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/cvs/deliantra/server/random_maps/special.C
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Comparing deliantra/server/random_maps/special.C (file contents):
Revision 1.51 by root, Wed Jun 30 01:32:57 2010 UTC vs.
Revision 1.59 by root, Tue Oct 12 06:20:13 2010 UTC

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
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 }
219 break; 223 break;
220 } 224 }
221 } 225 }
222 226
223 if (!hole_type) 227 if (!hole_type)
224 hole_type = rmg_rndm (NR_OF_HOLE_TYPES) + 1; 228 hole_type = rmg_rndm (1, NR_OF_HOLE_TYPES);
225 229
226 const char *style, *decor, *mon; 230 const char *style, *decor, *mon;
227 int g_xsize, g_ysize; 231 int g_xsize, g_ysize;
228 232
229 switch (hole_type) 233 switch (hole_type)
272 dynbuf_text buf; 276 dynbuf_text buf;
273 277
274 { 278 {
275 random_map_params &rp = *new random_map_params; // for zero_intiialised to work... 279 random_map_params &rp = *new random_map_params; // for zero_intiialised to work...
276 280
277 rp.hv = (HV *)SvREFCNT_inc_NN ((SV *)RP->hv); 281 rp.hv = (HV *)newHV ();
278 rp.hv_clone ();
279 282
280 rp.xsize = g_xsize; 283 rp.xsize = g_xsize;
281 rp.ysize = g_ysize; 284 rp.ysize = g_ysize;
282 285
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);
283 rp.set ("treasurestyle", "none"); 291 rp.set ("treasurestyle", "none");
292 rp.set ("layoutstyle" , style);
284 rp.set ("decorstyle" , decor); 293 rp.set ("decorstyle" , decor);
285 rp.set ("decoroptions" , (IV)-1); 294 rp.set ("decoroptions" , (IV)-1);
286 295 rp.set ("symmetry" , (IV)SYMMETRY_NONE);
287 assign (rp.monsterstyle, mon); 296 rp.set ("orientation" , (IV)1);
288 assign (rp.layoutstyle , style); 297 rp.set ("random_seed" , RP->get_uv ("random_seed") + 0xdeadbeefU);
289 298
290 rp.layoutoptions1 = RMOPT_WALLS_ONLY; 299 rp.layoutoptions1 = RMOPT_WALLS_ONLY;
291 rp.symmetry = SYMMETRY_NONE;
292 rp.dungeon_depth = RP->dungeon_level; 300 rp.dungeon_depth = RP->dungeon_level;
293 rp.dungeon_level = RP->dungeon_level; 301 rp.dungeon_level = RP->dungeon_level;
294 rp.difficulty = RP->difficulty; 302 rp.difficulty = RP->difficulty;
295 rp.difficulty_given = RP->difficulty; 303 rp.difficulty_given = RP->difficulty;
296 rp.difficulty_increase = RP->difficulty_increase; 304 rp.difficulty_increase = RP->difficulty_increase;
297 rp.orientation = 1;
298 rp.random_seed = uint32_t (RP->random_seed + 0xdeadbeef);
299 rp.region = RP->region;
300 305
301 the_exit->slaying = shstr_random_map_exit; 306 the_exit->slaying = shstr_random_map_exit;
302 the_exit->msg = rp.as_shstr (); 307 the_exit->msg = rp.as_shstr ();
303 308
304 delete &rp; 309 delete &rp;
305 } 310 }
306 311
307 insert_ob_in_map (the_exit, map, NULL, 0); 312 insert_ob_in_map (the_exit, map, NULL, 0);
308} 313}
309 314
310void 315void
311place_specials_in_map (maptile *map, char **layout, random_map_params *RP) 316place_specials_in_map (maptile *map, layout &maze, random_map_params *RP)
312{ 317{
313 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) 318 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) // can be NO_SPECIAL as well
314 { 319 {
315 case SPECIAL_SUBMAP: 320 case SPECIAL_SUBMAP:
316 { 321 {
317 /* includes a special map into the random map being made. */ 322 /* includes a special map into the random map being made. */
318 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true); 323 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true);
320 if (!special_map) 325 if (!special_map)
321 break; 326 break;
322 327
323 int ix, iy; /* map insertion locatons */ 328 int ix, iy; /* map insertion locatons */
324 329
325 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))
326 { 331 {
327 /* First, splatter everything in the dest map at the location */ 332 /* First, splatter everything in the dest map at the location */
328 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);
329 include_map_in_map (map, special_map, ix, iy); 334 include_map_in_map (map, special_map, ix, iy);
330 } 335 }
331 } 336 }
332 337
333 break; 338 break;

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