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Comparing deliantra/server/random_maps/special.C (file contents):
Revision 1.40 by root, Fri Mar 26 00:59:21 2010 UTC vs.
Revision 1.60 by root, Fri Jan 21 19:01:42 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
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 !floor objects: 47/* clear map completely of all !floor objects:
44 * a rectangular area of xsize, ysize 48 * a rectangular area of xsize, ysize
45 * is cleared with the top left corner at xstart, ystart 49 * is cleared with the top left corner at xstart, ystart
46 */ 50 */
47static void 51static void
48nuke_map_region (maptile *map, char **layout, int xstart, int ystart, int xsize, int ysize) 52nuke_map_region (maptile *map, layout &maze, int xstart, int ystart, int xsize, int ysize)
49{ 53{
50 for (int i = xstart; i < xstart + xsize; i++) 54 for (int i = xstart; i < xstart + xsize; i++)
51 for (int j = ystart; j < ystart + ysize; j++) 55 for (int j = ystart; j < ystart + ysize; j++)
52 { 56 {
53 layout[i][j] = 'S'; 57 maze[i][j] = 'S';
54 58
55 for (object *tmp = map->at (i, j).bot; tmp; ) 59 for (object *tmp = map->at (i, j).bot; tmp; )
56 if (tmp->flag [FLAG_IS_FLOOR]) 60 if (tmp->flag [FLAG_IS_FLOOR])
57 tmp = tmp->above; 61 tmp = tmp->above;
58 else 62 else
76 if (!tmp->is_head ()) 80 if (!tmp->is_head ())
77 continue; 81 continue;
78 82
79 object *new_ob = tmp->deep_clone (); 83 object *new_ob = tmp->deep_clone ();
80 84
81 if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) 85 if (tmp->flag [FLAG_IS_LINKED])
82 new_ob->add_link (dest_map, tmp->find_link ()->id); 86 new_ob->add_link (dest_map, tmp->find_link ()->id);
83 87
84 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON); 88 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
85 } 89 }
86} 90}
87 91
88static int 92static int
89find_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)
90{ 94{
91 int blocked, i, j; 95 int blocked, i, j;
92 96
93 /* 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
94 sufficiently large. */ 98 sufficiently large. */
98 /* search a bit for a completely free spot. */ 102 /* search a bit for a completely free spot. */
99 for (int tries = 0; tries < 20; tries++) 103 for (int tries = 0; tries < 20; tries++)
100 { 104 {
101 blocked = 0; 105 blocked = 0;
102 106
103 /* pick a random location in the layout */ 107 /* pick a random location in the maze */
104 i = rmg_rndm (1, map->width - xsize - 2); 108 i = rmg_rndm (1, map->width - xsize - 2);
105 j = rmg_rndm (1, map->height - ysize - 2); 109 j = rmg_rndm (1, map->height - ysize - 2);
106 110
107 for (int l = i; l < i + xsize; l++) 111 for (int l = i; l < i + xsize; l++)
108 for (int m = j; m < j + ysize; m++) 112 for (int m = j; m < j + ysize; m++)
116 } 120 }
117 121
118 /* if we failed, relax the restrictions */ 122 /* if we failed, relax the restrictions */
119 if (blocked) 123 if (blocked)
120 { /* failure, try a relaxed placer. */ 124 { /* failure, try a relaxed placer. */
121 /* pick a random location in the layout */ 125 /* pick a random location in the maze */
122 for (int tries = 0; tries < 10; tries++) 126 for (int tries = 0; tries < 10; tries++)
123 { 127 {
124 i = rmg_rndm (1, map->width - xsize - 2); 128 i = rmg_rndm (1, map->width - xsize - 2);
125 j = rmg_rndm (1, map->height - ysize - 2); 129 j = rmg_rndm (1, map->height - ysize - 2);
126 130
127 blocked = 0; 131 blocked = 0;
128 132
129 for (int l = i; l < i + xsize; l++) 133 for (int l = i; l < i + xsize; l++)
130 for (int m = j; m < j + ysize; m++) 134 for (int m = j; m < j + ysize; m++)
131 if (layout[l][m] != '#' && layout[l][m] != 'D' && layout[l][m] != 0) 135 if (maze[l][m] != '#' && maze[l][m] != 'D' && maze[l][m] != 0)
132 { 136 {
133 blocked = 1; 137 blocked = 1;
134 break; 138 break;
135 } 139 }
136 } 140 }
162 166
163 while (i < 0 && tries < 10) 167 while (i < 0 && tries < 10)
164 { 168 {
165 ix = rmg_rndm (map->width - 2) + 1; 169 ix = rmg_rndm (map->width - 2) + 1;
166 iy = rmg_rndm (map->height - 2) + 1; 170 iy = rmg_rndm (map->height - 2) + 1;
167 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1); 171 i = rmg_find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
168 tries++; 172 tries++;
169 } 173 }
170 174
171 if (i == -1) 175 if (i == -1)
172 { /* can't place fountain */ 176 { /* can't place fountain */
176 } 180 }
177 181
178 ix += freearr_x[i]; 182 ix += freearr_x[i];
179 iy += freearr_y[i]; 183 iy += freearr_y[i];
180 potion->face = fountain->face; 184 potion->face = fountain->face;
181 SET_FLAG (potion, FLAG_NO_PICK); 185 potion->set_flag (FLAG_NO_PICK);
182 SET_FLAG (potion, FLAG_IDENTIFIED); 186 potion->set_flag (FLAG_IDENTIFIED);
183 potion->name = potion->name_pl = shstr_fountain; 187 potion->name = potion->name_pl = shstr_fountain;
184 potion->x = ix; 188 potion->x = ix;
185 potion->y = iy; 189 potion->y = iy;
186 potion->material = name_to_material (shstr_adamantium); 190 potion->material = name_to_material (shstr_adamantium);
187 fountain->x = ix; 191 fountain->x = ix;
191} 195}
192 196
193static void 197static void
194place_special_exit (maptile *map, int hole_type, random_map_params *RP) 198place_special_exit (maptile *map, int hole_type, random_map_params *RP)
195{ 199{
196 int ix, iy, i = -1;
