server-1.12/plugins/citylife/citylife.c

467 lines
15 KiB
C

/*****************************************************************************/
/* Template for version 2.0 plugins. */
/* Contact: yann.chachkoff@myrealbox.com */
/*****************************************************************************/
/* That code is placed under the GNU General Public Licence (GPL) */
/* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */
/*****************************************************************************/
/* CrossFire, A Multiplayer game for X-windows */
/* */
/* Copyright (C) 2000 Mark Wedel */
/* 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. */
/* */
/*****************************************************************************/
/**
* @defgroup plugin_citylife City life plugin
* This plugin adds random NPCs to town, and makes them enter houses, spawns new
* ones.
*
* When a map is loaded, NPCs are randomly added so they appear already. During the
* course of the server, some will enter houses (disappear), others will exit from
* houses (appear on a house).
*
* For each map to be processed, two things are defined:
* - spawn zones, where NPCs should be added when the map is loaded
* - spawn points, from which to add new NPCs while the map is in memory.
* Should probably be houses and such.
*
* NPCs use a key/value to prevent them from immediately entering the building
* they exited.
*
* @todo
* - define spawn points/zones for other towns
* - vary NPCs based on time of day
* - define "objectives" to go to
* - make NPCs pause when player talks to them
*
* @{
*/
/**
* @file
* This file is part of the @ref plugin_citylife "city life plugin".
* See this page for more information.
*/
#include <citylife.h>
#include <stdarg.h>
#ifndef __CEXTRACT__
#include <citylife_proto.h>
#endif
CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr) {
cf_init_plugin(gethooksptr);
cf_log(llevDebug, PLUGIN_VERSION " init\n");
return 0;
}
CF_PLUGIN void *getPluginProperty(int *type, ...) {
va_list args;
const char *propname;
int size;
char *buf;
va_start(args, type);
propname = va_arg(args, const char *);
if (!strcmp(propname, "Identification")) {
buf = va_arg(args, char *);
size = va_arg(args, int);
va_end(args);
snprintf(buf, size, PLUGIN_NAME);
return NULL;
} else if (!strcmp(propname, "FullName")) {
buf = va_arg(args, char *);
size = va_arg(args, int);
va_end(args);
snprintf(buf, size, PLUGIN_VERSION);
return NULL;
}
va_end(args);
return NULL;
}
CF_PLUGIN int citylife_runPluginCommand(object *op, char *params) {
return -1;
}
/** Key to contain whether it's the first move of the NPC or not. */
#define FIRST_MOVE_KEY "citylife_first_move"
/**
* Point from which a NPC can come when the map is loaded.
*/
typedef struct {
int x;
int y;
} spawn_point;
/**
* Zone in which to add NPCs when the map was just loaded.
* NPC will be added in [sx, ex[ and [sy, ey[.
*/
typedef struct {
int sx, sy, ex, ey;
} spawn_zone;
/**
* Options for a map.
*/
typedef struct {
const spawn_point *points; /**< Points to spawn from when there is a player on the map. */
int count_points; /**< How many items in points. */
const spawn_zone *zones; /**< Zones where to spawn at load time. */
int count_zones; /**< How many items in zones. */
int population; /**< Maximum of NPCs to add at load time. */
const char *mapname; /**< Map path. */
const char *const *available_archetypes; /**< What archetypes can we chose from for an NPC? */
int archetypes_count; /**< Number of items in available_archetypes. */
} mapzone;
/*@}*/
/**
* @defgroup citylife_scorn Scorn parameters
* Parameters for the @ref plugin_citylife "City life" plugin for Scorn.
*
* The city is pretty rectangular, so quite easy to define large zones to add to.
