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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.12 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.22 by root, Mon Jan 15 15:54:19 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}
110 110
111/* orientation: 0 means random, 111/* orientation: 0 means random,
112 1 means descending dungeon 112 1 means descending dungeon
115 4 means leftward 115 4 means leftward
116 5 means northward 116 5 means northward
117 6 means southward 117 6 means southward
118*/ 118*/
119void 119void
120place_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)
121{ 121{
122 char styledirname[256]; 122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
127 object *random_sign; /* magic mouth saying this is a random map. */ 127 object *random_sign; /* magic mouth saying this is a random map. */
128 char buf[512];
129 int cx = -1, cy = -1; /* location of a map center */ 128 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 129 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 130 int downx = -1, downy = -1;
132 int final_map_exit = 1; 131 int final_map_exit = 1;
133 132
134 if (RP->exit_on_final_map) 133 if (RP->exit_on_final_map)
135 {
136 if (strstr (RP->exit_on_final_map, "no")) 134 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 135 final_map_exit = 0;
138 }
139 136
140 if (orientation == 0) 137 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 138 orientation = RANDOM () % 6 + 1;
142 139
143 switch (orientation) 140 switch (orientation)
144 { 141 {
145 case 1: 142 case 1:
146 { 143 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 144 sprintf (styledirname, "/styles/exitstyles/up");
148 style_map_up = find_style (styledirname, exitstyle, -1); 145 style_map_up = find_style (styledirname, exitstyle, -1);
149 sprintf (styledirname, "/styles/exitstyles/down"); 146 sprintf (styledirname, "/styles/exitstyles/down");
150 style_map_down = find_style (styledirname, exitstyle, -1); 147 style_map_down = find_style (styledirname, exitstyle, -1);
151 break; 148 break;
152 } 149 }
150
153 case 2: 151 case 2:
154 { 152 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 153 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 154 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up"); 155 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style (styledirname, exitstyle, -1);
159 break; 157 break;
160 } 158 }
159
161 default: 160 default:
162 { 161 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 162 sprintf (styledirname, "/styles/exitstyles/generic");
164 style_map_up = find_style (styledirname, exitstyle, -1); 163 style_map_up = find_style (styledirname, exitstyle, -1);
165 style_map_down = style_map_up; 164 style_map_down = style_map_up;
166 break; 165 break;
167 } 166 }
168 } 167 }
168
169 if (style_map_up == 0) 169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit")); 170 the_exit_up = arch_to_object (archetype::find ("exit"));
171
171 else 172 else
172 { 173 {
173 object *tmp; 174 object *tmp;
174 175
175 tmp = pick_random_object (style_map_up); 176 tmp = pick_random_object (style_map_up);
178 179
179 /* we need a down exit only if we're recursing. */ 180 /* we need a down exit only if we're recursing. */
180 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)
181 if (style_map_down == 0) 182 if (style_map_down == 0)
182 the_exit_down = arch_to_object (archetype::find ("exit")); 183 the_exit_down = arch_to_object (archetype::find ("exit"));
184
183 else 185 else
184 { 186 {
185 object *tmp; 187 object *tmp;
186 188
187 tmp = pick_random_object (style_map_down); 189 tmp = pick_random_object (style_map_down);
191 the_exit_down = 0; 193 the_exit_down = 0;
192 194
193 /* set up the up exit */ 195 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x; 196 the_exit_up->stats.hp = RP->origin_x;
195 the_exit_up->stats.sp = RP->origin_y; 197 the_exit_up->stats.sp = RP->origin_y;
196 the_exit_up->slaying = RP->origin_map; 198 the_exit_up->slaying = RP->origin_map;
