Add shoppamap lua as mikade requested. also add 50% chance of bottom border w/ holes as he requested. Also disable land objects in shoppa scheme, since that's more common way to play it.
authornemo
Sat, 11 May 2013 10:54:24 -0400
changeset 8975 188a71ceda72
parent 8974 d360e97ce842
child 8976 5d9f43ad036a
Add shoppamap lua as mikade requested. also add 50% chance of bottom border w/ holes as he requested. Also disable land objects in shoppa scheme, since that's more common way to play it.
QTfrontend/model/ammoSchemeModel.cpp
share/hedgewars/Data/Scripts/Multiplayer/ShoppaMap.cfg
share/hedgewars/Data/Scripts/Multiplayer/ShoppaMap.lua
--- a/QTfrontend/model/ammoSchemeModel.cpp	Fri May 10 21:00:06 2013 -0400
+++ b/QTfrontend/model/ammoSchemeModel.cpp	Sat May 11 10:54:24 2013 -0400
@@ -194,7 +194,7 @@
             << QVariant(false)         // place hog      14
             << QVariant(true)          // shared ammo    15
             << QVariant(true)          // disable girders 16
-            << QVariant(false)         // disable land objects 17
+            << QVariant(true)         // disable land objects 17
             << QVariant(false)         // AI survival    18
             << QVariant(false)         // inf. attack    19
             << QVariant(true)          // reset weps     20
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/share/hedgewars/Data/Scripts/Multiplayer/ShoppaMap.cfg	Sat May 11 10:54:24 2013 -0400
@@ -0,0 +1,2 @@
+Default
+Default
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/share/hedgewars/Data/Scripts/Multiplayer/ShoppaMap.lua	Sat May 11 10:54:24 2013 -0400
@@ -0,0 +1,446 @@
+ObjectList = {}
+PointsBuffer = ''  -- A string to accumulate points in
+
+-- Overall padding for roping freedom
+Padding = 430
+
+function AddPoint(x, y, width, erase)
+ PointsBuffer = PointsBuffer .. string.char(band(x,0xff00) / 256 , band(x,0xff) , band(y,0xff00) / 256 , band(y,0xff))
+ if width then
+     width = bor(width,0x80)
+     if erase then
+         width = bor(width,0x40)
+     end
+     PointsBuffer = PointsBuffer .. string.char(width)
+ else
+     PointsBuffer = PointsBuffer .. string.char(0)
+ end
+ if #PointsBuffer > 245 then
+     ParseCommand('draw '..PointsBuffer)
+     PointsBuffer = ''
+ end
+end
+function FlushPoints()
+ if #PointsBuffer > 0 then
+     ParseCommand('draw '..PointsBuffer)
+     PointsBuffer = ''
+ end
+end
+
+-- This could probably use less points and more precision
+-- 700x700 for object space
+function DrawStar(x, y, d, f)
+-- default scale is 700x700 or so
+    s = 700
+    if not(d == 1) then s = div(s,d) end
+    if NoOverlap(x,y,s,s) then
+        AddCollision(x,y,s,s)
+        if not(d == 1) then
+            i = 6-d
+            j = math.min(div(5,d),1)
+            -- centre
+            AddPoint(x,y,div(20,d))
+            -- arms
+            AddPoint(x-div(325,d),y-f*div(108,d),2)
+            AddPoint(x+div(325,d),y-f*div(108,d))
+            AddPoint(x-div(205,d),y+f*div(270,d))
+            AddPoint(x,y-f*div(345,d))
+            AddPoint(x+div(205,d),y+f*div(270,d))
+            AddPoint(x-div(325,d),y-f*div(108,d))
+            if d < 4 then
+            -- fill in arm 1
+            AddPoint(x-div(275,d),y-f*div(92,d),i)
+            AddPoint(x-div(50,d),y-f*div(92,d))
+            AddPoint(x-div(105,d),y+f*div(25,d))
+            AddPoint(x-div(250,d),y-f*div(80,d))
+            AddPoint(x-div(115,d),y-f*div(70,d))
+            AddPoint(x-div(130,d),y-f*div(25,d))
+            AddPoint(x-div(175,d),y-f*div(60,d))
+            -- fill in arm 2
+            AddPoint(x+div(275,d),y-f*div(92,d),i)
+            AddPoint(x+div(50,d),y-f*div(92,d))
+            AddPoint(x+div(105,d),y+f*div(25,d))
+            AddPoint(x+div(250,d),y-f*div(80,d))
+            AddPoint(x+div(115,d),y-f*div(70,d))
+            AddPoint(x+div(130,d),y-f*div(25,d))
