--- deliantra/server/random_maps/exit.C 2006/08/29 08:01:36 1.2 +++ deliantra/server/random_maps/exit.C 2010/03/24 17:41:48 1.37 @@ -1,101 +1,113 @@ /* - * static char *rcsid_exit_c = - * "$Id: exit.C,v 1.2 2006/08/29 08:01:36 root Exp $"; + * 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 + * + * 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 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 */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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 2 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, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - #include #include #include #include - /* find a character in the layout. 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,RMParms *RP) { +static void +find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) +{ int M; - int i,j; - *fx=-1; - *fy=-1; + int i, j; + + *fx = -1; + *fy = -1; /* if a starting point isn't given, pick one */ - if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; - else M = mode; + if (mode < 1 || mode > 4) + M = rmg_rndm (4) + 1; + else + M = mode; /* four different search starting points and methods so that we can do something different for symmetrical maps instead of the same damned thing every time. */ - switch(M) { - case 1: { /* search from top left down/right */ - for(i=1;iXsize;i++) - for(j=1;jYsize;j++) { - if(layout[i][j]==target) { - *fx = i; *fy = j; - return; - } - } - break; - } - case 2: { /* Search from top right down/left */ - for(i=RP->Xsize-2;i>0;i--) - for(j=1;jYsize-1;j++) { - if(layout[i][j]==target) { - *fx = i; *fy = j; - return; - } - } - break; - } - case 3: { /* search from bottom-left up-right */ - for(i=1;iXsize-1;i++) - for(j=RP->Ysize-2;j>0;j--) { - if(layout[i][j]==target) { - *fx = i; *fy = j; - return; - } - } - break; - } - case 4: { /* search from bottom-right up-left */ - for(i=RP->Xsize-2;i>0;i--) - for(j=RP->Ysize-2;j>0;j--) { - if(layout[i][j]==target) { - *fx = i; *fy = j; - return; - } - } - break; - } - } -} + switch (M) + { + case 1: + /* search from top left down/right */ + for (i = 1; i < RP->Xsize; i++) + for (j = 1; j < RP->Ysize; j++) + { + if (layout[i][j] == target) + { + *fx = i; + *fy = j; + return; + } + } + break; + + case 2: + /* Search from top right down/left */ + for (i = RP->Xsize - 2; i > 0; i--) + for (j = 1; j < RP->Ysize - 1; j++) + { + if (layout[i][j] == target) + { + *fx = i; + *fy = j; + return; + } + } + break; + + case 3: + /* search from bottom-left up-right */ + for (i = 1; i < RP->Xsize - 1; i++) + for (j = RP->Ysize - 2; j > 0; j--) + { + if (layout[i][j] == target) + { + *fx = i; + *fy = j; + return; + } + } + break; + + case 4: + /* search from bottom-right up-left */ + for (i = RP->Xsize - 2; i > 0; i--) + for (j = RP->Ysize - 2; j > 0; j--) + { + if (layout[i][j] == target) + { + *fx = i; + *fy = j; + return; + } + } + break; - - + } +} - - /* orientation: 0 means random, 1 means descending dungeon 2 means ascending dungeon @@ -104,239 +116,254 @@ 5 means northward 6 means southward */ - -void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { - char styledirname[256]; - mapstruct *style_map_down=0; /* harder maze */ - mapstruct *style_map_up=0; /* easier maze */ +void +place_exits (maptile *map, char **maze, 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 */ object *the_exit_up; /* easier maze */ - object *random_sign; /* magic mouth saying this is a random map. */ - char buf[512]; - int cx=-1,cy=-1; /* location of a map center */ - int upx=-1,upy=-1; /* location of up exit */ - int downx=-1,downy=-1; - int final_map_exit=1; - - if(RP->exit_on_final_map){ - if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; - } + int cx = -1, cy = -1; /* location of a map center */ + int upx = -1, upy = -1; /* location of up exit */ + int downx = -1, downy = -1; + int final_map_exit = 1; + + if (RP->exit_on_final_map) + if (strstr (RP->exit_on_final_map, "no")) + final_map_exit = 0; - if(orientation == 0) orientation = RANDOM() % 6 + 1; + if (!orientation) + orientation = rmg_rndm (6) + 1; - switch(orientation) { - case 1: + switch (orientation) { - 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); - 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); - break; - } - default: - { - sprintf(styledirname,"/styles/exitstyles/generic"); - style_map_up = find_style(styledirname,exitstyle,-1); - style_map_down = style_map_up; - break; + 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); + 