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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.20 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.33 by root, Wed Dec 31 17:35:37 2008 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <random_map.h> 25#include <random_map.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <rproto.h> 27#include <rproto.h>
38 *fx = -1; 37 *fx = -1;
39 *fy = -1; 38 *fy = -1;
40 39
41 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 41 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 42 M = rmg_rndm (4) + 1;
44 else 43 else
45 M = mode; 44 M = mode;
46 45
47 /* four different search starting points and methods so that 46 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 47 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 48 the same damned thing every time. */
50 switch (M) 49 switch (M)
51 { 50 {
52 case 1: 51 case 1:
53 { /* search from top left down/right */ 52 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 53 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 54 for (j = 1; j < RP->Ysize; j++)
56 { 55 {
57 if (layout[i][j] == target) 56 if (layout[i][j] == target)
58 { 57 {
59 *fx = i; 58 *fx = i;
60 *fy = j; 59 *fy = j;
61 return; 60 return;
62 } 61 }
63 } 62 }
64 break; 63 break;
65 } 64
66 case 2: 65 case 2:
67 { /* Search from top right down/left */ 66 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 68 for (j = 1; j < RP->Ysize - 1; j++)
70 { 69 {
71 if (layout[i][j] == target) 70 if (layout[i][j] == target)
72 { 71 {
73 *fx = i; 72 *fx = i;
74 *fy = j; 73 *fy = j;
75 return; 74 return;
76 } 75 }
77 } 76 }
78 break; 77 break;
79 } 78
80 case 3: 79 case 3:
81 { /* search from bottom-left up-right */ 80 /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 82 for (j = RP->Ysize - 2; j > 0; j--)
84 { 83 {
85 if (layout[i][j] == target) 84 if (layout[i][j] == target)
86 { 85 {
87 *fx = i; 86 *fx = i;
88 *fy = j; 87 *fy = j;
89 return; 88 return;
90 } 89 }
91 } 90 }
92 break; 91 break;
93 } 92
94 case 4: 93 case 4:
95 { /* search from bottom-right up-left */ 94 /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 96 for (j = RP->Ysize - 2; j > 0; j--)
98 { 97 {
99 if (layout[i][j] == target) 98 if (layout[i][j] == target)
100 { 99 {
101 *fx = i; 100 *fx = i;
102 *fy = j; 101 *fy = j;
103 return; 102 return;
104 } 103 }
105 } 104 }
106 break; 105 break;
107 } 106
108 } 107 }
109} 108}
110 109
111/* orientation: 0 means random, 110/* orientation: 0 means random,
112 1 means descending dungeon 111 1 means descending dungeon
122 char styledirname[1024]; 121 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
127 object *random_sign; /* magic mouth saying this is a random map. */
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 (RP->exit_on_final_map)
134 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
135 final_map_exit = 0; 133 final_map_exit = 0;
136 134
137 if (!orientation) 135 if (!orientation)
138 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
139 137
140 switch (orientation) 138 switch (orientation)
141 { 139 {
142 case 1: 140 case 1:
143 { 141 {
164 style_map_down = style_map_up; 162 style_map_down = style_map_up;
165 break; 163 break;
166 } 164 }
167 } 165 }
168 166
169 if (style_map_up == 0) 167 the_exit_up = style_map_up
170 the_exit_up = arch_to_object (archetype::find ("exit")); 168 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
171 169 : archetype::get (shstr_exit);
172 else
173 {
174 object *tmp;
175
176 tmp = pick_random_object (style_map_up);
177 the_exit_up = arch_to_object (tmp->arch);
178 }
179 170
180 /* we need a down exit only if we're recursing. */ 171 /* we need a down exit only if we're recursing. */
181 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
182 if (style_map_down == 0) 173 the_exit_down = style_map_down
183 the_exit_down = arch_to_object (archetype::find ("exit")); 174 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
184 175 : archetype::get (shstr_exit);
185 else
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 176 else
193 the_exit_down = 0; 177 the_exit_down = 0;
194 178
195 /* set up the up exit */ 179 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 180 the_exit_up->stats.hp = RP->origin_x;
240 /* surround the exits with notices that this is a random map. */ 224 /* surround the exits with notices that this is a random map. */
241 for (int j = 1; j < 9; j++) 225 for (int j = 1; j < 9; j++)
242 { 226 {
243 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 227 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
244 { 228 {
245 random_sign = get_archetype ("sign"); 229 object *random_sign = archetype::get (shstr_sign);
246 random_sign->x = the_exit_up->x + freearr_x[j]; 230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
247 random_sign->y = the_exit_up->y + freearr_y[j]; 231 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
248
249 char buf[8192];
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 } 232 }
255 } 233 }
256 234
257 /* Block the exit so things don't get dumped on top of it. */ 235 /* Block the exit so things don't get dumped on top of it. */
258 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
264 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
266 244
267 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', &downx, &downy, maze, RP);
247
269 /* if no > is found use C */ 248 /* if no > is found use C */
270 if (downx == -1) 249 if (downx == -1)
271 { 250 {
272 downx = cx; 251 downx = cx;
273 downy = cy; 252 downy = cy;
302 if (downx == -1) 281 if (downx == -1)
303 find_in_layout (0, 0, &downx, &downy, maze, RP); 282 find_in_layout (0, 0, &downx, &downy, maze, RP);
304 283
305 if (the_exit_down) 284 if (the_exit_down)
306 { 285 {
307 char buf[8192]; 286 char buf[16384];
308 287
309 int i = find_first_free_spot (the_exit_down, map, downx, downy); 288 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
310 the_exit_down->x = downx + freearr_x[i]; 289 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 290 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 291 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 292 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 293 write_map_parameters_to_string (buf, RP);
332 /* Remove exit back to previous random map. There should only be one 311 /* Remove exit back to previous random map. There should only be one
333 * which is why we break out. To try to process more than one 312 * which is why we break out. To try to process more than one
334 * would require keeping a 'next' pointer, ad free_object kills tmp, which 313 * would require keeping a 'next' pointer, ad free_object kills tmp, which
335 * breaks the for loop. 314 * breaks the for loop.
336 */ 315 */
337 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 316 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
338 { 317 {
339 tmp->destroy (); 318 tmp->destroy ();
340 break; 319 break;
341 } 320 }
342 321
378 { 357 {
379 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 358 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
380 { 359 {
381 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
382 { 361 {
383 walk->move_block = MOVE_BLOCK_DEFAULT; 362 walk->move_block = 0;
384 update_object (walk, UP_OBJ_CHANGE); 363 update_object (walk, UP_OBJ_CHANGE);
385 } 364 }
386 } 365 }
387 } 366 }
388} 367}

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