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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 1.48 by root, Sun Jul 4 22:12:26 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 maze. 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, layout &maze)
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 < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; j++)
56 { 56 {
57 if (layout[i][j] == target) 57 if (maze[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 = maze.w - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < maze.h - 1; j++)
70 { 70 {
71 if (layout[i][j] == target) 71 if (maze[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 < maze.w - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = maze.h - 2; j > 0; j--)
84 { 84 {
85 if (layout[i][j] == target) 85 if (maze[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 = maze.w - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = maze.h - 2; j > 0; j--)
98 { 98 {
99 if (layout[i][j] == target) 99 if (maze[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 }
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
115 4 means leftward 114 4 means leftward
116 5 means northward 115 5 means northward
117 6 means southward 116 6 means southward
118*/ 117*/
119void 118void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 119place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 120{
122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 124 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 */ 125 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 127 int downx = -1, downy = -1;
131 int final_map_exit = 1; 128 int final_map_exit = 1;
132 129
133 if (RP->exit_on_final_map) 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
134 if (strstr (RP->exit_on_final_map, "no")) 131 if (strstr (eofm, "no"))
135 final_map_exit = 0; 132 final_map_exit = 0;
136 133
137 if (!orientation) 134 if (!orientation)
138 orientation = RANDOM () % 6 + 1; 135 orientation = rmg_rndm (6) + 1;
139 136
140 switch (orientation) 137 switch (orientation)
141 { 138 {
142 case 1: 139 case 1:
143 { 140 {
144 sprintf (styledirname, "/styles/exitstyles/up");
145 style_map_up = find_style (styledirname, exitstyle, -1); 141 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); 142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
148 break; 143 break;
149 } 144 }
150 145
151 case 2: 146 case 2:
152 { 147 {
153 sprintf (styledirname, "/styles/exitstyles/down");
154 style_map_up = find_style (styledirname, exitstyle, -1); 148 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); 149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
157 break; 150 break;
158 } 151 }
159 152
160 default: 153 default:
161 { 154 {
162 sprintf (styledirname, "/styles/exitstyles/generic"); 155 style_map_up =
163 style_map_up = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
164 style_map_down = style_map_up;
165 break; 157 break;
166 } 158 }
167 } 159 }
168 160
169 if (style_map_up == 0) 161 the_exit_up = style_map_up
170 the_exit_up = arch_to_object (archetype::find ("exit")); 162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
163 : archetype::get (shstr_exit);
171 164
172 else 165 const char *final_map = RP->get_str ("final_map", 0);
173 {
174 object *tmp;
175
176 tmp = pick_random_object (style_map_up);
177 the_exit_up = arch_to_object (tmp->arch);
178 }
179 166
180 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
181 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
182 if (style_map_down == 0) 169 the_exit_down = style_map_down
183 the_exit_down = arch_to_object (archetype::find ("exit")); 170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
184 171 : 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 172 else
193 the_exit_down = 0; 173 the_exit_down = 0;
194 174
195 /* set up the up exit */ 175 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
197 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
198 the_exit_up->slaying = RP->origin_map; 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
199 179
200 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
201 /* begin a logical block */ 181 /* begin a logical block */
202 { 182 {
203 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 184 find_in_layout (0, '<', upx, upy, maze);
205 185
206 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 187 find_in_layout (0, 'C', cx, cy, maze);
208 188
209 /* if we didn't find an up, find an empty place far from the center */ 189 /* if we didn't find an up, find an empty place far from the center */
210 if (upx == -1 && cx != -1) 190 if (upx == -1 && cx != -1)
211 { 191 {
212 if (cx > RP->Xsize / 2) 192 if (cx > RP->Xsize / 2)
219 else 199 else
220 upy = RP->Ysize - 2; 200 upy = RP->Ysize - 2;
221 201
222 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
223 if (upx == 1 && upy == 1) 203 if (upx == 1 && upy == 1)
224 find_in_layout (1, 0, &upx, &upy, maze, RP); 204 find_in_layout (1, 0, upx, upy, maze);
225 else if (upx == 1 && upy > 1) 205 else if (upx == 1 && upy > 1)
226 find_in_layout (3, 0, &upx, &upy, maze, RP); 206 find_in_layout (3, 0, upx, upy, maze);
227 else if (upx > 1 && upy == 1) 207 else if (upx > 1 && upy == 1)
228 find_in_layout (2, 0, &upx, &upy, maze, RP); 208 find_in_layout (2, 0, upx, upy, maze);
229 else if (upx > 1 && upy > 1) 209 else if (upx > 1 && upy > 1)
230 find_in_layout (4, 0, &upx, &upy, maze, RP); 210 find_in_layout (4, 0, upx, upy, maze);
231 } 211 }
232 212
233 /* no indication of where to place the exit, so just place it. */ 213 /* no indication of where to place the exit, so just place it. */
234 if (upx == -1) 214 if (upx == -1)
235 find_in_layout (0, 0, &upx, &upy, maze, RP); 215 find_in_layout (0, 0, upx, upy, maze);
236 216
