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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.5 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.20 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1
2/*
3 * static char *rcsid_exit_c =
4 * "$Id: exit.C,v 1.5 2006/09/14 21:16:12 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 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
22 17
23 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
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <random_map.h>
32#include <sproto.h> 27#include <sproto.h>
33#include <rproto.h> 28#include <rproto.h>
34 29
35
36/* 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
37 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
38void 32void
39find_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)
40{ 34{
41 int M; 35 int M;
42 int i, j; 36 int i, j;
43 37
44 *fx = -1; 38 *fx = -1;
53 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */ 49 the same damned thing every time. */
56 switch (M) 50 switch (M)
57 { 51 {
58 case 1: 52 case 1:
59 { /* search from top left down/right */ 53 { /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
61 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
62 { 56 {
63 if (layout[i][j] == target) 57 if (layout[i][j] == target)
64 { 58 {
65 *fx = i; 59 *fx = i;
66 *fy = j; 60 *fy = j;
67 return; 61 return;
68 } 62 }
69 } 63 }
70 break; 64 break;
71 } 65 }
72 case 2: 66 case 2:
73 { /* Search from top right down/left */ 67 { /* Search from top right down/left */
74 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
75 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
76 { 70 {
77 if (layout[i][j] == target) 71 if (layout[i][j] == target)
78 { 72 {
79 *fx = i; 73 *fx = i;
80 *fy = j; 74 *fy = j;
81 return; 75 return;
82 } 76 }
83 } 77 }
84 break; 78 break;
85 } 79 }
86 case 3: 80 case 3:
87 { /* search from bottom-left up-right */ 81 { /* search from bottom-left up-right */
88 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
89 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
90 { 84 {
91 if (layout[i][j] == target) 85 if (layout[i][j] == target)
92 { 86 {
93 *fx = i; 87 *fx = i;
94 *fy = j; 88 *fy = j;
95 return; 89 return;
96 } 90 }
97 } 91 }
98 break; 92 break;
99 } 93 }
100 case 4: 94 case 4:
101 { /* search from bottom-right up-left */ 95 { /* search from bottom-right up-left */
102 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
103 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
104 { 98 {
105 if (layout[i][j] == target) 99 if (layout[i][j] == target)
106 { 100 {
107 *fx = i; 101 *fx = i;
108 *fy = j; 102 *fy = j;
109 return; 103 return;
110 } 104 }
111 } 105 }
112 break; 106 break;
113 } 107 }
114 } 108 }
115} 109}
116
117
118
119
120
121 110
122/* orientation: 0 means random, 111/* orientation: 0 means random,
123 1 means descending dungeon 112 1 means descending dungeon
124 2 means ascending dungeon 113 2 means ascending dungeon
125 3 means rightward 114 3 means rightward
126 4 means leftward 115 4 means leftward
127 5 means northward 116 5 means northward
128 6 means southward 117 6 means southward
129*/ 118*/
130
131void 119void
132place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
133{ 121{
134 char styledirname[256]; 122 char styledirname[1024];
135 mapstruct *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
139 object *random_sign; /* magic mouth saying this is a random map. */ 127 object *random_sign; /* magic mouth saying this is a random map. */
140 char buf[512];
141 int cx = -1, cy = -1; /* location of a map center */ 128 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 129 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 130 int downx = -1, downy = -1;
144 int final_map_exit = 1; 131 int final_map_exit = 1;
145 132
146 if (RP->exit_on_final_map) 133 if (RP->exit_on_final_map)
147 {
148 if (strstr (RP->exit_on_final_map, "no")) 134 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 135 final_map_exit = 0;
150 }
151 136
152 if (orientation == 0) 137 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 138 orientation = RANDOM () % 6 + 1;
