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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.15 by root, Sun Dec 31 17:17:23 2006 UTC vs.
Revision 1.47 by root, Sat Jul 3 13:14:35 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
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/* find a character in the layout. fx and fy are pointers to 30/* find a character in the maze. fx and fy are pointers to
30 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
31void 32static void
32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 33find_in_layout (int mode, char target, int *fx, int *fy, char **maze, random_map_params *RP)
33{ 34{
34 int M; 35 int M;
35 int i, j; 36 int i, j;
36 37
37 *fx = -1; 38 *fx = -1;
38 *fy = -1; 39 *fy = -1;
39 40
40 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
42 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
43 else 44 else
44 M = mode; 45 M = mode;
45 46
46 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
47 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
48 the same damned thing every time. */ 49 the same damned thing every time. */
49 switch (M) 50 switch (M)
50 { 51 {
51 case 1: 52 case 1:
52 { /* search from top left down/right */ 53 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
55 { 56 {
56 if (layout[i][j] == target) 57 if (maze[i][j] == target)
57 {
58 *fx = i;
59 *fy = j;
60 return;
61 }
62 } 58 {
63 break; 59 *fx = i;
60 *fy = j;
61 return;
62 }
64 } 63 }
64 break;
65
65 case 2: 66 case 2:
66 { /* Search from top right down/left */ 67 /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
69 { 70 {
70 if (layout[i][j] == target) 71 if (maze[i][j] == target)
71 {
72 *fx = i;
73 *fy = j;
74 return;
75 }
76 } 72 {
77 break; 73 *fx = i;
74 *fy = j;
75 return;
76 }
78 } 77 }
78 break;
79
79 case 3: 80 case 3:
80 { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
83 { 84 {
84 if (layout[i][j] == target) 85 if (maze[i][j] == target)
85 {
86 *fx = i;
87 *fy = j;
88 return;
89 }
90 } 86 {
91 break; 87 *fx = i;
88 *fy = j;
89 return;
90 }
92 } 91 }
92 break;
93
93 case 4: 94 case 4:
94 { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
97 { 98 {
98 if (layout[i][j] == target) 99 if (maze[i][j] == target)
99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 } 100 {
105 break; 101 *fx = i;
102 *fy = j;
103 return;
104 }
106 } 105 }
106 break;
107
107 } 108 }
108} 109}
109 110
110/* orientation: 0 means random, 111/* orientation: 0 means random,
111 1 means descending dungeon 112 1 means descending dungeon
114 4 means leftward 115 4 means leftward
115 5 means northward 116 5 means northward
116 6 means southward 117 6 means southward
117*/ 118*/
118void 119void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 120place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP)
120{ 121{
121 char styledirname[256];
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 (const char *eofm = RP->get_str ("exit_on_final_map", 0))
134 { 132 if (strstr (eofm, "no"))
135 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 {
146 sprintf (styledirname, "/styles/exitstyles/up");
147 style_map_up = find_style (styledirname, exitstyle, -1); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
148 sprintf (styledirname, "/styles/exitstyles/down");
149 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
150 break; 144 break;
151 } 145 }
152 146
153 case 2: 147 case 2:
154 { 148 {
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
157 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
159 break; 151 break;
160 } 152 }
161 153
162 default: 154 default:
163 { 155 {
164 sprintf (styledirname, "/styles/exitstyles/generic"); 156 style_map_up =
165 style_map_up = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
166 style_map_down = style_map_up;
167 break; 158 break;
168 } 159 }
169 } 160 }
170 161
171 if (style_map_up == 0) 162 the_exit_up = style_map_up
172 the_exit_up = arch_to_object (archetype::find ("exit")); 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 else 164 : archetype::get (shstr_exit);
174 {
175 object *tmp;
176 165
177 tmp = pick_random_object (style_map_up); 166 const char *final_map = RP->get_str ("final_map", 0);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 167
181 /* we need a down exit only if we're recursing. */ 168 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 169 if (RP->dungeon_level < RP->dungeon_depth || final_map)
