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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 1.28 by root, Thu Nov 8 19:43:25 2007 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 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 = 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 { 57 {
58 *fx = i; 58 *fx = i;
59 *fy = j; 59 *fy = j;
60 return; 60 return;
61 } 61 }
62 } 62 }
63 break; 63 break;
64 } 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 { 71 {
72 *fx = i; 72 *fx = i;
73 *fy = j; 73 *fy = j;
74 return; 74 return;
75 } 75 }
76 } 76 }
77 break; 77 break;
78 } 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 { 85 {
86 *fx = i; 86 *fx = i;
87 *fy = j; 87 *fy = j;
88 return; 88 return;
89 } 89 }
90 } 90 }
91 break; 91 break;
92 } 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 { 99 {
100 *fx = i; 100 *fx = i;
101 *fy = j; 101 *fy = j;
102 return; 102 return;
103 } 103 }
104 } 104 }
105 break; 105 break;
106 } 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. */ 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 */ 127 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 128 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 129 int downx = -1, downy = -1;
131 int final_map_exit = 1; 130 int final_map_exit = 1;
132 131
133 if (RP->exit_on_final_map) 132 if (RP->exit_on_final_map)
134 {
135 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 134 final_map_exit = 0;
137 }
138 135
139 if (orientation == 0) 136 if (!orientation)
140 orientation = RANDOM () % 6 + 1; 137 orientation = rndm (6) + 1;
141 138
142 switch (orientation) 139 switch (orientation)
143 { 140 {
144 case 1: 141 case 1:
145 { 142 {
168 } 165 }
169 } 166 }
170 167
171 if (style_map_up == 0) 168 if (style_map_up == 0)
172 the_exit_up = arch_to_object (archetype::find ("exit")); 169 the_exit_up = arch_to_object (archetype::find ("exit"));
170
173 else 171 else
174 { 172 {
175 object *tmp; 173 object *tmp;
176 174
177 tmp = pick_random_object (style_map_up); 175 tmp = style_map_up->pick_random_object ();
178 the_exit_up = arch_to_object (tmp->arch); 176 the_exit_up = arch_to_object (tmp->arch);
179 } 177 }
180 178
181 /* we need a down exit only if we're recursing. */ 179 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
183 if (style_map_down == 0) 181 if (style_map_down == 0)
184 the_exit_down = arch_to_object (archetype::find ("exit")); 182 the_exit_down = arch_to_object (archetype::find ("exit"));
183
185 else 184 else
186 { 185 {
187 object *tmp; 186 object *tmp;
188 187
189 tmp = pick_random_object (style_map_down); 188 tmp = style_map_down->pick_random_object ();
190 the_exit_down = arch_to_object (tmp->arch); 189 the_exit_down = arch_to_object (tmp->arch);
191 } 190 }
192 else 191 else
193 the_exit_down = 0; 192 the_exit_down = 0;
194 193
198 the_exit_up->slaying = RP->origin_map; 197 the_exit_up->slaying = RP->origin_map;
199 198
200 /* figure out where to put the entrance */ 199 /* figure out where to put the entrance */
201 /* begin a logical block */ 200 /* begin a logical block */
202 { 201 {
203 int i, j;
204
205 /* First, look for a '<' char */ 202 /* First, look for a '<' char */
206 find_in_layout (0, '<', &upx, &upy, maze, RP); 203 find_in_layout (0, '<', &upx, &upy, maze, RP);
207 204
208 /* next, look for a C, the map center. */ 205 /* next, look for a C, the map center. */
209 find_in_layout (0, 'C', &cx, &cy, maze, RP); 206 find_in_layout (0, 'C', &cx, &cy, maze, RP);
210 207
211
212 /* if we didn't find an up, find an empty place far from the center */ 208 /* if we didn't find an up, find an empty place far from the center */
213 if (upx == -1 && cx != -1) 209 if (upx == -1 && cx != -1)
214 { 210 {
215 if (cx > RP->Xsize / 2) 211 if (cx > RP->Xsize / 2)
216 upx = 1; 212 upx = 1;
217 else 213 else
218 upx = RP->Xsize - 2; 214 upx = RP->Xsize - 2;
215
219 if (cy > RP->Ysize / 2) 216 if (cy > RP->Ysize / 2)
220 upy = 1; 217 upy = 1;
221 else 218 else
222 upy = RP->Ysize - 2; 219 upy = RP->Ysize - 2;
220
223 /* find an empty place far from the center */ 221 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1) 222 if (upx == 1 && upy == 1)
225 find_in_layout (1, 0, &upx, &upy, maze, RP); 223 find_in_layout (1, 0, &upx, &upy, maze, RP);
226 else if (upx == 1 && upy > 1) 224 else if (upx == 1 && upy > 1)
227 find_in_layout (3, 0, &upx, &upy, maze, RP); 225 find_in_layout (3, 0, &upx, &upy, maze, RP);
237 235
238 the_exit_up->x = upx; 236 the_exit_up->x = upx;
239 the_exit_up->y = upy; 237 the_exit_up->y = upy;
240 238
241 /* surround the exits with notices that this is a random map. */ 239 /* surround the exits with notices that this is a random map. */
242 for (j = 1; j < 9; j++) 240 for (int j = 1; j < 9; j++)
243 { 241 {
244 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 242 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
245 { 243 {
246 random_sign = get_archetype ("sign"); 244 random_sign = get_archetype ("sign");
247 random_sign->x = the_exit_up->x + freearr_x[j]; 245 random_sign->x = the_exit_up->x + freearr_x[j];
248 random_sign->y = the_exit_up->y + freearr_y[j]; 246 random_sign->y = the_exit_up->y + freearr_y[j];
249 247
248 char buf[8192];
250 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); 249 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
