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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 1.54 by root, Sat Jul 3 01:49:18 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
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 24
30/* Specials in this file: 25/* Specials in this file:
31 included maps */ 26 included maps */
32 27
33#include <global.h> 28#include <global.h>
43#define GLORY_HOLE 1 38#define GLORY_HOLE 1
44#define ORC_ZONE 2 39#define ORC_ZONE 2
45#define MINING_ZONE 3 40#define MINING_ZONE 3
46#define NR_OF_HOLE_TYPES 3 41#define NR_OF_HOLE_TYPES 3
47 42
48/* 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
49is cleared with the top left corner at xstart, ystart */ 45 * is cleared with the top left corner at xstart, ystart
50 46 */
51void 47static void
52nuke_map_region (mapstruct *map, int xstart, int ystart, int xsize, int ysize) 48nuke_map_region (maptile *map, char **maze, int xstart, int ystart, int xsize, int ysize)
53{ 49{
54 int i, j;
55 object *tmp;
56
57 for (i = xstart; i < xstart + xsize; i++) 50 for (int i = xstart; i < xstart + xsize; i++)
58 for (j = ystart; j < ystart + ysize; j++) 51 for (int j = ystart; j < ystart + ysize; j++)
59 { 52 {
60 for (tmp = get_map_ob (map, i, j); tmp != NULL; tmp = tmp->above) 53 maze[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;
61 { 58 else
62 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
63 { 59 {
64 if (tmp->head) 60 object *head = tmp->head_ ();
65 tmp = tmp->head; 61 tmp = tmp->above;
66 remove_ob (tmp); 62 head->destroy ();
67 free_object (tmp);
68 tmp = get_map_ob (map, i, j);
69 } 63 }
70 if (tmp == NULL)
71 break;
72 }
73 } 64 }
74} 65}
75 66
76
77
78/* copy in_map into dest_map at point x,y */ 67/* copy in_map into dest_map at point x,y */
79 68static void
80
81void
82include_map_in_map (mapstruct *dest_map, mapstruct *in_map, int x, int y) 69include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
83{ 70{
84 int i, j; 71 for (int i = 0; i < in_map->width; i++)
85 object *tmp; 72 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) 73 for (object *tmp = GET_MAP_OB (in_map, i, j); tmp; tmp = tmp->above)
95 { 74 {
96 /* don't copy things with multiple squares: must be dealt with 75 /* don't copy tails: must be dealt with specially. */
97 specially. */
98 if (tmp->head != NULL) 76 if (!tmp->is_head ())
99 continue; 77 continue;
100 new_ob = arch_to_object (tmp->arch); 78
101 copy_object_with_inv (tmp, new_ob); 79 object *new_ob = tmp->deep_clone ();
102 if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) 80
103 add_button_link (new_ob, dest_map, tmp->path_attuned); 81 if (tmp->flag [FLAG_IS_LINKED])
104 new_ob->x = i + x; 82 new_ob->add_link (dest_map, tmp->find_link ()->id);
105 new_ob->y = j + y; 83
106 insert_multisquare_ob_in_map (new_ob, dest_map); 84 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
107 } 85 }
108 }
109} 86}
110 87
111int 88static int
112find_spot_for_submap (mapstruct *map, char **layout, int *ix, int *iy, int xsize, int ysize) 89find_spot_for_submap (maptile *map, char **maze, int *ix, int *iy, int xsize, int ysize)
113{ 90{
114 int tries; 91 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 92
119 /* 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
120 sufficiently large. */ 94 sufficiently large. */
121 if (2 * xsize > MAP_WIDTH (map) || 2 * ysize > MAP_HEIGHT (map)) 95 if (2 * xsize > map->width || 2 * ysize > map->height)
122 return 0; 96 return 0;
123 97
124 /* search a bit for a completely free spot. */ 98 /* search a bit for a completely free spot. */
125 for (tries = 0; tries < 20; tries++) 99 for (int tries = 0; tries < 20; tries++)
126 { 100 {
101 blocked = 0;
102
127 /* pick a random location in the layout */ 103 /* pick a random location in the maze */
