--- deliantra/server/random_maps/exit.C 2006/09/03 00:18:41 1.3
+++ deliantra/server/random_maps/exit.C 2017/09/16 22:17:42 1.56
@@ -1,101 +1,122 @@
/*
- * static char *rcsid_exit_c =
- * "$Id: exit.C,v 1.3 2006/09/03 00:18:41 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
#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;
+ int i, j;
+
+ fx = -1;
+ fy = -1;
/* if a starting point isn't given, pick one */
- if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ;
- else M = mode;
+ if (mode < 1 || mode > 4)
+ M = rmg_rndm (4) + 1;
+ else
+ M = mode;
/* four different search starting points and methods so that
we can do something different for symmetrical maps instead of
the same damned thing every time. */
- switch(M) {
- case 1: { /* search from top left down/right */
- for(i=1;iXsize;i++)
- for(j=1;jYsize;j++) {
- if(layout[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;jYsize-1;j++) {
- if(layout[i][j]==target) {
- *fx = i; *fy = j;
- return;
- }
- }
- break;
- }
- case 3: { /* search from bottom-left up-right */
- for(i=1;iXsize-1;i++)
- for(j=RP->Ysize-2;j>0;j--) {
- if(layout[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;
- }
- }
-}
+ switch (M)
+ {
+ 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)
+ {
+ fx = i;
+ fy = j;
+ return;
+ }
+ }
+ 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)
+ {
+ fx = i;
+ fy = j;
+ return;
+ }
+ }
+ 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)
+ {
+ fx = i;
+ fy = j;
+ return;
+ }
+ }
+ 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)
+ {
+ fx = i;
+ fy = j;
+ return;
+ }
+ }
+ 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
2 means ascending dungeon
@@ -104,240 +125,236 @@
5 means northward
6 means southward
*/
-
-void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) {
- char styledirname[256];
- mapstruct *style_map_down=0; /* harder maze */
- mapstruct *style_map_up=0; /* easier maze */
+void
+place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
+{
+ 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;
- }
+ 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 (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:
+ switch (orientation)
{
- 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;
+ 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;
+ }
+
+ 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;
+ }
}
- }
- if(style_map_up == 0) the_exit_up =arch_to_object(find_archetype("exit"));
- else {
- object *tmp;
- tmp = pick_random_object(style_map_up);
- the_exit_up = arch_to_object(tmp->arch);
- }
+
+ the_exit_up = style_map_up
+ ? style_map_up->pick_random_object (rmg_rndm)->clone ()
+ : archetype::get (shstr_exit);
+
+ 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(find_archetype("exit"));
- else {
- object *tmp;
- tmp = pick_random_object(style_map_down);
- the_exit_down = arch_to_object(tmp->arch);
- }
- else the_exit_down = 0;
+ 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) {
- if(cx > RP->Xsize/2) 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);
+ if (upx == -1 && cx != -1)
+ {
+ if (cx > RP->Xsize / 2)
+ upx = 1;
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);
- }
-
+ 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);
+ 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);
+ else if (upx == 1 && upy > 1) find_in_layout (4, 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);
+ if (upx == -1)
+ 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);
-
- random_sign->msg = buf;
- insert_ob_in_map(random_sign,map,NULL,0);
- }
- }
+ for (int j = 1; j < 9; j++)
+ if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (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 + DIRX (j), the_exit_up->y + DIRY (j), 0, 0);
+ }
+
/* Block the exit so things don't get dumped on top of it. */
the_exit_up->move_block = MOVE_ALL;
- insert_ob_in_map(the_exit_up,map,NULL,0);
- maze[the_exit_up->x][the_exit_up->y]='<';
+ insert_ob_in_map (the_exit_up, map, NULL, 0);
+ 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) { downx = cx; downy=cy;};
-
+ if (downx == -1)
+ {
+ downx = cx;
+ downy = cy;
+ };
+
/* make the other exit far away from this one if
there's no center. */
- if(downx==-1) {
- if(upx > RP->Xsize/2) 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);
+ if (downx == -1)
+ {
+ if (upx > RP->Xsize / 2)
+ downx = 1;
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);
-
- }
- /* 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);
- if(the_exit_down) {
- char buf[2048];
- 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;
- /* the identifier for making a random map. */
- if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) {
- mapstruct *new_map;
- object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp;
-#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)) {
- remove_ob(tmp);
- free_object(tmp);
- break;
- }
+ downx = RP->Xsize - 2;
- 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);
-
- insert_ob_in_map(the_exit_back,new_map,NULL,0);
- }
-
- set_map_timeout(new_map); /* So it gets swapped out */
+ 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);
+ 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);
+ else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
}
- 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;
- insert_ob_in_map(the_exit_down,map,NULL,0);
- maze[the_exit_down->x][the_exit_down->y]='>';
- }
- }
-
-}
+ /* no indication of where to place the down exit, so just place it */
+ if (downx == -1)
+ find_in_layout (0, 0, downx, downy, maze);
+
+ if (the_exit_down)
+ {
+ int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
+
+ the_exit_down->x = downx + DIRX (i);
+ the_exit_down->y = downy + DIRY (i);
+
+ 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 && final_map)
+ {
+ the_exit_down->msg = 0;
+ the_exit_down->slaying = final_map;
+
+ if (final_map_exit)
+ if (maptile *new_map = maptile::find_sync (final_map))
+ {
+ object *the_exit_back = the_exit_up->arch->instance ();
+
+ new_map->load_sync ();
+
+ 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;
+ insert_ob_in_map (the_exit_back, new_map, NULL, 0);
+ }
+ }
+ /* Block the exit so things don't get dumped on top of it. */
+ the_exit_down->move_block = MOVE_ALL;
+ insert_ob_in_map (the_exit_down, map, NULL, 0);
+ 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) {
- int i=0,j=0;
+void
+unblock_exits (maptile *map, layout &maze)
+{
+ int i = 0, j = 0;
object *walk;
- for(i=0;iXsize;i++)
- for(j=0;jYsize;j++)
- if(maze[i][j]=='>' || maze[i][j]=='<') {
- 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;
- update_object(walk,UP_OBJ_CHANGE);
- }
+ 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)
+ {
+ if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
+ {
+ walk->move_block = 0;
+ update_object (walk, UP_OBJ_CHANGE);
+ }
+ }
}
- }
}
+