+            AddPoint(x+div(175,d),y-f*div(60,d))
+            -- fill in arm 3
+            AddPoint(x-div(175,d),y+f*div(230,d),i)
+            AddPoint(x-div(110,d),y+f*div(60,d))
+            AddPoint(x,y+f*div(120,d))
+            AddPoint(x-div(155,d),y+f*div(215,d))
+            AddPoint(x-div(105,d),y+f*div(95,d))
+            AddPoint(x-div(60,d),y+f*div(130,d))
+            AddPoint(x-div(85,d),y+f*div(155,d),j)
+            -- fill in arm 4
+            AddPoint(x,y-f*div(300,d),3)
+            AddPoint(x+div(50,d),y-f*div(125,d))
+            AddPoint(x-div(50,d),y-f*div(125,d))
+            AddPoint(x,y-f*div(270,d))
+            AddPoint(x-div(40,d),y-f*div(160,d))
+            AddPoint(x+div(40,d),y-f*div(160,d))
+            AddPoint(x,y-f*div(195,d),j)
+            -- fill in arm 5
+            AddPoint(x+div(175,d),y+f*div(230,d),i)
+            AddPoint(x+div(110,d),y+f*div(60,d))
+            AddPoint(x,y+f*div(120,d))
+            AddPoint(x+div(155,d),y+f*div(215,d))
+            AddPoint(x+div(105,d),y+f*div(95,d))
+            AddPoint(x+div(60,d),y+f*div(130,d))
+            AddPoint(x+div(85,d),y+f*div(155,d),j)
+            end
+        else
+            -- centre
+            AddPoint(x,y,20)
+            -- arms
+            AddPoint(x-325,y-f*108,1)
+            AddPoint(x+325,y-f*108)
+            AddPoint(x-205,y+f*270)
+            AddPoint(x,y-f*345)
+            AddPoint(x+205,y+f*270)
+            AddPoint(x-325,y-f*108)
+            -- fill in arm 1
+            AddPoint(x-275,y-f*92,4)
+            AddPoint(x-50,y-f*92)
+            AddPoint(x-105,y+f*25)
+            AddPoint(x-250,y-f*80)
+            AddPoint(x-115,y-f*70)
+            AddPoint(x-130,y-f*25)
+            AddPoint(x-175,y-f*60)
+            -- fill in arm 2
+            AddPoint(x+275,y-f*92,4)
+            AddPoint(x+50,y-f*92)
+            AddPoint(x+105,y+f*25)
+            AddPoint(x+250,y-f*80)
+            AddPoint(x+115,y-f*70)
+            AddPoint(x+130,y-f*25)
+            AddPoint(x+175,y-f*60)
+            -- fill in arm 3
+            AddPoint(x-175,y+f*230,4)
+            AddPoint(x-110,y+f*60)
+            AddPoint(x-10,y+f*120)
+            AddPoint(x-155,y+f*215)
+            AddPoint(x-105,y+f*95)
+            AddPoint(x-60,y+f*130)
+            AddPoint(x-85,y+f*155,5)
+            -- fill in arm 4
+            AddPoint(x,y-f*300,3)
+            AddPoint(x+50,y-f*125)
+            AddPoint(x-50,y-f*125)
+            AddPoint(x,y-f*270)
+            AddPoint(x-40,y-f*160)
+            AddPoint(x+40,y-f*160)
+            AddPoint(x,y-f*195,5)
+            -- fill in arm 5
+            AddPoint(x+175,y+f*230,4)
+            AddPoint(x+110,y+f*60)
+            AddPoint(x+10,y+f*120)
+            AddPoint(x+155,y+f*215)
+            AddPoint(x+105,y+f*95)
+            AddPoint(x+60,y+f*130)
+            AddPoint(x+85,y+f*155,5)
+        end
+        return true
+    else
+        return false
+    end
+end
+
+-- well. this was easy
+function DrawCircle(x, y, w)
+    if NoOverlap(x,y,w*10+6,w*10+6) then
+        AddCollision(x,y,w*10+6,w*10+6)
+        AddPoint(x,y,w)
+        return true
+    else
+        return false
+    end
+end
+
+function DrawCrescent(x, y, w, s)
+    b = div(w*(GetRandom(4)+1)*10+6,6)
+    
+    if NoOverlap(x,y,w*10+6,w*10+6) then
+        AddCollision(x,y,w*10+6,w*10+6)
+        AddPoint(x,y,w)
+        if s then -- side
+            if GetRandom(1) == 0 then
+                b = b*-1
+            end
+            AddPoint(x-b,y,w,true)
+        else -- top
+            AddPoint(x,y-b,w,true)
+        end
+        return true
+    else
+        return false
+    end
+end
+
+function DrawCones(x,w,h,c)
+    y = 2048-h
+    hw = div(w,2)
+    if NoOverlap(x+div(w*c,2),y+div(h,2),w*c,h) then
+        AddCollision(x+div(w*c,2),y+div(h,2),w*c,h)
+        x = x + hw