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); + break; + } + + default: + { + sprintf (styledirname, "/styles/exitstyles/generic"); + style_map_up = find_style (styledirname, exitstyle, -1); + style_map_down = style_map_up; + break; + } } - } - if(style_map_up == 0) the_exit_up =arch_to_object(find_archetype("exit")); - else { - object *tmp; - tmp = pick_random_object(style_map_up); - the_exit_up = arch_to_object(tmp->arch); - } + + the_exit_up = style_map_up + ? style_map_up->pick_random_object (rmg_rndm)->clone () + : archetype::get (shstr_exit); /* we need a down exit only if we're recursing. */ - if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) - if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); - else { - object *tmp; - tmp = pick_random_object(style_map_down); - the_exit_down = arch_to_object(tmp->arch); - } - else the_exit_down = 0; + if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) + the_exit_down = style_map_down + ? style_map_down->pick_random_object (rmg_rndm)->clone () + : archetype::get (shstr_exit); + else + 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 = add_string(RP->origin_map); + the_exit_up->slaying = RP->origin_map; /* figure out where to put the entrance */ /* begin a logical block */ { - int i,j; /* First, look for a '<' char */ - find_in_layout(0,'<',&upx,&upy,maze,RP); + find_in_layout (0, '<', &upx, &upy, maze, RP); /* 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, RP); - /* if we didn't find an up, find an empty place far from the center */ - if(upx==-1 && cx!=-1) { - if(cx > RP->Xsize/2) upx = 1; - else upx = RP->Xsize -2; - if(cy > RP->Ysize/2) upy = 1; - else upy = RP->Ysize -2; - /* find an empty place far from the center */ - if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); - else - if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); + if (upx == -1 && cx != -1) + { + if (cx > RP->Xsize / 2) + upx = 1; else - if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); - else - if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); - } - + upx = RP->Xsize - 2; + + if (cy > RP->Ysize / 2) + upy = 1; + else + upy = RP->Ysize - 2; + + /* find an empty place far from the center */ + if (upx == 1 && upy == 1) + find_in_layout (1, 0, &upx, &upy, maze, RP); + else if (upx == 1 && upy > 1) + find_in_layout (3, 0, &upx, &upy, maze, RP); + else if (upx > 1 && upy == 1) + find_in_layout (2, 0, &upx, &upy, maze, RP); + else if (upx > 1 && upy > 1) + find_in_layout (4, 0, &upx, &upy, maze, RP); + } + /* no indication of where to place the exit, so just place it. */ - if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); + if (upx == -1) + find_in_layout (0, 0, &upx, &upy, maze, RP); the_exit_up->x = upx; the_exit_up->y = upy; /* surround the exits with notices that this is a random map. */ - for(j=1;j<9;j++) { - if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { - random_sign = get_archetype("sign"); - random_sign->x = the_exit_up->x+freearr_x[j]; - random_sign->y = the_exit_up->y+freearr_y[j]; - - sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); - - random_sign->msg = add_string(buf); - insert_ob_in_map(random_sign,map,NULL,0); + 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); + } } - } + /* Block the exit so things don't get dumped on top of it. */ the_exit_up->move_block = MOVE_ALL; - insert_ob_in_map(the_exit_up,map,NULL,0); - maze[the_exit_up->x][the_exit_up->y]='<'; + insert_ob_in_map (the_exit_up, map, NULL, 0); + maze[the_exit_up->x][the_exit_up->y] = '<'; /* set the starting x,y for this map */ - MAP_ENTER_X(map) = the_exit_up->x; - MAP_ENTER_Y(map) = the_exit_up->y; + map->enter_x = the_exit_up->x; + 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, RP); + /* if no > is found use C */ - if(downx==-1) { downx = cx; downy=cy;}; - + if (downx == -1) + { + downx = cx; + downy = cy; + }; + /* make the other exit far away from this one if there's no center. */ - if(downx==-1) { - if(upx > RP->Xsize/2) downx = 1; - else downx = RP->Xsize -2; - if(upy > RP->Ysize/2) downy = 1; - else downy = RP->Ysize -2; - /* find an empty place far from the entrance */ - if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); - else - if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); + if (downx == -1) + { + if (upx > RP->Xsize / 2) + downx = 1; else - if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); - else - if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); - - } + downx = RP->Xsize - 2; + + if (upy > RP->Ysize / 2) + downy = 1; + else + downy = RP->Ysize - 2; + + /* find an empty