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/cvs/deliantra/server/random_maps/special.C
Revision: 1.61
Committed: Sat Apr 23 04:56:53 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +1 -1 lines
Log Message:
update copyright to 2011

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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>
23 */
24
25 /* Specials in this file:
26 included maps */
27
28 #include <global.h>
29 #include <rmg.h>
30 #include <rproto.h>
31
32 enum {
33 NO_SPECIAL,
34 SPECIAL_SUBMAP,
35 SPECIAL_FOUNTAIN,
36 SPECIAL_EXIT,
37 NUM_OF_SPECIAL_TYPES
38 };
39
40 enum {
41 GLORY_HOLE = 1,
42 ORC_ZONE,
43 MINING_ZONE,
44 NR_OF_HOLE_TYPES
45 };
46
47 /* clear map completely of all !floor objects:
48 * a rectangular area of xsize, ysize
49 * is cleared with the top left corner at xstart, ystart
50 */
51 static void
52 nuke_map_region (maptile *map, layout &maze, int xstart, int ystart, int xsize, int ysize)
53 {
54 for (int i = xstart; i < xstart + xsize; i++)
55 for (int j = ystart; j < ystart + ysize; j++)
56 {
57 maze[i][j] = 'S';
58
59 for (object *tmp = map->at (i, j).bot; tmp; )
60 if (tmp->flag [FLAG_IS_FLOOR])
61 tmp = tmp->above;
62 else
63 {
64 object *head = tmp->head_ ();
65 tmp = tmp->above;
66 head->destroy ();
67 }
68 }
69 }
70
71 /* copy in_map into dest_map at point x,y */
72 static void
73 include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
74 {
75 for (int i = 0; i < in_map->width; i++)
76 for (int j = 0; j < in_map->height; j++)
77 for (object *tmp = GET_MAP_OB (in_map, i, j); tmp; tmp = tmp->above)
78 {
79 /* don't copy tails: must be dealt with specially. */
80 if (!tmp->is_head ())
81 continue;
82
83 object *new_ob = tmp->deep_clone ();
84
85 if (tmp->flag [FLAG_IS_LINKED])
86 new_ob->add_link (dest_map, tmp->find_link ()->id);
87
88 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
89 }
90 }
91
92 static int
93 find_spot_for_submap (maptile *map, layout &maze, int *ix, int *iy, int xsize, int ysize)
94 {
95 int blocked, i, j;
96
97 /* don't even try to place a submap into a map if the big map isn't
98 sufficiently large. */
99 if (2 * xsize > map->width || 2 * ysize > map->height)
100 return 0;
101
102 /* search a bit for a completely free spot. */
103 for (int tries = 0; tries < 20; tries++)
104 {
105 blocked = 0;
106
107 /* pick a random location in the maze */
108 i = rmg_rndm (1, map->width - xsize - 2);
109 j = rmg_rndm (1, map->height - ysize - 2);
110
111 for (int l = i; l < i + xsize; l++)
112 for (int m = j; m < j + ysize; m++)
113 {
114 blocked = 1;
115 break;
116 }
117
118 if (!blocked)
119 break;
120 }
121
122 /* if we failed, relax the restrictions */
123 if (blocked)
124 { /* failure, try a relaxed placer. */
125 /* pick a random location in the maze */
126 for (int tries = 0; tries < 10; tries++)
127 {
128 i = rmg_rndm (1, map->width - xsize - 2);
129 j = rmg_rndm (1, map->height - ysize - 2);
130
131 blocked = 0;
132
133 for (int l = i; l < i + xsize; l++)
134 for (int m = j; m < j + ysize; m++)
135 if (maze[l][m] != '#' && maze[l][m] != 'D' && maze[l][m] != 0)
136 {
137 blocked = 1;
138 break;
139 }
140 }
141 }
142
143 if (blocked)
144 return 0;
145
146 *ix = i;
147 *iy = j;
148
149 return 1;
150 }
151
152 static void
153 place_fountain_with_specials (maptile *map)
154 {
155 int ix, iy, i = -1, tries = 0;
156 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
157
158 if (!fountain_style)
159 {
160 LOG (llevError, "unable to load stylemap /styles/misc fountains\n");
161 return;
162 }
163
164 object *fountain = archetype::get (shstr_fountain);
165 object *potion = fountain_style->pick_random_object (rmg_rndm)->clone ();
166
167 while (i < 0 && tries < 10)
168 {
169 ix = rmg_rndm (map->width - 2) + 1;
170 iy = rmg_rndm (map->height - 2) + 1;
171 i = rmg_find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
172 tries++;
173 }
174
175 if (i == -1)
176 { /* can't place fountain */
177 fountain->destroy ();
178 potion->destroy ();
179 return;
180 }
181
182 ix += freearr_x[i];
183 iy += freearr_y[i];
184 potion->face = fountain->face;
185 potion->set_flag (FLAG_NO_PICK);
186 potion->set_flag (FLAG_IDENTIFIED);
187 potion->name = potion->name_pl = shstr_fountain;
188 potion->x = ix;
189 potion->y = iy;
190 potion->material = name_to_material (shstr_adamantium);
