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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 1.48 by root, Tue Apr 13 03:24:32 2010 UTC vs.
Revision 1.54 by root, Sat Jul 3 01:49:18 2010 UTC

43/* clear map completely of all !floor objects: 43/* clear map completely of all !floor objects:
44 * a rectangular area of xsize, ysize 44 * a rectangular area of xsize, ysize
45 * is cleared with the top left corner at xstart, ystart 45 * is cleared with the top left corner at xstart, ystart
46 */ 46 */
47static void 47static void
48nuke_map_region (maptile *map, char **layout, int xstart, int ystart, int xsize, int ysize) 48nuke_map_region (maptile *map, char **maze, int xstart, int ystart, int xsize, int ysize)
49{ 49{
50 for (int i = xstart; i < xstart + xsize; i++) 50 for (int i = xstart; i < xstart + xsize; i++)
51 for (int j = ystart; j < ystart + ysize; j++) 51 for (int j = ystart; j < ystart + ysize; j++)
52 { 52 {
53 layout[i][j] = 'S'; 53 maze[i][j] = 'S';
54 54
55 for (object *tmp = map->at (i, j).bot; tmp; ) 55 for (object *tmp = map->at (i, j).bot; tmp; )
56 if (tmp->flag [FLAG_IS_FLOOR]) 56 if (tmp->flag [FLAG_IS_FLOOR])
57 tmp = tmp->above; 57 tmp = tmp->above;
58 else 58 else
84 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON); 84 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
85 } 85 }
86} 86}
87 87
88static int 88static int
89find_spot_for_submap (maptile *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)
90{ 90{
91 int blocked, i, j; 91 int blocked, i, j;
92 92
93 /* 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
94 sufficiently large. */ 94 sufficiently large. */
98 /* search a bit for a completely free spot. */ 98 /* search a bit for a completely free spot. */
99 for (int tries = 0; tries < 20; tries++) 99 for (int tries = 0; tries < 20; tries++)
100 { 100 {
101 blocked = 0; 101 blocked = 0;
102 102
103 /* pick a random location in the layout */ 103 /* pick a random location in the maze */
104 i = rmg_rndm (1, map->width - xsize - 2); 104 i = rmg_rndm (1, map->width - xsize - 2);
105 j = rmg_rndm (1, map->height - ysize - 2); 105 j = rmg_rndm (1, map->height - ysize - 2);
106 106
107 for (int l = i; l < i + xsize; l++) 107 for (int l = i; l < i + xsize; l++)
108 for (int m = j; m < j + ysize; m++) 108 for (int m = j; m < j + ysize; m++)
116 } 116 }
117 117
118 /* if we failed, relax the restrictions */ 118 /* if we failed, relax the restrictions */
119 if (blocked) 119 if (blocked)
120 { /* failure, try a relaxed placer. */ 120 { /* failure, try a relaxed placer. */
121 /* pick a random location in the layout */ 121 /* pick a random location in the maze */
122 for (int tries = 0; tries < 10; tries++) 122 for (int tries = 0; tries < 10; tries++)
123 { 123 {
124 i = rmg_rndm (1, map->width - xsize - 2); 124 i = rmg_rndm (1, map->width - xsize - 2);
125 j = rmg_rndm (1, map->height - ysize - 2); 125 j = rmg_rndm (1, map->height - ysize - 2);
126 126
127 blocked = 0; 127 blocked = 0;
128 128
129 for (int l = i; l < i + xsize; l++) 129 for (int l = i; l < i + xsize; l++)
130 for (int m = j; m < j + ysize; m++) 130 for (int m = j; m < j + ysize; m++)
131 if (layout[l][m] != '#' && layout[l][m] != 'D' && layout[l][m] != 0) 131 if (maze[l][m] != '#' && maze[l][m] != 'D' && maze[l][m] != 0)
132 { 132 {
133 blocked = 1; 133 blocked = 1;
134 break; 134 break;
135 } 135 }
136 } 136 }
221 } 221 }
222 222
223 if (!hole_type) 223 if (!hole_type)
224 hole_type = rmg_rndm (NR_OF_HOLE_TYPES) + 1; 224 hole_type = rmg_rndm (NR_OF_HOLE_TYPES) + 1;
225 225
226 char buf[16384];
227 const char *style, *decor, *mon; 226 const char *style, *decor, *mon;
228 int g_xsize, g_ysize; 227 int g_xsize, g_ysize;
229 228
230 switch (hole_type) 229 switch (hole_type)
231 { 230 {
268 * code will generate new size values which are too large. 267 * code will generate new size values which are too large.