154 139
155 switch (orientation) 140 switch (orientation)
156 { 141 {
157 case 1: 142 case 1:
158 { 143 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 144 sprintf (styledirname, "/styles/exitstyles/up");
160 style_map_up = find_style (styledirname, exitstyle, -1); 145 style_map_up = find_style (styledirname, exitstyle, -1);
161 sprintf (styledirname, "/styles/exitstyles/down"); 146 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_down = find_style (styledirname, exitstyle, -1); 147 style_map_down = find_style (styledirname, exitstyle, -1);
163 break; 148 break;
164 } 149 }
150
165 case 2: 151 case 2:
166 { 152 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 153 sprintf (styledirname, "/styles/exitstyles/down");
168 style_map_up = find_style (styledirname, exitstyle, -1); 154 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up"); 155 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style (styledirname, exitstyle, -1);
171 break; 157 break;
172 } 158 }
159
173 default: 160 default:
174 { 161 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 162 sprintf (styledirname, "/styles/exitstyles/generic");
176 style_map_up = find_style (styledirname, exitstyle, -1); 163 style_map_up = find_style (styledirname, exitstyle, -1);
177 style_map_down = style_map_up; 164 style_map_down = style_map_up;
178 break; 165 break;
179 } 166 }
180 } 167 }
168
181 if (style_map_up == 0) 169 if (style_map_up == 0)
182 the_exit_up = arch_to_object (archetype::find ("exit")); 170 the_exit_up = arch_to_object (archetype::find ("exit"));
171
183 else 172 else
184 { 173 {
185 object *tmp; 174 object *tmp;
186 175
187 tmp = pick_random_object (style_map_up); 176 tmp = pick_random_object (style_map_up);
190 179
191 /* we need a down exit only if we're recursing. */ 180 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 181 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
193 if (style_map_down == 0) 182 if (style_map_down == 0)
194 the_exit_down = arch_to_object (archetype::find ("exit")); 183 the_exit_down = arch_to_object (archetype::find ("exit"));
184
195 else 185 else
196 { 186 {
197 object *tmp; 187 object *tmp;
198 188
199 tmp = pick_random_object (style_map_down); 189 tmp = pick_random_object (style_map_down);
203 the_exit_down = 0; 193 the_exit_down = 0;
204 194
205 /* set up the up exit */ 195 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x; 196 the_exit_up->stats.hp = RP->origin_x;
207 the_exit_up->stats.sp = RP->origin_y; 197 the_exit_up->stats.sp = RP->origin_y;
208 the_exit_up->slaying = RP->origin_map; 198 the_exit_up->slaying = RP->origin_map;
209 199
210 /* figure out where to put the entrance */ 200 /* figure out where to put the entrance */
211 /* begin a logical block */ 201 /* begin a logical block */
212 { 202 {
213 int i, j;
214
215 /* First, look for a '<' char */ 203 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP); 204 find_in_layout (0, '<', &upx, &upy, maze, RP);
217 205
218 /* next, look for a C, the map center. */ 206 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP); 207 find_in_layout (0, 'C', &cx, &cy, maze, RP);
220 208
221
222 /* if we didn't find an up, find an empty place far from the center */ 209 /* if we didn't find an up, find an empty place far from the center */
223 if (upx == -1 && cx != -1) 210 if (upx == -1 && cx != -1)
224 { 211 {
225 if (cx > RP->Xsize / 2) 212 if (cx > RP->Xsize / 2)
226 upx = 1; 213 upx = 1;
227 else 214 else
228 upx = RP->Xsize - 2; 215 upx = RP->Xsize - 2;
216
229 if (cy > RP->Ysize / 2) 217 if (cy > RP->Ysize / 2)
230 upy = 1; 218 upy = 1;
231 else 219 else
232 upy = RP->Ysize - 2; 220 upy = RP->Ysize - 2;
221
233 /* find an empty place far from the center */ 222 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1) 223 if (upx == 1 && upy == 1)
235 find_in_layout (1, 0, &upx, &upy, maze, RP); 224 find_in_layout (1, 0, &upx, &upy, maze, RP);
236 else if (upx == 1 && upy > 1) 225 else if (upx == 1 && upy > 1)
237 find_in_layout (3, 0, &upx, &upy, maze, RP); 226 find_in_layout (3, 0, &upx, &upy, maze, RP);
247 236
