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Comparing deliantra/server/random_maps/special.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.35 by root, Mon Sep 29 10:32:50 2008 UTC

1
2/* 1/*
3 * static char *rcsid_special_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: special.C,v 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30/* Specials in this file: 24/* Specials in this file:
31 included maps */ 25 included maps */
32 26
33#include <global.h> 27#include <global.h>
43#define GLORY_HOLE 1 37#define GLORY_HOLE 1
44#define ORC_ZONE 2 38#define ORC_ZONE 2
45#define MINING_ZONE 3 39#define MINING_ZONE 3
46#define NR_OF_HOLE_TYPES 3 40#define NR_OF_HOLE_TYPES 3
47 41
48/* 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
49is cleared with the top left corner at xstart, ystart */ 44 * is cleared with the top left corner at xstart, ystart
50 45 */
51void 46static void
52nuke_map_region (mapstruct *map, int xstart, int ystart, int xsize, int ysize) 47nuke_map_region (maptile *map, char **layout, int xstart, int ystart, int xsize, int ysize)
53{ 48{
54 int i, j;
55 object *tmp;
56
57 for (i = xstart; i < xstart + xsize; i++) 49 for (int i = xstart; i < xstart + xsize; i++)
58 for (j = ystart; j < ystart + ysize; j++) 50 for (int j = ystart; j < ystart + ysize; j++)
59 { 51 {
60 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;
61 { 57 else
62 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
63 { 58 {
64 if (tmp->head) 59 object *head = tmp->head_ ();
65 tmp = tmp->head; 60 tmp = tmp->above;
66 remove_ob (tmp); 61 head->destroy ();
67 free_object (tmp);
68 tmp = get_map_ob (map, i, j);
69 } 62 }
70 if (tmp == NULL)
71 break;
72 }
73 } 63 }
74} 64}
75 65
76
77
78/* copy in_map into dest_map at point x,y */ 66/* copy in_map into dest_map at point x,y */
79 67static void
80
81void
82include_map_in_map (mapstruct *dest_map, mapstruct *in_map, int x, int y) 68include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
83{ 69{
84 int i, j; 70 for (int i = 0; i < in_map->width; i++)
85 object *tmp; 71 for (int j = 0; j < in_map->height; j++)
86 object *new_ob;
87
88 /* First, splatter everything in the dest map at the location */
89 nuke_map_region (dest_map, x, y, MAP_WIDTH (in_map), MAP_HEIGHT (in_map));
90
91 for (i = 0; i < MAP_WIDTH (in_map); i++)
92 for (j = 0; j < MAP_HEIGHT (in_map); j++)
93 {
94 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)
95 { 73 {
96 /* don't copy things with multiple squares: must be dealt with 74 /* don't copy tails: must be dealt with specially. */
97 specially. */
98 if (tmp->head != NULL) 75 if (!tmp->is_head ())
99 continue; 76 continue;
100 new_ob = arch_to_object (tmp->arch); 77
101 copy_object_with_inv (tmp, new_ob); 78 object *new_ob = tmp->deep_clone ();
79
102 if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) 80 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
103 add_button_link (new_ob, dest_map, tmp->path_attuned); 81 add_button_link (new_ob, dest_map, tmp->path_attuned);
104 new_ob->x = i + x; 82
105 new_ob->y = j + y; 83 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
106 insert_multisquare_ob_in_map (new_ob, dest_map);
107 } 84 }
108 }
109} 85}
110 86
111int 87static int
112find_spot_for_submap (mapstruct *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)
113{ 89{
114 int tries; 90 int blocked, i, j;
115 int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */
116 int is_occupied = 0;
117 int l, m;
118 91
119 /* 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
120 sufficiently large. */ 93 sufficiently large. */
121 if (2 * xsize > MAP_WIDTH (map) || 2 * ysize > MAP_HEIGHT (map)) 94 if (2 * xsize > map->width || 2 * ysize > map->height)
122 return 0; 95 return 0;
123 96
124 /* search a bit for a completely free spot. */ 97 /* search a bit for a completely free spot. */
125 for (tries = 0; tries < 20; tries++) 98 for (int tries = 0; tries < 20; tries++)
126 { 99 {
100 blocked = 0;
101
127 /* pick a random location in the layout */ 102 /* pick a random location in the layout */
128 i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; 103 i = rmg_rndm (1, map->width - xsize - 2);
129 j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; 104 j = rmg_rndm (1, map->height - ysize - 2);
130 is_occupied = 0; 105
131 for (l = i; l < i + xsize; l++) 106 for (int l = i; l < i + xsize; l++)
132 for (m = j; m < j + ysize; m++) 107 for (int m = j; m < j + ysize; m++)
133 is_occupied |= layout[l][m]; 108 {
134 if (!is_occupied) 109 blocked = 1;
135 break; 110 break;
136 } 111 }
137 112
113 if (!blocked)
114 break;
115 }
138 116
139 /* if we failed, relax the restrictions */ 117 /* if we failed, relax the restrictions */
140 118 if (blocked)
141 if (is_occupied)
142 { /* failure, try a relaxed placer. */ 119 { /* failure, try a relaxed placer. */
143 /* pick a random location in the layout */ 120 /* pick a random location in the layout */
144 for (tries = 0; tries < 10; tries++) 121 for (int tries = 0; tries < 10; tries++)
145 { 122 {
146 i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; 123 i = rmg_rndm (1, map->width - xsize - 2);
147 j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; 124 j = rmg_rndm (1, map->height - ysize - 2);
125
148 is_occupied = 0; 126 blocked = 0;
127
149 for (l = i; l < i + xsize; l++) 128 for (int l = i; l < i + xsize; l++)
150 for (m = j; m < j + ysize; m++) 129 for (int m = j; m < j + ysize; m++)
151 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 {
152 is_occupied |= 1; 132 blocked = 1;
133 break;
134 }
153 } 135 }
154 } 136 }
155 if (is_occupied) 137
138 if (blocked)
156 return 0; 139 return 0;
140
157 *ix = i; 141 *ix = i;
158 *iy = j; 142 *iy = j;
143
159 return 1; 144 return 1;
160} 145}
161 146
162 147static void
163void
164place_fountain_with_specials (mapstruct *map) 148place_fountain_with_specials (maptile *map)
165{ 149{
166 int ix, iy, i = -1, tries = 0; 150 int ix, iy, i = -1, tries = 0;
167 mapstruct *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
168 object *fountain = get_archetype ("fountain"); 159 object *fountain = archetype::get (shstr_fountain);
169 object *potion = get_object (); 160 object *potion = fountain_style->pick_random_object (rmg_rndm)->clone ();
170 161
171 copy_object (pick_random_object (fountain_style), potion);
172 while (i < 0 && tries < 10) 162 while (i < 0 && tries < 10)
173 { 163 {
174 ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; 164 ix = rmg_rndm (map->width - 2) + 1;
175 iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; 165 iy = rmg_rndm (map->height - 2) + 1;
176 i = find_first_free_spot (fountain, map, ix, iy); 166 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
177 tries++; 167 tries++;
178 }; 168 }
169
179 if (i == -1) 170 if (i == -1)
180 { /* can't place fountain */ 171 { /* can't place fountain */
181 free_object (fountain); 172 fountain->destroy ();
182 free_object (potion); 173 potion->destroy ();
183 return; 174 return;
184 } 175 }
176
185 ix += freearr_x[i]; 177 ix += freearr_x[i];
186 iy += freearr_y[i]; 178 iy += freearr_y[i];
187 potion->face = fountain->face; 179 potion->face = fountain->face;
188 SET_FLAG (potion, FLAG_NO_PICK); 180 SET_FLAG (potion, FLAG_NO_PICK);
189 SET_FLAG (potion, FLAG_IDENTIFIED); 181 SET_FLAG (potion, FLAG_IDENTIFIED);
190 potion->name = potion->name_pl = "fountain"; 182 potion->name = potion->name_pl = "fountain";
191 potion->x = ix; 183 potion->x = ix;
192 potion->y = iy; 184 potion->y = iy;
193 potion->material = M_ADAMANT; 185 potion->materialname = "adamantium";
194 fountain->x = ix; 186 fountain->x = ix;
195 fountain->y = iy; 187 fountain->y = iy;
196 insert_ob_in_map (fountain, map, NULL, 0); 188 insert_ob_in_map (fountain, map, NULL, 0);
197 insert_ob_in_map (potion, map, NULL, 0); 189 insert_ob_in_map (potion, map, NULL, 0);
198
199} 190}
200 191
201void 192static void
202place_special_exit (mapstruct *map, int hole_type, RMParms * RP) 193place_special_exit (maptile *map, int hole_type, random_map_params *RP)
203{ 194{
204 int ix, iy, i = -1; 195 int ix, iy, i = -1;
205 char buf[HUGE_BUF], *style, *decor, *mon; 196 char buf[16384];
197 const char *style, *decor, *mon;
206 mapstruct *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 198 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
207 int g_xsize, g_ysize; 199 int g_xsize, g_ysize;
208 200
209 object *the_exit = get_object (); 201 if (!exit_style)
202 {
203 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
204 return;
205 }
210 206
211 if (!exit_style) 207 if (!exit_style)
212 return; 208 return;
213 209
214 copy_object (pick_random_object (exit_style), the_exit); 210 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
215 211
216 while (i < 0) 212 // put an upper bound here, just in case
217 { 213 for (int repeat = 8192; --repeat; )
218 ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1;
219 iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1;
220 i = find_first_free_spot (the_exit, map, ix, iy);
221 } 214 {
215 ix = rmg_rndm (1, map->width - 2);
216 iy = rmg_rndm (1, map->height - 2);
222 217
218 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
219 if (i >= 0)
220 {
223 ix += freearr_x[i]; 221 ix += freearr_x[i];
224 iy += freearr_y[i]; 222 iy += freearr_y[i];
223 break;
224 }
225 }
226
225 the_exit->x = ix; 227 the_exit->x = ix;
226 the_exit->y = iy; 228 the_exit->y = iy;
227 229
228 if (!hole_type) 230 if (!hole_type)
229 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; 231 hole_type = rmg_rndm (NR_OF_HOLE_TYPES) + 1;
230 232
231 switch (hole_type) 233 switch (hole_type)
232 { 234 {
233 case GLORY_HOLE: /* treasures */ 235 case GLORY_HOLE: /* treasures */
