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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.31 by root, Mon Sep 29 09:04:51 2008 UTC vs.
Revision 1.48 by root, Sun Jul 4 22:12:26 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29/* find a character in the layout. fx and fy are pointers to 30/* find a character in the maze. fx and fy are pointers to
30 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
31void 32static void
32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) 33find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
33{ 34{
34 int M; 35 int M;
35 int i, j; 36 int i, j;
36 37
37 *fx = -1; 38 fx = -1;
38 *fy = -1; 39 fy = -1;
39 40
40 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
42 M = rmg_rndm (4) + 1; 43 M = rmg_rndm (4) + 1;
43 else 44 else
48 the same damned thing every time. */ 49 the same damned thing every time. */
49 switch (M) 50 switch (M)
50 { 51 {
51 case 1: 52 case 1:
52 /* search from top left down/right */ 53 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < maze.w; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; j++)
55 { 56 {
56 if (layout[i][j] == target) 57 if (maze[i][j] == target)
57 { 58 {
58 *fx = i; 59 fx = i;
59 *fy = j; 60 fy = j;
60 return; 61 return;
61 } 62 }
62 } 63 }
63 break; 64 break;
64 65
65 case 2: 66 case 2:
66 /* Search from top right down/left */ 67 /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = maze.w - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < maze.h - 1; j++)
69 { 70 {
70 if (layout[i][j] == target) 71 if (maze[i][j] == target)
71 { 72 {
72 *fx = i; 73 fx = i;
73 *fy = j; 74 fy = j;
74 return; 75 return;
75 } 76 }
76 } 77 }
77 break; 78 break;
78 79
79 case 3: 80 case 3:
80 /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < maze.w - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = maze.h - 2; j > 0; j--)
83 { 84 {
84 if (layout[i][j] == target) 85 if (maze[i][j] == target)
85 { 86 {
86 *fx = i; 87 fx = i;
87 *fy = j; 88 fy = j;
88 return; 89 return;
89 } 90 }
90 } 91 }
91 break; 92 break;
92 93
93 case 4: 94 case 4:
94 /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = maze.w - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = maze.h - 2; j > 0; j--)
97 { 98 {
98 if (layout[i][j] == target) 99 if (maze[i][j] == target)
99 { 100 {
100 *fx = i; 101 fx = i;
101 *fy = j; 102 fy = j;
102 return; 103 return;
103 } 104 }
104 } 105 }
105 break; 106 break;
106
107 } 107 }
108} 108}
109 109
110/* orientation: 0 means random, 110/* orientation: 0 means random,
111 1 means descending dungeon 111 1 means descending dungeon
114 4 means leftward 114 4 means leftward
115 5 means northward 115 5 means northward
116 6 means southward 116 6 means southward
117*/ 117*/
118void 118void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 119place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120{ 120{
121 char styledirname[1024];
122 maptile *style_map_down = 0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 124 object *the_exit_up; /* easier maze */
126 int cx = -1, cy = -1; /* location of a map center */ 125 int cx = -1, cy = -1; /* location of a map center */
127 int upx = -1, upy = -1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
128 int downx = -1, downy = -1; 127 int downx = -1, downy = -1;
129 int final_map_exit = 1; 128 int final_map_exit = 1;
130 129
131 if (RP->exit_on_final_map) 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
132 if (strstr (RP->exit_on_final_map, "no")) 131 if (strstr (eofm, "no"))
133 final_map_exit = 0; 132 final_map_exit = 0;
134 133
135 if (!orientation) 134 if (!orientation)
136 orientation = rmg_rndm (6) + 1; 135 orientation = rmg_rndm (6) + 1;
137 136
138 switch (orientation) 137 switch (orientation)
139 { 138 {
140 case 1: 139 case 1:
141 { 140 {
142 sprintf (styledirname, "/styles/exitstyles/up");
143 style_map_up = find_style (styledirname, exitstyle, -1); 141 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
144 sprintf (styledirname, "/styles/exitstyles/down");
145 style_map_down = find_style (styledirname, exitstyle, -1); 142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
146 break; 143 break;
147 } 144 }
148 145
149 case 2: 146 case 2:
150 { 147 {
151 sprintf (styledirname, "/styles/exitstyles/down");
152 style_map_up = find_style (styledirname, exitstyle, -1); 148 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
153 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_down = find_style (styledirname, exitstyle, -1); 149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
155 break; 150 break;
156 } 151 }
157 152
158 default: 153 default:
