--- deliantra/server/random_maps/exit.C 2007/11/08 19:43:25 1.28
+++ deliantra/server/random_maps/exit.C 2010/07/03 01:12:44 1.46
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
*
- * Deliantra 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 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 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, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -26,10 +27,10 @@
#include
#include
-/* find a character in the layout. fx and fy are pointers to
+/* find a character in the maze. fx and fy are pointers to
where to find the char. fx,fy = -1 if not found. */
-void
-find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
+static void
+find_in_layout (int mode, char target, int *fx, int *fy, char **maze, random_map_params *RP)
{
int M;
int i, j;
@@ -39,7 +40,7 @@
/* if a starting point isn't given, pick one */
if (mode < 1 || mode > 4)
- M = rndm (4) + 1;
+ M = rmg_rndm (4) + 1;
else
M = mode;
@@ -49,61 +50,61 @@
switch (M)
{
case 1:
- { /* search from top left down/right */
- for (i = 1; i < RP->Xsize; i++)
- for (j = 1; j < RP->Ysize; j++)
- {
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
- }
- break;
- }
+ /* search from top left down/right */
+ for (i = 1; i < RP->Xsize; i++)
+ for (j = 1; j < RP->Ysize; j++)
+ {
+ if (maze[i][j] == target)
+ {
+ *fx = i;
+ *fy = j;
+ return;
+ }
+ }
+ break;
+
case 2:
- { /* Search from top right down/left */
- for (i = RP->Xsize - 2; i > 0; i--)
- for (j = 1; j < RP->Ysize - 1; j++)
- {
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
- }
- break;
- }
+ /* Search from top right down/left */
+ for (i = RP->Xsize - 2; i > 0; i--)
+ for (j = 1; j < RP->Ysize - 1; j++)
+ {
+ if (maze[i][j] == target)
+ {
+ *fx = i;
+ *fy = j;
+ return;
+ }
+ }
+ break;
+
case 3:
- { /* search from bottom-left up-right */
- for (i = 1; i < RP->Xsize - 1; i++)
- for (j = RP->Ysize - 2; j > 0; j--)
- {
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
- }
- break;
- }
+ /* search from bottom-left up-right */
+ for (i = 1; i < RP->Xsize - 1; i++)
+ for (j = RP->Ysize - 2; j > 0; j--)
+ {
+ if (maze[i][j] == target)
+ {
+ *fx = i;
+ *fy = j;
+ return;
+ }
+ }
+ break;
+
case 4:
- { /* search from bottom-right up-left */
- for (i = RP->Xsize - 2; i > 0; i--)
- for (j = RP->Ysize - 2; j > 0; j--)
- {
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
- }
- break;
- }
+ /* search from bottom-right up-left */
+ for (i = RP->Xsize - 2; i > 0; i--)
+ for (j = RP->Ysize - 2; j > 0; j--)
+ {
+ if (maze[i][j] == target)
+ {
+ *fx = i;
+ *fy = j;
+ return;
+ }
+ }
+ break;
+
}
}
@@ -116,85 +117,66 @@
6 means southward
*/
void
-place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
+place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP)
{
- char styledirname[1024];
maptile *style_map_down = 0; /* harder maze */
maptile *style_map_up = 0; /* easier maze */
object *the_exit_down; /* harder maze */
object *the_exit_up; /* easier maze */
- object *random_sign; /* magic mouth saying this is a random map. */
int cx = -1, cy = -1; /* location of a map center */
int upx = -1, upy = -1; /* location of up exit */
int downx = -1, downy = -1;
int final_map_exit = 1;
- if (RP->exit_on_final_map)
- if (strstr (RP->exit_on_final_map, "no"))
+ if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
+ if (strstr (eofm, "no"))
final_map_exit = 0;
if (!orientation)
- orientation = rndm (6) + 1;
+ orientation = rmg_rndm (6) + 1;
switch (orientation)
{
case 1:
{
- sprintf (styledirname, "/styles/exitstyles/up");
- style_map_up = find_style (styledirname, exitstyle, -1);
- sprintf (styledirname, "/styles/exitstyles/down");
- style_map_down = find_style (styledirname, exitstyle, -1);
+ style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
+ style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
break;
}
case 2:
{
- sprintf (styledirname, "/styles/exitstyles/down");
- style_map_up = find_style (styledirname, exitstyle, -1);
- sprintf (styledirname, "/styles/exitstyles/up");
- style_map_down = find_style (styledirname, exitstyle, -1);
+ style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