197 char buf[16384];
198 const char *style, *decor, *mon;
199 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 200 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", RP->difficulty);
200 int g_xsize, g_ysize;
201
202 if (!exit_style) 201 if (!exit_style)
203 { 202 {
204 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n"); 203 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
205 return; 204 return;
206 } 205 }
211 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone (); 210 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
212 211
213 // put an upper bound here, just in case 212 // put an upper bound here, just in case
214 for (int repeat = 8192; --repeat; ) 213 for (int repeat = 8192; --repeat; )
215 { 214 {
216 ix = rmg_rndm (1, map->width - 2); 215 int ix = rmg_rndm (1, map->width - 2);
217 iy = rmg_rndm (1, map->height - 2); 216 int iy = rmg_rndm (1, map->height - 2);
218 217
219 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);
220 if (i >= 0) 219 if (i >= 0)
221 { 220 {
222 ix += freearr_x[i]; 221 the_exit->x = ix + freearr_x[i];
223 iy += freearr_y[i]; 222 the_exit->y = iy + freearr_y[i];
224 break; 223 break;
225 } 224 }
226 } 225 }
227 226
228 the_exit->x = ix;
229 the_exit->y = iy;
230
231 if (!hole_type) 227 if (!hole_type)
232 hole_type = rmg_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;
233 232
234 switch (hole_type) 233 switch (hole_type)
235 { 234 {
236 case GLORY_HOLE: /* treasures */ 235 case GLORY_HOLE: /* treasures */
237 { 236 {
238 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4; 237 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
239 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4; 238 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
240 style = "onion"; 239 style = "onion";
241 decor = "wealth2"; 240 decor = "special_wealth";
242 mon = "none"; 241 mon = "none";
243 break; 242 break;
244 } 243 }
245 244
246 case ORC_ZONE: /* hole with orcs in it. */ 245 case ORC_ZONE: /* hole with orcs in it. */
247 { 246 {
248 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4; 247 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
249 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4; 248 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
250 style = "onion"; 249 style = "onion";
251 decor = "wealth2"; 250 decor = "special_wealth";
252 mon = "orc"; 251 mon = "orc";
253 break; 252 break;
254 } 253 }
255 254
256 case MINING_ZONE: /* hole with orcs in it. */ 255 case MINING_ZONE: /* hole with orcs in it. */
264 } 263 }
265 264
266 default: /* undefined */ 265 default: /* undefined */
267 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);
268 return; 267 return;
269 break;
270 } 268 }
271 269
272 /* Need to be at least this size, otherwise the load 270 /* Need to be at least this size, otherwise the load
273 * code will generate new size values which are too large. 271 * code will generate new size values which are too large.
274 */ 272 */
275 if (g_xsize < MIN_RANDOM_MAP_SIZE) g_xsize = MIN_RANDOM_MAP_SIZE; 273 max_it (g_xsize, MIN_RANDOM_MAP_SIZE);
276 if (g_ysize < MIN_RANDOM_MAP_SIZE) g_ysize = MIN_RANDOM_MAP_SIZE; 274 max_it (g_ysize, MIN_RANDOM_MAP_SIZE);
277 275
278 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, 276 dynbuf_text buf;
279 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 277
280 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 278 {
281 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...
280
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
282 the_exit->slaying = shstr_random_map_exit; 306 the_exit->slaying = shstr_random_map_exit;
283 the_exit->msg = buf; 307 the_exit->msg = rp.as_shstr ();
308
309 delete &rp;
310 }
284 311
285 insert_ob_in_map (the_exit, map, NULL, 0); 312 insert_ob_in_map (the_exit, map, NULL, 0);
286} 313}
287 314
288void 315void
289place_specials_in_map (maptile *map, char **layout, random_map_params *RP) 316place_specials_in_map (maptile *map, layout &maze, random_map_params *RP)
290{ 317{
291 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) 318 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) // can be NO_SPECIAL as well
292 { 319 {
293 case SPECIAL_SUBMAP: 320 case SPECIAL_SUBMAP:
294 { 321 {
295 /* includes a special map into the random map being made. */ 322 /* includes a special map into the random map being made. */
296 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 323 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true);
297 324
298 if (!special_map) 325 if (!special_map)
299 break; 326 break;
300 327
301 int ix, iy; /* map insertion locatons */ 328 int ix, iy; /* map insertion locatons */
302 329
303 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))
304 { 331 {
305 /* First, splatter everything in the dest map at the location */ 332 /* First, splatter everything in the dest map at the location */
306 nuke_map_region (map, layout, ix, iy, special_map->width, special_map->height); 333 nuke_map_region (map, maze, ix, iy, special_map->width, special_map->height);
307 include_map_in_map (map, special_map, ix, iy); 334 include_map_in_map (map, special_map, ix, iy);
308 } 335 }
309 } 336 }
310 337
311 break; 338 break;

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