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Comparing deliantra/server/random_maps/special.C (file contents):
Revision 1.9 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.40 by root, Fri Mar 26 00:59:21 2010 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 (©) 2005,2006,2007,2008,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24/* Specials in this file: 25/* Specials in this file:
25 included maps */ 26 included maps */
26 27
27#include <global.h> 28#include <global.h>
37#define GLORY_HOLE 1 38#define GLORY_HOLE 1
38#define ORC_ZONE 2 39#define ORC_ZONE 2
39#define MINING_ZONE 3 40#define MINING_ZONE 3
40#define NR_OF_HOLE_TYPES 3 41#define NR_OF_HOLE_TYPES 3
41 42
42/* clear map completely of all objects: a rectangular area of xsize, ysize 43/* clear map completely of all !floor objects:
44 * a rectangular area of xsize, ysize
43is cleared with the top left corner at xstart, ystart */ 45 * is cleared with the top left corner at xstart, ystart
44 46 */
45void 47static void
46nuke_map_region (maptile *map, int xstart, int ystart, int xsize, int ysize) 48nuke_map_region (maptile *map, char **layout, int xstart, int ystart, int xsize, int ysize)
47{ 49{
48 int i, j;
49 object *tmp;
50
51 for (i = xstart; i < xstart + xsize; i++) 50 for (int i = xstart; i < xstart + xsize; i++)
52 for (j = ystart; j < ystart + ysize; j++) 51 for (int j = ystart; j < ystart + ysize; j++)
53 { 52 {
54 for (tmp = GET_MAP_OB (map, i, j); tmp != NULL; tmp = tmp->above) 53 layout[i][j] = 'S';
54
55 for (object *tmp = map->at (i, j).bot; tmp; )
56 if (tmp->flag [FLAG_IS_FLOOR])
57 tmp = tmp->above;
55 { 58 else
56 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
57 { 59 {
58 if (tmp->head) 60 object *head = tmp->head_ ();
59 tmp = tmp->head; 61 tmp = tmp->above;
60 tmp->remove ();
61 tmp->destroy (); 62 head->destroy ();
62 tmp = GET_MAP_OB (map, i, j);
63 } 63 }
64 if (tmp == NULL)
65 break;
66 }
67 } 64 }
68} 65}
69 66
70
71
72/* copy in_map into dest_map at point x,y */ 67/* copy in_map into dest_map at point x,y */
73 68static void
74
75void
76include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y) 69include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
77{ 70{
78 int i, j; 71 for (int i = 0; i < in_map->width; i++)
79 object *tmp; 72 for (int j = 0; j < in_map->height; j++)
80 object *new_ob;
81
82 /* 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));
84
85 for (i = 0; i < MAP_WIDTH (in_map); i++)
86 for (j = 0; j < MAP_HEIGHT (in_map); j++)
87 {
88 for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above) 73 for (object *tmp = GET_MAP_OB (in_map, i, j); tmp; tmp = tmp->above)
89 { 74 {
90 /* don't copy things with multiple squares: must be dealt with 75 /* don't copy tails: must be dealt with specially. */
91 specially. */
92 if (tmp->head != NULL) 76 if (!tmp->is_head ())
93 continue; 77 continue;
94 new_ob = arch_to_object (tmp->arch); 78
95 copy_object_with_inv (tmp, new_ob); 79 object *new_ob = tmp->deep_clone ();
80
96 if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) 81 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
97 add_button_link (new_ob, dest_map, tmp->path_attuned); 82 new_ob->add_link (dest_map, tmp->find_link ()->id);
98 new_ob->x = i + x; 83
99 new_ob->y = j + y; 84 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
100 insert_multisquare_ob_in_map (new_ob, dest_map);
101 } 85 }
102 }
103} 86}
104 87
105int 88static int
106find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize) 89find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize)
107{ 90{
108 int tries; 91 int blocked, i, j;
109 int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */
110 int is_occupied = 0;
111 int l, m;
112 92
113 /* don't even try to place a submap into a map if the big map isn't 93 /* don't even try to place a submap into a map if the big map isn't
114 sufficiently large. */ 94 sufficiently large. */
115 if (2 * xsize > MAP_WIDTH (map) || 2 * ysize > MAP_HEIGHT (map)) 95 if (2 * xsize > map->width || 2 * ysize > map->height)
