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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.29 by root, Fri Apr 11 21:09:53 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your 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 GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <random_map.h> 25#include <random_map.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <rproto.h> 27#include <rproto.h>
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
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 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 134 final_map_exit = 0;
137 135
138 if (!orientation) 136 if (!orientation)
139 orientation = RANDOM () % 6 + 1; 137 orientation = rndm (6) + 1;
140 138
141 switch (orientation) 139 switch (orientation)
142 { 140 {
143 case 1: 141 case 1:
144 { 142 {
172 170
173 else 171 else
174 { 172 {
175 object *tmp; 173 object *tmp;
176 174
177 tmp = pick_random_object (style_map_up); 175 tmp = style_map_up->pick_random_object ();
178 the_exit_up = arch_to_object (tmp->arch); 176 the_exit_up = arch_to_object (tmp->arch);
179 } 177 }
180 178
181 /* we need a down exit only if we're recursing. */ 179 /* we need a down exit only if we're recursing. */
182 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)
185 183
186 else 184 else
187 { 185 {
188 object *tmp; 186 object *tmp;
189 187
190 tmp = pick_random_object (style_map_down); 188 tmp = style_map_down->pick_random_object ();
191 the_exit_down = arch_to_object (tmp->arch); 189 the_exit_down = arch_to_object (tmp->arch);
192 } 190 }
193 else 191 else
194 the_exit_down = 0; 192 the_exit_down = 0;
195 193
196 /* set up the up exit */ 194 /* set up the up exit */
197 the_exit_up->stats.hp = RP->origin_x; 195 the_exit_up->stats.hp = RP->origin_x;
198 the_exit_up->stats.sp = RP->origin_y; 196 the_exit_up->stats.sp = RP->origin_y;
199 the_exit_up->slaying = RP->origin_map; 197 the_exit_up->slaying = RP->origin_map;
200 198
201 /* figure out where to put the entrance */ 199 /* figure out where to put the entrance */
202 /* begin a logical block */ 200 /* begin a logical block */
203 { 201 {
204 int i, j;
205
206 /* First, look for a '<' char */ 202 /* First, look for a '<' char */
207 find_in_layout (0, '<', &upx, &upy, maze, RP); 203 find_in_layout (0, '<', &upx, &upy, maze, RP);
208 204
209 /* next, look for a C, the map center. */ 205 /* next, look for a C, the map center. */
210 find_in_layout (0, 'C', &cx, &cy, maze, RP); 206 find_in_layout (0, 'C', &cx, &cy, maze, RP);
211 207
212
213 /* 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 */
214 if (upx == -1 && cx != -1) 209 if (upx == -1 && cx != -1)
215 { 210 {
216 if (cx > RP->Xsize / 2) 211 if (cx > RP->Xsize / 2)
217 upx = 1; 212 upx = 1;
218 else 213 else
219 upx = RP->Xsize - 2; 214 upx = RP->Xsize - 2;
215
220 if (cy > RP->Ysize / 2) 216 if (cy > RP->Ysize / 2)
221 upy = 1; 217 upy = 1;
222 else 218 else
223 upy = RP->Ysize - 2; 219 upy = RP->Ysize - 2;
220
224 /* find an empty place far from the center */ 221 /* find an empty place far from the center */
225 if (upx == 1 && upy == 1) 222 if (upx == 1 && upy == 1)
226 find_in_layout (1, 0, &upx, &upy, maze, RP); 223 find_in_layout (1, 0, &upx, &upy, maze, RP);
227 else if (upx == 1 && upy > 1) 224 else if (upx == 1 && upy > 1)
228 find_in_layout (3, 0, &upx, &upy, maze, RP); 225 find_in_layout (3, 0, &upx, &upy, maze, RP);
238 235
239 the_exit_up->x = upx; 236 the_exit_up->x = upx;
240 the_exit_up->y = upy; 237 the_exit_up->y = upy;
241 238
242 /* surround the exits with notices that this is a random map. */ 239 /* surround the exits with notices that this is a random map. */
243 for (j = 1; j < 9; j++) 240 for (int j = 1; j < 9; j++)
244 { 241 {
245 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]))
246 { 243 {
247 random_sign = get_archetype ("sign"); 244 random_sign = get_archetype ("sign");
248 random_sign->x = the_exit_up->x + freearr_x[j]; 245 random_sign->x = the_exit_up->x + freearr_x[j];
249 random_sign->y = the_exit_up->y + freearr_y[j]; 246 random_sign->y = the_exit_up->y + freearr_y[j];
250 247
248 char buf[8192];
251 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);
252 250
253 random_sign->msg = buf; 251 random_sign->msg = buf;
254 insert_ob_in_map (random_sign, map, NULL, 0); 252 insert_ob_in_map (random_sign, map, NULL, 0);
255 } 253 }
256 } 254 }
255
257 /* 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. */
258 the_exit_up->move_block = MOVE_ALL; 257 the_exit_up->move_block = MOVE_ALL;
259 258
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 259 insert_ob_in_map (the_exit_up, map, NULL, 0);
261 maze[the_exit_up->x][the_exit_up->y] = '<'; 260 maze[the_exit_up->x][the_exit_up->y] = '<';
279 { 278 {
280 if (upx > RP->Xsize / 2) 279 if (upx > RP->Xsize / 2)
281 downx = 1; 280 downx = 1;
282 else 281 else
283 downx = RP->Xsize - 2; 282 downx = RP->Xsize - 2;
283
284 if (upy > RP->Ysize / 2) 284 if (upy > RP->Ysize / 2)
285 downy = 1; 285 downy = 1;
286 else 286 else
287 downy = RP->Ysize - 2; 287 downy = RP->Ysize - 2;
288
288 /* find an empty place far from the entrance */ 289 /* find an empty place far from the entrance */
289 if (downx == 1 && downy == 1) 290 if (downx == 1 && downy == 1)
290 find_in_layout (1, 0, &downx, &downy, maze, RP); 291 find_in_layout (1, 0, &downx, &downy, maze, RP);
291 else if (downx == 1 && downy > 1) 292 else if (downx == 1 && downy > 1)
292 find_in_layout (3, 0, &downx, &downy, maze, RP); 293 find_in_layout (3, 0, &downx, &downy, maze, RP);
293 else if (downx > 1 && downy == 1) 294 else if (downx > 1 && downy == 1)
294 find_in_layout (2, 0, &downx, &downy, maze, RP); 295 find_in_layout (2, 0, &downx, &downy, maze, RP);
295 else if (downx > 1 && downy > 1) 296 else if (downx > 1 && downy > 1)
296 find_in_layout (4, 0, &downx, &downy, maze, RP); 297 find_in_layout (4, 0, &downx, &downy, maze, RP);
297
298 } 298 }
299
299 /* 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 */
300 if (downx == -1) 301 if (downx == -1)
301 find_in_layout (0, 0, &downx, &downy, maze, RP); 302 find_in_layout (0, 0, &downx, &downy, maze, RP);
302 303
303 if (the_exit_down) 304 if (the_exit_down)
304 { 305 {
305 char buf[2048]; 306 char buf[16384];
306 307
307 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);
308 the_exit_down->x = downx + freearr_x[i]; 309 the_exit_down->x = downx + freearr_x[i];
309 the_exit_down->y = downy + freearr_y[i]; 310 the_exit_down->y = downy + freearr_y[i];
310 RP->origin_x = the_exit_down->x; 311 RP->origin_x = the_exit_down->x;
311 RP->origin_y = the_exit_down->y; 312 RP->origin_y = the_exit_down->y;
312 write_map_parameters_to_string (buf, RP); 313 write_map_parameters_to_string (buf, RP);
314 315
315 /* the identifier for making a random map. */ 316 /* the identifier for making a random map. */
316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
317 { 318 {
318 maptile *new_map; 319 maptile *new_map;
319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 320 object *the_exit_back = arch_to_object (the_exit_up->arch);
320 321
321 /* load it */ 322 /* load it */
322 if (!(new_map = maptile::load_map_sync (RP->final_map))) 323 if (!(new_map = maptile::find_sync (RP->final_map)))
323 return; 324 return;
324 325
326 new_map->load_sync ();
327
325 the_exit_down->slaying = RP->final_map; 328 the_exit_down->slaying = RP->final_map;
326 329
327 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)
328 /* 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
329 * 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
330 * 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
331 * breaks the for loop. 334 * breaks the for loop.
332 */ 335 */
333 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))
334 { 337 {
335 tmp->destroy (); 338 tmp->destroy ();
336 break; 339 break;
337 } 340 }
338 341
355 the_exit_down->move_block = MOVE_ALL; 358 the_exit_down->move_block = MOVE_ALL;
356 insert_ob_in_map (the_exit_down, map, NULL, 0); 359 insert_ob_in_map (the_exit_down, map, NULL, 0);
357 maze[the_exit_down->x][the_exit_down->y] = '>'; 360 maze[the_exit_down->x][the_exit_down->y] = '>';
358 } 361 }
359 } 362 }
360
361} 363}
362 364
363/* this function unblocks the exits. We blocked them to 365/* this function unblocks the exits. We blocked them to
364 keep things from being dumped on them during the other 366 keep things from being dumped on them during the other
365 phases of random map generation. */ 367 phases of random map generation. */
375 { 377 {
376 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)
377 { 379 {
378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379 { 381 {
380 walk->move_block = MOVE_BLOCK_DEFAULT; 382 walk->move_block = 0;
381 update_object (walk, UP_OBJ_CHANGE); 383 update_object (walk, UP_OBJ_CHANGE);
382 } 384 }
383 } 385 }
384 } 386 }
385} 387}
388

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