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/cvs/deliantra/server/random_maps/exit.C
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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.12 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
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
30/* find a character in the layout. fx and fy are pointers to 30/* find a character in the layout. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32void 32void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) 33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
34{ 34{
35 int M; 35 int M;
36 int i, j; 36 int i, j;
37 37
38 *fx = -1; 38 *fx = -1;
47 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 49 the same damned thing every time. */
50 switch (M) 50 switch (M)
51 { 51 {
52 case 1: 52 case 1:
53 { /* search from top left down/right */ 53 { /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
56 { 56 {
57 if (layout[i][j] == target) 57 if (layout[i][j] == target)
58 { 58 {
59 *fx = i; 59 *fx = i;
60 *fy = j; 60 *fy = j;
61 return; 61 return;
62 } 62 }
63 } 63 }
64 break; 64 break;
65 } 65 }
66 case 2: 66 case 2:
67 { /* Search from top right down/left */ 67 { /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
70 { 70 {
71 if (layout[i][j] == target) 71 if (layout[i][j] == target)
72 { 72 {
73 *fx = i; 73 *fx = i;
74 *fy = j; 74 *fy = j;
75 return; 75 return;
76 } 76 }
77 } 77 }
78 break; 78 break;
79 } 79 }
80 case 3: 80 case 3:
81 { /* search from bottom-left up-right */ 81 { /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
84 { 84 {
85 if (layout[i][j] == target) 85 if (layout[i][j] == target)
86 { 86 {
87 *fx = i; 87 *fx = i;
88 *fy = j; 88 *fy = j;
89 return; 89 return;
90 } 90 }
91 } 91 }
92 break; 92 break;
93 } 93 }
94 case 4: 94 case 4:
95 { /* search from bottom-right up-left */ 95 { /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
98 { 98 {
99 if (layout[i][j] == target) 99 if (layout[i][j] == target)
100 { 100 {
101 *fx = i; 101 *fx = i;
102 *fy = j; 102 *fy = j;
103 return; 103 return;
104 } 104 }
105 } 105 }
106 break; 106 break;
107 } 107 }
108 } 108 }
109} 109}
110 110
111/* orientation: 0 means random, 111/* orientation: 0 means random,
112 1 means descending dungeon 112 1 means descending dungeon
115 4 means leftward 115 4 means leftward
116 5 means northward 116 5 means northward
117 6 means southward 117 6 means southward
118*/ 118*/
119void 119void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms *RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
121{ 121{
122 char styledirname[256]; 122 char styledirname[256];
123 maptile *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
127 object *random_sign; /* magic mouth saying this is a random map. */ 127 object *random_sign; /* magic mouth saying this is a random map. */
128 char buf[512]; 128 char buf[512];
129 int cx = -1, cy = -1; /* location of a map center */ 129 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 130 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 131 int downx = -1, downy = -1;
132 int final_map_exit = 1; 132 int final_map_exit = 1;
133 133
134 if (RP->exit_on_final_map) 134 if (RP->exit_on_final_map)
135 {
136 if (strstr (RP->exit_on_final_map, "no")) 135 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 136 final_map_exit = 0;
138 }
139 137
140 if (orientation == 0) 138 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 139 orientation = RANDOM () % 6 + 1;
142 140
143 switch (orientation) 141 switch (orientation)
144 { 142 {
145 case 1: 143 case 1:
146 { 144 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 145 sprintf (styledirname, "/styles/exitstyles/up");
148 style_map_up = find_style (styledirname, exitstyle, -1); 146 style_map_up = find_style (styledirname, exitstyle, -1);
149 sprintf (styledirname, "/styles/exitstyles/down"); 147 sprintf (styledirname, "/styles/exitstyles/down");
150 style_map_down = find_style (styledirname, exitstyle, -1); 148 style_map_down = find_style (styledirname, exitstyle, -1);
151 break; 149 break;
152 } 150 }
151
153 case 2: 152 case 2:
154 { 153 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 154 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 155 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up"); 156 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style (styledirname, exitstyle, -1);
159 break; 158 break;
160 } 159 }
160
161 default: 161 default:
