--- deliantra/server/random_maps/exit.C 2006/09/10 16:06:37 1.4
+++ deliantra/server/random_maps/exit.C 2010/07/05 00:07:21 1.49
@@ -1,52 +1,46 @@
-
/*
- * static char *rcsid_exit_c =
- * "$Id: exit.C,v 1.4 2006/09/10 16:06:37 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * 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 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 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
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- 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.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
#include
#include
#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, RMParms * RP)
+static void
+find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
{
int M;
int i, j;
- *fx = -1;
- *fy = -1;
+ fx = -1;
+ fy = -1;
/* if a starting point isn't given, pick one */
if (mode < 1 || mode > 4)
- M = RANDOM () % 4 + 1;
+ M = rmg_rndm (4) + 1;
else
M = mode;
@@ -55,69 +49,73 @@
the same damned thing every time. */
switch (M)
{
- case 1:
- { /* search from top left down/right */
- for (i = 1; i < RP->Xsize; i++)
- for (j = 1; j < RP->Ysize; j++)
+ case 1:
+ /* search from top left down/right */
+ for (i = 1; i < maze.w; i++)
+ for (j = 1; j < maze.h; j++)
+ {
+ if (maze[i][j] == target)
{
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
+ 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++)
+ }
+ break;
+
+ case 2:
+ /* Search from top right down/left */
+ for (i = maze.w - 2; i > 0; i--)
+ for (j = 1; j < maze.h - 1; j++)
+ {
+ if (maze[i][j] == target)
{
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
+ 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--)
+ }
+ break;
+
+ case 3:
+ /* search from bottom-right up-left */
+ for (i = maze.w - 2; i > 0; i--)
+ for (j = maze.h - 2; j > 0; j--)
+ {
+ if (maze[i][j] == target)
{
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
+ 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--)
+ }
+ break;
+
+ case 4:
+ /* search from bottom-left up-right */
+ for (i = 1; i < maze.w - 1; i++)
+ for (j = maze.h - 2; j > 0; j--)
+ {
+ if (maze[i][j] == target)
{
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
+ fx = i;
+ fy = j;
+ return;
}
- break;
- }
+ }
+ break;
}
}
+point
+layout::find (char target, int mode)
+{
+ int x, y;
+ find_in_layout (mode, target, x, y, *this);
-
-
+ return point (x, y);
+}
/* orientation: 0 means random,
1 means descending dungeon
@@ -127,97 +125,76 @@
5 means northward
6 means southward
*/
-
void
-place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP)
+place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
{
- char styledirname[256];
- mapstruct *style_map_down = 0; /* harder maze */
- mapstruct *style_map_up = 0; /* easier maze */
+ 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. */
- char buf[512];
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"))
- final_map_exit = 0;
- }
+ if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
+ if (strstr (eofm, "no"))
+ final_map_exit = 0;
- if (orientation == 0)
- orientation = RANDOM () % 6 + 1;
+ if (!orientation)
+ 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);
- 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);
- break;
- }
- default:
- {
- sprintf (styledirname, "/styles/exitstyles/generic");
- style_map_up = find_style (styledirname, exitstyle, -1);
- style_map_down = style_map_up;
- break;
- }
- }
- if (style_map_up == 0)
- the_exit_up = arch_to_object (find_archetype ("exit"));
- else
- {
- object *tmp;
+ case 1:
+ {
+ style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
+ style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
+ break;
+ }
- tmp = pick_random_object (style_map_up);
- the_exit_up = arch_to_object (tmp->arch);
+ case 2:
+ {
+ style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
+ style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
+ break;
+ }
+
+ default:
+ {
+ style_map_up =
+ style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
+ break;
+ }
}
- /* 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 (find_archetype ("exit"));
- else
- {
- object *tmp;
+ the_exit_up = style_map_up
+ ? style_map_up->pick_random_object (rmg_rndm)->clone ()
+ : archetype::get (shstr_exit);
- tmp = pick_random_object (style_map_down);
- the_exit_down = 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 || 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 */
{
- int i, j;
-
/* First, look for a '<' char */
- find_in_layout (0, '<', &upx, &upy, maze, RP);
+ find_in_layout (0, '<', upx, upy, maze);
/* next, look for a C, the map center. */
- find_in_layout (0, 'C', &cx, &cy, maze, RP);
-
+ find_in_layout (0, 'C', cx, cy, maze);
/* if we didn't find an up, find an empty place far from the center */
if (upx == -1 && cx != -1)
@@ -226,43 +203,35 @@
upx = 1;
else
upx = RP->Xsize - 2;
+
if (cy > RP->Ysize / 2)
upy = 1;
else
upy = RP->Ysize - 2;
+
/* find an empty place far from the center */
- if (upx == 1 && upy == 1)
- find_in_layout (1, 0, &upx, &upy, maze, RP);
- else if (upx == 1 && upy > 1)
- find_in_layout (3, 0, &upx, &upy, maze, RP);
- else if (upx > 1 && upy == 1)
- find_in_layout (2, 0, &upx, &upy, maze, RP);
- else if (upx > 1 && upy > 1)
- find_in_layout (4, 0, &upx, &upy, maze, RP);
+ if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
+ else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
+ else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
+ else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
}
/* no indication of where to place the exit, so just place it. */
if (upx == -1)
- find_in_layout (0, 0, &upx, &upy, maze, RP);
+ find_in_layout (0, 0, upx, upy, maze);
the_exit_up->x = upx;
the_exit_up->y = upy;
/* surround the exits with notices that this is a random map. */
- for (j = 1; j < 9; j++)
- {
- 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];
-
- sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
+ for (int j = 1; j < 9; j++)
+ if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
+ {
+ object *random_sign = archetype::get (shstr_sign);
+ random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
+ map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
+ }
- random_sign->msg = buf;
- insert_ob_in_map (random_sign, map, NULL, 0);
- }
- }
/* Block the exit so things don't get dumped on top of it. */
the_exit_up->move_block = MOVE_ALL;
@@ -270,11 +239,12 @@
maze[the_exit_up->x][the_exit_up->y] = '<';
/* set the starting x,y for this map */
- MAP_ENTER_X (map) = the_exit_up->x;
- MAP_ENTER_Y (map) = the_exit_up->y;
+ map->enter_x = the_exit_up->x;
+ map->enter_y = the_exit_up->y;
/* first, look for a '>' character */
- find_in_layout (0, '>', &downx, &downy, maze, RP);
+ find_in_layout (0, '>', downx, downy, maze);
+
/* if no > is found use C */
if (downx == -1)
{
@@ -290,90 +260,71 @@
downx = 1;
else
downx = RP->Xsize - 2;
+
if (upy > RP->Ysize / 2)
downy = 1;
else
downy = RP->Ysize - 2;
- /* find an empty place far from the entrance */
- if (downx == 1 && downy == 1)
- find_in_layout (1, 0, &downx, &downy, maze, RP);
- else if (downx == 1 && downy > 1)
- find_in_layout (3, 0, &downx, &downy, maze, RP);
- else if (downx > 1 && downy == 1)
- find_in_layout (2, 0, &downx, &downy, maze, RP);
- else if (downx > 1 && downy > 1)
- find_in_layout (4, 0, &downx, &downy, maze, RP);
+ /* find an empty place far from the entrance */
+ if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
+ else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
+ else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
+ else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
}
+
/* no indication of where to place the down exit, so just place it */
if (downx == -1)
- find_in_layout (0, 0, &downx, &downy, maze, RP);
+ find_in_layout (0, 0, downx, downy, maze);
+
if (the_exit_down)
{
- char buf[2048];
+ int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
- i = find_first_free_spot (the_exit_down, map, downx, downy);
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_exit_down->slaying = shstr_random_map_exit;
+
/* the identifier for making a random map. */
- if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
+ if (RP->dungeon_level >= RP->dungeon_depth && final_map)
{
- mapstruct *new_map;
- object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
+ the_exit_down->msg = 0;
+ the_exit_down->slaying = final_map;
-#if 0
- /* I'm not sure if there was any reason to change the path to the
- * map other than to maybe make it more descriptive in the 'maps'
- * command. But changing the map name makes life more complicated,
- * (has_been_loaded needs to use the new name)
- */
-
- char new_map_name[MAX_BUF];
-
- /* give the final map a name */
- sprintf (new_map_name, "%sfinal_map", RP->final_map);
- /* set the exit down. */
-#endif
- /* load it */
- if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
- return;
-
- the_exit_down->slaying = RP->final_map;
- strcpy (new_map->path, RP->final_map);
-
- for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above)
- /* Remove exit back to previous random map. There should only be one
- * which is why we break out. To try to process more than one
- * 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 (final_map_exit)
+ if (maptile *new_map = maptile::find_sync (final_map))
{
- remove_ob (tmp);
- free_object (tmp);
- break;
- }
+ object *the_exit_back = the_exit_up->arch->instance ();
- if (final_map_exit == 1)
- {
- /* setup the exit back */
- the_exit_back->slaying = map->path;
- the_exit_back->stats.hp = the_exit_down->x;
- the_exit_back->stats.sp = the_exit_down->y;
- the_exit_back->x = MAP_ENTER_X (new_map);
- the_exit_back->y = MAP_ENTER_Y (new_map);
+ new_map->load_sync ();
- insert_ob_in_map (the_exit_back, new_map, NULL, 0);
- }
+ 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
+ * which is why we break out. To try to process more than one
+ * would require keeping a 'next' pointer, ad free_object kills tmp, which
+ * breaks the for loop.
+ */
+ if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
+ {
+ tmp->destroy ();
+ break;
+ }
+
+ /* setup the exit back */
+ the_exit_back->slaying = map->path;
+ the_exit_back->stats.hp = the_exit_down->x;
+ the_exit_back->stats.sp = the_exit_down->y;
+ the_exit_back->x = new_map->enter_x;
+ the_exit_back->y = new_map->enter_y;
- set_map_timeout (new_map); /* So it gets swapped out */
+ insert_ob_in_map (the_exit_back, new_map, NULL, 0);
+ }
}
- else
- the_exit_down->slaying = "/!";
/* Block the exit so things don't get dumped on top of it. */
the_exit_down->move_block = MOVE_ALL;
@@ -381,31 +332,29 @@
maze[the_exit_down->x][the_exit_down->y] = '>';
}
}
-
}
-
-
/* this function unblocks the exits. We blocked them to
keep things from being dumped on them during the other
phases of random map generation. */
void
-unblock_exits (mapstruct *map, char **maze, RMParms * RP)
+unblock_exits (maptile *map, layout &maze)
{
int i = 0, j = 0;
object *walk;
- for (i = 0; i < RP->Xsize; i++)
- for (j = 0; j < RP->Ysize; j++)
+ for (i = 0; i < maze.w; i++)
+ for (j = 0; j < maze.h; j++)
if (maze[i][j] == '>' || maze[i][j] == '<')
{
- for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above)
+ for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
{
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
{
- walk->move_block = MOVE_BLOCK_DEFAULT;
+ walk->move_block = 0;
update_object (walk, UP_OBJ_CHANGE);
}
}
}
}
+