/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at */ /* Specials in this file: included maps */ #include #include #include #define NUM_OF_SPECIAL_TYPES 4 #define NO_SPECIAL 0 #define SPECIAL_SUBMAP 1 #define SPECIAL_FOUNTAIN 2 #define SPECIAL_EXIT 3 #define GLORY_HOLE 1 #define ORC_ZONE 2 #define MINING_ZONE 3 #define NR_OF_HOLE_TYPES 3 /* clear map completely of all objects: a rectangular area of xsize, ysize is cleared with the top left corner at xstart, ystart */ void nuke_map_region (maptile *map, int xstart, int ystart, int xsize, int ysize) { int i, j; object *tmp; for (i = xstart; i < xstart + xsize; i++) for (j = ystart; j < ystart + ysize; j++) { for (tmp = GET_MAP_OB (map, i, j); tmp != NULL; tmp = tmp->above) { if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { if (tmp->head) tmp = tmp->head; tmp->remove (); tmp->destroy (); tmp = GET_MAP_OB (map, i, j); } if (tmp == NULL) break; } } } /* copy in_map into dest_map at point x,y */ void include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y) { int i, j; object *tmp; object *new_ob; /* First, splatter everything in the dest map at the location */ nuke_map_region (dest_map, x, y, in_map->width, in_map->height); for (i = 0; i < in_map->width; i++) for (j = 0; j < in_map->height; j++) { for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above) { /* don't copy things with multiple squares: must be dealt with specially. */ if (tmp->head != NULL) continue; new_ob = arch_to_object (tmp->arch); copy_object_with_inv (tmp, new_ob); if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) add_button_link (new_ob, dest_map, tmp->path_attuned); new_ob->x = i + x; new_ob->y = j + y; insert_multisquare_ob_in_map (new_ob, dest_map); } } } int find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize) { int tries; int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */ int is_occupied = 0; int l, m; /* don't even try to place a submap into a map if the big map isn't sufficiently large. */ if (2 * xsize > map->width || 2 * ysize > map->height) return 0; /* search a bit for a completely free spot. */ for (tries = 0; tries < 20; tries++) { /* pick a random location in the layout */ i = RANDOM () % (map->width - xsize - 2) + 1; j = RANDOM () % (map->height - ysize - 2) + 1; is_occupied = 0; for (l = i; l < i + xsize; l++) for (m = j; m < j + ysize; m++) is_occupied |= layout[l][m]; if (!is_occupied) break; } /* if we failed, relax the restrictions */ if (is_occupied) { /* failure, try a relaxed placer. */ /* pick a random location in the layout */ for (tries = 0; tries < 10; tries++) { i = RANDOM () % (map->width - xsize - 2) + 1; j = RANDOM () % (map->height - ysize - 2) + 1; is_occupied = 0; for (l = i; l < i + xsize; l++) for (m = j; m < j + ysize; m++) if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<') is_occupied |= 1; } } if (is_occupied) return 0; *ix = i; *iy = j; return 1; } void place_fountain_with_specials (maptile *map) { int ix, iy, i = -1, tries = 0; maptile *fountain_style = find_style ("/styles/misc", "fountains", -1); object *fountain = get_archetype ("fountain"); object *potion = object::create (); pick_random_object (fountain_style)->copy_to (potion); while (i < 0 && tries < 10) { ix = RANDOM () % (map->width - 2) + 1; iy = RANDOM () % (map->height - 2) + 1; i = find_first_free_spot (fountain, map, ix, iy); tries++; } if (i == -1) { /* can't place fountain */ fountain->destroy (); potion->destroy (); return; } ix += freearr_x[i]; iy += freearr_y[i]; potion->face = fountain->face; SET_FLAG (potion, FLAG_NO_PICK); SET_FLAG (potion, FLAG_IDENTIFIED); potion->name = potion->name_pl = "fountain"; potion->x = ix; potion->y = iy; potion->material = M_ADAMANT; fountain->x = ix; fountain->y = iy; insert_ob_in_map (fountain, map, NULL, 0); insert_ob_in_map (potion, map, NULL, 0); } void place_special_exit (maptile *map, int hole_type, RMParms * RP) { int ix, iy, i = -1; char buf[HUGE_BUF], *style, *decor, *mon; maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1); int g_xsize, g_ysize; object *the_exit = object::create (); if (!exit_style) return; pick_random_object (exit_style)->copy_to (the_exit); while (i < 0) { ix = RANDOM () % (map->width - 2) + 1; iy = RANDOM () % (map->height - 2) + 1; i = find_first_free_spot (the_exit, map, ix, iy); } ix += freearr_x[i]; iy += freearr_y[i]; the_exit->x = ix; the_exit->y = iy; if (!hole_type) hole_type = RANDOM () % NR_OF_HOLE_TYPES + 1; switch (hole_type) { case GLORY_HOLE: /* treasures */ { g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; style = "onion"; decor = "wealth2"; mon = "none"; break; } case ORC_ZONE: /* hole with orcs in it. */ { g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; style = "onion"; decor = "wealth2"; mon = "orc"; break; } case MINING_ZONE: /* hole with orcs in it. */ { g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; style = "maze"; decor = "minerals2"; mon = "none"; break; } default: /* undefined */ LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type); return; break; } /* Need to be at least this size, otherwise the load * code will generate new size values which are too large. */ if (g_xsize < MIN_RANDOM_MAP_SIZE) g_xsize = MIN_RANDOM_MAP_SIZE; if (g_ysize < MIN_RANDOM_MAP_SIZE) g_ysize = MIN_RANDOM_MAP_SIZE; write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon, "none", style, decor, "none", RP->exitstyle, 0, 0, 0, OPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level, RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase); the_exit->slaying = "/!"; the_exit->msg = buf; insert_ob_in_map (the_exit, map, NULL, 0); } void place_specials_in_map (maptile *map, char **layout, RMParms * RP) { maptile *special_map; int ix, iy; /* map insertion locatons */ int special_type; /* type of special to make */ special_type = RANDOM () % NUM_OF_SPECIAL_TYPES; switch (special_type) { /* includes a special map into the random map being made. */ case SPECIAL_SUBMAP: { special_map = find_style ("/styles/specialmaps", 0, RP->difficulty); if (special_map == NULL) return; if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height)) include_map_in_map (map, special_map, ix, iy); break; } /* Make a special fountain: an unpickable potion disguised as a fountain, or rather, colocated with a fountain. */ case SPECIAL_FOUNTAIN: { place_fountain_with_specials (map); break; } /* Make an exit to another random map, e.g. a gloryhole. */ case SPECIAL_EXIT: { place_special_exit (map, 0, RP); break; } } }