116 return 0; 96 return 0;
117 97
118 /* search a bit for a completely free spot. */ 98 /* search a bit for a completely free spot. */
119 for (tries = 0; tries < 20; tries++) 99 for (int tries = 0; tries < 20; tries++)
120 { 100 {
101 blocked = 0;
102
121 /* pick a random location in the layout */ 103 /* pick a random location in the layout */
122 i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; 104 i = rmg_rndm (1, map->width - xsize - 2);
123 j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; 105 j = rmg_rndm (1, map->height - ysize - 2);
124 is_occupied = 0; 106
125 for (l = i; l < i + xsize; l++) 107 for (int l = i; l < i + xsize; l++)
126 for (m = j; m < j + ysize; m++) 108 for (int m = j; m < j + ysize; m++)
127 is_occupied |= layout[l][m]; 109 {
128 if (!is_occupied) 110 blocked = 1;
129 break; 111 break;
130 } 112 }
131 113
114 if (!blocked)
115 break;
116 }
132 117
133 /* if we failed, relax the restrictions */ 118 /* if we failed, relax the restrictions */
134 119 if (blocked)
135 if (is_occupied)
136 { /* failure, try a relaxed placer. */ 120 { /* failure, try a relaxed placer. */
137 /* pick a random location in the layout */ 121 /* pick a random location in the layout */
138 for (tries = 0; tries < 10; tries++) 122 for (int tries = 0; tries < 10; tries++)
139 { 123 {
140 i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; 124 i = rmg_rndm (1, map->width - xsize - 2);
141 j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; 125 j = rmg_rndm (1, map->height - ysize - 2);
126
142 is_occupied = 0; 127 blocked = 0;
128
143 for (l = i; l < i + xsize; l++) 129 for (int l = i; l < i + xsize; l++)
144 for (m = j; m < j + ysize; m++) 130 for (int m = j; m < j + ysize; m++)
145 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') 131 if (layout[l][m] != '#' && layout[l][m] != 'D' && layout[l][m] != 0)
132 {
146 is_occupied |= 1; 133 blocked = 1;
134 break;
135 }
147 } 136 }
148 } 137 }
149 if (is_occupied) 138
139 if (blocked)
150 return 0; 140 return 0;
141
151 *ix = i; 142 *ix = i;
152 *iy = j; 143 *iy = j;
144
153 return 1; 145 return 1;
154} 146}
155 147
156 148static void
157void
158place_fountain_with_specials (maptile *map) 149place_fountain_with_specials (maptile *map)
159{ 150{
160 int ix, iy, i = -1, tries = 0; 151 int ix, iy, i = -1, tries = 0;
161 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1); 152 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
153
154 if (!fountain_style)
155 {
156 LOG (llevError, "unable to load stylemap /styles/misc fountains\n");
157 return;
158 }
159
162 object *fountain = get_archetype ("fountain"); 160 object *fountain = archetype::get (shstr_fountain);
163 object *potion = object::create (); 161 object *potion = fountain_style->pick_random_object (rmg_rndm)->clone ();
164
165 pick_random_object (fountain_style)->copy_to (potion);
166 162
167 while (i < 0 && tries < 10) 163 while (i < 0 && tries < 10)
168 { 164 {
169 ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; 165 ix = rmg_rndm (map->width - 2) + 1;
170 iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; 166 iy = rmg_rndm (map->height - 2) + 1;
171 i = find_first_free_spot (fountain, map, ix, iy); 167 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
172 tries++; 168 tries++;
173 } 169 }
174 170
175 if (i == -1) 171 if (i == -1)
176 { /* can't place fountain */ 172 { /* can't place fountain */
182 ix += freearr_x[i]; 178 ix += freearr_x[i];
183 iy += freearr_y[i]; 179 iy += freearr_y[i];
184 potion->face = fountain->face; 180 potion->face = fountain->face;
185 SET_FLAG (potion, FLAG_NO_PICK); 181 SET_FLAG (potion, FLAG_NO_PICK);
186 SET_FLAG (potion, FLAG_IDENTIFIED); 182 SET_FLAG (potion, FLAG_IDENTIFIED);
187 potion->name = potion->name_pl = "fountain"; 183 potion->name = potion->name_pl = shstr_fountain;
188 potion->x = ix; 184 potion->x = ix;
189 potion->y = iy; 185 potion->y = iy;
190 potion->material = M_ADAMANT; 186 potion->material = name_to_material (shstr_adamantium);