place far from the entrance */ + if (downx == 1 && downy == 1) + find_in_layout (1, 0, &downx, &downy, maze, RP); + else if (downx == 1 && downy > 1) + find_in_layout (3, 0, &downx, &downy, maze, RP); + else if (downx > 1 && downy == 1) + find_in_layout (2, 0, &downx, &downy, maze, RP); + else if (downx > 1 && downy > 1) + find_in_layout (4, 0, &downx, &downy, maze, RP); + } + /* 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); - if(the_exit_down) { - char buf[2048]; - i = find_first_free_spot(the_exit_down, map, downx, downy); - 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 = add_string(buf); - /* the identifier for making a random map. */ - if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { - mapstruct *new_map; - object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; -#if 0 - /* I'm not sure if there was any reason to change the path to the - * map other than to maybe make it more descriptive in the 'maps' - * command. But changing the map name makes life more complicated, - * (has_been_loaded needs to use the new name) - */ - - char new_map_name[MAX_BUF]; - /* give the final map a name */ - sprintf(new_map_name,"%sfinal_map",RP->final_map); - /* set the exit down. */ -#endif - /* load it */ - if((new_map=ready_map_name(RP->final_map,0)) == NULL) - return; - - the_exit_down->slaying = add_string(RP->final_map); - strcpy(new_map->path,RP->final_map); - - for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) - /* Remove exit back to previous random map. There should only be one - * which is why we break out. To try to process more than one - * 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)) { - remove_ob(tmp); - free_object(tmp); - break; - } + if (downx == -1) + find_in_layout (0, 0, &downx, &downy, maze, RP); - if (final_map_exit == 1) - { - /* setup the exit back */ - the_exit_back->slaying = add_string(map->path); - the_exit_back->stats.hp = the_exit_down->x; - the_exit_back->stats.sp = the_exit_down->y; - the_exit_back->x = MAP_ENTER_X(new_map); - the_exit_back->y = MAP_ENTER_Y(new_map); - - insert_ob_in_map(the_exit_back,new_map,NULL,0); - } - - set_map_timeout(new_map); /* So it gets swapped out */ + if (the_exit_down) + { + char buf[16384]; + + int i = 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; + + /* the identifier for making a random map. */ + if (RP->dungeon_level >= RP->dungeon_depth && *RP->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))) + return; + + new_map->load_sync (); + + the_exit_down->slaying = RP->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 + * which is why we break out. To try to process more than one + * would require keeping a 'next' pointer, ad free_object kills tmp, which + * breaks the for loop. + */ + if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) + { + tmp->destroy (); + break; + } + + if (final_map_exit == 1) + { + /* setup the exit back */ + the_exit_back->slaying = map->path; + the_exit_back->stats.hp = the_exit_down->x; + the_exit_back->stats.sp = the_exit_down->y; + the_exit_back->x = new_map->enter_x; + the_exit_back->y = new_map->enter_y; + + insert_ob_in_map (the_exit_back, new_map, NULL, 0); + } + } + else + 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; + insert_ob_in_map (the_exit_down, map, NULL, 0); + maze[the_exit_down->x][the_exit_down->y] = '>'; } - else - the_exit_down->slaying = add_string("/!"); - /* Block the exit so things don't get dumped on top of it. */ - the_exit_down->move_block = MOVE_ALL; - insert_ob_in_map(the_exit_down,map,NULL,0); - maze[the_exit_down->x][the_exit_down->y]='>'; - } } - } - - /* this function unblocks the exits. We blocked them to keep things from being dumped on them during the other phases of random map generation. */ -void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { - int i=0,j=0; +void +unblock_exits (maptile *map, char **maze, random_map_params *RP) +{ + int i = 0, j = 0; object *walk; - for(i=0;iXsize;i++) - for(j=0;jYsize;j++) - if(maze[i][j]=='>' || maze[i][j]=='<') { - for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { - if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { - walk->move_block = MOVE_BLOCK_DEFAULT; - update_object(walk,UP_OBJ_CHANGE); - } + for (i = 0; i < RP->Xsize; i++) + for (j = 0; j < RP->Ysize; j++) + if (maze[i][j] == '>' || maze[i][j] == '<') + { + for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) + { + if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) + { + walk->move_block = 0; + update_object (walk, UP_OBJ_CHANGE); + } + } } - } } +