197 199
198 /* figure out where to put the entrance */ 200 /* figure out where to put the entrance */
199 /* begin a logical block */ 201 /* begin a logical block */
200 { 202 {
201 int i, j;
202
203 /* First, look for a '<' char */ 203 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 204 find_in_layout (0, '<', &upx, &upy, maze, RP);
205 205
206 /* next, look for a C, the map center. */ 206 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 207 find_in_layout (0, 'C', &cx, &cy, maze, RP);
208 208
209
210 /* 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 */
211 if (upx == -1 && cx != -1) 210 if (upx == -1 && cx != -1)
212 { 211 {
213 if (cx > RP->Xsize / 2) 212 if (cx > RP->Xsize / 2)
214 upx = 1; 213 upx = 1;
215 else 214 else
216 upx = RP->Xsize - 2; 215 upx = RP->Xsize - 2;
216
217 if (cy > RP->Ysize / 2) 217 if (cy > RP->Ysize / 2)
218 upy = 1; 218 upy = 1;
219 else 219 else
220 upy = RP->Ysize - 2; 220 upy = RP->Ysize - 2;
221
221 /* find an empty place far from the center */ 222 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 223 if (upx == 1 && upy == 1)
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 224 find_in_layout (1, 0, &upx, &upy, maze, RP);
224 else if (upx == 1 && upy > 1) 225 else if (upx == 1 && upy > 1)
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 226 find_in_layout (3, 0, &upx, &upy, maze, RP);
235 236
236 the_exit_up->x = upx; 237 the_exit_up->x = upx;
237 the_exit_up->y = upy; 238 the_exit_up->y = upy;
238 239
239 /* surround the exits with notices that this is a random map. */ 240 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++) 241 for (int j = 1; j < 9; j++)
241 { 242 {
242 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]))
243 { 244 {
244 random_sign = get_archetype ("sign"); 245 random_sign = get_archetype ("sign");
245 random_sign->x = the_exit_up->x + freearr_x[j]; 246 random_sign->x = the_exit_up->x + freearr_x[j];
246 random_sign->y = the_exit_up->y + freearr_y[j]; 247 random_sign->y = the_exit_up->y + freearr_y[j];
247 248
249 char buf[8192];
248 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);
249 251
250 random_sign->msg = buf; 252 random_sign->msg = buf;
251 insert_ob_in_map (random_sign, map, NULL, 0); 253 insert_ob_in_map (random_sign, map, NULL, 0);
252 } 254 }
253 } 255 }
256
254 /* 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. */
255 the_exit_up->move_block = MOVE_ALL; 258 the_exit_up->move_block = MOVE_ALL;
256 259
257 insert_ob_in_map (the_exit_up, map, NULL, 0); 260 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<'; 261 maze[the_exit_up->x][the_exit_up->y] = '<';
276 { 279 {
277 if (upx > RP->Xsize / 2) 280 if (upx > RP->Xsize / 2)
278 downx = 1; 281 downx = 1;
279 else 282 else
280 downx = RP->Xsize - 2; 283 downx = RP->Xsize - 2;
284
281 if (upy > RP->Ysize / 2) 285 if (upy > RP->Ysize / 2)
282 downy = 1; 286 downy = 1;
283 else 287 else
284 downy = RP->Ysize - 2; 288 downy = RP->Ysize - 2;
289
285 /* find an empty place far from the entrance */ 290 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1) 291 if (downx == 1 && downy == 1)
287 find_in_layout (1, 0, &downx, &downy, maze, RP); 292 find_in_layout (1, 0, &downx, &downy, maze, RP);
288 else if (downx == 1 && downy > 1) 293 else if (downx == 1 && downy > 1)
289 find_in_layout (3, 0, &downx, &downy, maze, RP); 294 find_in_layout (3, 0, &downx, &downy, maze, RP);
290 else if (downx > 1 && downy == 1) 295 else if (downx > 1 && downy == 1)
291 find_in_layout (2, 0, &downx, &downy, maze, RP); 296 find_in_layout (2, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy > 1) 297 else if (downx > 1 && downy > 1)
293 find_in_layout (4, 0, &downx, &downy, maze, RP); 298 find_in_layout (4, 0, &downx, &downy, maze, RP);
294
295 } 299 }
300
296 /* 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 */
297 if (downx == -1) 302 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 303 find_in_layout (0, 0, &downx, &downy, maze, RP);
