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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC

1
2/*
3 * static char *rcsid_exit_c =
4 * "$Id: exit.C,v 1.4 2006/09/10 16:06:37 root Exp $";
5 */
6 1
7/* 2/*
8 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
9 4
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <random_map.h>
32#include <sproto.h> 27#include <sproto.h>
33#include <rproto.h> 28#include <rproto.h>
34 29
35
36/* find a character in the layout. fx and fy are pointers to 30/* find a character in the layout. fx and fy are pointers to
37 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
38void 32void
39find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) 33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
40{ 34{
41 int M; 35 int M;
42 int i, j; 36 int i, j;
43 37
44 *fx = -1; 38 *fx = -1;
53 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */ 49 the same damned thing every time. */
56 switch (M) 50 switch (M)
57 { 51 {
58 case 1: 52 case 1:
59 { /* search from top left down/right */ 53 { /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
61 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
62 { 56 {
63 if (layout[i][j] == target) 57 if (layout[i][j] == target)
64 { 58 {
65 *fx = i; 59 *fx = i;
66 *fy = j; 60 *fy = j;
67 return; 61 return;
68 } 62 }
69 } 63 }
70 break; 64 break;
71 } 65 }
72 case 2: 66 case 2:
73 { /* Search from top right down/left */ 67 { /* Search from top right down/left */
74 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
75 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
76 { 70 {
77 if (layout[i][j] == target) 71 if (layout[i][j] == target)
78 { 72 {
79 *fx = i; 73 *fx = i;
80 *fy = j; 74 *fy = j;
81 return; 75 return;
82 } 76 }
83 } 77 }
84 break; 78 break;
85 } 79 }
86 case 3: 80 case 3:
87 { /* search from bottom-left up-right */ 81 { /* search from bottom-left up-right */
88 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
89 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
90 { 84 {
91 if (layout[i][j] == target) 85 if (layout[i][j] == target)
92 { 86 {
93 *fx = i; 87 *fx = i;
94 *fy = j; 88 *fy = j;
95 return; 89 return;
96 } 90 }
97 } 91 }
98 break; 92 break;
99 } 93 }
100 case 4: 94 case 4:
101 { /* search from bottom-right up-left */ 95 { /* search from bottom-right up-left */
102 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
103 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
104 { 98 {
105 if (layout[i][j] == target) 99 if (layout[i][j] == target)
106 { 100 {
107 *fx = i; 101 *fx = i;
108 *fy = j; 102 *fy = j;
109 return; 103 return;
110 } 104 }
111 } 105 }
112 break; 106 break;
113 } 107 }
114 } 108 }
115} 109}
116
117
118
119
120
121 110
122/* orientation: 0 means random, 111/* orientation: 0 means random,
123 1 means descending dungeon 112 1 means descending dungeon
124 2 means ascending dungeon 113 2 means ascending dungeon
125 3 means rightward 114 3 means rightward
126 4 means leftward 115 4 means leftward
127 5 means northward 116 5 means northward
128 6 means southward 117 6 means southward
129*/ 118*/
130
131void 119void
132place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
133{ 121{
134 char styledirname[256]; 122 char styledirname[256];
135 mapstruct *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
139 object *random_sign; /* magic mouth saying this is a random map. */ 127 object *random_sign; /* magic mouth saying this is a random map. */
140 char buf[512]; 128 char buf[512];
141 int cx = -1, cy = -1; /* location of a map center */ 129 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 130 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 131 int downx = -1, downy = -1;
144 int final_map_exit = 1; 132 int final_map_exit = 1;
145 133
146 if (RP->exit_on_final_map) 134 if (RP->exit_on_final_map)
147 {
148 if (strstr (RP->exit_on_final_map, "no")) 135 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 136 final_map_exit = 0;
150 }
151 137
152 if (orientation == 0) 138 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 139 orientation = RANDOM () % 6 + 1;
154 140
155 switch (orientation) 141 switch (orientation)
156 { 142 {
157 case 1: 143 case 1:
158 { 144 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 145 sprintf (styledirname, "/styles/exitstyles/up");
160 style_map_up = find_style (styledirname, exitstyle, -1); 146 style_map_up = find_style (styledirname, exitstyle, -1);
161 sprintf (styledirname, "/styles/exitstyles/down"); 147 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_down = find_style (styledirname, exitstyle, -1); 148 style_map_down = find_style (styledirname, exitstyle, -1);
163 break; 149 break;
164 } 150 }
151
165 case 2: 152 case 2:
166 { 153 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 154 sprintf (styledirname, "/styles/exitstyles/down");
168 style_map_up = find_style (styledirname, exitstyle, -1); 155 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up"); 156 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style (styledirname, exitstyle, -1);
171 break; 158 break;
172 } 159 }
160
173 default: 161 default:
174 { 162 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 163 sprintf (styledirname, "/styles/exitstyles/generic");
176 style_map_up = find_style (styledirname, exitstyle, -1); 164 style_map_up = find_style (styledirname, exitstyle, -1);
177 style_map_down = style_map_up; 165 style_map_down = style_map_up;
178 break; 166 break;
179 } 167 }
180 } 168 }
169
181 if (style_map_up == 0) 170 if (style_map_up == 0)
182 the_exit_up = arch_to_object (find_archetype ("exit")); 171 the_exit_up = arch_to_object (archetype::find ("exit"));
172
183 else 173 else
184 { 174 {
185 object *tmp; 175 object *tmp;
186 176
187 tmp = pick_random_object (style_map_up); 177 tmp = pick_random_object (style_map_up);
189 } 179 }
190 180