191 fountain->x = ix;
192 fountain->y = iy;
193 insert_ob_in_map (fountain, map, NULL, 0);
194 insert_ob_in_map (potion, map, NULL, 0);
195 }
196
197 static void
198 place_special_exit (maptile *map, int hole_type, random_map_params *RP)
199 {
200 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", RP->difficulty);
201 if (!exit_style)
202 {
203 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
204 return;
205 }
206
207 if (!exit_style)
208 return;
209
210 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
211
212 // put an upper bound here, just in case
213 for (int repeat = 8192; --repeat; )
214 {
215 int ix = rmg_rndm (1, map->width - 2);
216 int iy = rmg_rndm (1, map->height - 2);
217
218 int i = rmg_find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
219 if (i >= 0)
220 {
221 the_exit->x = ix + freearr_x[i];
222 the_exit->y = iy + freearr_y[i];
223 break;
224 }
225 }
226
227 if (!hole_type)
228 hole_type = rmg_rndm (1, NR_OF_HOLE_TYPES - 1);
229
230 const char *style, *decor, *mon;
231 int g_xsize, g_ysize;
232
233 switch (hole_type)
234 {
235 case GLORY_HOLE: /* treasures */
236 {
237 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
238 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
239 style = "onion";
240 decor = "special_wealth";
241 mon = "none";
242 break;
243 }
244
245 case ORC_ZONE: /* hole with orcs in it. */
246 {
247 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
248 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
249 style = "onion";
250 decor = "special_wealth";
251 mon = "orc";
252 break;
253 }
254
255 case MINING_ZONE: /* hole with orcs in it. */
256 {
257 g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4;
258 g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4;
259 style = "maze";
260 decor = "minerals2";
261 mon = "none";
262 break;
263 }
264
265 default: /* undefined */
266 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
267 return;
268 }
269
270 /* Need to be at least this size, otherwise the load
271 * code will generate new size values which are too large.
272 */
273 max_it (g_xsize, MIN_RANDOM_MAP_SIZE);
274 max_it (g_ysize, MIN_RANDOM_MAP_SIZE);
275
276 dynbuf_text buf;
277
278 {
279 random_map_params &rp = *new random_map_params; // for zero_intiialised to work...
280
281 rp.hv = (HV *)newHV ();
282
283 rp.xsize = g_xsize;
284 rp.ysize = g_ysize;
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);
291 rp.set ("treasurestyle", "none");
292 rp.set ("layoutstyle" , style);
293 rp.set ("decorstyle" , decor);
294 rp.set ("decoroptions" , (IV)-1);
295 rp.set ("symmetry" , (IV)SYMMETRY_NONE);
296 rp.set ("orientation" , (IV)1);
297 rp.set ("random_seed" , RP->get_uv ("random_seed") + 0xdeadbeefU);
298
299 rp.layoutoptions1 = RMOPT_WALLS_ONLY;
300 rp.dungeon_depth = RP->dungeon_level;
301 rp.dungeon_level = RP->dungeon_level;
302 rp.difficulty = RP->difficulty;
303 rp.difficulty_given = RP->difficulty;
304 rp.difficulty_increase = RP->difficulty_increase;
305
306 the_exit->slaying = shstr_random_map_exit;
307 the_exit->msg = rp.as_shstr ();
308
309 delete &rp;
310 }
311
312 insert_ob_in_map (the_exit, map, NULL, 0);
313 }
314
315 void
316 place_specials_in_map (maptile *map, layout &maze, random_map_params *RP)
317 {
318 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) // can be NO_SPECIAL as well
319 {
320 case SPECIAL_SUBMAP:
321 {
322 /* includes a special map into the random map being made. */
323 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true);
324
325 if (!special_map)
326 break;
327
328 int ix, iy; /* map insertion locatons */
329
330 if (find_spot_for_submap (map, maze, &ix, &iy, special_map->width, special_map->height))
331 {
332 /* First, splatter everything in the dest map at the location */
333 nuke_map_region (map, maze, ix, iy, special_map->width, special_map->height);
334 include_map_in_map (map, special_map, ix, iy);
335 }
336 }
337
338 break;
339
340 case SPECIAL_FOUNTAIN:
341 /* Make a special fountain: an unpickable potion disguised as
342 a fountain, or rather, colocated with a fountain. */
343 place_fountain_with_specials (map);
344 break;
345
346 case SPECIAL_EXIT:
347 /* Make an exit to another random map, e.g. a gloryhole. */
348 place_special_exit (map, 0, RP);
349 break;
350 }
351 }
352