--- deliantra/server/random_maps/exit.C 2008/09/29 10:32:50 1.32 +++ deliantra/server/random_maps/exit.C 2010/07/03 01:12:44 1.46 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010 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 GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * 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 GNU General Public License - * along with this program. If not, see . + * 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 */ @@ -26,10 +27,10 @@ #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, random_map_params *RP) +static void +find_in_layout (int mode, char target, int *fx, int *fy, char **maze, random_map_params *RP) { int M; int i, j; @@ -53,7 +54,7 @@ for (i = 1; i < RP->Xsize; i++) for (j = 1; j < RP->Ysize; j++) { - if (layout[i][j] == target) + if (maze[i][j] == target) { *fx = i; *fy = j; @@ -67,7 +68,7 @@ for (i = RP->Xsize - 2; i > 0; i--) for (j = 1; j < RP->Ysize - 1; j++) { - if (layout[i][j] == target) + if (maze[i][j] == target) { *fx = i; *fy = j; @@ -81,7 +82,7 @@ for (i = 1; i < RP->Xsize - 1; i++) for (j = RP->Ysize - 2; j > 0; j--) { - if (layout[i][j] == target) + if (maze[i][j] == target) { *fx = i; *fy = j; @@ -95,7 +96,7 @@ for (i = RP->Xsize - 2; i > 0; i--) for (j = RP->Ysize - 2; j > 0; j--) { - if (layout[i][j] == target) + if (maze[i][j] == target) { *fx = i; *fy = j; @@ -116,9 +117,8 @@ 6 means southward */ void -place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) +place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP) { - char styledirname[1024]; maptile *style_map_down = 0; /* harder maze */ maptile *style_map_up = 0; /* easier maze */ object *the_exit_down; /* harder maze */ @@ -128,8 +128,8 @@ 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) @@ -139,27 +139,22 @@ { case 1: { - 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); + 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: { - 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); + style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); + style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); break; } default: { - sprintf (styledirname, "/styles/exitstyles/generic"); - style_map_up = find_style (styledirname, exitstyle, -1); - style_map_down = style_map_up; + style_map_up = + style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty); break; } } @@ -168,8 +163,10 @@ ? 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); @@ -177,9 +174,9 @@ 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 */ @@ -283,29 +280,27 @@ 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 = arch_to_object (the_exit_up->arch); + 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 @@ -313,13 +308,13 @@ * 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)) + if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) { tmp->destroy (); break; } - if (final_map_exit == 1) + if (final_map_exit) { /* setup the exit back */ the_exit_back->slaying = map->path; @@ -332,7 +327,7 @@ } } else - the_exit_down->slaying = "/!"; + the_exit_down->slaying = shstr_random_map_exit; /* Block the exit so things don't get dumped on top of it. */ the_exit_down->move_block = MOVE_ALL;