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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.14 by root, Sun Dec 31 10:28:36 2006 UTC vs.
Revision 1.29 by root, Fri Apr 11 21:09:53 2008 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <random_map.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <rproto.h> 27#include <rproto.h>
28 28
29
30/* find a character in the layout. fx and fy are pointers to 29/* find a character in the layout. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
32void 31void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
34{ 33{
35 int M; 34 int M;
36 int i, j; 35 int i, j;
37 36
38 *fx = -1; 37 *fx = -1;
39 *fy = -1; 38 *fy = -1;
40 39
41 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 41 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 42 M = rndm (4) + 1;
44 else 43 else
45 M = mode; 44 M = mode;
46 45
47 /* four different search starting points and methods so that 46 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 47 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 48 the same damned thing every time. */
50 switch (M) 49 switch (M)
51 { 50 {
52 case 1: 51 case 1:
53 { /* search from top left down/right */ 52 { /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 53 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 54 for (j = 1; j < RP->Ysize; j++)
56 { 55 {
57 if (layout[i][j] == target) 56 if (layout[i][j] == target)
58 { 57 {
59 *fx = i; 58 *fx = i;
60 *fy = j; 59 *fy = j;
61 return; 60 return;
62 } 61 }
63 } 62 }
64 break; 63 break;
65 } 64 }
66 case 2: 65 case 2:
67 { /* Search from top right down/left */ 66 { /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 68 for (j = 1; j < RP->Ysize - 1; j++)
70 { 69 {
71 if (layout[i][j] == target) 70 if (layout[i][j] == target)
72 { 71 {
73 *fx = i; 72 *fx = i;
74 *fy = j; 73 *fy = j;
75 return; 74 return;
76 } 75 }
77 } 76 }
78 break; 77 break;
79 } 78 }
80 case 3: 79 case 3:
81 { /* search from bottom-left up-right */ 80 { /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 82 for (j = RP->Ysize - 2; j > 0; j--)
84 { 83 {
85 if (layout[i][j] == target) 84 if (layout[i][j] == target)
86 { 85 {
87 *fx = i; 86 *fx = i;
88 *fy = j; 87 *fy = j;
89 return; 88 return;
90 } 89 }
91 } 90 }
92 break; 91 break;
93 } 92 }
94 case 4: 93 case 4:
95 { /* search from bottom-right up-left */ 94 { /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 96 for (j = RP->Ysize - 2; j > 0; j--)
98 { 97 {
99 if (layout[i][j] == target) 98 if (layout[i][j] == target)
100 { 99 {
101 *fx = i; 100 *fx = i;
102 *fy = j; 101 *fy = j;
103 return; 102 return;
104 } 103 }
105 } 104 }
106 break; 105 break;
107 } 106 }
108 } 107 }
109} 108}
110 109
111/* orientation: 0 means random, 110/* orientation: 0 means random,
112 1 means descending dungeon 111 1 means descending dungeon
117 6 means southward 116 6 means southward
118*/ 117*/
119void 118void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
121{ 120{
122 char styledirname[256]; 121 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
127 object *random_sign; /* magic mouth saying this is a random map. */ 126 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 */ 127 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 128 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 129 int downx = -1, downy = -1;
132 int final_map_exit = 1; 130 int final_map_exit = 1;
133 131
134 if (RP->exit_on_final_map) 132 if (RP->exit_on_final_map)
135 {
136 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 134 final_map_exit = 0;
138 }
139 135
140 if (orientation == 0) 136 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 137 orientation = rndm (6) + 1;
142 138
143 switch (orientation) 139 switch (orientation)
144 { 140 {
145 case 1: 141 case 1:
146 { 142 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 143 sprintf (styledirname, "/styles/exitstyles/up");
148 style_map_up = find_style (styledirname, exitstyle, -1); 144 style_map_up = find_style (styledirname, exitstyle, -1);
149 sprintf (styledirname, "/styles/exitstyles/down"); 145 sprintf (styledirname, "/styles/exitstyles/down");
150 style_map_down = find_style (styledirname, exitstyle, -1); 146 style_map_down = find_style (styledirname, exitstyle, -1);
151 break; 147 break;
152 } 148 }
149
153 case 2: 150 case 2:
154 { 151 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 152 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 153 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up"); 154 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 155 style_map_down = find_style (styledirname, exitstyle, -1);
159 break; 156 break;
160 } 157 }
158
161 default: 159 default:
162 { 160 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 161 sprintf (styledirname, "/styles/exitstyles/generic");