+        for i = 1,c do -- I'm guessing outlining is slightly more efficient than fanning at 16px brush
+            AddPoint(x,y,1)
+            AddPoint(x-hw+8,2048)
+            AddPoint(x+hw-8,2048)
+            AddPoint(x,y)
+            for j = x-hw+25,x+hw,34 do
+                AddPoint(x,y+30,3)
+                AddPoint(j,2048)
+            end
+            if GetRandom(2)==0 then
+                AddPoint(x,y-20,8)
+            end
+            x = x + w
+        end
+    else
+        return false
+    end
+    
+end
+
+function DrawPlateau(x,y,l,t,b)
+    if NoOverlapXY(x-28,y-28,x+l+28,y+l+28) then
+        AddPoint(x,y,5)
+        AddPoint(x+l,y)
+
+        to = GetRandom(6)
+        if not(to==0) then
+            if GetRandom(2)==0 then
+                to = div(l,to)
+            else
+                to = l-div(l,to)
+            end
+        end
+        if t>0 and NoOverlapXY(x+to-28,y-t-28,x+to+28,y+28) then
+            AddPoint(x+to,y-t,5)
+            AddPoint(x+to,y)
+            if GetRandom(2)==0 then
+                AddPoint(x+to,y-t+75,20)
+            else -- square off
+                AddPoint(x+to-20,y-t,1)
+                AddPoint(x+to-20,y-t-20)
+                AddPoint(x+to+20,y-t-20)
+                AddPoint(x+to+20,y-t)
+            end
+            tSucc = true
+        end
+
+        if to > 120 and GetRandom(2)==0 then -- left bumper
+            AddPoint(x+15,y-20,9)
+        else -- square off
+            --AddPoint(x-50,y,2)
+            AddPoint(x,y+20,1)
+            AddPoint(x-20,y+20)
+            AddPoint(x-20,y-20)
+            AddPoint(x,y-20)
+        end
+        if to < (l-120) and GetRandom(2)==0 then -- right bumper
+            AddPoint(x+l-15,y-20,9)
+        else -- square off
+            --AddPoint(x+l+50,y,2)
+            AddPoint(x+l,y+20,1)
+            AddPoint(x+l+20,y+20)
+            AddPoint(x+l+20,y-20)
+            AddPoint(x+l,y-20)
+        end
+        bo = GetRandom(6)
+        if not(bo == 0) then
+            if GetRandom(2)==0 then
+                bo = div(l,bo)
+            else
+                bo = l-div(l,bo)
+            end
+        end
+        -- still consider a success even if we can't place this one.  Might need to return more than true/false
+        if b>0 and NoOverlapXY(x+bo-28,y-28,x+bo+28,y+b+28) then
+            AddPoint(x+bo,y,5)
+            AddPoint(x+bo,y+b)
+            if GetRandom(2)==0 then
+                AddPoint(x+bo,y+b-75,20)
+            else -- square off
+                AddPoint(x+bo-20,y+b,1)
+                AddPoint(x+bo-20,y+b+20)
+                AddPoint(x+bo+20,y+b+20)
+                AddPoint(x+bo+20,y+b)
+            end
+            bSucc = true
+        end
+        if bSucc then AddCollisionXY(x+bo-28,y-28,x+bo+28,y+b+28) end
+        if tSucc then AddCollisionXY(x+to-28,y-t-28,x+to+28,y+28) end
+        AddCollisionXY(x-28,y-28,x+l+28,y+28) 
+        return true
+    else
+        return false
+    end
+end
+
+function AddCollision(x,y,w,h)
+    table.insert(ObjectList,{x-div(w+Padding,2),
+                             y-div(h+Padding,2),
+                             x+div(w+Padding,2),
+                             y+div(h+Padding,2)})
+end
+
+function AddCollisionXY(x,y,x2,y2)
+    table.insert(ObjectList,{x-div(Padding,2),
+                             y-div(Padding,2),
+                             x2+div(Padding,2),
+                             y2+div(Padding,2)})
+end
+
+-- bounding box check
+function NoOverlap(x,y,w,h)
+    w = w
+    h = h
+    x = x-div(w,2)
+    y = y-div(h,2)
+    x2 = x+w
+    y2 = y+h
+    return NoOverlapXY(x,y,x2,y2)
+end
+function NoOverlapXY(x,y,x2,y2)
+    i=1
+    l=table.getn(ObjectList)
+    while i<=l do
+        ox = ObjectList[i][1]
+        oy = ObjectList[i][2]
+        ox2 = ObjectList[i][3]
+        oy2 = ObjectList[i][4]