269 */ 268 */
270 max_it (g_xsize, MIN_RANDOM_MAP_SIZE); 269 max_it (g_xsize, MIN_RANDOM_MAP_SIZE);
271 max_it (g_ysize, MIN_RANDOM_MAP_SIZE); 270 max_it (g_ysize, MIN_RANDOM_MAP_SIZE);
272 271
272 dynbuf_text buf;
273
273 { 274 {
274 random_map_params &rp = *new random_map_params; // for zero_intiialised to work... 275 random_map_params &rp = *new random_map_params; // for zero_intiialised to work...
275 276
277 rp.hv = (HV *)newHV ();
278
276 rp.xsize = g_xsize; 279 rp.xsize = g_xsize;
277 rp.ysize = g_ysize; 280 rp.ysize = g_ysize;
278 281
279 assign (rp.wallstyle , RP->wallstyle); 282 rp.set ("wallstyle" , RP->get_str ("wallstyle" , 0));
280 assign (rp.floorstyle , RP->floorstyle); 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));
281 assign (rp.monsterstyle , mon); 286 rp.set ("monsterstyle" , mon);
282 assign (rp.treasurestyle, "none"); 287 rp.set ("treasurestyle", "none");
283 assign (rp.layoutstyle , style); 288 rp.set ("layoutstyle" , style);
284 assign (rp.decorstyle , decor); 289 rp.set ("decorstyle" , decor);
285 assign (rp.exitstyle , RP->exitstyle); 290 rp.set ("decoroptions" , (IV)-1);
286 291
287 rp.layoutoptions1 = RMOPT_WALLS_ONLY; 292 rp.layoutoptions1 = RMOPT_WALLS_ONLY;
288 rp.symmetry = SYMMETRY_NONE; 293 rp.symmetry = SYMMETRY_NONE;
289 rp.dungeon_depth = RP->dungeon_level; 294 rp.dungeon_depth = RP->dungeon_level;
290 rp.dungeon_level = RP->dungeon_level; 295 rp.dungeon_level = RP->dungeon_level;
291 rp.difficulty = RP->difficulty; 296 rp.difficulty = RP->difficulty;
292 rp.difficulty_given = RP->difficulty; 297 rp.difficulty_given = RP->difficulty;
293 rp.difficulty_increase = RP->difficulty_increase; 298 rp.difficulty_increase = RP->difficulty_increase;
294 rp.decoroptions = -1;
295 rp.orientation = 1; 299 rp.orientation = 1;
296 rp.random_seed = RP->random_seed ^ 0xdeadbeef; 300 rp.random_seed = uint32_t (RP->random_seed + 0xdeadbeef);
297 rp.region = RP->region;
298 301
299 write_map_parameters_to_string (buf, &rp); 302 the_exit->slaying = shstr_random_map_exit;
303 the_exit->msg = rp.as_shstr ();
304
300 delete &rp; 305 delete &rp;
301 } 306 }
302 307
303 the_exit->slaying = shstr_random_map_exit;
304 the_exit->msg = buf;
305
306 insert_ob_in_map (the_exit, map, NULL, 0); 308 insert_ob_in_map (the_exit, map, NULL, 0);
307} 309}
308 310
309void 311void
310place_specials_in_map (maptile *map, char **layout, random_map_params *RP) 312place_specials_in_map (maptile *map, char **maze, random_map_params *RP)
311{ 313{
312 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) 314 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES))
313 { 315 {
314 case SPECIAL_SUBMAP: 316 case SPECIAL_SUBMAP:
315 { 317 {
319 if (!special_map) 321 if (!special_map)
320 break; 322 break;
321 323
322 int ix, iy; /* map insertion locatons */ 324 int ix, iy; /* map insertion locatons */
323 325
324 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) 326 if (find_spot_for_submap (map, maze, &ix, &iy, special_map->width, special_map->height))
325 { 327 {
326 /* First, splatter everything in the dest map at the location */ 328 /* First, splatter everything in the dest map at the location */
327 nuke_map_region (map, layout, ix, iy, special_map->width, special_map->height); 329 nuke_map_region (map, maze, ix, iy, special_map->width, special_map->height);
328 include_map_in_map (map, special_map, ix, iy); 330 include_map_in_map (map, special_map, ix, iy);
329 } 331 }
330 } 332 }
331 333
332 break; 334 break;
337 place_fountain_with_specials (map); 339 place_fountain_with_specials (map);
338 break; 340 break;
339 341
340 case SPECIAL_EXIT: 342 case SPECIAL_EXIT:
341 /* Make an exit to another random map, e.g. a gloryhole. */ 343 /* Make an exit to another random map, e.g. a gloryhole. */
342 //place_special_exit (map, 0, RP); 344 place_special_exit (map, 0, RP);
343 place_special_exit (map, GLORY_HOLE, RP);
344 break; 345 break;
345 } 346 }
346} 347}
347 348

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