237 the_exit_up->x = upx; 217 the_exit_up->x = upx;
238 the_exit_up->y = upy; 218 the_exit_up->y = upy;
239 219
240 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
241 for (int j = 1; j < 9; j++) 221 for (int j = 1; j < 9; j++)
242 {
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 of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
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 }
256 228
257 /* Block the exit so things don't get dumped on top of it. */ 229 /* Block the exit so things don't get dumped on top of it. */
258 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
259 231
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
263 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
264 map->enter_x = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
266 238
267 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 240 find_in_layout (0, '>', downx, downy, maze);
241
269 /* if no > is found use C */ 242 /* if no > is found use C */
270 if (downx == -1) 243 if (downx == -1)
271 { 244 {
272 downx = cx; 245 downx = cx;
273 downy = cy; 246 downy = cy;
287 else 260 else
288 downy = RP->Ysize - 2; 261 downy = RP->Ysize - 2;
289 262
290 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
291 if (downx == 1 && downy == 1) 264 if (downx == 1 && downy == 1)
292 find_in_layout (1, 0, &downx, &downy, maze, RP); 265 find_in_layout (1, 0, downx, downy, maze);
293 else if (downx == 1 && downy > 1) 266 else if (downx == 1 && downy > 1)
294 find_in_layout (3, 0, &downx, &downy, maze, RP); 267 find_in_layout (3, 0, downx, downy, maze);
295 else if (downx > 1 && downy == 1) 268 else if (downx > 1 && downy == 1)
296 find_in_layout (2, 0, &downx, &downy, maze, RP); 269 find_in_layout (2, 0, downx, downy, maze);
297 else if (downx > 1 && downy > 1) 270 else if (downx > 1 && downy > 1)
298 find_in_layout (4, 0, &downx, &downy, maze, RP); 271 find_in_layout (4, 0, downx, downy, maze);
299 } 272 }
300 273
301 /* no indication of where to place the down exit, so just place it */ 274 /* no indication of where to place the down exit, so just place it */
302 if (downx == -1) 275 if (downx == -1)
303 find_in_layout (0, 0, &downx, &downy, maze, RP); 276 find_in_layout (0, 0, downx, downy, maze);
304 277
305 if (the_exit_down) 278 if (the_exit_down)
306 { 279 {
307 char buf[8192];
308
309 int i = find_first_free_spot (the_exit_down, map, downx, downy); 280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
310 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
313 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
314 write_map_parameters_to_string (buf, RP); 285
315 the_exit_down->msg = buf; 286 the_exit_down->msg = RP->as_shstr ();
316 287
317 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
319 { 290 {
320 maptile *new_map; 291 maptile *new_map;
321 object *the_exit_back = arch_to_object (the_exit_up->arch); 292 object *the_exit_back = the_exit_up->arch->instance ();
322 293
323 /* load it */ 294 /* load it */
324 if (!(new_map = maptile::find_sync (RP->final_map))) 295 if (!(new_map = maptile::find_sync (final_map)))
325 return; 296 return;
326 297
327 new_map->load_sync (); 298 new_map->load_sync ();
328 299
329 the_exit_down->slaying = RP->final_map; 300 the_exit_down->slaying = final_map;
330 301
331 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 302 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
332 /* Remove exit back to previous random map. There should only be one 303 /* 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 304 * 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 305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
335 * breaks the for loop. 306 * breaks the for loop.
336 */ 307 */
337 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
338 { 309 {
339 tmp->destroy (); 310 tmp->destroy ();
340 break; 311 break;
341 } 312 }
342 313
343 if (final_map_exit == 1) 314 if (final_map_exit)
344 { 315 {
345 /* setup the exit back */ 316 /* setup the exit back */
346 the_exit_back->slaying = map->path; 317 the_exit_back->slaying = map->path;
347 the_exit_back->stats.hp = the_exit_down->x; 318 the_exit_back->stats.hp = the_exit_down->x;
348 the_exit_back->stats.sp = the_exit_down->y; 319 the_exit_back->stats.sp = the_exit_down->y;
351 322
352 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
353 } 324 }
354 } 325 }
355 else 326 else
356 the_exit_down->slaying = "/!"; 327 the_exit_down->slaying = shstr_random_map_exit;
357 328
358 /* Block the exit so things don't get dumped on top of it. */ 329 /* Block the exit so things don't get dumped on top of it. */
359 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
360 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
361 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
365 336
366/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
367 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
368 phases of random map generation. */ 339 phases of random map generation. */
369void 340void
370unblock_exits (maptile *map, char **maze, random_map_params *RP) 341unblock_exits (maptile *map, layout &maze)
371{ 342{
372 int i = 0, j = 0; 343 int i = 0, j = 0;
373 object *walk; 344 object *walk;
374 345
375 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
376 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
377 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
378 { 349 {
379 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
380 { 351 {
381 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
382 { 353 {
383 walk->move_block = MOVE_BLOCK_DEFAULT; 354 walk->move_block = 0;
384 update_object (walk, UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
385 } 356 }
386 } 357 }
387 } 358 }
388} 359}

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