* @ingroup plugin_citylife
*/
/*@{*/
/** Zones for map 104_115. */
static const spawn_zone scorn_nw_zones[] = {
{ 40, 26, 50, 50 }
};
/** Points for map 104_115. */
static const spawn_point scorn_nw_points[] = {
{ 41, 37 },
{ 48, 35 },
{ 49, 40 },
{ 47, 22 },
{ 49, 37 }
};
/** Zones for map 105_115. */
static const spawn_zone scorn_ne_zones[] = {
{ 0, 26, 22, 50 }
};
/** Points for map 105_115. */
static const spawn_point scorn_ne_points[] = {
{ 15, 42 },
{ 9, 35 },
{ 15, 29 },
{ 1, 25 },
{ 1, 29 }
};
/** Zones for map 104_116. */
static const spawn_zone scorn_sw_zones[] = {
{ 41, 0, 50, 10 }
};
/** Points for map 104_116. */
static const spawn_point scorn_sw_points[] = {
{ 41, 2 },
{ 46, 8 },
{ 42, 8 }
};
/** Zones for map 105_116. */
static const spawn_zone scorn_se_zones[] = {
{ 0, 0, 13, 10 }
};
/** Points for map 105_116. */
static const spawn_point scorn_se_points[] = {
{ 2, 8 },
{ 11, 8 },
{ 8, 1 },
{ 5, 8 }
};
/** Archetypes to spawn in Scorn. */
static const char *const scorn_archs[] = {
"c_man",
"c_woman",
"child",
"farmer",
"fatman",
"fatwoman",
"guard",
"knight",
"man",
"nun",
"sage",
"woman"
};
/*@}*/
/** @ingroup plugin_citylife
@{*/
/**
* All maps we work on.
*/
static const mapzone available_zones[] = {
{ scorn_nw_points, 5, scorn_nw_zones, 1, 2, "/world/world_104_115", scorn_archs, 12 },
{ scorn_ne_points, 1, scorn_ne_zones, 1, 5, "/world/world_105_115", scorn_archs, 12 },
{ scorn_sw_points, 3, scorn_sw_zones, 1, 5, "/world/world_104_116", scorn_archs, 12 },
{ scorn_se_points, 1, scorn_se_zones, 1, 5, "/world/world_105_116", scorn_archs, 12 },
{ NULL, -1, NULL, -1, 1, "", NULL, 0 },
};
/**
* Finds if a map has a zone defined.
*
* @param map
* candidat map.
* @return
* map zone, NULL if not defined.
*/
static const mapzone *get_zone_for_map(mapstruct *map) {
int test;
for (test = 0; available_zones[test].count_points != -1; test++) {
if (strcmp(available_zones[test].mapname, map->path) == 0)
return &available_zones[test];
}
return NULL;
}
/**
* Creates a NPC for the specified zone, and do needed initialization.
* @param zone
* what NPCs to create.
* @return
* new NPC, with event handled for time. NULL if invalid archetype in the zone.
*/
static object *get_npc(const mapzone *zone) {
int arch = RANDOM()%zone->archetypes_count;
object *npc = cf_create_object_by_name(zone->available_archetypes[arch]);
object *evt;
if (!npc) {
cf_log(llevError, PLUGIN_NAME ": get_npc() got NULL object for %s!\n", zone->available_archetypes[arch]);
return NULL;
}
cf_object_set_flag(npc, FLAG_RANDOM_MOVE, 1);
/* Prevent disease spreading in Scorn, mostly rabies. */
cf_object_set_flag(npc, FLAG_UNDEAD, 1);
/* add a key so NPC will not disappear in the house it came from */
cf_object_set_key(npc, FIRST_MOVE_KEY, "1", 1);
evt = cf_create_object_by_name("event_time");
evt->slaying = cf_add_string(PLUGIN_NAME);
evt->title = cf_add_string(PLUGIN_NAME);
cf_object_insert_object(evt, npc);
return npc;
}
/**
* Add an NPC somewhere in a spawn zone.
* @param zone
* map zone definition from which to get a spawn zone.
* @param map
* map to insert into.
*/
static void add_npc_to_zone(const mapzone *zone, mapstruct *map) {
int which;
object *npc = get_npc(zone);
if (!npc)
return;
which = RANDOM()%zone->count_zones;
if (cf_object_teleport(npc, map, zone->zones[which].sx+RANDOM()%(zone->zones[which].ex-zone->zones[which].sx), zone->zones[which].sy+RANDOM()%(zone->zones[which].ey-zone->zones[which].sy))) {
cf_object_free(npc);
}
}
/**
* Add an NPC somewhere at a spawn point.
* @param zone
* map zone definition from which to get a spawn point.
* @param map
* map to insert into.
*/
static void add_npc_to_point(const mapzone *zone, mapstruct *map) {
int which;
object *npc = get_npc(zone);
which = RANDOM()%zone->count_points;
if (cf_object_teleport(npc, map, zone->points[which].x, zone->points[which].y)) {
cf_object_free(npc);
}
}
/**
* Add some NPCs to the map, based on the zone definition.