+ style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
break;
}
default:
{
- sprintf (styledirname, "/styles/exitstyles/generic");
- style_map_up = find_style (styledirname, exitstyle, -1);
- style_map_down = style_map_up;
+ style_map_up =
+ style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
break;
}
}
- if (style_map_up == 0)
- the_exit_up = arch_to_object (archetype::find ("exit"));
+ the_exit_up = style_map_up
+ ? style_map_up->pick_random_object (rmg_rndm)->clone ()
+ : archetype::get (shstr_exit);
- else
- {
- object *tmp;
-
- tmp = style_map_up->pick_random_object ();
- the_exit_up = arch_to_object (tmp->arch);
- }
+ const char *final_map = RP->get_str ("final_map", 0);
/* we need a down exit only if we're recursing. */
- if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
- if (style_map_down == 0)
- the_exit_down = arch_to_object (archetype::find ("exit"));
-
- else
- {
- object *tmp;
-
- tmp = style_map_down->pick_random_object ();
- the_exit_down = arch_to_object (tmp->arch);
- }
+ if (RP->dungeon_level < RP->dungeon_depth || final_map)
+ the_exit_down = style_map_down
+ ? style_map_down->pick_random_object (rmg_rndm)->clone ()
+ : archetype::get (shstr_exit);
else
the_exit_down = 0;
/* set up the up exit */
- the_exit_up->stats.hp = RP->origin_x;
- the_exit_up->stats.sp = RP->origin_y;
- the_exit_up->slaying = RP->origin_map;
+ the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
+ the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
+ the_exit_up->slaying = RP->get_str ("origin_map", 0);
/* figure out where to put the entrance */
/* begin a logical block */
@@ -241,15 +223,9 @@
{
if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
{
- random_sign = get_archetype ("sign");
- random_sign->x = the_exit_up->x + freearr_x[j];
- random_sign->y = the_exit_up->y + freearr_y[j];
-
- char buf[8192];
- sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
-
- random_sign->msg = buf;
- insert_ob_in_map (random_sign, map, NULL, 0);
+ object *random_sign = archetype::get (shstr_sign);
+ random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
+ map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
}
}
@@ -265,6 +241,7 @@
/* first, look for a '>' character */
find_in_layout (0, '>', &downx, &downy, maze, RP);
+
/* if no > is found use C */
if (downx == -1)
{
@@ -303,29 +280,27 @@
if (the_exit_down)
{
- char buf[16384];
-
- int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
+ int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
the_exit_down->x = downx + freearr_x[i];
the_exit_down->y = downy + freearr_y[i];
- RP->origin_x = the_exit_down->x;
- RP->origin_y = the_exit_down->y;
- write_map_parameters_to_string (buf, RP);
- the_exit_down->msg = buf;
+ RP->set ("origin_x", (IV)the_exit_down->x);
+ RP->set ("origin_y", (IV)the_exit_down->y);
+
+ the_exit_down->msg = RP->as_shstr ();
/* the identifier for making a random map. */
- if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
+ if (RP->dungeon_level >= RP->dungeon_depth && final_map)
{
maptile *new_map;
- object *the_exit_back = arch_to_object (the_exit_up->arch);
+ object *the_exit_back = the_exit_up->arch->instance ();
/* load it */
- if (!(new_map = maptile::find_sync (RP->final_map)))
+ if (!(new_map = maptile::find_sync (final_map)))
return;
new_map->load_sync ();
- the_exit_down->slaying = RP->final_map;
+ the_exit_down->slaying = final_map;
for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
/* Remove exit back to previous random map. There should only be one
@@ -333,13 +308,13 @@
* would require keeping a 'next' pointer, ad free_object kills tmp, which
* breaks the for loop.
*/
- if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
+ if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
{
tmp->destroy ();
break;
}
- if (final_map_exit == 1)
+ if (final_map_exit)
{
/* setup the exit back */
the_exit_back->slaying = map->path;
@@ -352,7 +327,7 @@
}
}
else
- the_exit_down->slaying = "/!";
+ the_exit_down->slaying = shstr_random_map_exit;
/* Block the exit so things don't get dumped on top of it. */
the_exit_down->move_block = MOVE_ALL;