+         --   WriteLnToConsole(ox..' '..oy..' '..ox2..' '..oy2..' - '..x..' '..y..' '..x2..' '..y2)
+        --if (math.abs(ox + ox2 -x - x2) <= (ox2 - ox + x2 - x)) and (math.abs(oy + oy2 - y - y2) <= (oy - oy2 + y - y2)) then
+        if x < ox2 and ox < x2 and y < oy2 and oy < y2 then
+            return false
+        end
+        i=i+1
+    end
+    return true
+end
+
+function dbg()
+    i=1
+    l=table.getn(ObjectList)
+    while i<=l do
+        ox = ObjectList[i][1]
+        oy = ObjectList[i][2]
+        ox2 = ObjectList[i][3]
+        oy2 = ObjectList[i][4]
+        AddPoint(ox,oy,1)
+        AddPoint(ox2,oy)
+        AddPoint(ox2,oy2)
+        AddPoint(ox,oy2)
+        AddPoint(ox,oy)
+        AddPoint(ox2,oy2)
+        i=i+1
+    end
+end
+
+function onGameInit()
+    MapGen = 2
+    TemplateFilter = 0
+    TotGen = 0
+    Tries = 0
+    if GetRandom(2) == 0 then
+        AddPoint(-50,2030,10)
+        AddPoint(4150,2030)
+        for i = 0,GetRandom(3) do
+            x = GetRandom(4096)
+            AddPoint(x,2200,GetRandom(50),true)
+            AddPoint(x,1900)
+        end
+    end
+        
+        
+    if GetRandom(2) == 0 then
+        l = GetRandom(3)+1
+        w = GetRandom(200)+200
+        h = GetRandom(350)+200
+        x = GetRandom(4096-w*l)
+        DrawCones(x,w,h,l)
+        --if DrawCones(x,w,h,l) then TotGen = TotGen+1
+    end
+    if GetRandom(2) == 0 then
+        for i = 1,GetRandom(5)+1 do
+            w = GetRandom(35)+15
+            x = GetRandom(4096-w*12)+w
+	    if GetRandom(2)==0 then
+		y = 2048-GetRandom(w*10+6)
+	    else
+	    	y = 2048
+	    end
+           -- if AddPoint(x,y,w) then TotGetn = TotGen+1
+           DrawCircle(x,y,w)
+        end
+    end
+    if GetRandom(2)==0 then
+        x = GetRandom(3300)+350
+        y = GetRandom(1300)+350
+        if DrawStar(x,y, 1, 1+GetRandom(2)*-2) then
+            TotGen = TotGen+1
+        end
+    end
+
+    while (TotGen < 6) and (Tries < 100) do
+        l = GetRandom(1000-Tries*10)+300
+        x = GetRandom(3900-l)+100
+        y = GetRandom(1900)+100
+        if GetRandom(2)==0 then b = GetRandom(800)+300
+        else b = 0 end
+        if GetRandom(2)==0 then t = GetRandom(800)+300
+        else t = 0 end
+        if y-t < 50 then t = y - 50 end
+        if t < 200 then t = 0 end
+        if DrawPlateau(x,y,l,t,b) then
+            TotGen = TotGen+1
+        end
+        Tries = Tries + 1
+    end
+    Tries = 0
+    while (TotGen < 17) and (Tries < 1000) do
+        if Tries < 500 and GetRandom(2)==0 then
+            x = GetRandom(3300)+350
+            y = GetRandom(1300)+350
+            if DrawStar(x,y, 1, 1+GetRandom(2)*-2) then
+                TotGen = TotGen+1
+            end
+        else
+            if Tries > 500 then d = GetRandom(2)+3
+            else d = GetRandom(3)+2 end
+            x = GetRandom(4000-div(700,d))+div(700,d*2)
+            y = GetRandom(1300-div(700,d))+div(700,d*2)
+            if DrawStar(x,y, d, 1+GetRandom(2)*-2) then
+                TotGen = TotGen+1
+            end
+        end
+        w = GetRandom(35-div(Tries,29))+15
+        x = GetRandom(4050-w*20)+w*10
+        y = GetRandom(2000-w*20)+w*10
+        if DrawCircle(x,y,w) then
+            TotGen = TotGen+1
+        end
+        w = GetRandom(35-div(Tries,29))+5
+        x = GetRandom(4050-w*20)+w*10
+        y = GetRandom(2000-w*20)+w*10
+        if DrawCrescent(x,y,w,GetRandom(2)==0) then
+            TotGen = TotGen+1
+        end
+        Tries = Tries + 1
+    end
+--    Padding = div(Padding,2)
+--    Tries = 0
+--    while (TotGen < 21) and (Tries < 10000) do
+--        r = GetRandom(20-div(Tries,223))+5
+--        x = GetRandom(4050-r*20)+r*10
+--        y = GetRandom(2000-r*20)+r*10
+--        if DrawCircle(x,y,r) then
+--            TotGen = TotGen+1
+--        end
+--        Tries = Tries + 1
+--    end
+    --dbg()
+    FlushPoints()
+end