164 style_map_up = find_style (styledirname, exitstyle, -1); 162 style_map_up = find_style (styledirname, exitstyle, -1);
165 style_map_down = style_map_up; 163 style_map_down = style_map_up;
166 break; 164 break;
167 } 165 }
168 } 166 }
167
169 if (style_map_up == 0) 168 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit")); 169 the_exit_up = arch_to_object (archetype::find ("exit"));
170
171 else 171 else
172 { 172 {
173 object *tmp; 173 object *tmp;
174 174
175 tmp = pick_random_object (style_map_up); 175 tmp = style_map_up->pick_random_object ();
176 the_exit_up = arch_to_object (tmp->arch); 176 the_exit_up = arch_to_object (tmp->arch);
177 } 177 }
178 178
179 /* we need a down exit only if we're recursing. */ 179 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
181 if (style_map_down == 0) 181 if (style_map_down == 0)
182 the_exit_down = arch_to_object (archetype::find ("exit")); 182 the_exit_down = arch_to_object (archetype::find ("exit"));
183
183 else 184 else
184 { 185 {
185 object *tmp; 186 object *tmp;
186 187
187 tmp = pick_random_object (style_map_down); 188 tmp = style_map_down->pick_random_object ();
188 the_exit_down = arch_to_object (tmp->arch); 189 the_exit_down = arch_to_object (tmp->arch);
189 } 190 }
190 else 191 else
191 the_exit_down = 0; 192 the_exit_down = 0;
192 193
193 /* set up the up exit */ 194 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x; 195 the_exit_up->stats.hp = RP->origin_x;
195 the_exit_up->stats.sp = RP->origin_y; 196 the_exit_up->stats.sp = RP->origin_y;
196 the_exit_up->slaying = RP->origin_map; 197 the_exit_up->slaying = RP->origin_map;
197 198
198 /* figure out where to put the entrance */ 199 /* figure out where to put the entrance */
199 /* begin a logical block */ 200 /* begin a logical block */
200 { 201 {
201 int i, j;
202
203 /* First, look for a '<' char */ 202 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 203 find_in_layout (0, '<', &upx, &upy, maze, RP);
205 204
206 /* next, look for a C, the map center. */ 205 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 206 find_in_layout (0, 'C', &cx, &cy, maze, RP);
208 207
209
210 /* if we didn't find an up, find an empty place far from the center */ 208 /* if we didn't find an up, find an empty place far from the center */
211 if (upx == -1 && cx != -1) 209 if (upx == -1 && cx != -1)
212 { 210 {
213 if (cx > RP->Xsize / 2) 211 if (cx > RP->Xsize / 2)
214 upx = 1; 212 upx = 1;
215 else 213 else
216 upx = RP->Xsize - 2; 214 upx = RP->Xsize - 2;
215
217 if (cy > RP->Ysize / 2) 216 if (cy > RP->Ysize / 2)
218 upy = 1; 217 upy = 1;
219 else 218 else
220 upy = RP->Ysize - 2; 219 upy = RP->Ysize - 2;
220
221 /* find an empty place far from the center */ 221 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 222 if (upx == 1 && upy == 1)
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 223 find_in_layout (1, 0, &upx, &upy, maze, RP);
224 else if (upx == 1 && upy > 1) 224 else if (upx == 1 && upy > 1)
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 225 find_in_layout (3, 0, &upx, &upy, maze, RP);
235 235
236 the_exit_up->x = upx; 236 the_exit_up->x = upx;
237 the_exit_up->y = upy; 237 the_exit_up->y = upy;
238 238
239 /* surround the exits with notices that this is a random map. */ 239 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++) 240 for (int j = 1; j < 9; j++)
241 { 241 {
242 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 242 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
243 { 243 {
244 random_sign = get_archetype ("sign"); 244 random_sign = get_archetype ("sign");
245 random_sign->x = the_exit_up->x + freearr_x[j]; 245 random_sign->x = the_exit_up->x + freearr_x[j];
246 random_sign->y = the_exit_up->y + freearr_y[j]; 246 random_sign->y = the_exit_up->y + freearr_y[j];
247 247
248 char buf[8192];
248 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); 249 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
249 250
250 random_sign->msg = buf; 251 random_sign->msg = buf;
251 insert_ob_in_map (random_sign, map, NULL, 0); 252 insert_ob_in_map (random_sign, map, NULL, 0);
252 } 253 }
253 } 254 }
255
254 /* Block the exit so things don't get dumped on top of it. */ 256 /* Block the exit so things don't get dumped on top of it. */
255 the_exit_up->move_block = MOVE_ALL; 257 the_exit_up->move_block = MOVE_ALL;
256 258
257 insert_ob_in_map (the_exit_up, map, NULL, 0); 259 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<'; 260 maze[the_exit_up->x][the_exit_up->y] = '<';
276 { 278 {
277 if (upx > RP->Xsize / 2) 279 if (upx > RP->Xsize / 2)
278 downx = 1; 280 downx = 1;
279 else 281 else
280 downx = RP->Xsize - 2; 282 downx = RP->Xsize - 2;
283
281 if (upy > RP->Ysize / 2) 284 if (upy > RP->Ysize / 2)
282 downy = 1; 285 downy = 1;