162 { 162 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 163 sprintf (styledirname, "/styles/exitstyles/generic");
164 style_map_up = find_style (styledirname, exitstyle, -1); 164 style_map_up = find_style (styledirname, exitstyle, -1);
165 style_map_down = style_map_up; 165 style_map_down = style_map_up;
166 break; 166 break;
167 } 167 }
168 } 168 }
169
169 if (style_map_up == 0) 170 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit")); 171 the_exit_up = arch_to_object (archetype::find ("exit"));
172
171 else 173 else
172 { 174 {
173 object *tmp; 175 object *tmp;
174 176
175 tmp = pick_random_object (style_map_up); 177 tmp = pick_random_object (style_map_up);
178 180
179 /* we need a down exit only if we're recursing. */ 181 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
181 if (style_map_down == 0) 183 if (style_map_down == 0)
182 the_exit_down = arch_to_object (archetype::find ("exit")); 184 the_exit_down = arch_to_object (archetype::find ("exit"));
185
183 else 186 else
184 { 187 {
185 object *tmp; 188 object *tmp;
186 189
187 tmp = pick_random_object (style_map_down); 190 tmp = pick_random_object (style_map_down);
294 297
295 } 298 }
296 /* no indication of where to place the down exit, so just place it */ 299 /* no indication of where to place the down exit, so just place it */
297 if (downx == -1) 300 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 301 find_in_layout (0, 0, &downx, &downy, maze, RP);
302
299 if (the_exit_down) 303 if (the_exit_down)
300 { 304 {
301 char buf[2048]; 305 char buf[2048];
302 306
303 i = find_first_free_spot (the_exit_down, map, downx, downy); 307 i = find_first_free_spot (the_exit_down, map, downx, downy);
305 the_exit_down->y = downy + freearr_y[i]; 309 the_exit_down->y = downy + freearr_y[i];
306 RP->origin_x = the_exit_down->x; 310 RP->origin_x = the_exit_down->x;
307 RP->origin_y = the_exit_down->y; 311 RP->origin_y = the_exit_down->y;
308 write_map_parameters_to_string (buf, RP); 312 write_map_parameters_to_string (buf, RP);
309 the_exit_down->msg = buf; 313 the_exit_down->msg = buf;
314
310 /* the identifier for making a random map. */ 315 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
312 { 317 {
313 maptile *new_map; 318 maptile *new_map;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
315 320
316#if 0
317 /* I'm not sure if there was any reason to change the path to the
318 * map other than to maybe make it more descriptive in the 'maps'
319 * command. But changing the map name makes life more complicated,
320 * (has_been_loaded needs to use the new name)
321 */
322
323 char new_map_name[MAX_BUF];
324
325 /* give the final map a name */
326 sprintf (new_map_name, "%sfinal_map", RP->final_map);
327 /* set the exit down. */
328#endif
329 /* load it */ 321 /* load it */
330 if (!(new_map = maptile::find_map (RP->final_map, 0))) 322 if (!(new_map = maptile::load_map_sync (RP->final_map)))
331 return; 323 return;
332
333 new_map->load ();
334 324
335 the_exit_down->slaying = RP->final_map; 325 the_exit_down->slaying = RP->final_map;
336 326
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 327 for (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 328 /* Remove exit back to previous random map. There should only be one
355 the_exit_back->x = new_map->enter_x; 345 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y; 346 the_exit_back->y = new_map->enter_y;
357 347
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 348 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 349 }
360
361 set_map_timeout (new_map); /* So it gets swapped out */
362 } 350 }
363 else 351 else
364 the_exit_down->slaying = "/!"; 352 the_exit_down->slaying = "/!";
365 353
366 /* Block the exit so things don't get dumped on top of it. */ 354 /* Block the exit so things don't get dumped on top of it. */
374 362
375/* this function unblocks the exits. We blocked them to 363/* this function unblocks the exits. We blocked them to
376 keep things from being dumped on them during the other 364 keep things from being dumped on them during the other
377 phases of random map generation. */ 365 phases of random map generation. */
378void 366void
379unblock_exits (maptile *map, char **maze, RMParms * RP) 367unblock_exits (maptile *map, char **maze, random_map_params *RP)
380{ 368{
381 int i = 0, j = 0; 369 int i = 0, j = 0;
382 object *walk; 370 object *walk;
383 371
384 for (i = 0; i < RP->Xsize; i++) 372 for (i = 0; i < RP->Xsize; i++)

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