251 250
252 random_sign->msg = buf; 251 random_sign->msg = buf;
253 insert_ob_in_map (random_sign, map, NULL, 0); 252 insert_ob_in_map (random_sign, map, NULL, 0);
254 } 253 }
255 } 254 }
255
256 /* Block the exit so things don't get dumped on top of it. */ 256 /* Block the exit so things don't get dumped on top of it. */
257 the_exit_up->move_block = MOVE_ALL; 257 the_exit_up->move_block = MOVE_ALL;
258 258
259 insert_ob_in_map (the_exit_up, map, NULL, 0); 259 insert_ob_in_map (the_exit_up, map, NULL, 0);
260 maze[the_exit_up->x][the_exit_up->y] = '<'; 260 maze[the_exit_up->x][the_exit_up->y] = '<';
278 { 278 {
279 if (upx > RP->Xsize / 2) 279 if (upx > RP->Xsize / 2)
280 downx = 1; 280 downx = 1;
281 else 281 else
282 downx = RP->Xsize - 2; 282 downx = RP->Xsize - 2;
283
283 if (upy > RP->Ysize / 2) 284 if (upy > RP->Ysize / 2)
284 downy = 1; 285 downy = 1;
285 else 286 else
286 downy = RP->Ysize - 2; 287 downy = RP->Ysize - 2;
288
287 /* find an empty place far from the entrance */ 289 /* find an empty place far from the entrance */
288 if (downx == 1 && downy == 1) 290 if (downx == 1 && downy == 1)
289 find_in_layout (1, 0, &downx, &downy, maze, RP); 291 find_in_layout (1, 0, &downx, &downy, maze, RP);
290 else if (downx == 1 && downy > 1) 292 else if (downx == 1 && downy > 1)
291 find_in_layout (3, 0, &downx, &downy, maze, RP); 293 find_in_layout (3, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy == 1) 294 else if (downx > 1 && downy == 1)
293 find_in_layout (2, 0, &downx, &downy, maze, RP); 295 find_in_layout (2, 0, &downx, &downy, maze, RP);
294 else if (downx > 1 && downy > 1) 296 else if (downx > 1 && downy > 1)
295 find_in_layout (4, 0, &downx, &downy, maze, RP); 297 find_in_layout (4, 0, &downx, &downy, maze, RP);
296
297 } 298 }
299
298 /* no indication of where to place the down exit, so just place it */ 300 /* no indication of where to place the down exit, so just place it */
299 if (downx == -1) 301 if (downx == -1)
300 find_in_layout (0, 0, &downx, &downy, maze, RP); 302 find_in_layout (0, 0, &downx, &downy, maze, RP);
303
301 if (the_exit_down) 304 if (the_exit_down)
302 { 305 {
303 char buf[2048]; 306 char buf[16384];
304 307
305 i = find_first_free_spot (the_exit_down, map, downx, downy); 308 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
306 the_exit_down->x = downx + freearr_x[i]; 309 the_exit_down->x = downx + freearr_x[i];
307 the_exit_down->y = downy + freearr_y[i]; 310 the_exit_down->y = downy + freearr_y[i];
308 RP->origin_x = the_exit_down->x; 311 RP->origin_x = the_exit_down->x;
309 RP->origin_y = the_exit_down->y; 312 RP->origin_y = the_exit_down->y;
310 write_map_parameters_to_string (buf, RP); 313 write_map_parameters_to_string (buf, RP);
311 the_exit_down->msg = buf; 314 the_exit_down->msg = buf;
315
312 /* the identifier for making a random map. */ 316 /* the identifier for making a random map. */
313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
314 { 318 {
315 maptile *new_map; 319 maptile *new_map;
316 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 320 object *the_exit_back = arch_to_object (the_exit_up->arch);
317 321
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 */ 322 /* load it */
332 if (!(new_map = maptile::load_map_sync (RP->final_map))) 323 if (!(new_map = maptile::find_sync (RP->final_map)))
333 return; 324 return;
334 325
326 new_map->load_sync ();
327
335 the_exit_down->slaying = RP->final_map; 328 the_exit_down->slaying = RP->final_map;
336 329
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 330 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 331 /* 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 332 * 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 333 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop. 334 * breaks the for loop.
342 */ 335 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 336 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
344 { 337 {
345 tmp->destroy (); 338 tmp->destroy ();
346 break; 339 break;
347 } 340 }
348 341
365 the_exit_down->move_block = MOVE_ALL; 358 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 359 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 360 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 361 }
369 } 362 }
370
371} 363}
372 364
373/* this function unblocks the exits. We blocked them to 365/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 366 keep things from being dumped on them during the other
375 phases of random map generation. */ 367 phases of random map generation. */
376void 368void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 369unblock_exits (maptile *map, char **maze, random_map_params *RP)
378{ 370{
379 int i = 0, j = 0; 371 int i = 0, j = 0;
380 object *walk; 372 object *walk;
381 373
382 for (i = 0; i < RP->Xsize; i++) 374 for (i = 0; i < RP->Xsize; i++)
385 { 377 {
386 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 378 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
387 { 379 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 381 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 382 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 383 update_object (walk, UP_OBJ_CHANGE);
392 } 384 }
393 } 385 }
394 } 386 }
395} 387}
388

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