128 i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; 104 i = rmg_rndm (1, map->width - xsize - 2);
129 j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; 105 j = rmg_rndm (1, map->height - ysize - 2);
130 is_occupied = 0; 106
131 for (l = i; l < i + xsize; l++) 107 for (int l = i; l < i + xsize; l++)
132 for (m = j; m < j + ysize; m++) 108 for (int m = j; m < j + ysize; m++)
133 is_occupied |= layout[l][m]; 109 {
110 blocked = 1;
111 break;
112 }
113
134 if (!is_occupied) 114 if (!blocked)
135 break; 115 break;
136 } 116 }
137 117
138
139 /* if we failed, relax the restrictions */ 118 /* if we failed, relax the restrictions */
140 119 if (blocked)
141 if (is_occupied)
142 { /* failure, try a relaxed placer. */ 120 { /* failure, try a relaxed placer. */
143 /* pick a random location in the layout */ 121 /* pick a random location in the maze */
144 for (tries = 0; tries < 10; tries++) 122 for (int tries = 0; tries < 10; tries++)
145 { 123 {
146 i = RANDOM () % (MAP_WIDTH (map) - xsize - 2) + 1; 124 i = rmg_rndm (1, map->width - xsize - 2);
147 j = RANDOM () % (MAP_HEIGHT (map) - ysize - 2) + 1; 125 j = rmg_rndm (1, map->height - ysize - 2);
126
148 is_occupied = 0; 127 blocked = 0;
128
149 for (l = i; l < i + xsize; l++) 129 for (int l = i; l < i + xsize; l++)
150 for (m = j; m < j + ysize; m++) 130 for (int m = j; m < j + ysize; m++)
151 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') 131 if (maze[l][m] != '#' && maze[l][m] != 'D' && maze[l][m] != 0)
132 {
152 is_occupied |= 1; 133 blocked = 1;
134 break;
135 }
153 } 136 }
154 } 137 }
155 if (is_occupied) 138
139 if (blocked)
156 return 0; 140 return 0;
141
157 *ix = i; 142 *ix = i;
158 *iy = j; 143 *iy = j;
144
159 return 1; 145 return 1;
160} 146}
161 147
162 148static void
163void
164place_fountain_with_specials (mapstruct *map) 149place_fountain_with_specials (maptile *map)
165{ 150{
166 int ix, iy, i = -1, tries = 0; 151 int ix, iy, i = -1, tries = 0;
167 mapstruct *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
168 object *fountain = get_archetype ("fountain"); 160 object *fountain = archetype::get (shstr_fountain);
169 object *potion = get_object (); 161 object *potion = fountain_style->pick_random_object (rmg_rndm)->clone ();
170 162
171 copy_object (pick_random_object (fountain_style), potion);
172 while (i < 0 && tries < 10) 163 while (i < 0 && tries < 10)
173 { 164 {
174 ix = RANDOM () % (MAP_WIDTH (map) - 2) + 1; 165 ix = rmg_rndm (map->width - 2) + 1;
175 iy = RANDOM () % (MAP_HEIGHT (map) - 2) + 1; 166 iy = rmg_rndm (map->height - 2) + 1;
176 i = find_first_free_spot (fountain, map, ix, iy); 167 i = rmg_find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
177 tries++; 168 tries++;
178 }; 169 }
170
179 if (i == -1) 171 if (i == -1)
180 { /* can't place fountain */ 172 { /* can't place fountain */
181 free_object (fountain); 173 fountain->destroy ();
182 free_object (potion); 174 potion->destroy ();
183 return; 175 return;
184 } 176 }
177
185 ix += freearr_x[i]; 178 ix += freearr_x[i];
186 iy += freearr_y[i]; 179 iy += freearr_y[i];
187 potion->face = fountain->face; 180 potion->face = fountain->face;
188 SET_FLAG (potion, FLAG_NO_PICK); 181 potion->set_flag (FLAG_NO_PICK);
189 SET_FLAG (potion, FLAG_IDENTIFIED); 182 potion->set_flag (FLAG_IDENTIFIED);
190 potion->name = potion->name_pl = "fountain"; 183 potion->name = potion->name_pl = shstr_fountain;
191 potion->x = ix; 184 potion->x = ix;
192 potion->y = iy; 185 potion->y = iy;
193 potion->material = M_ADAMANT; 186 potion->material = name_to_material (shstr_adamantium);
194 fountain->x = ix; 187 fountain->x = ix;
195 fountain->y = iy; 188 fountain->y = iy;