248 the_exit_up->x = upx; 237 the_exit_up->x = upx;
249 the_exit_up->y = upy; 238 the_exit_up->y = upy;
250 239
251 /* surround the exits with notices that this is a random map. */ 240 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++) 241 for (int j = 1; j < 9; j++)
253 { 242 {
254 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 243 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
255 { 244 {
256 random_sign = get_archetype ("sign"); 245 random_sign = get_archetype ("sign");
257 random_sign->x = the_exit_up->x + freearr_x[j]; 246 random_sign->x = the_exit_up->x + freearr_x[j];
258 random_sign->y = the_exit_up->y + freearr_y[j]; 247 random_sign->y = the_exit_up->y + freearr_y[j];
259 248
249 char buf[8192];
260 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); 250 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
261 251
262 random_sign->msg = buf; 252 random_sign->msg = buf;
263 insert_ob_in_map (random_sign, map, NULL, 0); 253 insert_ob_in_map (random_sign, map, NULL, 0);
264 } 254 }
265 } 255 }
256
266 /* Block the exit so things don't get dumped on top of it. */ 257 /* Block the exit so things don't get dumped on top of it. */
267 the_exit_up->move_block = MOVE_ALL; 258 the_exit_up->move_block = MOVE_ALL;
268 259
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 260 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 261 maze[the_exit_up->x][the_exit_up->y] = '<';
271 262
272 /* set the starting x,y for this map */ 263 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 264 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 265 map->enter_y = the_exit_up->y;
275 266
276 /* first, look for a '>' character */ 267 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 268 find_in_layout (0, '>', &downx, &downy, maze, RP);
278 /* if no > is found use C */ 269 /* if no > is found use C */
279 if (downx == -1) 270 if (downx == -1)
288 { 279 {
289 if (upx > RP->Xsize / 2) 280 if (upx > RP->Xsize / 2)
290 downx = 1; 281 downx = 1;
291 else 282 else
292 downx = RP->Xsize - 2; 283 downx = RP->Xsize - 2;
284
293 if (upy > RP->Ysize / 2) 285 if (upy > RP->Ysize / 2)
294 downy = 1; 286 downy = 1;
295 else 287 else
296 downy = RP->Ysize - 2; 288 downy = RP->Ysize - 2;
289
297 /* find an empty place far from the entrance */ 290 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1) 291 if (downx == 1 && downy == 1)
299 find_in_layout (1, 0, &downx, &downy, maze, RP); 292 find_in_layout (1, 0, &downx, &downy, maze, RP);
300 else if (downx == 1 && downy > 1) 293 else if (downx == 1 && downy > 1)
301 find_in_layout (3, 0, &downx, &downy, maze, RP); 294 find_in_layout (3, 0, &downx, &downy, maze, RP);
302 else if (downx > 1 && downy == 1) 295 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP); 296 find_in_layout (2, 0, &downx, &downy, maze, RP);
304 else if (downx > 1 && downy > 1) 297 else if (downx > 1 && downy > 1)
305 find_in_layout (4, 0, &downx, &downy, maze, RP); 298 find_in_layout (4, 0, &downx, &downy, maze, RP);
306
307 } 299 }
300
308 /* no indication of where to place the down exit, so just place it */ 301 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1) 302 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 303 find_in_layout (0, 0, &downx, &downy, maze, RP);
304
311 if (the_exit_down) 305 if (the_exit_down)
312 { 306 {
313 char buf[2048]; 307 char buf[8192];
314 308
315 i = find_first_free_spot (the_exit_down, map, downx, downy); 309 int i = find_first_free_spot (the_exit_down, map, downx, downy);
316 the_exit_down->x = downx + freearr_x[i]; 310 the_exit_down->x = downx + freearr_x[i];
317 the_exit_down->y = downy + freearr_y[i]; 311 the_exit_down->y = downy + freearr_y[i];
318 RP->origin_x = the_exit_down->x; 312 RP->origin_x = the_exit_down->x;
319 RP->origin_y = the_exit_down->y; 313 RP->origin_y = the_exit_down->y;
320 write_map_parameters_to_string (buf, RP); 314 write_map_parameters_to_string (buf, RP);
321 the_exit_down->msg = buf; 315 the_exit_down->msg = buf;
316
322 /* the identifier for making a random map. */ 317 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
324 { 319 {
