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/cvs/deliantra/server/random_maps/special.C
Revision: 1.22
Committed: Sat Feb 17 23:32:11 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.21: +2 -2 lines
Log Message:
- prepare find_style_map rewrite
- move pick_random_object to maptile::
- make pick_random_object fair overe the numbe rof monsters and
  no longer prefer big monsters.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /* Specials in this file:
26 included maps */
27
28 #include <global.h>
29 #include <random_map.h>
30 #include <rproto.h>
31
32 #define NUM_OF_SPECIAL_TYPES 4
33 #define NO_SPECIAL 0
34 #define SPECIAL_SUBMAP 1
35 #define SPECIAL_FOUNTAIN 2
36 #define SPECIAL_EXIT 3
37
38 #define GLORY_HOLE 1
39 #define ORC_ZONE 2
40 #define MINING_ZONE 3
41 #define NR_OF_HOLE_TYPES 3
42
43 /* clear map completely of all objects: a rectangular area of xsize, ysize
44 is cleared with the top left corner at xstart, ystart */
45
46 void
47 nuke_map_region (maptile *map, int xstart, int ystart, int xsize, int ysize)
48 {
49 int i, j;
50 object *tmp;
51
52 for (i = xstart; i < xstart + xsize; i++)
53 for (j = ystart; j < ystart + ysize; j++)
54 {
55 for (tmp = GET_MAP_OB (map, i, j); tmp != NULL; tmp = tmp->above)
56 {
57 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
58 {
59 if (tmp->head)
60 tmp = tmp->head;
61 tmp->remove ();
62 tmp->destroy ();
63 tmp = GET_MAP_OB (map, i, j);
64 }
65 if (tmp == NULL)
66 break;
67 }
68 }
69 }
70
71
72
73 /* copy in_map into dest_map at point x,y */
74
75
76 void
77 include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
78 {
79 int i, j;
80 object *tmp;
81 object *new_ob;
82
83 /* First, splatter everything in the dest map at the location */
84 nuke_map_region (dest_map, x, y, in_map->width, in_map->height);
85
86 for (i = 0; i < in_map->width; i++)
87 for (j = 0; j < in_map->height; j++)
88 {
89 for (tmp = GET_MAP_OB (in_map, i, j); tmp != NULL; tmp = tmp->above)
90 {
91 /* don't copy things with multiple squares: must be dealt with
92 specially. */
93 if (tmp->head != NULL)
94 continue;
95 new_ob = arch_to_object (tmp->arch);
96 copy_object_with_inv (tmp, new_ob);
97 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
98 add_button_link (new_ob, dest_map, tmp->path_attuned);
99 new_ob->x = i + x;
100 new_ob->y = j + y;
101 insert_multisquare_ob_in_map (new_ob, dest_map);
102 }
103 }
104 }
105
106 int
107 find_spot_for_submap (maptile *map, char **layout, int *ix, int *iy, int xsize, int ysize)
108 {
109 int tries;
110 int i = 0, j = 0; /* initialization may not be needed but prevents compiler warnings */
111 int is_occupied = 0;
112 int l, m;
113
114 /* don't even try to place a submap into a map if the big map isn't
115 sufficiently large. */
116 if (2 * xsize > map->width || 2 * ysize > map->height)
117 return 0;
118
119 /* search a bit for a completely free spot. */
120 for (tries = 0; tries < 20; tries++)
121 {
122 /* pick a random location in the layout */
123 i = rndm (map->width - xsize - 2) + 1;
124 j = rndm (map->height - ysize - 2) + 1;
125 is_occupied = 0;
126 for (l = i; l < i + xsize; l++)
127 for (m = j; m < j + ysize; m++)
128 is_occupied |= layout[l][m];
129 if (!is_occupied)
130 break;
131 }
132
133
134 /* if we failed, relax the restrictions */
135
136 if (is_occupied)
137 { /* failure, try a relaxed placer. */
138 /* pick a random location in the layout */
139 for (tries = 0; tries < 10; tries++)
140 {
141 i = rndm (map->width - xsize - 2) + 1;
142 j = rndm (map->height - ysize - 2) + 1;
143 is_occupied = 0;
144 for (l = i; l < i + xsize; l++)
145 for (m = j; m < j + ysize; m++)
146 if (layout[l][m] == 'C' || layout[l][m] == '>' || layout[l][m] == '<')
147 is_occupied |= 1;
148 }
149 }
150 if (is_occupied)
151 return 0;
152 *ix = i;
153 *iy = j;
154 return 1;
155 }
156
157
158 void
159 place_fountain_with_specials (maptile *map)
160 {
161 int ix, iy, i = -1, tries = 0;
162 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
163
164 if (!fountain_style)
165 {
166 LOG (llevError, "unable to load stylemap /styles/misc fountains\n");
167 return;
168 }
169
170 object *fountain = get_archetype ("fountain");
171 object *potion = object::create ();
172
