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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 1.57 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <random_map.h> 27#include <rmg.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <rproto.h> 29#include <rproto.h>
29 30
30/* find a character in the layout. fx and fy are pointers to 31/* find a character in the maze. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
32void 33static void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
34{ 35{
35 int M; 36 int M;
36 int i, j; 37 int i, j;
37 38
38 *fx = -1; 39 fx = -1;
39 *fy = -1; 40 fy = -1;
40 41
41 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 44 M = rmg_rndm (4) + 1;
44 else 45 else
45 M = mode; 46 M = mode;
46 47
47 /* four different search starting points and methods so that 48 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 49 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 50 the same damned thing every time. */
50 switch (M) 51 switch (M)
51 { 52 {
52 case 1: 53 case 1:
53 { /* search from top left down/right */ 54 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
56 { 57 {
57 if (layout[i][j] == target) 58 if (maze[i][j] == target)
58 { 59 {
59 *fx = i; 60 fx = i;
60 *fy = j; 61 fy = j;
61 return; 62 return;
62 } 63 }
63 } 64 }
64 break; 65 break;
65 } 66
66 case 2: 67 case 2:
67 { /* Search from top right down/left */ 68 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 69 for (i = maze.w - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 70 for (j = 1; j < maze.h - 1; j++)
70 { 71 {
71 if (layout[i][j] == target) 72 if (maze[i][j] == target)
72 { 73 {
73 *fx = i; 74 fx = i;
74 *fy = j; 75 fy = j;
75 return; 76 return;
76 } 77 }
77 } 78 }
78 break; 79 break;
79 } 80
80 case 3: 81 case 3:
81 { /* search from bottom-left up-right */ 82 /* search from bottom-right up-left */
82 for (i = 1; i < RP->Xsize - 1; i++) 83 for (i = maze.w - 2; i > 0; i--)
83 for (j = RP->Ysize - 2; j > 0; j--) 84 for (j = maze.h - 2; j > 0; j--)
84 { 85 {
85 if (layout[i][j] == target) 86 if (maze[i][j] == target)
86 { 87 {
87 *fx = i; 88 fx = i;
88 *fy = j; 89 fy = j;
89 return; 90 return;
90 } 91 }
91 } 92 }
92 break; 93 break;
93 } 94
94 case 4: 95 case 4:
95 { /* search from bottom-right up-left */ 96 /* search from bottom-left up-right */
96 for (i = RP->Xsize - 2; i > 0; i--) 97 for (i = 1; i < maze.w - 1; i++)
97 for (j = RP->Ysize - 2; j > 0; j--) 98 for (j = maze.h - 2; j > 0; j--)
98 { 99 {
99 if (layout[i][j] == target) 100 if (maze[i][j] == target)
100 { 101 {
101 *fx = i; 102 fx = i;
102 *fy = j; 103 fy = j;
103 return; 104 return;
104 } 105 }
105 } 106 }
106 break; 107 break;
107 }
108 } 108 }
109}
110
111point
112layout::find (char target, int mode)
113{
114 int x, y;
115
116 find_in_layout (mode, target, x, y, *this);
117
118 return point (x, y);
109} 119}
110 120
111/* orientation: 0 means random, 121/* orientation: 0 means random,
112 1 means descending dungeon 122 1 means descending dungeon
113 2 means ascending dungeon 123 2 means ascending dungeon
115 4 means leftward 125 4 means leftward
116 5 means northward 126 5 means northward
117 6 means southward 127 6 means southward
118*/ 128*/
119void 129void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 131{
122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 135 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 */ 136 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
131 int final_map_exit = 1; 139 int final_map_exit = 1;
132 140
133 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
134 if (strstr (RP->exit_on_final_map, "no")) 142 if (strstr (eofm, "no"))
135 final_map_exit = 0; 143 final_map_exit = 0;
136 144
137 if (!orientation) 145 if (!orientation)
138 orientation = RANDOM () % 6 + 1; 146 orientation = rmg_rndm (6) + 1;
139 147
140 switch (orientation) 148 switch (orientation)
141 { 149 {
142 case 1: 150 case 1:
143 { 151 {
144 sprintf (styledirname, "/styles/exitstyles/up");
145 style_map_up = find_style (styledirname, exitstyle, -1); 152 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); 153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
148 break; 154 break;
149 } 155 }
150 156
151 case 2: 157 case 2:
152 { 158 {
153 sprintf (styledirname, "/styles/exitstyles/down");
154 style_map_up = find_style (styledirname, exitstyle, -1); 159 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); 160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
157 break; 161 break;
158 } 162 }
159 163
160 default: 164 default:
161 { 165 {
162 sprintf (styledirname, "/styles/exitstyles/generic"); 166 style_map_up =
163 style_map_up = find_style (styledirname, exitstyle, -1); 167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
164 style_map_down = style_map_up;
165 break; 168 break;
166 } 169 }
167 } 170 }
168 171
169 if (style_map_up == 0) 172 the_exit_up = style_map_up
170 the_exit_up = arch_to_object (archetype::find ("exit")); 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
174 : archetype::get (shstr_exit);
171 175
172 else 176 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 }
179 177
180 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
181 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
182 if (style_map_down == 0) 180 the_exit_down = style_map_down
183 the_exit_down = arch_to_object (archetype::find ("exit")); 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
184 182 : 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 183 else
193 the_exit_down = 0; 184 the_exit_down = 0;
194 185
195 /* set up the up exit */ 186 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
197 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
198 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
199 190
200 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
201 /* begin a logical block */ 192 /* begin a logical block */
202 { 193 {
203 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
205 196
206 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
208 199
209 /* if we didn't find an up, find an empty place far from the center */ 200 /* if we didn't find an up, find an empty place far from the center */
210 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
211 { 202 {
212 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
218 upy = 1; 209 upy = 1;
219 else 210 else
220 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
221 212
222 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
223 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
224 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
225 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
226 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 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 } 218 }
232 219
233 /* no indication of where to place the exit, so just place it. */ 220 /* no indication of where to place the exit, so just place it. */
234 if (upx == -1) 221 if (upx == -1)
235 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
236 223
237 the_exit_up->x = upx; 224 the_exit_up->x = upx;
238 the_exit_up->y = upy; 225 the_exit_up->y = upy;
239 226
240 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
241 for (int j = 1; j < 9; j++) 228 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])) 229 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
244 { 230 {
245 random_sign = get_archetype ("sign"); 231 object *random_sign = archetype::get (shstr_sign);
246 random_sign->x = the_exit_up->x + freearr_x[j]; 232 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]; 233 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (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 } 234 }
255 }
256 235
257 /* Block the exit so things don't get dumped on top of it. */ 236 /* Block the exit so things don't get dumped on top of it. */
258 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
259 238
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
263 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
264 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
266 245
267 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
248
269 /* if no > is found use C */ 249 /* if no > is found use C */
270 if (downx == -1) 250 if (downx == -1)
271 { 251 {
272 downx = cx; 252 downx = cx;
273 downy = cy; 253 downy = cy;
286 downy = 1; 266 downy = 1;
287 else 267 else
288 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
289 269
290 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
291 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
292 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
293 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
294 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 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 } 275 }
300 276
301 /* no indication of where to place the down exit, so just place it */ 277 /* no indication of where to place the down exit, so just place it */
302 if (downx == -1) 278 if (downx == -1)
303 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
304 280
305 if (the_exit_down) 281 if (the_exit_down)
306 { 282 {
307 char buf[8192];
308
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);
284
310 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
311 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
312 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
313 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
314 write_map_parameters_to_string (buf, RP); 290
315 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
316 293
317 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
319 { 296 {
320 maptile *new_map; 297 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; 298 the_exit_down->slaying = final_map;
330 299
300 if (final_map_exit)
301 if (maptile *new_map = maptile::find_sync (final_map))
302 {
303 object *the_exit_back = the_exit_up->arch->instance ();
304
305 new_map->load_sync ();
306
331 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 307 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 308 /* 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 309 * 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 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
335 * breaks the for loop. 311 * breaks the for loop.
336 */ 312 */
337 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
338 { 314 {
339 tmp->destroy (); 315 tmp->destroy ();
340 break; 316 break;
341 } 317 }
342 318
343 if (final_map_exit == 1)
344 {
345 /* setup the exit back */ 319 /* setup the exit back */
346 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
347 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
348 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
349 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
350 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
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
356 the_exit_down->slaying = "/!";
357 329
358 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
359 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
360 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
361 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
365 337
366/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
367 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
368 phases of random map generation. */ 340 phases of random map generation. */
369void 341void
370unblock_exits (maptile *map, char **maze, random_map_params *RP) 342unblock_exits (maptile *map, layout &maze)
371{ 343{
372 int i = 0, j = 0; 344 int i = 0, j = 0;
373 object *walk; 345 object *walk;
374 346
375 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
376 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
377 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
378 { 350 {
379 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
380 { 352 {
381 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
382 { 354 {
383 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
384 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
385 } 357 }
386 } 358 }
387 } 359 }
388} 360}

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