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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 1.53 by root, Tue Jan 3 11:25:33 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 <rmg.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-right up-left */
82 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = maze.w - 2; i > 0; 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-left up-right */
96 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = 1; i < maze.w - 1; 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 }
108}
109
110point
111layout::find (char target, int mode)
112{
113 int x, y;
114
115 find_in_layout (mode, target, x, y, *this);
116
117 return point (x, y);
109} 118}
110 119
111/* orientation: 0 means random, 120/* orientation: 0 means random,
112 1 means descending dungeon 121 1 means descending dungeon
113 2 means ascending dungeon 122 2 means ascending dungeon
115 4 means leftward 124 4 means leftward
116 5 means northward 125 5 means northward
117 6 means southward 126 6 means southward
118*/ 127*/
119void 128void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 130{
122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 134 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 */ 135 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 137 int downx = -1, downy = -1;
131 int final_map_exit = 1; 138 int final_map_exit = 1;
132 139
133 if (RP->exit_on_final_map) 140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
134 if (strstr (RP->exit_on_final_map, "no")) 141 if (strstr (eofm, "no"))
135 final_map_exit = 0; 142 final_map_exit = 0;
136 143
137 if (!orientation) 144 if (!orientation)
138 orientation = RANDOM () % 6 + 1; 145 orientation = rmg_rndm (6) + 1;
139 146
140 switch (orientation) 147 switch (orientation)
141 { 148 {
142 case 1: 149 case 1:
143 { 150 {
144 sprintf (styledirname, "/styles/exitstyles/up");
145 style_map_up = find_style (styledirname, exitstyle, -1); 151 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); 152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
148 break; 153 break;
149 } 154 }
150 155
151 case 2: 156 case 2:
152 { 157 {
153 sprintf (styledirname, "/styles/exitstyles/down");
154 style_map_up = find_style (styledirname, exitstyle, -1); 158 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); 159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
157 break; 160 break;
158 } 161 }
159 162
160 default: 163 default:
161 { 164 {
162 sprintf (styledirname, "/styles/exitstyles/generic"); 165 style_map_up =
163 style_map_up = find_style (styledirname, exitstyle, -1); 166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
164 style_map_down = style_map_up;
165 break; 167 break;
166 } 168 }
167 } 169 }
168 170
169 if (style_map_up == 0) 171 the_exit_up = style_map_up
170 the_exit_up = arch_to_object (archetype::find ("exit")); 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 : archetype::get (shstr_exit);
171 174
172 else 175 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 }
179 176
180 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
181 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
182 if (style_map_down == 0) 179 the_exit_down = style_map_down
183 the_exit_down = arch_to_object (archetype::find ("exit")); 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
184 181 : 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 182 else
193 the_exit_down = 0; 183 the_exit_down = 0;
194 184
195 /* set up the up exit */ 185 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
197 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
198 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
199 189
200 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
201 /* begin a logical block */ 191 /* begin a logical block */
202 { 192 {
203 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
205 195
206 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
208 198
209 /* if we didn't find an up, find an empty place far from the center */ 199 /* if we didn't find an up, find an empty place far from the center */
210 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
211 { 201 {
212 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
218 upy = 1; 208 upy = 1;
219 else 209 else
220 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
221 211
222 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
223 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
224 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
225 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
226 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
227 else if (upx > 1 && upy == 1)
228 find_in_layout (2, 0, &upx, &upy, maze, RP);
229 else if (upx > 1 && upy > 1)
230 find_in_layout (4, 0, &upx, &upy, maze, RP);
231 } 217 }
232 218
233 /* no indication of where to place the exit, so just place it. */ 219 /* no indication of where to place the exit, so just place it. */
234 if (upx == -1) 220 if (upx == -1)
235 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
236 222
237 the_exit_up->x = upx; 223 the_exit_up->x = upx;
238 the_exit_up->y = upy; 224 the_exit_up->y = upy;
239 225
240 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
241 for (int j = 1; j < 9; j++) 227 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])) 228 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
244 { 229 {
245 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
246 random_sign->x = the_exit_up->x + freearr_x[j]; 231 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]; 232 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 } 233 }
255 }
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;
259 237
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
263 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
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);
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;
286 downy = 1; 265 downy = 1;
287 else 266 else
288 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
289 268
290 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
291 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
292 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
293 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
294 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
295 else if (downx > 1 && downy == 1)
296 find_in_layout (2, 0, &downx, &downy, maze, RP);
297 else if (downx > 1 && downy > 1)
298 find_in_layout (4, 0, &downx, &downy, maze, RP);
299 } 274 }
300 275
301 /* no indication of where to place the down exit, so just place it */ 276 /* no indication of where to place the down exit, so just place it */
302 if (downx == -1) 277 if (downx == -1)
303 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
304 279
305 if (the_exit_down) 280 if (the_exit_down)
306 { 281 {
307 char buf[8192];
308
309 int i = find_first_free_spot (the_exit_down, map, downx, downy); 282 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
283
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];
286
312 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
313 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
314 write_map_parameters_to_string (buf, RP); 289
315 the_exit_down->msg = buf; 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
316 292
317 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
319 { 295 {
320 maptile *new_map; 296 the_exit_down->msg = 0;
321 object *the_exit_back = arch_to_object (the_exit_up->arch);
322
323 /* load it */
324 if (!(new_map = maptile::find_sync (RP->final_map)))
325 return;
326
327 new_map->load_sync ();
328
329 the_exit_down->slaying = RP->final_map; 297 the_exit_down->slaying = final_map;
330 298
299 if (final_map_exit)
300 if (maptile *new_map = maptile::find_sync (final_map))
301 {
302 object *the_exit_back = the_exit_up->arch->instance ();
303
304 new_map->load_sync ();
305
331 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 306 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 307 /* 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 308 * 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 309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
335 * breaks the for loop. 310 * breaks the for loop.
336 */ 311 */
337 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
338 { 313 {
339 tmp->destroy (); 314 tmp->destroy ();
340 break; 315 break;
341 } 316 }
342 317
343 if (final_map_exit == 1)
344 {
345 /* setup the exit back */ 318 /* setup the exit back */
346 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
347 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
348 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
349 the_exit_back->x = new_map->enter_x; 322 the_exit_back->x = new_map->enter_x;
350 the_exit_back->y = new_map->enter_y; 323 the_exit_back->y = new_map->enter_y;
351 324
352 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
353 } 326 }
354 } 327 }
355 else
356 the_exit_down->slaying = "/!";
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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