ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/exit.C
(Generate patch)

Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.15 by root, Sun Dec 31 17:17:23 2006 UTC vs.
Revision 1.32 by root, Mon Sep 29 10:32:50 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <random_map.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <rproto.h> 27#include <rproto.h>
28 28
29/* find a character in the layout. fx and fy are pointers to 29/* find a character in the layout. fx and fy are pointers to
30 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
31void 31void
32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
33{ 33{
34 int M; 34 int M;
35 int i, j; 35 int i, j;
36 36
37 *fx = -1; 37 *fx = -1;
38 *fy = -1; 38 *fy = -1;
39 39
40 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 41 if (mode < 1 || mode > 4)
42 M = RANDOM () % 4 + 1; 42 M = rmg_rndm (4) + 1;
43 else 43 else
44 M = mode; 44 M = mode;
45 45
46 /* four different search starting points and methods so that 46 /* four different search starting points and methods so that
47 we can do something different for symmetrical maps instead of 47 we can do something different for symmetrical maps instead of
48 the same damned thing every time. */ 48 the same damned thing every time. */
49 switch (M) 49 switch (M)
50 { 50 {
51 case 1: 51 case 1:
52 { /* search from top left down/right */ 52 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 53 for (i = 1; i < RP->Xsize; i++)
54 for (j = 1; j < RP->Ysize; j++) 54 for (j = 1; j < RP->Ysize; j++)
55 { 55 {
56 if (layout[i][j] == target) 56 if (layout[i][j] == target)
57 {
58 *fx = i;
59 *fy = j;
60 return;
61 }
62 } 57 {
63 break; 58 *fx = i;
59 *fy = j;
60 return;
61 }
64 } 62 }
63 break;
64
65 case 2: 65 case 2:
66 { /* Search from top right down/left */ 66 /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 68 for (j = 1; j < RP->Ysize - 1; j++)
69 { 69 {
70 if (layout[i][j] == target) 70 if (layout[i][j] == target)
71 {
72 *fx = i;
73 *fy = j;
74 return;
75 }
76 } 71 {
77 break; 72 *fx = i;
73 *fy = j;
74 return;
75 }
78 } 76 }
77 break;
78
79 case 3: 79 case 3:
80 { /* search from bottom-left up-right */ 80 /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 82 for (j = RP->Ysize - 2; j > 0; j--)
83 { 83 {
84 if (layout[i][j] == target) 84 if (layout[i][j] == target)
85 {
86 *fx = i;
87 *fy = j;
88 return;
89 }
90 } 85 {
91 break; 86 *fx = i;
87 *fy = j;
88 return;
89 }
92 } 90 }
91 break;
92
93 case 4: 93 case 4:
94 { /* search from bottom-right up-left */ 94 /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--) 96 for (j = RP->Ysize - 2; j > 0; j--)
97 { 97 {
98 if (layout[i][j] == target) 98 if (layout[i][j] == target)
99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 } 99 {
105 break; 100 *fx = i;
101 *fy = j;
102 return;
103 }
106 } 104 }
105 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
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, char **maze, char *exitstyle, int orientation, random_map_params *RP)
120{ 120{
121 char styledirname[256]; 121 char styledirname[1024];
122 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
126 object *random_sign; /* magic mouth saying this is a random map. */
127 char buf[512];
128 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
131 int final_map_exit = 1; 129 int final_map_exit = 1;
132 130
133 if (RP->exit_on_final_map) 131 if (RP->exit_on_final_map)
134 {
135 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 133 final_map_exit = 0;
137 }
138 134
139 if (orientation == 0) 135 if (!orientation)
140 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
141 137
142 switch (orientation) 138 switch (orientation)
143 { 139 {
144 case 1: 140 case 1:
145 { 141 {
166 style_map_down = style_map_up; 162 style_map_down = style_map_up;
167 break; 163 break;
168 } 164 }
169 } 165 }
170 166
171 if (style_map_up == 0) 167 the_exit_up = style_map_up
172 the_exit_up = arch_to_object (archetype::find ("exit")); 168 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 else 169 : archetype::get (shstr_exit);
174 {
175 object *tmp;
176
177 tmp = pick_random_object (style_map_up);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 170
181 /* we need a down exit only if we're recursing. */ 171 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
183 if (style_map_down == 0) 173 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 174 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 else 175 : archetype::get (shstr_exit);
