--- deliantra/server/random_maps/exit.C 2010/04/10 01:54:07 1.41 +++ deliantra/server/random_maps/exit.C 2010/07/04 22:12:26 1.48 @@ -27,16 +27,16 @@ #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. */ static void -find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) +find_in_layout (int mode, char target, int &fx, int &fy, layout &maze) { int M; int i, j; - *fx = -1; - *fy = -1; + fx = -1; + fy = -1; /* if a starting point isn't given, pick one */ if (mode < 1 || mode > 4) @@ -51,13 +51,13 @@ { case 1: /* search from top left down/right */ - for (i = 1; i < RP->Xsize; i++) - for (j = 1; j < RP->Ysize; j++) + for (i = 1; i < maze.w; i++) + for (j = 1; j < maze.h; j++) { - if (layout[i][j] == target) + if (maze[i][j] == target) { - *fx = i; - *fy = j; + fx = i; + fy = j; return; } } @@ -65,13 +65,13 @@ case 2: /* Search from top right down/left */ - for (i = RP->Xsize - 2; i > 0; i--) - for (j = 1; j < RP->Ysize - 1; j++) + for (i = maze.w - 2; i > 0; i--) + for (j = 1; j < maze.h - 1; j++) { - if (layout[i][j] == target) + if (maze[i][j] == target) { - *fx = i; - *fy = j; + fx = i; + fy = j; return; } } @@ -79,13 +79,13 @@ case 3: /* search from bottom-left up-right */ - for (i = 1; i < RP->Xsize - 1; i++) - for (j = RP->Ysize - 2; j > 0; j--) + for (i = 1; i < maze.w - 1; i++) + for (j = maze.h - 2; j > 0; j--) { - if (layout[i][j] == target) + if (maze[i][j] == target) { - *fx = i; - *fy = j; + fx = i; + fy = j; return; } } @@ -93,18 +93,17 @@ case 4: /* search from bottom-right up-left */ - for (i = RP->Xsize - 2; i > 0; i--) - for (j = RP->Ysize - 2; j > 0; j--) + for (i = maze.w - 2; i > 0; i--) + for (j = maze.h - 2; j > 0; j--) { - if (layout[i][j] == target) + if (maze[i][j] == target) { - *fx = i; - *fy = j; + fx = i; + fy = j; return; } } break; - } } @@ -117,7 +116,7 @@ 6 means southward */ void -place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) +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 */ @@ -128,8 +127,8 @@ int downx = -1, downy = -1; int final_map_exit = 1; - if (RP->exit_on_final_map) - if (strstr (RP->exit_on_final_map, "no")) + if (const char *eofm = RP->get_str ("exit_on_final_map", 0)) + if (strstr (eofm, "no")) final_map_exit = 0; if (!orientation) @@ -163,8 +162,10 @@ ? 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) + 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); @@ -172,18 +173,18 @@ 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 */ { /* 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) @@ -200,32 +201,30 @@ /* find an empty place far from the center */ if (upx == 1 && upy == 1) - find_in_layout (1, 0, &upx, &upy, maze, RP); + find_in_layout (1, 0, upx, upy, maze); else if (upx == 1 && upy > 1) - find_in_layout (3, 0, &upx, &upy, maze, RP); + find_in_layout (3, 0, upx, upy, maze); else if (upx > 1 && upy == 1) - find_in_layout (2, 0, &upx, &upy, maze, RP); + find_in_layout (2, 0, upx, upy, maze); else if (upx > 1 && upy > 1) - find_in_layout (4, 0, &upx, &upy, maze, RP); + 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); + 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 (int j = 1; j < 9; j++) - { - if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) - { - object *random_sign = archetype::get (shstr_sign); - random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); - map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); - } - } + if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[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 + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); + } /* Block the exit so things don't get dumped on top of it. */ the_exit_up->move_block = MOVE_ALL; @@ -238,7 +237,7 @@ 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) @@ -263,44 +262,42 @@ /* find an empty place far from the entrance */ if (downx == 1 && downy == 1) - find_in_layout (1, 0, &downx, &downy, maze, RP); + find_in_layout (1, 0, downx, downy, maze); else if (downx == 1 && downy > 1) - find_in_layout (3, 0, &downx, &downy, maze, RP); + find_in_layout (3, 0, downx, downy, maze); else if (downx > 1 && downy == 1) - find_in_layout (2, 0, &downx, &downy, maze, RP); + find_in_layout (2, 0, downx, downy, maze); else if (downx > 1 && downy > 1) - find_in_layout (4, 0, &downx, &downy, maze, RP); + find_in_layout (4, 0, downx, downy, maze); } /* 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); + find_in_layout (0, 0, downx, downy, maze); if (the_exit_down) { - char buf[16384]; - - int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); + int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 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; + 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 identifier for making a random map. */ - if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) + if (RP->dungeon_level >= RP->dungeon_depth && final_map) { maptile *new_map; object *the_exit_back = the_exit_up->arch->instance (); /* load it */ - if (!(new_map = maptile::find_sync (RP->final_map))) + if (!(new_map = maptile::find_sync (final_map))) return; new_map->load_sync (); - the_exit_down->slaying = RP->final_map; + the_exit_down->slaying = final_map; 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 @@ -314,7 +311,7 @@ break; } - if (final_map_exit == 1) + if (final_map_exit) { /* setup the exit back */ the_exit_back->slaying = map->path; @@ -341,13 +338,13 @@ keep things from being dumped on them during the other phases of random map generation. */ void -unblock_exits (maptile *map, char **maze, random_map_params *RP) +unblock_exits (maptile *map, layout &maze) { int i = 0, j = 0; object *walk; - for (i = 0; i < RP->Xsize; i++) - for (j = 0; j < RP->Ysize; j++) + 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)