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/cvs/deliantra/server/random_maps/special.C
Revision: 1.66
Committed: Sat Nov 17 23:40:02 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.65: +1 -0 lines
Log Message:
copyright update 2018

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 /* Specials in this file:
27 included maps */
28
29 #include <global.h>
30 #include <rmg.h>
31 #include <rproto.h>
32
33 enum {
34 NO_SPECIAL,
35 SPECIAL_SUBMAP,
36 SPECIAL_FOUNTAIN,
37 SPECIAL_EXIT,
38 NUM_OF_SPECIAL_TYPES
39 };
40
41 enum {
42 GLORY_HOLE = 1,
43 ORC_ZONE,
44 MINING_ZONE,
45 NR_OF_HOLE_TYPES
46 };
47
48 /* clear map completely of all !floor objects:
49 * a rectangular area of xsize, ysize
50 * is cleared with the top left corner at xstart, ystart
51 */
52 static void
53 nuke_map_region (maptile *map, layout &maze, int xstart, int ystart, int xsize, int ysize)
54 {
55 for (int i = xstart; i < xstart + xsize; i++)
56 for (int j = ystart; j < ystart + ysize; j++)
57 {
58 maze[i][j] = 'S';
59
60 for (object *tmp = map->at (i, j).bot; tmp; )
61 if (tmp->flag [FLAG_IS_FLOOR])
62 tmp = tmp->above;
63 else
64 {
65 object *head = tmp->head_ ();
66 tmp = tmp->above;
67 head->destroy ();
68 }
69 }
70 }
71
72 /* copy in_map into dest_map at point x,y */
73 static void
74 include_map_in_map (maptile *dest_map, maptile *in_map, int x, int y)
75 {
76 for (int i = 0; i < in_map->width; i++)
77 for (int j = 0; j < in_map->height; j++)
78 for (object *tmp = GET_MAP_OB (in_map, i, j); tmp; tmp = tmp->above)
79 {
80 /* don't copy tails: must be dealt with specially. */
81 if (!tmp->is_head ())
82 continue;
83
84 object *new_ob = tmp->deep_clone ();
85
86 if (tmp->flag [FLAG_IS_LINKED])
87 new_ob->add_link (dest_map, tmp->find_link ()->id);
88
89 dest_map->insert (new_ob, x + i, y + j, 0, INS_NO_MERGE | INS_NO_WALK_ON);
90 }
91 }
92
93 static int
94 find_spot_for_submap (maptile *map, layout &maze, int *ix, int *iy, int xsize, int ysize)
95 {
96 int blocked, i, j;
97
98 /* don't even try to place a submap into a map if the big map isn't
99 sufficiently large. */
100 if (2 * xsize > map->width || 2 * ysize > map->height)
101 return 0;
102
103 /* search a bit for a completely free spot. */
104 for (int tries = 0; tries < 20; tries++)
105 {
106 blocked = 0;
107
108 /* pick a random location in the maze */
109 i = rmg_rndm (1, map->width - xsize - 2);
110 j = rmg_rndm (1, map->height - ysize - 2);
111
112 for (int l = i; l < i + xsize; l++)
113 for (int m = j; m < j + ysize; m++)
114 {
115 blocked = 1;
116 break;
117 }
118
119 if (!blocked)
120 break;
121 }
122
123 /* if we failed, relax the restrictions */
124 if (blocked)
125 { /* failure, try a relaxed placer. */
126 /* pick a random location in the maze */
127 for (int tries = 0; tries < 10; tries++)
128 {
129 i = rmg_rndm (1, map->width - xsize - 2);
130 j = rmg_rndm (1, map->height - ysize - 2);
131
132 blocked = 0;
133
134 for (int l = i; l < i + xsize; l++)
135 for (int m = j; m < j + ysize; m++)
136 if (maze[l][m] != '#' && maze[l][m] != 'D' && maze[l][m] != 0)
137 {
138 blocked = 1;
139 break;
140 }
141 }
142 }
143
144 if (blocked)
145 return 0;
146
147 *ix = i;
148 *iy = j;
149
150 return 1;
151 }
152
153 static void
154 place_fountain_with_specials (maptile *map)
155 {
156 int ix, iy, i = -1, tries = 0;
157 maptile *fountain_style = find_style ("/styles/misc", "fountains", -1);
158
159 if (!fountain_style)
160 {
161 LOG (llevError, "unable to load stylemap /styles/misc fountains\n");
162 return;
163 }
164
165 object *fountain = archetype::get (shstr_fountain);
166 object *potion = fountain_style->pick_random_object (rmg_rndm)->clone ();
167
168 while (i < 0 && tries < 10)
169 {
170 ix = rmg_rndm (map->width - 2) + 1;
171 iy = rmg_rndm (map->height - 2) + 1;
172 i = rmg_find_free_spot (fountain, map, ix, iy, 1, SIZEOFFREE1 + 1);
173 tries++;
174 }
175
176 if (i == -1)
177 { /* can't place fountain */
178 fountain->destroy ();
179 potion->destroy ();
180 return;
181 }
182
183 ix += DIRX (i);
184 iy += DIRY (i);
185 potion->face = fountain->face;
186 potion->set_flag (FLAG_NO_PICK);
187 potion->set_flag (FLAG_IDENTIFIED);
188 potion->name = potion->name_pl = shstr_fountain;
189 potion->x = ix;
190 potion->y = iy;
191 potion->material = name_to_material (shstr_adamantium);
192 fountain->x = ix;
193 fountain->y = iy;
194 insert_ob_in_map (fountain, map, NULL, 0);
195 insert_ob_in_map (potion, map, NULL, 0);