196 insert_ob_in_map (fountain, map, NULL, 0); 189 insert_ob_in_map (fountain, map, NULL, 0);
197 insert_ob_in_map (potion, map, NULL, 0); 190 insert_ob_in_map (potion, map, NULL, 0);
198
199} 191}
200 192
201void 193static void
202place_special_exit (mapstruct *map, int hole_type, RMParms * RP) 194place_special_exit (maptile *map, int hole_type, random_map_params *RP)
203{ 195{
204 int ix, iy, i = -1;
205 char buf[HUGE_BUF], *style, *decor, *mon;
206 mapstruct *exit_style = find_style ("/styles/misc", "obscure_exits", -1); 196 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", RP->difficulty);
207 int g_xsize, g_ysize; 197 if (!exit_style)
208 198 {
209 object *the_exit = get_object (); 199 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
200 return;
201 }
210 202
211 if (!exit_style) 203 if (!exit_style)
212 return; 204 return;
213 205
214 copy_object (pick_random_object (exit_style), the_exit); 206 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
215 207
216 while (i < 0) 208 // put an upper bound here, just in case
217 { 209 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 } 210 {
211 int ix = rmg_rndm (1, map->width - 2);
212 int iy = rmg_rndm (1, map->height - 2);
222 213
223 ix += freearr_x[i]; 214 int i = rmg_find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
224 iy += freearr_y[i]; 215 if (i >= 0)
225 the_exit->x = ix; 216 {
226 the_exit->y = iy; 217 the_exit->x = ix + freearr_x[i];
218 the_exit->y = iy + freearr_y[i];
219 break;
220 }
221 }
227 222
228 if (!hole_type) 223 if (!hole_type)
229 hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; 224 hole_type = rmg_rndm (NR_OF_HOLE_TYPES) + 1;
225
226 const char *style, *decor, *mon;
227 int g_xsize, g_ysize;
230 228
231 switch (hole_type) 229 switch (hole_type)
232 { 230 {
233 case GLORY_HOLE: /* treasures */ 231 case GLORY_HOLE: /* treasures */
234 { 232 {
235 g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; 233 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
236 g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; 234 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
237 style = "onion"; 235 style = "onion";
238 decor = "wealth2"; 236 decor = "special_wealth";
239 mon = "none"; 237 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; 238 break;
239 }
240
241 case ORC_ZONE: /* hole with orcs in it. */
242 {
243 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
244 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
245 style = "onion";
246 decor = "special_wealth";
247 mon = "orc";
248 break;
249 }
250
251 case MINING_ZONE: /* hole with orcs in it. */
252 {
253 g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4;
254 g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4;
255 style = "maze";
256 decor = "minerals2";
257 mon = "none";
258 break;
259 }
260
261 default: /* undefined */
262 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
263 return;
267 } 264 }
268 265
269 /* Need to be at least this size, otherwise the load 266 /* Need to be at least this size, otherwise the load
270 * code will generate new size values which are too large. 267 * code will generate new size values which are too large.
271 */ 268 */
272 if (g_xsize < MIN_RANDOM_MAP_SIZE) 269 max_it (g_xsize, MIN_RANDOM_MAP_SIZE);
273 g_xsize = MIN_RANDOM_MAP_SIZE;
274 if (g_ysize < MIN_RANDOM_MAP_SIZE) 270 max_it (g_ysize, MIN_RANDOM_MAP_SIZE);
275 g_ysize = MIN_RANDOM_MAP_SIZE;
276 271
277 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, 272 dynbuf_text buf;
278 "none", style, decor, "none", RP->exitstyle, 0, 0, 0, 273
279 OPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, 274 {
280 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); 275 random_map_params &rp = *new random_map_params; // for zero_intiialised to work...
