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/cvs/deliantra/server/random_maps/exit.C
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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.8 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
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
30/* 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
31 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32void 32void
33find_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)
34{ 34{
35 int M; 35 int M;
36 int i, j; 36 int i, j;
37 37
38 *fx = -1; 38 *fx = -1;
47 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 49 the same damned thing every time. */
50 switch (M) 50 switch (M)
51 { 51 {
52 case 1: 52 case 1:
53 { /* search from top left down/right */ 53 { /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
56 { 56 {
57 if (layout[i][j] == target) 57 if (layout[i][j] == target)
58 { 58 {
59 *fx = i; 59 *fx = i;
60 *fy = j; 60 *fy = j;
61 return; 61 return;
62 } 62 }
63 } 63 }
64 break; 64 break;
65 } 65 }
66 case 2: 66 case 2:
67 { /* Search from top right down/left */ 67 { /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
70 { 70 {
71 if (layout[i][j] == target) 71 if (layout[i][j] == target)
72 { 72 {
73 *fx = i; 73 *fx = i;
74 *fy = j; 74 *fy = j;
75 return; 75 return;
76 } 76 }
77 } 77 }
78 break; 78 break;
79 } 79 }
80 case 3: 80 case 3:
81 { /* search from bottom-left up-right */ 81 { /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
84 { 84 {
85 if (layout[i][j] == target) 85 if (layout[i][j] == target)
86 { 86 {
87 *fx = i; 87 *fx = i;
88 *fy = j; 88 *fy = j;
89 return; 89 return;
90 } 90 }
91 } 91 }
92 break; 92 break;
93 } 93 }
94 case 4: 94 case 4:
95 { /* search from bottom-right up-left */ 95 { /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
98 { 98 {
99 if (layout[i][j] == target) 99 if (layout[i][j] == target)
100 { 100 {
101 *fx = i; 101 *fx = i;
102 *fy = j; 102 *fy = j;
103 return; 103 return;
104 } 104 }
105 } 105 }
106 break; 106 break;
107 } 107 }
108 } 108 }
109} 109}
110
111
112
113
114
115 110
116/* orientation: 0 means random, 111/* orientation: 0 means random,
117 1 means descending dungeon 112 1 means descending dungeon
118 2 means ascending dungeon 113 2 means ascending dungeon
119 3 means rightward 114 3 means rightward
120 4 means leftward 115 4 means leftward
121 5 means northward 116 5 means northward
122 6 means southward 117 6 means southward
123*/ 118*/
124
125void 119void
126place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
127{ 121{
128 char styledirname[256]; 122 char styledirname[256];
129 maptile *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
133 object *random_sign; /* magic mouth saying this is a random map. */ 127 object *random_sign; /* magic mouth saying this is a random map. */
134 char buf[512]; 128 char buf[512];
135 int cx = -1, cy = -1; /* location of a map center */ 129 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */ 130 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1; 131 int downx = -1, downy = -1;
138 int final_map_exit = 1; 132 int final_map_exit = 1;
139 133
140 if (RP->exit_on_final_map) 134 if (RP->exit_on_final_map)
141 {
142 if (strstr (RP->exit_on_final_map, "no")) 135 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0; 136 final_map_exit = 0;
144 }
145 137
146 if (orientation == 0) 138 if (!orientation)
147 orientation = RANDOM () % 6 + 1; 139 orientation = RANDOM () % 6 + 1;
148 140
149 switch (orientation) 141 switch (orientation)
150 { 142 {
151 case 1: 143 case 1:
152 { 144 {
153 sprintf (styledirname, "/styles/exitstyles/up"); 145 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_up = find_style (styledirname, exitstyle, -1); 146 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/down"); 147 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_down = find_style (styledirname, exitstyle, -1); 148 style_map_down = find_style (styledirname, exitstyle, -1);
157 break; 149 break;
158 } 150 }
151
159 case 2: 152 case 2:
160 { 153 {
161 sprintf (styledirname, "/styles/exitstyles/down"); 154 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_up = find_style (styledirname, exitstyle, -1); 155 style_map_up = find_style (styledirname, exitstyle, -1);
163 sprintf (styledirname, "/styles/exitstyles/up"); 156 sprintf (styledirname, "/styles/exitstyles/up");
164 style_map_down = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style (styledirname, exitstyle, -1);
165 break; 158 break;
166 } 159 }
160
167 default: 161 default:
168 { 162 {
169 sprintf (styledirname, "/styles/exitstyles/generic"); 163 sprintf (styledirname, "/styles/exitstyles/generic");
170 style_map_up = find_style (styledirname, exitstyle, -1); 164 style_map_up = find_style (styledirname, exitstyle, -1);
171 style_map_down = style_map_up; 165 style_map_down = style_map_up;
172 break; 166 break;
173 } 167 }
174 } 168 }
169
175 if (style_map_up == 0) 170 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit")); 171 the_exit_up = arch_to_object (archetype::find ("exit"));
172
177 else 173 else
178 { 174 {
179 object *tmp; 175 object *tmp;
180 176
181 tmp = pick_random_object (style_map_up); 177 tmp = pick_random_object (style_map_up);
184 180
185 /* we need a down exit only if we're recursing. */ 181 /* we need a down exit only if we're recursing. */
186 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)
187 if (style_map_down == 0) 183 if (style_map_down == 0)
188 the_exit_down = arch_to_object (archetype::find ("exit")); 184 the_exit_down = arch_to_object (archetype::find ("exit"));
185
189 else 186 else
190 { 187 {
191 object *tmp; 188 object *tmp;
192 189
193 tmp = pick_random_object (style_map_down); 190 tmp = pick_random_object (style_map_down);
262 259
263 insert_ob_in_map (the_exit_up, map, NULL, 0); 260 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<'; 261 maze[the_exit_up->x][the_exit_up->y] = '<';
265 262
266 /* set the starting x,y for this map */ 263 /* set the starting x,y for this map */
267 MAP_ENTER_X (map) = the_exit_up->x; 264 map->enter_x = the_exit_up->x;
268 MAP_ENTER_Y (map) = the_exit_up->y; 265 map->enter_y = the_exit_up->y;
269 266
270 /* first, look for a '>' character */ 267 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP); 268 find_in_layout (0, '>', &downx, &downy, maze, RP);
272 /* if no > is found use C */ 269 /* if no > is found use C */
273 if (downx == -1) 270 if (downx == -1)
300 297
301 } 298 }
302 /* 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 */
303 if (downx == -1) 300 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 301 find_in_layout (0, 0, &downx, &downy, maze, RP);
302
305 if (the_exit_down) 303 if (the_exit_down)
306 { 304 {
307 char buf[2048]; 305 char buf[2048];
308 306
309 i = find_first_free_spot (the_exit_down, map, downx, downy); 307 i = find_first_free_spot (the_exit_down, map, downx, downy);
311 the_exit_down->y = downy + freearr_y[i]; 309 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 310 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 311 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 312 write_map_parameters_to_string (buf, RP);
315 the_exit_down->msg = buf; 313 the_exit_down->msg = buf;
314
316 /* the identifier for making a random map. */ 315 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 { 317 {
319 maptile *new_map; 318 maptile *new_map;
320 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;
321 320
322#if 0
323 /* I'm not sure if there was any reason to change the path to the
324 * map other than to maybe make it more descriptive in the 'maps'
325 * command. But changing the map name makes life more complicated,
326 * (has_been_loaded needs to use the new name)
327 */
328
329 char new_map_name[MAX_BUF];
330
331 /* give the final map a name */
332 sprintf (new_map_name, "%sfinal_map", RP->final_map);
333 /* set the exit down. */
334#endif
335 /* load it */ 321 /* load it */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 322 if (!(new_map = maptile::load_map_sync (RP->final_map)))
337 return; 323 return;
338 324
339 the_exit_down->slaying = RP->final_map; 325 the_exit_down->slaying = RP->final_map;
340 strcpy (new_map->path, RP->final_map);
341 326
342 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)
343 /* 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
344 * 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
345 * 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
346 * breaks the for loop. 331 * breaks the for loop.
347 */ 332 */
348 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))
349 { 334 {
350 tmp->remove ();
351 tmp->destroy (0); 335 tmp->destroy ();
352 break; 336 break;
353 } 337 }
354 338
355 if (final_map_exit == 1) 339 if (final_map_exit == 1)
356 { 340 {
357 /* setup the exit back */ 341 /* setup the exit back */
358 the_exit_back->slaying = map->path; 342 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 343 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 344 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = MAP_ENTER_X (new_map); 345 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = MAP_ENTER_Y (new_map); 346 the_exit_back->y = new_map->enter_y;
363 347
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 348 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 349 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 350 }
369 else 351 else
370 the_exit_down->slaying = "/!"; 352 the_exit_down->slaying = "/!";
371 353
372 /* 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. */
376 } 358 }
377 } 359 }
378 360
379} 361}
380 362
381
382
383/* this function unblocks the exits. We blocked them to 363/* this function unblocks the exits. We blocked them to
384 keep things from being dumped on them during the other 364 keep things from being dumped on them during the other
385 phases of random map generation. */ 365 phases of random map generation. */
386void 366void
387unblock_exits (maptile *map, char **maze, RMParms * RP) 367unblock_exits (maptile *map, char **maze, random_map_params *RP)
388{ 368{
389 int i = 0, j = 0; 369 int i = 0, j = 0;
390 object *walk; 370 object *walk;
391 371
392 for (i = 0; i < RP->Xsize; i++) 372 for (i = 0; i < RP->Xsize; i++)
393 for (j = 0; j < RP->Ysize; j++) 373 for (j = 0; j < RP->Ysize; j++)
394 if (maze[i][j] == '>' || maze[i][j] == '<') 374 if (maze[i][j] == '>' || maze[i][j] == '<')
395 { 375 {
396 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)
397 { 377 {
398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 { 379 {
400 walk->move_block = MOVE_BLOCK_DEFAULT; 380 walk->move_block = MOVE_BLOCK_DEFAULT;
401 update_object (walk, UP_OBJ_CHANGE); 381 update_object (walk, UP_OBJ_CHANGE);

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