191 fountain->x = ix; 187 fountain->x = ix;
192 fountain->y = iy; 188 fountain->y = iy;
193 insert_ob_in_map (fountain, map, NULL, 0); 189 insert_ob_in_map (fountain, map, NULL, 0);
194 insert_ob_in_map (potion, map, NULL, 0); 190 insert_ob_in_map (potion, map, NULL, 0);
195
196} 191}
197 192
198void 193static void
199place_special_exit (maptile *map, int hole_type, RMParms * RP) 194place_special_exit (maptile *map, int hole_type, random_map_params *RP)
200{ 195{
201 int ix, iy, i = -1; 196 int ix, iy, i = -1;
202 char buf[HUGE_BUF], *style, *decor, *mon; 197 char buf[16384];
198 const char *style, *decor, *mon;
203 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 199 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
204 int g_xsize, g_ysize; 200 int g_xsize, g_ysize;
205 201
206 object *the_exit = object::create (); 202 if (!exit_style)
203 {
204 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
205 return;
206 }
207 207
208 if (!exit_style) 208 if (!exit_style)
209 return; 209 return;
210 210
211 pick_random_object (exit_style)->copy_to (the_exit); 211 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
212 212
213 while (i < 0) 213 // put an upper bound here, just in case
214 { 214 for (int repeat = 8192; --repeat; )
215 ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1;
216 iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1;
217 i = find_first_free_spot (the_exit, map, ix, iy);
218 } 215 {
216 ix = rmg_rndm (1, map->width - 2);
217 iy = rmg_rndm (1, map->height - 2);
219 218
219 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
220 if (i >= 0)
221 {
220 ix += freearr_x[i]; 222 ix += freearr_x[i];
221 iy += freearr_y[i]; 223 iy += freearr_y[i];
224 break;
225 }
226 }
227
222 the_exit->x = ix; 228 the_exit->x = ix;
223 the_exit->y = iy; 229 the_exit->y = iy;
224 230
225 if (!hole_type) 231 if (!hole_type)
226 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; 232 hole_type = rmg_rndm (NR_OF_HOLE_TYPES) + 1;
227 233
228 switch (hole_type) 234 switch (hole_type)
229 { 235 {
230 case GLORY_HOLE: /* treasures */ 236 case GLORY_HOLE: /* treasures */
231 { 237 {
232 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 238 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
233 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 239 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
234 style = "onion"; 240 style = "onion";
235 decor = "wealth2"; 241 decor = "wealth2";
236 mon = "none"; 242 mon = "none";
237 break;
238 }
239
240 case ORC_ZONE: /* hole with orcs in it. */
241 {
242 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4;
243 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4;
244 style = "onion";
245 decor = "wealth2";
246 mon = "orc";
247 break;
248 }
249
250 case MINING_ZONE: /* hole with orcs in it. */
251 {
252 g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4;
253 g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4;
254 style = "maze";
255 decor = "minerals2";
256 mon = "none";
257 break;
258 }
259
260 default: /* undefined */
261 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
262 return;
263 break; 243 break;
244 }
245
246 case ORC_ZONE: /* hole with orcs in it. */
247 {
248 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
249 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
250 style = "onion";
251 decor = "wealth2";
252 mon = "orc";
253 break;
254 }
255
256 case MINING_ZONE: /* hole with orcs in it. */
257 {
258 g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4;
259 g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4;
260 style = "maze";
261 decor = "minerals2";
262 mon = "none";
263 break;
264 }
265
266 default: /* undefined */
267 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
268 return;
269 break;
264 } 270 }
265 271
266 /* Need to be at least this size, otherwise the load 272 /* Need to be at least this size, otherwise the load
267 * code will generate new size values which are too large. 273 * code will generate new size values which are too large.