281 the_exit->slaying = "/!"; 276
282 the_exit->msg = buf; 277 rp.hv = (HV *)newHV ();
278
279 rp.xsize = g_xsize;
280 rp.ysize = g_ysize;
281
282 rp.set ("wallstyle" , RP->get_str ("wallstyle" , 0));
283 rp.set ("floorstyle" , RP->get_str ("floorstyle", 0));
284 rp.set ("exitstyle" , RP->get_str ("exitstyle" , 0));
285 rp.set ("region" , RP->get_str ("region" , 0));
286 rp.set ("monsterstyle" , mon);
287 rp.set ("treasurestyle", "none");
288 rp.set ("layoutstyle" , style);
289 rp.set ("decorstyle" , decor);
290 rp.set ("decoroptions" , (IV)-1);
291
292 rp.layoutoptions1 = RMOPT_WALLS_ONLY;
293 rp.symmetry = SYMMETRY_NONE;
294 rp.dungeon_depth = RP->dungeon_level;
295 rp.dungeon_level = RP->dungeon_level;
296 rp.difficulty = RP->difficulty;
297 rp.difficulty_given = RP->difficulty;
298 rp.difficulty_increase = RP->difficulty_increase;
299 rp.orientation = 1;
300 rp.random_seed = uint32_t (RP->random_seed + 0xdeadbeef);
301
302 the_exit->slaying = shstr_random_map_exit;
303 the_exit->msg = rp.as_shstr ();
304
305 delete &rp;
306 }
283 307
284 insert_ob_in_map (the_exit, map, NULL, 0); 308 insert_ob_in_map (the_exit, map, NULL, 0);
285} 309}
286 310
287
288void 311void
289place_specials_in_map (mapstruct *map, char **layout, RMParms * RP) 312place_specials_in_map (maptile *map, char **maze, random_map_params *RP)
290{ 313{
291 mapstruct *special_map; 314 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 { 315 {
299 316 case SPECIAL_SUBMAP:
317 {
300 /* includes a special map into the random map being made. */ 318 /* includes a special map into the random map being made. */
301 case SPECIAL_SUBMAP: 319 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true);
320
321 if (!special_map)
322 break;
323
324 int ix, iy; /* map insertion locatons */
325
326 if (find_spot_for_submap (map, maze, &ix, &iy, special_map->width, special_map->height))
302 { 327 {
303 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); 328 /* First, splatter everything in the dest map at the location */
304 if (special_map == NULL) 329 nuke_map_region (map, maze, ix, iy, special_map->width, special_map->height);
305 return;
306
307 if (find_spot_for_submap (map, layout, &ix, &iy, MAP_WIDTH (special_map), MAP_HEIGHT (special_map)))
308 include_map_in_map (map, special_map, ix, iy); 330 include_map_in_map (map, special_map, ix, iy);
309 break;
310 } 331 }
332 }
311 333
334 break;
335
336 case SPECIAL_FOUNTAIN:
312 /* Make a special fountain: an unpickable potion disguised as 337 /* Make a special fountain: an unpickable potion disguised as
313 a fountain, or rather, colocated with a fountain. */ 338 a fountain, or rather, colocated with a fountain. */
314 case SPECIAL_FOUNTAIN:
315 {
316 place_fountain_with_specials (map); 339 place_fountain_with_specials (map);
317 break; 340 break;
318 }
319 341
342 case SPECIAL_EXIT:
320 /* Make an exit to another random map, e.g. a gloryhole. */ 343 /* Make an exit to another random map, e.g. a gloryhole. */
321 case SPECIAL_EXIT:
322 {
323 place_special_exit (map, 0, RP); 344 place_special_exit (map, 0, RP);
324 break; 345 break;
325 }
326 } 346 }
327
328} 347}
348

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