196 }
197
198 static void
199 place_special_exit (maptile *map, int hole_type, random_map_params *RP)
200 {
201 maptile *exit_style = find_style ("/styles/misc", "obscure_exits", RP->difficulty);
202 if (!exit_style)
203 {
204 LOG (llevError, "unable to load stylemap /styles/misc obscure_exits\n");
205 return;
206 }
207
208 if (!exit_style)
209 return;
210
211 object *the_exit = exit_style->pick_random_object (rmg_rndm)->clone ();
212
213 // put an upper bound here, just in case
214 for (int repeat = 8192; --repeat; )
215 {
216 int ix = rmg_rndm (1, map->width - 2);
217 int iy = rmg_rndm (1, map->height - 2);
218
219 int i = rmg_find_free_spot (the_exit, map, ix, iy, 1, SIZEOFFREE1 + 1);
220 if (i >= 0)
221 {
222 the_exit->x = ix + DIRX (i);
223 the_exit->y = iy + DIRY (i);
224 break;
225 }
226 }
227
228 if (!hole_type)
229 hole_type = rmg_rndm (1, NR_OF_HOLE_TYPES - 1);
230
231 const char *style, *decor, *mon;
232 int g_xsize, g_ysize;
233
234 switch (hole_type)
235 {
236 case GLORY_HOLE: /* treasures */
237 {
238 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
239 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
240 style = "onion";
241 decor = "special_wealth";
242 mon = "none";
243 break;
244 }
245
246 case ORC_ZONE: /* hole with orcs in it. */
247 {
248 g_xsize = rmg_rndm (3) + 4 + RP->difficulty / 4;
249 g_ysize = rmg_rndm (3) + 4 + RP->difficulty / 4;
250 style = "onion";
251 decor = "special_wealth";
252 mon = "orc";
253 break;
254 }
255
256 case MINING_ZONE: /* hole with orcs in it. */
257 {
258 g_xsize = rmg_rndm (9) + 4 + RP->difficulty / 4;
259 g_ysize = rmg_rndm (9) + 4 + RP->difficulty / 4;
260 style = "maze";
261 decor = "minerals2";
262 mon = "none";
263 break;
264 }
265
266 default: /* undefined */
267 LOG (llevError, "place_special_exit: undefined hole type %d\n", hole_type);
268 return;
269 }
270
271 /* Need to be at least this size, otherwise the load
272 * code will generate new size values which are too large.
273 */
274 max_it (g_xsize, MIN_RANDOM_MAP_SIZE);
275 max_it (g_ysize, MIN_RANDOM_MAP_SIZE);
276
277 dynbuf_text buf;
278
279 {
280 random_map_params &rp = *new random_map_params; // for zero_intiialised to work...
281
282 rp.hv = (HV *)newHV ();
283
284 rp.xsize = g_xsize;
285 rp.ysize = g_ysize;
286
287 rp.set ("wallstyle" , RP->get_str ("wallstyle" , 0));
288 rp.set ("floorstyle" , RP->get_str ("floorstyle", 0));
289 rp.set ("exitstyle" , RP->get_str ("exitstyle" , 0));
290 rp.set ("region" , RP->get_str ("region" , 0));
291 rp.set ("monsterstyle" , mon);
292 rp.set ("treasurestyle", "none");
293 rp.set ("layoutstyle" , style);
294 rp.set ("decorstyle" , decor);
295 rp.set ("decoroptions" , (IV)-1);
296 rp.set ("symmetry" , (IV)SYMMETRY_NONE);
297 rp.set ("orientation" , (IV)1);
298 rp.set ("random_seed" , RP->get_uv ("random_seed") + 0xdeadbeefU);
299
300 rp.layoutoptions1 = RMOPT_WALLS_ONLY;
301 rp.dungeon_depth = RP->dungeon_level;
302 rp.dungeon_level = RP->dungeon_level;
303 rp.difficulty = RP->difficulty;
304 rp.difficulty_given = RP->difficulty;
305 rp.difficulty_increase = RP->difficulty_increase;
306
307 the_exit->slaying = shstr_random_map_exit;
308 the_exit->msg = rp.as_shstr ();
309
310 delete &rp;
311 }
312
313 insert_ob_in_map (the_exit, map, NULL, 0);
314 }
315
316 void
317 place_specials_in_map (maptile *map, layout &maze, random_map_params *RP)
318 {
319 switch (rmg_rndm (NUM_OF_SPECIAL_TYPES)) // can be NO_SPECIAL as well
320 {
321 case SPECIAL_SUBMAP:
322 {
323 /* includes a special map into the random map being made. */
324 maptile *special_map = find_style ("/styles/specialmaps", 0, RP->difficulty, true);
325
326 if (!special_map)
327 break;
328
329 int ix, iy; /* map insertion locatons */
330
331 if (find_spot_for_submap (map, maze, &ix, &iy, special_map->width, special_map->height))
332 {
333 /* First, splatter everything in the dest map at the location */
334 nuke_map_region (map, maze, ix, iy, special_map->width, special_map->height);
335 include_map_in_map (map, special_map, ix, iy);
336 }
337 }
338
339 break;
340
341 case SPECIAL_FOUNTAIN:
342 /* Make a special fountain: an unpickable potion disguised as
343 a fountain, or rather, colocated with a fountain. */
344 place_fountain_with_specials (map);
345 break;
346
347 case SPECIAL_EXIT:
348 /* Make an exit to another random map, e.g. a gloryhole. */
349 place_special_exit (map, 0, RP);
350 break;
351 }
352 }
353