268 */ 274 */
269 if (g_xsize < MIN_RANDOM_MAP_SIZE) 275 if (g_xsize < MIN_RANDOM_MAP_SIZE) g_xsize = MIN_RANDOM_MAP_SIZE;
270 g_xsize = MIN_RANDOM_MAP_SIZE; 276 if (g_ysize < MIN_RANDOM_MAP_SIZE) g_ysize = MIN_RANDOM_MAP_SIZE;
271 if (g_ysize < MIN_RANDOM_MAP_SIZE)
272 g_ysize = MIN_RANDOM_MAP_SIZE;
273 277
274 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, 278 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon,
275 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 279 "none", style, decor, "none", RP->exitstyle, 0, 0, 0,
276 OPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 280 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); 281 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase);
278 the_exit->slaying = "/!"; 282 the_exit->slaying = shstr_random_map_exit;
279 the_exit->msg = buf; 283 the_exit->msg = buf;
280 284
281 insert_ob_in_map (the_exit, map, NULL, 0); 285 insert_ob_in_map (the_exit, map, NULL, 0);
282} 286}
283 287
284
285void 288void
286place_specials_in_map (maptile *map, char **layout, RMParms * RP) 289place_specials_in_map (maptile *map, char **layout, random_map_params *RP)
287{ 290{
288 maptile *special_map; 291 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES))
289 int ix, iy; /* map insertion locatons */
290 int special_type; /* type of special to make */
291
292
293 special_type = RANDOM () % NUM_OF_SPECIAL_TYPES;
294 switch (special_type)
295 { 292 {
296 293 case SPECIAL_SUBMAP:
294 {
297 /* includes a special map into the random map being made. */ 295 /* includes a special map into the random map being made. */
298 case SPECIAL_SUBMAP:
299 {
300 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 296 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty);
297
301 if (special_map == NULL) 298 if (!special_map)
302 return; 299 break;
303 300
301 int ix, iy; /* map insertion locatons */
302
304 if (find_spot_for_submap (map, layout, &ix, &iy, MAP_WIDTH (special_map), MAP_HEIGHT (special_map))) 303 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height))
304 {
305 /* First, splatter everything in the dest map at the location */
306 nuke_map_region (map, layout, ix, iy, special_map->width, special_map->height);
305 include_map_in_map (map, special_map, ix, iy); 307 include_map_in_map (map, special_map, ix, iy);
306 break;
307 } 308 }
309 }
308 310
311 break;
312
313 case SPECIAL_FOUNTAIN:
309 /* Make a special fountain: an unpickable potion disguised as 314 /* Make a special fountain: an unpickable potion disguised as
310 a fountain, or rather, colocated with a fountain. */ 315 a fountain, or rather, colocated with a fountain. */
311 case SPECIAL_FOUNTAIN:
312 {
313 place_fountain_with_specials (map); 316 place_fountain_with_specials (map);
314 break; 317 break;
315 }
316 318
319 case SPECIAL_EXIT:
317 /* Make an exit to another random map, e.g. a gloryhole. */ 320 /* Make an exit to another random map, e.g. a gloryhole. */
318 case SPECIAL_EXIT:
319 {
320 place_special_exit (map, 0, RP); 321 place_special_exit (map, 0, RP);
321 break; 322 break;
322 }
323 } 323 }
324
325} 324}
325

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