304
299 if (the_exit_down) 305 if (the_exit_down)
300 { 306 {
301 char buf[2048]; 307 char buf[16384];
302 308
303 i = find_first_free_spot (the_exit_down, map, downx, downy); 309 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
304 the_exit_down->x = downx + freearr_x[i]; 310 the_exit_down->x = downx + freearr_x[i];
305 the_exit_down->y = downy + freearr_y[i]; 311 the_exit_down->y = downy + freearr_y[i];
306 RP->origin_x = the_exit_down->x; 312 RP->origin_x = the_exit_down->x;
307 RP->origin_y = the_exit_down->y; 313 RP->origin_y = the_exit_down->y;
308 write_map_parameters_to_string (buf, RP); 314 write_map_parameters_to_string (buf, RP);
309 the_exit_down->msg = buf; 315 the_exit_down->msg = buf;
316
310 /* the identifier for making a random map. */ 317 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
312 { 319 {
313 maptile *new_map; 320 maptile *new_map;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 321 object *the_exit_back = arch_to_object (the_exit_up->arch);
315 322
316#if 0
317 /* I'm not sure if there was any reason to change the path to the
318 * map other than to maybe make it more descriptive in the 'maps'
319 * command. But changing the map name makes life more complicated,
320 * (has_been_loaded needs to use the new name)
321 */
322
323 char new_map_name[MAX_BUF];
324
325 /* give the final map a name */
326 sprintf (new_map_name, "%sfinal_map", RP->final_map);
327 /* set the exit down. */
328#endif
329 /* load it */ 323 /* load it */
330 if (!(new_map = maptile::find_map (RP->final_map, 0))) 324 if (!(new_map = maptile::find_sync (RP->final_map)))
331 return; 325 return;
332 326
333 new_map->load (); 327 new_map->load_sync ();
334 328
335 the_exit_down->slaying = RP->final_map; 329 the_exit_down->slaying = RP->final_map;
336 330
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 331 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
338 /* 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
339 * 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
340 * 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
341 * breaks the for loop. 335 * breaks the for loop.
342 */ 336 */
343 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))
344 { 338 {
345 tmp->destroy (); 339 tmp->destroy ();
346 break; 340 break;
347 } 341 }
348 342
355 the_exit_back->x = new_map->enter_x; 349 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y; 350 the_exit_back->y = new_map->enter_y;
357 351
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 352 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 353 }
360
361 set_map_timeout (new_map); /* So it gets swapped out */
362 } 354 }
363 else 355 else
364 the_exit_down->slaying = "/!"; 356 the_exit_down->slaying = "/!";
365 357
366 /* 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. */
367 the_exit_down->move_block = MOVE_ALL; 359 the_exit_down->move_block = MOVE_ALL;
368 insert_ob_in_map (the_exit_down, map, NULL, 0); 360 insert_ob_in_map (the_exit_down, map, NULL, 0);
369 maze[the_exit_down->x][the_exit_down->y] = '>'; 361 maze[the_exit_down->x][the_exit_down->y] = '>';
370 } 362 }
371 } 363 }
372
373} 364}
374 365
375/* this function unblocks the exits. We blocked them to 366/* this function unblocks the exits. We blocked them to
376 keep things from being dumped on them during the other 367 keep things from being dumped on them during the other
377 phases of random map generation. */ 368 phases of random map generation. */
378void 369void
379unblock_exits (maptile *map, char **maze, RMParms * RP) 370unblock_exits (maptile *map, char **maze, random_map_params *RP)
380{ 371{
381 int i = 0, j = 0; 372 int i = 0, j = 0;
382 object *walk; 373 object *walk;
383 374
384 for (i = 0; i < RP->Xsize; i++) 375 for (i = 0; i < RP->Xsize; i++)
393 update_object (walk, UP_OBJ_CHANGE); 384 update_object (walk, UP_OBJ_CHANGE);
394 } 385 }
395 } 386 }
396 } 387 }
397} 388}
389

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