183 if (style_map_down == 0) 170 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 171 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 else 172 : 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 173 else
193 the_exit_down = 0; 174 the_exit_down = 0;
194 175
195 /* set up the up exit */ 176 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 177 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
197 the_exit_up->stats.sp = RP->origin_y; 178 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
198 the_exit_up->slaying = RP->origin_map; 179 the_exit_up->slaying = RP->get_str ("origin_map", 0);
199 180
200 /* figure out where to put the entrance */ 181 /* figure out where to put the entrance */
201 /* begin a logical block */ 182 /* begin a logical block */
202 { 183 {
203 int i, j;
204
205 /* First, look for a '<' char */ 184 /* First, look for a '<' char */
206 find_in_layout (0, '<', &upx, &upy, maze, RP); 185 find_in_layout (0, '<', &upx, &upy, maze, RP);
207 186
208 /* next, look for a C, the map center. */ 187 /* next, look for a C, the map center. */
209 find_in_layout (0, 'C', &cx, &cy, maze, RP); 188 find_in_layout (0, 'C', &cx, &cy, maze, RP);
210
211 189
212 /* if we didn't find an up, find an empty place far from the center */ 190 /* if we didn't find an up, find an empty place far from the center */
213 if (upx == -1 && cx != -1) 191 if (upx == -1 && cx != -1)
214 { 192 {
215 if (cx > RP->Xsize / 2) 193 if (cx > RP->Xsize / 2)
216 upx = 1; 194 upx = 1;
217 else 195 else
218 upx = RP->Xsize - 2; 196 upx = RP->Xsize - 2;
197
219 if (cy > RP->Ysize / 2) 198 if (cy > RP->Ysize / 2)
220 upy = 1; 199 upy = 1;
221 else 200 else
222 upy = RP->Ysize - 2; 201 upy = RP->Ysize - 2;
202
223 /* find an empty place far from the center */ 203 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1) 204 if (upx == 1 && upy == 1)
225 find_in_layout (1, 0, &upx, &upy, maze, RP); 205 find_in_layout (1, 0, &upx, &upy, maze, RP);
226 else if (upx == 1 && upy > 1) 206 else if (upx == 1 && upy > 1)
227 find_in_layout (3, 0, &upx, &upy, maze, RP); 207 find_in_layout (3, 0, &upx, &upy, maze, RP);
237 217
238 the_exit_up->x = upx; 218 the_exit_up->x = upx;
239 the_exit_up->y = upy; 219 the_exit_up->y = upy;
240 220
241 /* surround the exits with notices that this is a random map. */ 221 /* surround the exits with notices that this is a random map. */
242 for (j = 1; j < 9; j++) 222 for (int j = 1; j < 9; j++)
243 {
244 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 223 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
245 { 224 {
246 random_sign = get_archetype ("sign"); 225 object *random_sign = archetype::get (shstr_sign);
247 random_sign->x = the_exit_up->x + freearr_x[j]; 226 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
248 random_sign->y = the_exit_up->y + freearr_y[j]; 227 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 } 228 }
255 } 229
256 /* Block the exit so things don't get dumped on top of it. */ 230 /* Block the exit so things don't get dumped on top of it. */
257 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
258 232
259 insert_ob_in_map (the_exit_up, map, NULL, 0); 233 insert_ob_in_map (the_exit_up, map, NULL, 0);
260 maze[the_exit_up->x][the_exit_up->y] = '<'; 234 maze[the_exit_up->x][the_exit_up->y] = '<';
263 map->enter_x = the_exit_up->x; 237 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y; 238 map->enter_y = the_exit_up->y;
265 239
266 /* first, look for a '>' character */ 240 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP); 241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
268 /* if no > is found use C */ 243 /* if no > is found use C */
269 if (downx == -1) 244 if (downx == -1)
270 { 245 {
271 downx = cx; 246 downx = cx;
272 downy = cy; 247 downy = cy;
278 { 253 {
279 if (upx > RP->Xsize / 2) 254 if (upx > RP->Xsize / 2)
280 downx = 1; 255 downx = 1;
281 else 256 else
282 downx = RP->Xsize - 2; 257 downx = RP->Xsize - 2;
258
283 if (upy > RP->Ysize / 2) 259 if (upy > RP->Ysize / 2)
284 downy = 1; 260 downy = 1;
285 else 261 else
286 downy = RP->Ysize - 2; 262 downy = RP->Ysize - 2;
263
287 /* find an empty place far from the entrance */ 264 /* find an empty place far from the entrance */
288 if (downx == 1 && downy == 1) 265 if (downx == 1 && downy == 1)
289 find_in_layout (1, 0, &downx, &downy, maze, RP); 266 find_in_layout (1, 0, &downx, &downy, maze, RP);