283 else 286 else
284 downy = RP->Ysize - 2; 287 downy = RP->Ysize - 2;
288
285 /* find an empty place far from the entrance */ 289 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1) 290 if (downx == 1 && downy == 1)
287 find_in_layout (1, 0, &downx, &downy, maze, RP); 291 find_in_layout (1, 0, &downx, &downy, maze, RP);
288 else if (downx == 1 && downy > 1) 292 else if (downx == 1 && downy > 1)
289 find_in_layout (3, 0, &downx, &downy, maze, RP); 293 find_in_layout (3, 0, &downx, &downy, maze, RP);
290 else if (downx > 1 && downy == 1) 294 else if (downx > 1 && downy == 1)
291 find_in_layout (2, 0, &downx, &downy, maze, RP); 295 find_in_layout (2, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy > 1) 296 else if (downx > 1 && downy > 1)
293 find_in_layout (4, 0, &downx, &downy, maze, RP); 297 find_in_layout (4, 0, &downx, &downy, maze, RP);
294
295 } 298 }
299
296 /* no indication of where to place the down exit, so just place it */ 300 /* no indication of where to place the down exit, so just place it */
297 if (downx == -1) 301 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 302 find_in_layout (0, 0, &downx, &downy, maze, RP);
303
299 if (the_exit_down) 304 if (the_exit_down)
300 { 305 {
301 char buf[2048]; 306 char buf[16384];
302 307
303 i = find_first_free_spot (the_exit_down, map, downx, downy); 308 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
304 the_exit_down->x = downx + freearr_x[i]; 309 the_exit_down->x = downx + freearr_x[i];
305 the_exit_down->y = downy + freearr_y[i]; 310 the_exit_down->y = downy + freearr_y[i];
306 RP->origin_x = the_exit_down->x; 311 RP->origin_x = the_exit_down->x;
307 RP->origin_y = the_exit_down->y; 312 RP->origin_y = the_exit_down->y;
308 write_map_parameters_to_string (buf, RP); 313 write_map_parameters_to_string (buf, RP);
309 the_exit_down->msg = buf; 314 the_exit_down->msg = buf;
315
310 /* the identifier for making a random map. */ 316 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
312 { 318 {
313 maptile *new_map; 319 maptile *new_map;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 320 object *the_exit_back = arch_to_object (the_exit_up->arch);
315 321
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 */ 322 /* load it */
330 if (!(new_map = maptile::load_map_sync (RP->final_map))) 323 if (!(new_map = maptile::find_sync (RP->final_map)))
331 return; 324 return;
332 325
326 new_map->load_sync ();
327
333 the_exit_down->slaying = RP->final_map; 328 the_exit_down->slaying = RP->final_map;
334 329
335 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 330 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
336 /* Remove exit back to previous random map. There should only be one 331 /* Remove exit back to previous random map. There should only be one
337 * which is why we break out. To try to process more than one 332 * which is why we break out. To try to process more than one
338 * would require keeping a 'next' pointer, ad free_object kills tmp, which 333 * would require keeping a 'next' pointer, ad free_object kills tmp, which
339 * breaks the for loop. 334 * breaks the for loop.
340 */ 335 */
341 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 336 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
342 { 337 {
343 tmp->destroy (); 338 tmp->destroy ();
344 break; 339 break;
345 } 340 }
346 341
363 the_exit_down->move_block = MOVE_ALL; 358 the_exit_down->move_block = MOVE_ALL;
364 insert_ob_in_map (the_exit_down, map, NULL, 0); 359 insert_ob_in_map (the_exit_down, map, NULL, 0);
365 maze[the_exit_down->x][the_exit_down->y] = '>'; 360 maze[the_exit_down->x][the_exit_down->y] = '>';
366 } 361 }
367 } 362 }
368
369} 363}
370 364
371/* this function unblocks the exits. We blocked them to 365/* this function unblocks the exits. We blocked them to
372 keep things from being dumped on them during the other 366 keep things from being dumped on them during the other
373 phases of random map generation. */ 367 phases of random map generation. */
374void 368void
375unblock_exits (maptile *map, char **maze, random_map_params * RP) 369unblock_exits (maptile *map, char **maze, random_map_params *RP)
376{ 370{
377 int i = 0, j = 0; 371 int i = 0, j = 0;
378 object *walk; 372 object *walk;
379 373
380 for (i = 0; i < RP->Xsize; i++) 374 for (i = 0; i < RP->Xsize; i++)
383 { 377 {
384 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 378 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
385 { 379 {
386 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
387 { 381 {
388 walk->move_block = MOVE_BLOCK_DEFAULT; 382 walk->move_block = 0;
389 update_object (walk, UP_OBJ_CHANGE); 383 update_object (walk, UP_OBJ_CHANGE);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
388

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