173 fountain_style->pick_random_object ()->copy_to (potion);
174
175 while (i < 0 && tries < 10)
176 {
177 ix = rndm (map->width - 2) + 1;
178 iy = rndm (map->height - 2) + 1;
179 i = find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
180 tries++;
181 }
182
183 if (i == -1)
184 { /* can't place fountain */
185 fountain->destroy ();
186 potion->destroy ();
187 return;
188 }
189
190 ix += freearr_x[i];
191 iy += freearr_y[i];
192 potion->face = fountain->face;
193 SET_FLAG (potion, FLAG_NO_PICK);
194 SET_FLAG (potion, FLAG_IDENTIFIED);
195 potion->name = potion->name_pl = "fountain";
196 potion->x = ix;
197 potion->y = iy;
198 potion->materialname = "adamantium";
199 fountain->x = ix;
200 fountain->y = iy;
201 insert_ob_in_map (fountain, map, NULL, 0);
202 insert_ob_in_map (potion, map, NULL, 0);
203 }
204
205 void
206 place_special_exit (maptile *map, int hole_type, random_map_params *RP)
207 {
208 int ix, iy, i = -1;
209 char buf[16384], *style, *decor, *mon;
210 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", -1);
211 int g_xsize, g_ysize;
212
213 if (!exit_style)
214 {
215 LOG (llevError, "unabel to load stylemap /styles/misc obscure_exits\n");
216 return;
217 }
218
219 object *the_exit = object::create ();
220
221 if (!exit_style)
222 return;
223
224 exit_style->pick_random_object ()->copy_to (the_exit);
225
226 while (i < 0)
227 {
228 ix = rndm (map->width - 2) + 1;
229 iy = rndm (map->height - 2) + 1;
230 i = find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
231 }
232
233 ix += freearr_x[i];
234 iy += freearr_y[i];
235 the_exit->x = ix;
236 the_exit->y = iy;
237
238 if (!hole_type)
239 hole_type = rndm (NR_OF_HOLE_TYPES) + 1;
240
241 switch (hole_type)
242 {
243 case GLORY_HOLE: /* treasures */
244 {
245 g_xsize = rndm (3) + 4 + RP->difficulty / 4;
246 g_ysize = rndm (3) + 4 + RP->difficulty / 4;
247 style = "onion";
248 decor = "wealth2";
249 mon = "none";
250 break;
251 }
252
253 case ORC_ZONE: /* hole with orcs in it. */
254 {
255 g_xsize = rndm (3) + 4 + RP->difficulty / 4;
256 g_ysize = rndm (3) + 4 + RP->difficulty / 4;
257 style = "onion";
258 decor = "wealth2";
259 mon = "orc";
260 break;
261 }
262
263 case MINING_ZONE: /* hole with orcs in it. */
264 {
265 g_xsize = rndm (9) + 4 + RP->difficulty / 4;
266 g_ysize = rndm (9) + 4 + RP->difficulty / 4;
267 style = "maze";
268 decor = "minerals2";
269 mon = "none";
270 break;
271 }
272
273 default: /* undefined */
274 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
275 return;
276 break;
277 }
278
279 /* Need to be at least this size, otherwise the load
280 * code will generate new size values which are too large.
281 */
282 if (g_xsize < MIN_RANDOM_MAP_SIZE)
283 g_xsize = MIN_RANDOM_MAP_SIZE;
284 if (g_ysize < MIN_RANDOM_MAP_SIZE)
285 g_ysize = MIN_RANDOM_MAP_SIZE;
286
287 write_parameters_to_string (buf, g_xsize, g_ysize, RP->wallstyle, RP->floorstyle, mon,
288 "none", style, decor, "none", RP->exitstyle, 0, 0, 0,
289 RMOPT_WALLS_ONLY, 0, 0, 1, RP->dungeon_level, RP->dungeon_level,
290 RP->difficulty, RP->difficulty, -1, 1, 0, 0, 0, 0, RP->difficulty_increase);
291 the_exit->slaying = "/!";
292 the_exit->msg = buf;
293
294 insert_ob_in_map (the_exit, map, NULL, 0);
295 }
296
297
298 void
299 place_specials_in_map (maptile *map, char **layout, random_map_params *RP)
300 {
301 maptile *special_map;
302 int ix, iy; /* map insertion locatons */
303 int special_type; /* type of special to make */
304
305 special_type = rndm (NUM_OF_SPECIAL_TYPES);
306
307 switch (special_type)
308 {
309 case SPECIAL_SUBMAP:
310 /* includes a special map into the random map being made. */
311 special_map = find_style ("/styles/specialmaps", 0, RP->difficulty);
312
313 if (!special_map)
314 return;
315
316 if (find_spot_for_submap (map, layout, &ix, &iy, special_map->width, special_map->height))
317 include_map_in_map (map, special_map, ix, iy);
318
319 break;
320
321 case SPECIAL_FOUNTAIN:
322 /* Make a special fountain: an unpickable potion disguised as
323 a fountain, or rather, colocated with a fountain. */
324 place_fountain_with_specials (map);
325 break;
326
327 case SPECIAL_EXIT:
328 /* Make an exit to another random map, e.g. a gloryhole. */
329 place_special_exit (map, 0, RP);
330 break;
331 }
332
333 }