290 else if (downx == 1 && downy > 1) 267 else if (downx == 1 && downy > 1)
291 find_in_layout (3, 0, &downx, &downy, maze, RP); 268 find_in_layout (3, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy == 1) 269 else if (downx > 1 && downy == 1)
293 find_in_layout (2, 0, &downx, &downy, maze, RP); 270 find_in_layout (2, 0, &downx, &downy, maze, RP);
294 else if (downx > 1 && downy > 1) 271 else if (downx > 1 && downy > 1)
295 find_in_layout (4, 0, &downx, &downy, maze, RP); 272 find_in_layout (4, 0, &downx, &downy, maze, RP);
296
297 } 273 }
274
298 /* no indication of where to place the down exit, so just place it */ 275 /* no indication of where to place the down exit, so just place it */
299 if (downx == -1) 276 if (downx == -1)
300 find_in_layout (0, 0, &downx, &downy, maze, RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
278
301 if (the_exit_down) 279 if (the_exit_down)
302 { 280 {
303 char buf[2048];
304
305 i = find_first_free_spot (the_exit_down, map, downx, downy); 281 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
306 the_exit_down->x = downx + freearr_x[i]; 282 the_exit_down->x = downx + freearr_x[i];
307 the_exit_down->y = downy + freearr_y[i]; 283 the_exit_down->y = downy + freearr_y[i];
308 RP->origin_x = the_exit_down->x; 284 RP->set ("origin_x", (IV)the_exit_down->x);
309 RP->origin_y = the_exit_down->y; 285 RP->set ("origin_y", (IV)the_exit_down->y);
310 write_map_parameters_to_string (buf, RP); 286
311 the_exit_down->msg = buf; 287 the_exit_down->msg = RP->as_shstr ();
288
312 /* the identifier for making a random map. */ 289 /* the identifier for making a random map. */
313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 290 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
314 { 291 {
315 maptile *new_map; 292 maptile *new_map;
316 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 293 object *the_exit_back = the_exit_up->arch->instance ();
317 294
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 */ 295 /* load it */
332 if (!(new_map = maptile::load_map_sync (RP->final_map))) 296 if (!(new_map = maptile::find_sync (final_map)))
333 return; 297 return;
334 298
299 new_map->load_sync ();
300
335 the_exit_down->slaying = RP->final_map; 301 the_exit_down->slaying = final_map;
336 302
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 303 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 304 /* 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 305 * 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 306 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop. 307 * breaks the for loop.
342 */ 308 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 309 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 310 {
345 tmp->destroy (); 311 tmp->destroy ();
346 break; 312 break;
347 } 313 }
348 314
349 if (final_map_exit == 1) 315 if (final_map_exit)
350 { 316 {
351 /* setup the exit back */ 317 /* setup the exit back */
352 the_exit_back->slaying = map->path; 318 the_exit_back->slaying = map->path;
353 the_exit_back->stats.hp = the_exit_down->x; 319 the_exit_back->stats.hp = the_exit_down->x;
354 the_exit_back->stats.sp = the_exit_down->y; 320 the_exit_back->stats.sp = the_exit_down->y;
357 323
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 324 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 325 }
360 } 326 }
361 else 327 else
362 the_exit_down->slaying = "/!"; 328 the_exit_down->slaying = shstr_random_map_exit;
363 329
364 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
365 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 334 }
369 } 335 }
370
371} 336}
372 337
373/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
375 phases of random map generation. */ 340 phases of random map generation. */
376void 341void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 342unblock_exits (maptile *map, char **maze, random_map_params *RP)
378{ 343{
379 int i = 0, j = 0; 344 int i = 0, j = 0;
380 object *walk; 345 object *walk;
381 346
382 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < RP->Xsize; i++)
385 { 350 {
386 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
387 { 352 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 354 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
392 } 357 }
393 } 358 }
394 } 359 }
395} 360}
361

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