* @param map
* map to add to.
*/
static void add_npcs_to_map(mapstruct *map) {
int add;
const mapzone *zone = get_zone_for_map(map);
if (!zone)
return;
add = 1+RANDOM()%zone->population;
cf_log(llevDebug, PLUGIN_NAME ": adding %d NPC to map %s.\n", add, map->path);
while (add-- >= 0) {
add_npc_to_zone(zone, map);
}
}
/**
* Find a suitable map loaded and add an NPC to it.
*/
static void add_npc_to_random_map(void) {
int count, test;
mapstruct *list[50];
int zones[50];
count = 0;
cf_log(llevDebug, PLUGIN_NAME ": adding NPC to random map.\n");
for (test = 0; available_zones[test].count_points != -1 && count < 50; test++) {
if ((list[count] = cf_map_has_been_loaded(available_zones[test].mapname)) && (list[count]->in_memory == MAP_IN_MEMORY)) {
zones[count] = test;
count++;
}
}
if (!count)
return;
test = RANDOM()%count;
add_npc_to_point(&available_zones[zones[test]], list[test]);
}
CF_PLUGIN void *citylife_globalEventListener(int *type, ...) {
va_list args;
static int rv = 0;
mapstruct *map;
int code;
va_start(args, type);
code = va_arg(args, int);
rv = 0;
switch (code) {
case EVENT_MAPLOAD:
map = va_arg(args, mapstruct *);
add_npcs_to_map(map);
break;
case EVENT_CLOCK:
if (RANDOM()%40 == 0)
add_npc_to_random_map();
}
va_end(args);
return &rv;
}
CF_PLUGIN int postInitPlugin(void) {
cf_log(llevDebug, PLUGIN_VERSION " post init\n");
/* Pick the global events you want to monitor from this plugin */
/*
cf_system_register_global_event(EVENT_BORN, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_CRASH, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_PLAYER_DEATH, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_GKILL, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_LOGIN, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_LOGOUT, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_MAPENTER, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_MAPLEAVE, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_MAPRESET, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_REMOVE, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_SHOUT, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_TELL, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_MUZZLE, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_KICK, PLUGIN_NAME, citylife_globalEventListener);
*/
cf_system_register_global_event(EVENT_CLOCK, PLUGIN_NAME, citylife_globalEventListener);
cf_system_register_global_event(EVENT_MAPLOAD, PLUGIN_NAME, citylife_globalEventListener);
/*
cf_system_register_global_event(EVENT_MAPRESET, PLUGIN_NAME, citylife_globalEventListener);
*/
return 0;
}
CF_PLUGIN void *eventListener(int *type, ...) {
static int rv = 1;
va_list args;
char *buf;
object *ground, *who, *activator, *third, *event;
int fix;
const char *value;
va_start(args, type);
who = va_arg(args, object *);
activator = va_arg(args, object *);
third = va_arg(args, object *);
buf = va_arg(args, char *);
fix = va_arg(args, int);
event = va_arg(args, object *);
va_end(args);
/* should our npc disappear? */
if (RANDOM()%100 < 30) {
for (ground = cf_map_get_object_at(who->map, who->x, who->y); ground; ground = cf_object_get_object_property(ground, CFAPI_OBJECT_PROP_OB_ABOVE)) {
if (ground->type == EXIT) {
object *inv;
value = cf_object_get_key(who, FIRST_MOVE_KEY);
if (strcmp(value, "1") == 0) {
cf_object_set_key(who, FIRST_MOVE_KEY, "0", 1);
break;
}
/* must set inventory as no drop, else it'll just drop on the ground */
for (inv = cf_object_get_object_property(who, CFAPI_OBJECT_PROP_INVENTORY); inv; inv = cf_object_get_object_property(inv, CFAPI_OBJECT_PROP_OB_BELOW))
cf_object_set_flag(inv, FLAG_NO_DROP, 1);
cf_log(llevDebug, PLUGIN_NAME ": NPC entering building.\n");
cf_object_remove(who);
cf_object_free(who);
return &rv;
}
}
}
/* we have to move manually, because during the night NPCs don't move. */
cf_object_move(who, 1+RANDOM()%8, NULL);
return &rv;
}
CF_PLUGIN int closePlugin(void) {
cf_log(llevDebug, PLUGIN_VERSION " closing\n");
return 0;
}
/*@}*/