325 mapstruct *new_map; 320 maptile *new_map;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 321 object *the_exit_back = arch_to_object (the_exit_up->arch);
327 322
328#if 0
329 /* I'm not sure if there was any reason to change the path to the
330 * map other than to maybe make it more descriptive in the 'maps'
331 * command. But changing the map name makes life more complicated,
332 * (has_been_loaded needs to use the new name)
333 */
334
335 char new_map_name[MAX_BUF];
336
337 /* give the final map a name */
338 sprintf (new_map_name, "%sfinal_map", RP->final_map);
339 /* set the exit down. */
340#endif
341 /* load it */ 323 /* load it */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 324 if (!(new_map = maptile::find_sync (RP->final_map)))
343 return; 325 return;
344 326
327 new_map->load_sync ();
328
345 the_exit_down->slaying = RP->final_map; 329 the_exit_down->slaying = RP->final_map;
346 strcpy (new_map->path, RP->final_map);
347 330
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 331 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
349 /* Remove exit back to previous random map. There should only be one 332 /* Remove exit back to previous random map. There should only be one
350 * which is why we break out. To try to process more than one 333 * which is why we break out. To try to process more than one
351 * would require keeping a 'next' pointer, ad free_object kills tmp, which 334 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop. 335 * breaks the for loop.
353 */ 336 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 337 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
355 { 338 {
356 remove_ob (tmp); 339 tmp->destroy ();
357 free_object (tmp);
358 break; 340 break;
359 } 341 }
360 342
361 if (final_map_exit == 1) 343 if (final_map_exit == 1)
362 { 344 {
363 /* setup the exit back */ 345 /* setup the exit back */
364 the_exit_back->slaying = map->path; 346 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 347 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 348 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 349 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 350 the_exit_back->y = new_map->enter_y;
369 351
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 352 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 353 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 354 }
375 else 355 else
376 the_exit_down->slaying = "/!"; 356 the_exit_down->slaying = "/!";
377 357
378 /* Block the exit so things don't get dumped on top of it. */ 358 /* Block the exit so things don't get dumped on top of it. */
379 the_exit_down->move_block = MOVE_ALL; 359 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0); 360 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>'; 361 maze[the_exit_down->x][the_exit_down->y] = '>';
382 } 362 }
383 } 363 }
384
385} 364}
386
387
388 365
389/* this function unblocks the exits. We blocked them to 366/* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other 367 keep things from being dumped on them during the other
391 phases of random map generation. */ 368 phases of random map generation. */
392void 369void
393unblock_exits (mapstruct *map, char **maze, RMParms * RP) 370unblock_exits (maptile *map, char **maze, random_map_params *RP)
394{ 371{
395 int i = 0, j = 0; 372 int i = 0, j = 0;
396 object *walk; 373 object *walk;
397 374
398 for (i = 0; i < RP->Xsize; i++) 375 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++) 376 for (j = 0; j < RP->Ysize; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<') 377 if (maze[i][j] == '>' || maze[i][j] == '<')
401 { 378 {
402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 379 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
403 { 380 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 381 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 { 382 {
406 walk->move_block = MOVE_BLOCK_DEFAULT; 383 walk->move_block = MOVE_BLOCK_DEFAULT;
407 update_object (walk, UP_OBJ_CHANGE); 384 update_object (walk, UP_OBJ_CHANGE);
408 } 385 }
409 } 386 }
410 } 387 }
411} 388}
389

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