159 { 154 {
160 sprintf (styledirname, "/styles/exitstyles/generic"); 155 style_map_up =
161 style_map_up = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
162 style_map_down = style_map_up;
163 break; 157 break;
164 } 158 }
165 } 159 }
166 160
167 the_exit_up = style_map_up 161 the_exit_up = style_map_up
168 ? style_map_up->pick_random_object (rmg_rndm)->clone () 162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
169 : archetype::get (shstr_exit); 163 : archetype::get (shstr_exit);
170 164
165 const char *final_map = RP->get_str ("final_map", 0);
166
171 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
173 the_exit_down = style_map_down 169 the_exit_down = style_map_down
174 ? style_map_down->pick_random_object (rmg_rndm)->clone () 170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
175 : archetype::get (shstr_exit); 171 : archetype::get (shstr_exit);
176 else 172 else
177 the_exit_down = 0; 173 the_exit_down = 0;
178 174
179 /* set up the up exit */ 175 /* set up the up exit */
180 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
181 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
182 the_exit_up->slaying = RP->origin_map; 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
183 179
184 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
185 /* begin a logical block */ 181 /* begin a logical block */
186 { 182 {
187 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
188 find_in_layout (0, '<', &upx, &upy, maze, RP); 184 find_in_layout (0, '<', upx, upy, maze);
189 185
190 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
191 find_in_layout (0, 'C', &cx, &cy, maze, RP); 187 find_in_layout (0, 'C', cx, cy, maze);
192 188
193 /* if we didn't find an up, find an empty place far from the center */ 189 /* if we didn't find an up, find an empty place far from the center */
194 if (upx == -1 && cx != -1) 190 if (upx == -1 && cx != -1)
195 { 191 {
196 if (cx > RP->Xsize / 2) 192 if (cx > RP->Xsize / 2)
203 else 199 else
204 upy = RP->Ysize - 2; 200 upy = RP->Ysize - 2;
205 201
206 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
207 if (upx == 1 && upy == 1) 203 if (upx == 1 && upy == 1)
208 find_in_layout (1, 0, &upx, &upy, maze, RP); 204 find_in_layout (1, 0, upx, upy, maze);
209 else if (upx == 1 && upy > 1) 205 else if (upx == 1 && upy > 1)
210 find_in_layout (3, 0, &upx, &upy, maze, RP); 206 find_in_layout (3, 0, upx, upy, maze);
211 else if (upx > 1 && upy == 1) 207 else if (upx > 1 && upy == 1)
212 find_in_layout (2, 0, &upx, &upy, maze, RP); 208 find_in_layout (2, 0, upx, upy, maze);
213 else if (upx > 1 && upy > 1) 209 else if (upx > 1 && upy > 1)
214 find_in_layout (4, 0, &upx, &upy, maze, RP); 210 find_in_layout (4, 0, upx, upy, maze);
215 } 211 }
216 212
217 /* no indication of where to place the exit, so just place it. */ 213 /* no indication of where to place the exit, so just place it. */
218 if (upx == -1) 214 if (upx == -1)
219 find_in_layout (0, 0, &upx, &upy, maze, RP); 215 find_in_layout (0, 0, upx, upy, maze);
220 216
221 the_exit_up->x = upx; 217 the_exit_up->x = upx;
222 the_exit_up->y = upy; 218 the_exit_up->y = upy;
223 219
224 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
225 for (int j = 1; j < 9; j++) 221 for (int j = 1; j < 9; j++)
226 {
227 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
228 { 223 {
229 object *random_sign = archetype::get (shstr_sign); 224 object *random_sign = archetype::get (shstr_sign);
230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); 225 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
231 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); 226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
232 } 227 }
233 }
234 228
235 /* Block the exit so things don't get dumped on top of it. */ 229 /* Block the exit so things don't get dumped on top of it. */
236 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
237 231
238 insert_ob_in_map (the_exit_up, map, NULL, 0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
241 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
242 map->enter_x = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
243 map->enter_y = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
244 238
245 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
246 find_in_layout (0, '>', &downx, &downy, maze, RP); 240 find_in_layout (0, '>', downx, downy, maze);
247 241
248 /* if no > is found use C */ 242 /* if no > is found use C */
249 if (downx == -1) 243 if (downx == -1)
250 { 244 {
251 downx = cx; 245 downx = cx;
266 else 260 else
267 downy = RP->Ysize - 2; 261 downy = RP->Ysize - 2;
268 262
269 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
270 if (downx == 1 && downy == 1) 264 if (downx == 1 && downy == 1)
271 find_in_layout (1, 0, &downx, &downy, maze, RP); 265 find_in_layout (1, 0, downx, downy, maze);
272 else if (downx == 1 && downy > 1) 266 else if (downx == 1 && downy > 1)
273 find_in_layout (3, 0, &downx, &downy, maze, RP); 267 find_in_layout (3, 0, downx, downy, maze);
274 else if (downx > 1 && downy == 1) 268 else if (downx > 1 && downy == 1)
275 find_in_layout (2, 0, &downx, &downy, maze, RP); 269 find_in_layout (2, 0, downx, downy, maze);
276 else if (downx > 1 && downy > 1) 270 else if (downx > 1 && downy > 1)
277 find_in_layout (4, 0, &downx, &downy, maze, RP); 271 find_in_layout (4, 0, downx, downy, maze);
278 } 272 }
279 273
280 /* no indication of where to place the down exit, so just place it */ 274 /* no indication of where to place the down exit, so just place it */
281 if (downx == -1) 275 if (downx == -1)
282 find_in_layout (0, 0, &downx, &downy, maze, RP); 276 find_in_layout (0, 0, downx, downy, maze);
283 277
284 if (the_exit_down) 278 if (the_exit_down)
285 { 279 {
286 char buf[16384];
287
288 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
289 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
290 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
291 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
292 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
293 write_map_parameters_to_string (buf, RP); 285
294 the_exit_down->msg = buf; 286 the_exit_down->msg = RP->as_shstr ();
295 287
296 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
298 { 290 {
299 maptile *new_map; 291 maptile *new_map;
300 object *the_exit_back = arch_to_object (the_exit_up->arch); 292 object *the_exit_back = the_exit_up->arch->instance ();
301 293
302 /* load it */ 294 /* load it */
303 if (!(new_map = maptile::find_sync (RP->final_map))) 295 if (!(new_map = maptile::find_sync (final_map)))
304 return; 296 return;
305 297
306 new_map->load_sync (); 298 new_map->load_sync ();
307 299
308 the_exit_down->slaying = RP->final_map; 300 the_exit_down->slaying = final_map;
309 301
310 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 302 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
311 /* Remove exit back to previous random map. There should only be one 303 /* Remove exit back to previous random map. There should only be one
312 * which is why we break out. To try to process more than one 304 * which is why we break out. To try to process more than one
313 * would require keeping a 'next' pointer, ad free_object kills tmp, which 305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
314 * breaks the for loop. 306 * breaks the for loop.
315 */ 307 */
316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
317 { 309 {
318 tmp->destroy (true); 310 tmp->destroy ();
319 break; 311 break;
320 } 312 }
321 313
322 if (final_map_exit == 1) 314 if (final_map_exit)
323 { 315 {
324 /* setup the exit back */ 316 /* setup the exit back */
325 the_exit_back->slaying = map->path; 317 the_exit_back->slaying = map->path;
326 the_exit_back->stats.hp = the_exit_down->x; 318 the_exit_back->stats.hp = the_exit_down->x;
327 the_exit_back->stats.sp = the_exit_down->y; 319 the_exit_back->stats.sp = the_exit_down->y;
330 322
331 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
332 } 324 }
333 } 325 }
334 else 326 else
335 the_exit_down->slaying = "/!"; 327 the_exit_down->slaying = shstr_random_map_exit;
336 328
337 /* Block the exit so things don't get dumped on top of it. */ 329 /* Block the exit so things don't get dumped on top of it. */
338 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
339 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
340 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
344 336
345/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
346 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
347 phases of random map generation. */ 339 phases of random map generation. */
348void 340void
349unblock_exits (maptile *map, char **maze, random_map_params *RP) 341unblock_exits (maptile *map, layout &maze)
350{ 342{
351 int i = 0, j = 0; 343 int i = 0, j = 0;
352 object *walk; 344 object *walk;
353 345
354 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
355 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
356 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
357 { 349 {
358 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
359 { 351 {
360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)

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