191 /* we need a down exit only if we're recursing. */ 181 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
193 if (style_map_down == 0) 183 if (style_map_down == 0)
194 the_exit_down = arch_to_object (find_archetype ("exit")); 184 the_exit_down = arch_to_object (archetype::find ("exit"));
185
195 else 186 else
196 { 187 {
197 object *tmp; 188 object *tmp;
198 189
199 tmp = pick_random_object (style_map_down); 190 tmp = pick_random_object (style_map_down);
268 259
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 260 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 261 maze[the_exit_up->x][the_exit_up->y] = '<';
271 262
272 /* set the starting x,y for this map */ 263 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 264 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 265 map->enter_y = the_exit_up->y;
275 266
276 /* first, look for a '>' character */ 267 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 268 find_in_layout (0, '>', &downx, &downy, maze, RP);
278 /* if no > is found use C */ 269 /* if no > is found use C */
279 if (downx == -1) 270 if (downx == -1)
306 297
307 } 298 }
308 /* no indication of where to place the down exit, so just place it */ 299 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1) 300 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 301 find_in_layout (0, 0, &downx, &downy, maze, RP);
302
311 if (the_exit_down) 303 if (the_exit_down)
312 { 304 {
313 char buf[2048]; 305 char buf[2048];
314 306
315 i = find_first_free_spot (the_exit_down, map, downx, downy); 307 i = find_first_free_spot (the_exit_down, map, downx, downy);
317 the_exit_down->y = downy + freearr_y[i]; 309 the_exit_down->y = downy + freearr_y[i];
318 RP->origin_x = the_exit_down->x; 310 RP->origin_x = the_exit_down->x;
319 RP->origin_y = the_exit_down->y; 311 RP->origin_y = the_exit_down->y;
320 write_map_parameters_to_string (buf, RP); 312 write_map_parameters_to_string (buf, RP);
321 the_exit_down->msg = buf; 313 the_exit_down->msg = buf;
314
322 /* the identifier for making a random map. */ 315 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
324 { 317 {
325 mapstruct *new_map; 318 maptile *new_map;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
327 320
328#if 0
329 /* I'm not sure if there was any reason to change the path to the
330 * map other than to maybe make it more descriptive in the 'maps'
331 * command. But changing the map name makes life more complicated,
332 * (has_been_loaded needs to use the new name)
333 */
334
335 char new_map_name[MAX_BUF];
336
337 /* give the final map a name */
338 sprintf (new_map_name, "%sfinal_map", RP->final_map);
339 /* set the exit down. */
340#endif
341 /* load it */ 321 /* load it */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 322 if (!(new_map = maptile::load_map_sync (RP->final_map)))
343 return; 323 return;
344 324
345 the_exit_down->slaying = RP->final_map; 325 the_exit_down->slaying = RP->final_map;
346 strcpy (new_map->path, RP->final_map);
347 326
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 327 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
349 /* Remove exit back to previous random map. There should only be one 328 /* Remove exit back to previous random map. There should only be one
350 * which is why we break out. To try to process more than one 329 * which is why we break out. To try to process more than one
351 * would require keeping a 'next' pointer, ad free_object kills tmp, which 330 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop. 331 * breaks the for loop.
353 */ 332 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 333 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
355 { 334 {
356 remove_ob (tmp); 335 tmp->destroy ();
357 free_object (tmp);
358 break; 336 break;
359 } 337 }
360 338
361 if (final_map_exit == 1) 339 if (final_map_exit == 1)
362 { 340 {
363 /* setup the exit back */ 341 /* setup the exit back */
364 the_exit_back->slaying = map->path; 342 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 343 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 344 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 345 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 346 the_exit_back->y = new_map->enter_y;
369 347
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 348 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 349 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 350 }
375 else 351 else
376 the_exit_down->slaying = "/!"; 352 the_exit_down->slaying = "/!";
377 353
378 /* Block the exit so things don't get dumped on top of it. */ 354 /* Block the exit so things don't get dumped on top of it. */
382 } 358 }
383 } 359 }
384 360
385} 361}
386 362
387
388
389/* this function unblocks the exits. We blocked them to 363/* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other 364 keep things from being dumped on them during the other
391 phases of random map generation. */ 365 phases of random map generation. */
392void 366void
393unblock_exits (mapstruct *map, char **maze, RMParms * RP) 367unblock_exits (maptile *map, char **maze, random_map_params *RP)
394{ 368{
395 int i = 0, j = 0; 369 int i = 0, j = 0;
396 object *walk; 370 object *walk;
397 371
398 for (i = 0; i < RP->Xsize; i++) 372 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++) 373 for (j = 0; j < RP->Ysize; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<') 374 if (maze[i][j] == '>' || maze[i][j] == '<')
401 { 375 {
402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 376 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
403 { 377 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 { 379 {
406 walk->move_block = MOVE_BLOCK_DEFAULT; 380 walk->move_block = MOVE_BLOCK_DEFAULT;
407 update_object (walk, UP_OBJ_CHANGE); 381 update_object (walk, UP_OBJ_CHANGE);

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