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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 1.42 by root, Tue Apr 13 02:39:53 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * 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 Affero GNU General Public License
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <random_map.h> 26#include <random_map.h>
27#include <sproto.h> 27#include <sproto.h>
28#include <rproto.h> 28#include <rproto.h>
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 32static void
33find_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 **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;
39 *fy = -1; 39 *fy = -1;
40 40
41 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
44 else 44 else
45 M = mode; 45 M = mode;
46 46
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
117 6 means southward 117 6 means southward
118*/ 118*/
119void 119void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
121{ 121{
122 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 {
144 sprintf (styledirname, "/styles/exitstyles/up");
145 style_map_up = find_style (styledirname, exitstyle, -1); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
146 sprintf (styledirname, "/styles/exitstyles/down");
147 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
148 break; 144 break;
149 } 145 }
150 146
151 case 2: 147 case 2:
152 { 148 {
153 sprintf (styledirname, "/styles/exitstyles/down");
154 style_map_up = find_style (styledirname, exitstyle, -1); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
155 sprintf (styledirname, "/styles/exitstyles/up");
156 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
157 break; 151 break;
158 } 152 }
159 153
160 default: 154 default:
161 { 155 {
162 sprintf (styledirname, "/styles/exitstyles/generic"); 156 style_map_up =
163 style_map_up = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
164 style_map_down = style_map_up;
165 break; 158 break;
166 } 159 }
167 } 160 }
168 161
169 if (style_map_up == 0) 162 the_exit_up = style_map_up
170 the_exit_up = arch_to_object (archetype::find ("exit")); 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
171 164 : 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 }
179 165
180 /* we need a down exit only if we're recursing. */ 166 /* we need a down exit only if we're recursing. */
181 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
182 if (style_map_down == 0) 168 the_exit_down = style_map_down
183 the_exit_down = arch_to_object (archetype::find ("exit")); 169 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
184 170 : 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 171 else
193 the_exit_down = 0; 172 the_exit_down = 0;
194 173
195 /* set up the up exit */ 174 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 175 the_exit_up->stats.hp = RP->origin_x;
240 /* surround the exits with notices that this is a random map. */ 219 /* surround the exits with notices that this is a random map. */
241 for (int j = 1; j < 9; j++) 220 for (int j = 1; j < 9; j++)
242 { 221 {
243 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
244 { 223 {
245 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
246 random_sign->x = the_exit_up->x + freearr_x[j]; 225 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]; 226 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 } 227 }
255 } 228 }
256 229
257 /* 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. */
258 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
264 map->enter_x = the_exit_up->x; 237 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 238 map->enter_y = the_exit_up->y;
266 239
267 /* first, look for a '>' character */ 240 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
269 /* if no > is found use C */ 243 /* if no > is found use C */
270 if (downx == -1) 244 if (downx == -1)
271 { 245 {
272 downx = cx; 246 downx = cx;
273 downy = cy; 247 downy = cy;
302 if (downx == -1) 276 if (downx == -1)
303 find_in_layout (0, 0, &downx, &downy, maze, RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
304 278
305 if (the_exit_down) 279 if (the_exit_down)
306 { 280 {
307 char buf[8192]; 281 char buf[16384];
308 282
309 int i = find_first_free_spot (the_exit_down, map, downx, downy); 283 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
310 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 286 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 287 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 288 write_map_parameters_to_string (buf, RP);
316 290
317 /* the identifier for making a random map. */ 291 /* the identifier for making a random map. */
318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 292 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
319 { 293 {
320 maptile *new_map; 294 maptile *new_map;
321 object *the_exit_back = arch_to_object (the_exit_up->arch); 295 object *the_exit_back = the_exit_up->arch->instance ();
322 296
323 /* load it */ 297 /* load it */
324 if (!(new_map = maptile::find_sync (RP->final_map))) 298 if (!(new_map = maptile::find_sync (RP->final_map)))
325 return; 299 return;
326 300
332 /* Remove exit back to previous random map. There should only be one 306 /* 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 307 * 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 308 * would require keeping a 'next' pointer, ad free_object kills tmp, which
335 * breaks the for loop. 309 * breaks the for loop.
336 */ 310 */
337 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
338 { 312 {
339 tmp->destroy (); 313 tmp->destroy ();
340 break; 314 break;
341 } 315 }
342 316
351 325
352 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
353 } 327 }
354 } 328 }
355 else 329 else
356 the_exit_down->slaying = "/!"; 330 the_exit_down->slaying = shstr_random_map_exit;
357 331
358 /* Block the exit so things don't get dumped on top of it. */ 332 /* Block the exit so things don't get dumped on top of it. */
359 the_exit_down->move_block = MOVE_ALL; 333 the_exit_down->move_block = MOVE_ALL;
360 insert_ob_in_map (the_exit_down, map, NULL, 0); 334 insert_ob_in_map (the_exit_down, map, NULL, 0);
361 maze[the_exit_down->x][the_exit_down->y] = '>'; 335 maze[the_exit_down->x][the_exit_down->y] = '>';
378 { 352 {
379 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 353 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
380 { 354 {
381 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 355 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
382 { 356 {
383 walk->move_block = MOVE_BLOCK_DEFAULT; 357 walk->move_block = 0;
384 update_object (walk, UP_OBJ_CHANGE); 358 update_object (walk, UP_OBJ_CHANGE);
385 } 359 }
386 } 360 }
387 } 361 }
388} 362}

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