186 {
187 object *tmp;
188
189 tmp = pick_random_object (style_map_down);
190 the_exit_down = arch_to_object (tmp->arch);
191 }
192 else 176 else
193 the_exit_down = 0; 177 the_exit_down = 0;
194 178
195 /* set up the up exit */ 179 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 180 the_exit_up->stats.hp = RP->origin_x;
198 the_exit_up->slaying = RP->origin_map; 182 the_exit_up->slaying = RP->origin_map;
199 183
200 /* figure out where to put the entrance */ 184 /* figure out where to put the entrance */
201 /* begin a logical block */ 185 /* begin a logical block */
202 { 186 {
203 int i, j;
204
205 /* First, look for a '<' char */ 187 /* First, look for a '<' char */
206 find_in_layout (0, '<', &upx, &upy, maze, RP); 188 find_in_layout (0, '<', &upx, &upy, maze, RP);
207 189
208 /* next, look for a C, the map center. */ 190 /* next, look for a C, the map center. */
209 find_in_layout (0, 'C', &cx, &cy, maze, RP); 191 find_in_layout (0, 'C', &cx, &cy, maze, RP);
210 192
211
212 /* if we didn't find an up, find an empty place far from the center */ 193 /* if we didn't find an up, find an empty place far from the center */
213 if (upx == -1 && cx != -1) 194 if (upx == -1 && cx != -1)
214 { 195 {
215 if (cx > RP->Xsize / 2) 196 if (cx > RP->Xsize / 2)
216 upx = 1; 197 upx = 1;
217 else 198 else
218 upx = RP->Xsize - 2; 199 upx = RP->Xsize - 2;
200
219 if (cy > RP->Ysize / 2) 201 if (cy > RP->Ysize / 2)
220 upy = 1; 202 upy = 1;
221 else 203 else
222 upy = RP->Ysize - 2; 204 upy = RP->Ysize - 2;
205
223 /* find an empty place far from the center */ 206 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1) 207 if (upx == 1 && upy == 1)
225 find_in_layout (1, 0, &upx, &upy, maze, RP); 208 find_in_layout (1, 0, &upx, &upy, maze, RP);
226 else if (upx == 1 && upy > 1) 209 else if (upx == 1 && upy > 1)
227 find_in_layout (3, 0, &upx, &upy, maze, RP); 210 find_in_layout (3, 0, &upx, &upy, maze, RP);
237 220
238 the_exit_up->x = upx; 221 the_exit_up->x = upx;
239 the_exit_up->y = upy; 222 the_exit_up->y = upy;
240 223
241 /* surround the exits with notices that this is a random map. */ 224 /* surround the exits with notices that this is a random map. */
242 for (j = 1; j < 9; j++) 225 for (int j = 1; j < 9; j++)
243 { 226 {
244 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 227 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
245 { 228 {
246 random_sign = get_archetype ("sign"); 229 object *random_sign = archetype::get (shstr_sign);
247 random_sign->x = the_exit_up->x + freearr_x[j]; 230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
248 random_sign->y = the_exit_up->y + freearr_y[j]; 231 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
249
250 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
251
252 random_sign->msg = buf;
253 insert_ob_in_map (random_sign, map, NULL, 0);
254 } 232 }
255 } 233 }
234
256 /* Block the exit so things don't get dumped on top of it. */ 235 /* Block the exit so things don't get dumped on top of it. */
257 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
258 237
259 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
260 maze[the_exit_up->x][the_exit_up->y] = '<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
263 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
265 244
266 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', &downx, &downy, maze, RP);
247
268 /* if no > is found use C */ 248 /* if no > is found use C */
269 if (downx == -1) 249 if (downx == -1)
270 { 250 {
271 downx = cx; 251 downx = cx;
272 downy = cy; 252 downy = cy;
278 { 258 {
279 if (upx > RP->Xsize / 2) 259 if (upx > RP->Xsize / 2)
280 downx = 1; 260 downx = 1;
281 else 261 else
282 downx = RP->Xsize - 2; 262 downx = RP->Xsize - 2;
263
283 if (upy > RP->Ysize / 2) 264 if (upy > RP->Ysize / 2)
284 downy = 1; 265 downy = 1;
285 else 266 else
286 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268
287 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
288 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1)
289 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 find_in_layout (1, 0, &downx, &downy, maze, RP);
290 else if (downx == 1 && downy > 1) 272 else if (downx == 1 && downy > 1)
291 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 find_in_layout (3, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy == 1) 274 else if (downx > 1 && downy == 1)