234 { 236 {
235 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 237 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
236 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 238 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
237 style = "onion"; 239 style = "onion";
238 decor = "wealth2"; 240 decor = "wealth2";
239 mon = "none"; 241 mon = "none";
240 break;
241 }
242
243 case ORC_ZONE: /* hole with orcs in it. */
244 {
245 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4;
246 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4;
247 style = "onion";
248 decor = "wealth2";
249 mon = "orc";
250 break;
251 }
252
253 case MINING_ZONE: /* hole with orcs in it. */
254 {
255 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4;
256 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4;
257 style = "maze";
258 decor = "minerals2";
259 mon = "none";
260 break;
261 }
262
263 default: /* undefined */
264 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
265 return;
266 break; 242 break;
243 }
244
245 case ORC_ZONE: /* hole with orcs in it. */
246 {
247 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
248 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
249 style = "onion";
250 decor = "wealth2";
251 mon = "orc";
252 break;
253 }
254
255 case MINING_ZONE: /* hole with orcs in it. */
256 {
257 g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4;
258 g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4;
259 style = "maze";
260 decor = "minerals2";
261 mon = "none";
262 break;
263 }
264
265 default: /* undefined */
266 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
267 return;
268 break;
267 } 269 }
268 270
269 /* Need to be at least this size, otherwise the load 271 /* Need to be at least this size, otherwise the load
270 * code will generate new size values which are too large. 272 * code will generate new size values which are too large.
271 */ 273 */
272 if (g_xsize < MIN_RANDOM_MAP_SIZE) 274 if (g_xsize < MIN_RANDOM_MAP_SIZE) g_xsize = MIN_RANDOM_MAP_SIZE;
273 g_xsize = MIN_RANDOM_MAP_SIZE; 275 if (g_ysize < MIN_RANDOM_MAP_SIZE) g_ysize = MIN_RANDOM_MAP_SIZE;
274 if (g_ysize < MIN_RANDOM_MAP_SIZE)
275 g_ysize = MIN_RANDOM_MAP_SIZE;
276 276
277 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,
278 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 278 "none", style, decor, "none", RP->exitstyle, 0, 0, 0,
279 OPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 279 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level,
280 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);
281 the_exit->slaying = "/!"; 281 the_exit->slaying = "/!";
282 the_exit->msg = buf; 282 the_exit->msg = buf;
283 283
284 insert_ob_in_map (the_exit, map, NULL, 0); 284 insert_ob_in_map (the_exit, map, NULL, 0);
285} 285}
286 286
287
288void 287void
289place_specials_in_map (mapstruct *map, char **layout, RMParms * RP) 288place_specials_in_map (maptile *map, char **layout, random_map_params *RP)
290{ 289{
291 mapstruct *special_map; 290 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES))
292 int ix, iy; /* map insertion locatons */
293 int special_type; /* type of special to make */
294
295
296 special_type = RANDOM () % NUM_OF_SPECIAL_TYPES;
297 switch (special_type)
298 { 291 {
299 292 case SPECIAL_SUBMAP:
293 {
300 /* includes a special map into the random map being made. */ 294 /* includes a special map into the random map being made. */
301 case SPECIAL_SUBMAP:
302 {
303 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 295 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty);
296
304 if (special_map == NULL) 297 if (!special_map)
305 return; 298 break;
306 299
300 int ix, iy; /* map insertion locatons */
301
307 if (find_spot_for_submap (map, layout, &ix, &iy, MAP_WIDTH (special_map), MAP_HEIGHT (special_map))) 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);
308 include_map_in_map (map, special_map, ix, iy); 306 include_map_in_map (map, special_map, ix, iy);
309 break;
310 } 307 }
308 }
311 309
310 break;
311
312 case SPECIAL_FOUNTAIN:
312 /* Make a special fountain: an unpickable potion disguised as 313 /* Make a special fountain: an unpickable potion disguised as
313 a fountain, or rather, colocated with a fountain. */ 314 a fountain, or rather, colocated with a fountain. */
314 case SPECIAL_FOUNTAIN:
315 {
316 place_fountain_with_specials (map); 315 place_fountain_with_specials (map);
317 break; 316 break;
318 }
319 317
318 case SPECIAL_EXIT:
320 /* Make an exit to another random map, e.g. a gloryhole. */ 319 /* Make an exit to another random map, e.g. a gloryhole. */
321 case SPECIAL_EXIT:
322 {
323 place_special_exit (map, 0, RP); 320 place_special_exit (map, 0, RP);
324 break; 321 break;
325 }
326 } 322 }
327
328} 323}
324

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