
309 delete &rp;
310 }
293 311
294 insert_ob_in_map (the_exit, map, NULL, 0); 312 insert_ob_in_map (the_exit, map, NULL, 0);
295} 313}
296 314
297
298void 315void
299place_specials_in_map (maptile *map, char **layout, random_map_params *RP) 316place_specials_in_map (maptile *map, layout &maze, random_map_params *RP)
300{ 317{
301 maptile *special_map; 318 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) // can be NO_SPECIAL as well
302 int ix, iy; /* map insertion locatons */
303 int special_type; /* type of special to make */
304
305 special_type = rndm (NUM_OF_SPECIAL_TYPES);
306
307 switch (special_type)
308 { 319 {
309 case SPECIAL_SUBMAP: 320 case SPECIAL_SUBMAP:
321 {
310 /* includes a special map into the random map being made. */ 322 /* includes a special map into the random map being made. */
311 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 323 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true);
312 324
313 if (!special_map) 325 if (!special_map)
314 return; 326 break;
315 327
328 int ix, iy; /* map insertion locatons */
329
316 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) 330 if (find_spot_for_submap (map, maze, &ix, &iy, special_map->width, special_map->height))
331 {
332 /* First, splatter everything in the dest map at the location */
333 nuke_map_region (map, maze, ix, iy, special_map->width, special_map->height);
317 include_map_in_map (map, special_map, ix, iy); 334 include_map_in_map (map, special_map, ix, iy);
335 }
336 }
318 337
319 break; 338 break;
320 339
321 case SPECIAL_FOUNTAIN: 340 case SPECIAL_FOUNTAIN:
322 /* Make a special fountain: an unpickable potion disguised as 341 /* Make a special fountain: an unpickable potion disguised as
327 case SPECIAL_EXIT: 346 case SPECIAL_EXIT:
328 /* Make an exit to another random map, e.g. a gloryhole. */ 347 /* Make an exit to another random map, e.g. a gloryhole. */
329 place_special_exit (map, 0, RP); 348 place_special_exit (map, 0, RP);
330 break; 349 break;
331 } 350 }
332
333} 351}
352

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