293 find_in_layout (2, 0, &downx, &downy, maze, RP); 275 find_in_layout (2, 0, &downx, &downy, maze, RP);
294 else if (downx > 1 && downy > 1) 276 else if (downx > 1 && downy > 1)
295 find_in_layout (4, 0, &downx, &downy, maze, RP); 277 find_in_layout (4, 0, &downx, &downy, maze, RP);
296
297 } 278 }
279
298 /* no indication of where to place the down exit, so just place it */ 280 /* no indication of where to place the down exit, so just place it */
299 if (downx == -1) 281 if (downx == -1)
300 find_in_layout (0, 0, &downx, &downy, maze, RP); 282 find_in_layout (0, 0, &downx, &downy, maze, RP);
283
301 if (the_exit_down) 284 if (the_exit_down)
302 { 285 {
303 char buf[2048]; 286 char buf[16384];
304 287
305 i = find_first_free_spot (the_exit_down, map, downx, downy); 288 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
306 the_exit_down->x = downx + freearr_x[i]; 289 the_exit_down->x = downx + freearr_x[i];
307 the_exit_down->y = downy + freearr_y[i]; 290 the_exit_down->y = downy + freearr_y[i];
308 RP->origin_x = the_exit_down->x; 291 RP->origin_x = the_exit_down->x;
309 RP->origin_y = the_exit_down->y; 292 RP->origin_y = the_exit_down->y;
310 write_map_parameters_to_string (buf, RP); 293 write_map_parameters_to_string (buf, RP);
311 the_exit_down->msg = buf; 294 the_exit_down->msg = buf;
295
312 /* the identifier for making a random map. */ 296 /* the identifier for making a random map. */
313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
314 { 298 {
315 maptile *new_map; 299 maptile *new_map;
316 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 300 object *the_exit_back = arch_to_object (the_exit_up->arch);
317 301
318#if 0
319 /* I'm not sure if there was any reason to change the path to the
320 * map other than to maybe make it more descriptive in the 'maps'
321 * command. But changing the map name makes life more complicated,
322 * (has_been_loaded needs to use the new name)
323 */
324
325 char new_map_name[MAX_BUF];
326
327 /* give the final map a name */
328 sprintf (new_map_name, "%sfinal_map", RP->final_map);
329 /* set the exit down. */
330#endif
331 /* load it */ 302 /* load it */
332 if (!(new_map = maptile::load_map_sync (RP->final_map))) 303 if (!(new_map = maptile::find_sync (RP->final_map)))
333 return; 304 return;
334 305
306 new_map->load_sync ();
307
335 the_exit_down->slaying = RP->final_map; 308 the_exit_down->slaying = RP->final_map;
336 309
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 310 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
338 /* Remove exit back to previous random map. There should only be one 311 /* Remove exit back to previous random map. There should only be one
339 * which is why we break out. To try to process more than one 312 * which is why we break out. To try to process more than one
340 * would require keeping a 'next' pointer, ad free_object kills tmp, which 313 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop. 314 * breaks the for loop.
342 */ 315 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
344 { 317 {
345 tmp->destroy (); 318 tmp->destroy ();
346 break; 319 break;
347 } 320 }
348 321
365 the_exit_down->move_block = MOVE_ALL; 338 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 339 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 340 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 341 }
369 } 342 }
370
371} 343}
372 344
373/* this function unblocks the exits. We blocked them to 345/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 346 keep things from being dumped on them during the other
375 phases of random map generation. */ 347 phases of random map generation. */
376void 348void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 349unblock_exits (maptile *map, char **maze, random_map_params *RP)
378{ 350{
379 int i = 0, j = 0; 351 int i = 0, j = 0;
380 object *walk; 352 object *walk;
381 353
382 for (i = 0; i < RP->Xsize; i++) 354 for (i = 0; i < RP->Xsize; i++)
385 { 357 {
386 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 358 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
387 { 359 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 361 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 362 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 363 update_object (walk, UP_OBJ_CHANGE);
392 } 364 }
393 } 365 }
394 } 366 }
395} 367}
368

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines