ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/exit.C
(Generate patch)

Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.9 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.20 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 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
8 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
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 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 32void
33find_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)
34{ 34{
35 int M; 35 int M;
36 int i, j; 36 int i, j;
37 37
38 *fx = -1; 38 *fx = -1;
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
111
112
113
114
115 110
116/* orientation: 0 means random, 111/* orientation: 0 means random,
117 1 means descending dungeon 112 1 means descending dungeon
118 2 means ascending dungeon 113 2 means ascending dungeon
119 3 means rightward 114 3 means rightward
120 4 means leftward 115 4 means leftward
121 5 means northward 116 5 means northward
122 6 means southward 117 6 means southward
123*/ 118*/
124
125void 119void
126place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
127{ 121{
128 char styledirname[256]; 122 char styledirname[1024];
129 maptile *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
133 object *random_sign; /* magic mouth saying this is a random map. */ 127 object *random_sign; /* magic mouth saying this is a random map. */
134 char buf[512];
135 int cx = -1, cy = -1; /* location of a map center */ 128 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */ 129 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1; 130 int downx = -1, downy = -1;
138 int final_map_exit = 1; 131 int final_map_exit = 1;
139 132
140 if (RP->exit_on_final_map) 133 if (RP->exit_on_final_map)
141 {
142 if (strstr (RP->exit_on_final_map, "no")) 134 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0; 135 final_map_exit = 0;
144 }
145 136
146 if (orientation == 0) 137 if (!orientation)
147 orientation = RANDOM () % 6 + 1; 138 orientation = RANDOM () % 6 + 1;
148 139
149 switch (orientation) 140 switch (orientation)
150 { 141 {
151 case 1: 142 case 1:
152 { 143 {
153 sprintf (styledirname, "/styles/exitstyles/up"); 144 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_up = find_style (styledirname, exitstyle, -1); 145 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/down"); 146 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_down = find_style (styledirname, exitstyle, -1); 147 style_map_down = find_style (styledirname, exitstyle, -1);
157 break; 148 break;
158 } 149 }
150
159 case 2: 151 case 2:
160 { 152 {
161 sprintf (styledirname, "/styles/exitstyles/down"); 153 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_up = find_style (styledirname, exitstyle, -1); 154 style_map_up = find_style (styledirname, exitstyle, -1);
163 sprintf (styledirname, "/styles/exitstyles/up"); 155 sprintf (styledirname, "/styles/exitstyles/up");
164 style_map_down = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style (styledirname, exitstyle, -1);
165 break; 157 break;
166 } 158 }
159
167 default: 160 default:
168 { 161 {
169 sprintf (styledirname, "/styles/exitstyles/generic"); 162 sprintf (styledirname, "/styles/exitstyles/generic");
170 style_map_up = find_style (styledirname, exitstyle, -1); 163 style_map_up = find_style (styledirname, exitstyle, -1);
171 style_map_down = style_map_up; 164 style_map_down = style_map_up;
172 break; 165 break;
173 } 166 }
174 } 167 }
168
175 if (style_map_up == 0) 169 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit")); 170 the_exit_up = arch_to_object (archetype::find ("exit"));
171
177 else 172 else
178 { 173 {
179 object *tmp; 174 object *tmp;
180 175
181 tmp = pick_random_object (style_map_up); 176 tmp = pick_random_object (style_map_up);
184 179
185 /* we need a down exit only if we're recursing. */ 180 /* we need a down exit only if we're recursing. */
186 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)
187 if (style_map_down == 0) 182 if (style_map_down == 0)
188 the_exit_down = arch_to_object (archetype::find ("exit")); 183 the_exit_down = arch_to_object (archetype::find ("exit"));
184
189 else 185 else
190 { 186 {
191 object *tmp; 187 object *tmp;
192 188
193 tmp = pick_random_object (style_map_down); 189 tmp = pick_random_object (style_map_down);
197 the_exit_down = 0; 193 the_exit_down = 0;
198 194
199 /* set up the up exit */ 195 /* set up the up exit */
200 the_exit_up->stats.hp = RP->origin_x; 196 the_exit_up->stats.hp = RP->origin_x;
201 the_exit_up->stats.sp = RP->origin_y; 197 the_exit_up->stats.sp = RP->origin_y;
202 the_exit_up->slaying = RP->origin_map; 198 the_exit_up->slaying = RP->origin_map;
203 199
204 /* figure out where to put the entrance */ 200 /* figure out where to put the entrance */
205 /* begin a logical block */ 201 /* begin a logical block */
206 { 202 {
207 int i, j;
208
209 /* First, look for a '<' char */ 203 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP); 204 find_in_layout (0, '<', &upx, &upy, maze, RP);
211 205
212 /* next, look for a C, the map center. */ 206 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP); 207 find_in_layout (0, 'C', &cx, &cy, maze, RP);
214 208
215
216 /* 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 */
217 if (upx == -1 && cx != -1) 210 if (upx == -1 && cx != -1)
218 { 211 {
219 if (cx > RP->Xsize / 2) 212 if (cx > RP->Xsize / 2)
220 upx = 1; 213 upx = 1;
221 else 214 else
222 upx = RP->Xsize - 2; 215 upx = RP->Xsize - 2;
216
223 if (cy > RP->Ysize / 2) 217 if (cy > RP->Ysize / 2)
224 upy = 1; 218 upy = 1;
225 else 219 else
226 upy = RP->Ysize - 2; 220 upy = RP->Ysize - 2;
221
227 /* find an empty place far from the center */ 222 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1) 223 if (upx == 1 && upy == 1)
229 find_in_layout (1, 0, &upx, &upy, maze, RP); 224 find_in_layout (1, 0, &upx, &upy, maze, RP);
230 else if (upx == 1 && upy > 1) 225 else if (upx == 1 && upy > 1)
231 find_in_layout (3, 0, &upx, &upy, maze, RP); 226 find_in_layout (3, 0, &upx, &upy, maze, RP);
241 236
242 the_exit_up->x = upx; 237 the_exit_up->x = upx;
243 the_exit_up->y = upy; 238 the_exit_up->y = upy;
244 239
245 /* surround the exits with notices that this is a random map. */ 240 /* surround the exits with notices that this is a random map. */
246 for (j = 1; j < 9; j++) 241 for (int j = 1; j < 9; j++)
247 { 242 {
248 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]))
249 { 244 {
250 random_sign = get_archetype ("sign"); 245 random_sign = get_archetype ("sign");
251 random_sign->x = the_exit_up->x + freearr_x[j]; 246 random_sign->x = the_exit_up->x + freearr_x[j];
252 random_sign->y = the_exit_up->y + freearr_y[j]; 247 random_sign->y = the_exit_up->y + freearr_y[j];
253 248
249 char buf[8192];
254 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);
255 251
256 random_sign->msg = buf; 252 random_sign->msg = buf;
257 insert_ob_in_map (random_sign, map, NULL, 0); 253 insert_ob_in_map (random_sign, map, NULL, 0);
258 } 254 }
259 } 255 }
256
260 /* 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. */
261 the_exit_up->move_block = MOVE_ALL; 258 the_exit_up->move_block = MOVE_ALL;
262 259
263 insert_ob_in_map (the_exit_up, map, NULL, 0); 260 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<'; 261 maze[the_exit_up->x][the_exit_up->y] = '<';
265 262
266 /* set the starting x,y for this map */ 263 /* set the starting x,y for this map */
267 MAP_ENTER_X (map) = the_exit_up->x; 264 map->enter_x = the_exit_up->x;
268 MAP_ENTER_Y (map) = the_exit_up->y; 265 map->enter_y = the_exit_up->y;
269 266
270 /* first, look for a '>' character */ 267 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP); 268 find_in_layout (0, '>', &downx, &downy, maze, RP);
272 /* if no > is found use C */ 269 /* if no > is found use C */
273 if (downx == -1) 270 if (downx == -1)
282 { 279 {
283 if (upx > RP->Xsize / 2) 280 if (upx > RP->Xsize / 2)
284 downx = 1; 281 downx = 1;
285 else 282 else
286 downx = RP->Xsize - 2; 283 downx = RP->Xsize - 2;
284
287 if (upy > RP->Ysize / 2) 285 if (upy > RP->Ysize / 2)
288 downy = 1; 286 downy = 1;
289 else 287 else
290 downy = RP->Ysize - 2; 288 downy = RP->Ysize - 2;
289
291 /* find an empty place far from the entrance */ 290 /* find an empty place far from the entrance */
292 if (downx == 1 && downy == 1) 291 if (downx == 1 && downy == 1)
293 find_in_layout (1, 0, &downx, &downy, maze, RP); 292 find_in_layout (1, 0, &downx, &downy, maze, RP);
294 else if (downx == 1 && downy > 1) 293 else if (downx == 1 && downy > 1)
295 find_in_layout (3, 0, &downx, &downy, maze, RP); 294 find_in_layout (3, 0, &downx, &downy, maze, RP);
296 else if (downx > 1 && downy == 1) 295 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP); 296 find_in_layout (2, 0, &downx, &downy, maze, RP);
298 else if (downx > 1 && downy > 1) 297 else if (downx > 1 && downy > 1)
299 find_in_layout (4, 0, &downx, &downy, maze, RP); 298 find_in_layout (4, 0, &downx, &downy, maze, RP);
300
301 } 299 }
300
302 /* 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 */
303 if (downx == -1) 302 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 303 find_in_layout (0, 0, &downx, &downy, maze, RP);
304
305 if (the_exit_down) 305 if (the_exit_down)
306 { 306 {
307 char buf[2048]; 307 char buf[8192];
308 308
309 i = find_first_free_spot (the_exit_down, map, downx, downy); 309 int i = find_first_free_spot (the_exit_down, map, downx, downy);
310 the_exit_down->x = downx + freearr_x[i]; 310 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 311 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 312 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 313 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 314 write_map_parameters_to_string (buf, RP);
315 the_exit_down->msg = buf; 315 the_exit_down->msg = buf;
316
316 /* the identifier for making a random map. */ 317 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 { 319 {
319 maptile *new_map; 320 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 321 object *the_exit_back = arch_to_object (the_exit_up->arch);
321 322
322#if 0
323 /* I'm not sure if there was any reason to change the path to the
324 * map other than to maybe make it more descriptive in the 'maps'
325 * command. But changing the map name makes life more complicated,
326 * (has_been_loaded needs to use the new name)
327 */
328
329 char new_map_name[MAX_BUF];
330
331 /* give the final map a name */
332 sprintf (new_map_name, "%sfinal_map", RP->final_map);
333 /* set the exit down. */
334#endif
335 /* load it */ 323 /* load it */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 324 if (!(new_map = maptile::find_sync (RP->final_map)))
337 return; 325 return;
338 326
327 new_map->load_sync ();
328
339 the_exit_down->slaying = RP->final_map; 329 the_exit_down->slaying = RP->final_map;
340 strcpy (new_map->path, RP->final_map);
341 330
342 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)
343 /* 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
344 * 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
345 * 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
346 * breaks the for loop. 335 * breaks the for loop.
347 */ 336 */
348 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))
349 { 338 {
350 tmp->remove ();
351 tmp->destroy (); 339 tmp->destroy ();
352 break; 340 break;
353 } 341 }
354 342
355 if (final_map_exit == 1) 343 if (final_map_exit == 1)
356 { 344 {
357 /* setup the exit back */ 345 /* setup the exit back */
358 the_exit_back->slaying = map->path; 346 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 347 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 348 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = MAP_ENTER_X (new_map); 349 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = MAP_ENTER_Y (new_map); 350 the_exit_back->y = new_map->enter_y;
363 351
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 352 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 353 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 354 }
369 else 355 else
370 the_exit_down->slaying = "/!"; 356 the_exit_down->slaying = "/!";
371 357
372 /* 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. */
373 the_exit_down->move_block = MOVE_ALL; 359 the_exit_down->move_block = MOVE_ALL;
374 insert_ob_in_map (the_exit_down, map, NULL, 0); 360 insert_ob_in_map (the_exit_down, map, NULL, 0);
375 maze[the_exit_down->x][the_exit_down->y] = '>'; 361 maze[the_exit_down->x][the_exit_down->y] = '>';
376 } 362 }
377 } 363 }
378
379} 364}
380
381
382 365
383/* this function unblocks the exits. We blocked them to 366/* this function unblocks the exits. We blocked them to
384 keep things from being dumped on them during the other 367 keep things from being dumped on them during the other
385 phases of random map generation. */ 368 phases of random map generation. */
386void 369void
387unblock_exits (maptile *map, char **maze, RMParms * RP) 370unblock_exits (maptile *map, char **maze, random_map_params *RP)
388{ 371{
389 int i = 0, j = 0; 372 int i = 0, j = 0;
390 object *walk; 373 object *walk;
391 374
392 for (i = 0; i < RP->Xsize; i++) 375 for (i = 0; i < RP->Xsize; i++)
393 for (j = 0; j < RP->Ysize; j++) 376 for (j = 0; j < RP->Ysize; j++)
394 if (maze[i][j] == '>' || maze[i][j] == '<') 377 if (maze[i][j] == '>' || maze[i][j] == '<')
395 { 378 {
396 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)
397 { 380 {
398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 381 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 { 382 {
400 walk->move_block = MOVE_BLOCK_DEFAULT; 383 walk->move_block = MOVE_BLOCK_DEFAULT;
401 update_object (walk, UP_OBJ_CHANGE); 384 update_object (walk, UP_OBJ_CHANGE);
402 } 385 }
403 } 386 }
404 } 387 }
405} 388}
389

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines