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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.29 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.40 by root, Sun Mar 28 22:29:50 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * 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 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29/* 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
30 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
31void 32static void
32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) 33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
33{ 34{
34 int M; 35 int M;
35 int i, j; 36 int i, j;
36 37
37 *fx = -1; 38 *fx = -1;
38 *fy = -1; 39 *fy = -1;
39 40
40 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
42 M = rndm (4) + 1; 43 M = rmg_rndm (4) + 1;
43 else 44 else
44 M = mode; 45 M = mode;
45 46
46 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
47 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
48 the same damned thing every time. */ 49 the same damned thing every time. */
49 switch (M) 50 switch (M)
50 { 51 {
51 case 1: 52 case 1:
52 { /* search from top left down/right */ 53 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
55 { 56 {
56 if (layout[i][j] == target) 57 if (layout[i][j] == target)
57 { 58 {
58 *fx = i; 59 *fx = i;
59 *fy = j; 60 *fy = j;
60 return; 61 return;
61 } 62 }
62 } 63 }
63 break; 64 break;
64 } 65
65 case 2: 66 case 2:
66 { /* Search from top right down/left */ 67 /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
69 { 70 {
70 if (layout[i][j] == target) 71 if (layout[i][j] == target)
71 { 72 {
72 *fx = i; 73 *fx = i;
73 *fy = j; 74 *fy = j;
74 return; 75 return;
75 } 76 }
76 } 77 }
77 break; 78 break;
78 } 79
79 case 3: 80 case 3:
80 { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
83 { 84 {
84 if (layout[i][j] == target) 85 if (layout[i][j] == target)
85 { 86 {
86 *fx = i; 87 *fx = i;
87 *fy = j; 88 *fy = j;
88 return; 89 return;
89 } 90 }
90 } 91 }
91 break; 92 break;
92 } 93
93 case 4: 94 case 4:
94 { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
97 { 98 {
98 if (layout[i][j] == target) 99 if (layout[i][j] == target)
99 { 100 {
100 *fx = i; 101 *fx = i;
101 *fy = j; 102 *fy = j;
102 return; 103 return;
103 } 104 }
104 } 105 }
105 break; 106 break;
106 } 107
107 } 108 }
108} 109}
109 110
110/* orientation: 0 means random, 111/* orientation: 0 means random,
111 1 means descending dungeon 112 1 means descending dungeon
116 6 means southward 117 6 means southward
117*/ 118*/
118void 119void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
120{ 121{
121 char styledirname[1024];
122 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
126 object *random_sign; /* magic mouth saying this is a random map. */
127 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
128 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
129 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
130 int final_map_exit = 1; 129 int final_map_exit = 1;
131 130
132 if (RP->exit_on_final_map) 131 if (RP->exit_on_final_map)
133 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
134 final_map_exit = 0; 133 final_map_exit = 0;
135 134
136 if (!orientation) 135 if (!orientation)
137 orientation = rndm (6) + 1; 136 orientation = rmg_rndm (6) + 1;
138 137
139 switch (orientation) 138 switch (orientation)
140 { 139 {
141 case 1: 140 case 1:
142 { 141 {
143 sprintf (styledirname, "/styles/exitstyles/up");
144 style_map_up = find_style (styledirname, exitstyle, -1); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, -1);
145 sprintf (styledirname, "/styles/exitstyles/down");
146 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, -1);
147 break; 144 break;
148 } 145 }
149 146
150 case 2: 147 case 2:
151 { 148 {
152 sprintf (styledirname, "/styles/exitstyles/down");
153 style_map_up = find_style (styledirname, exitstyle, -1); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, -1);
154 sprintf (styledirname, "/styles/exitstyles/up");
155 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, -1);
156 break; 151 break;
157 } 152 }
158 153
159 default: 154 default:
160 { 155 {
161 sprintf (styledirname, "/styles/exitstyles/generic"); 156 style_map_up =
162 style_map_up = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, -1);
163 style_map_down = style_map_up;
164 break; 158 break;
165 } 159 }
166 } 160 }
167 161
168 if (style_map_up == 0) 162 the_exit_up = style_map_up
169 the_exit_up = arch_to_object (archetype::find ("exit")); 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
170 164 : archetype::get (shstr_exit);
171 else
172 {
173 object *tmp;
174
175 tmp = style_map_up->pick_random_object ();
176 the_exit_up = arch_to_object (tmp->arch);
177 }
178 165
179 /* we need a down exit only if we're recursing. */ 166 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
181 if (style_map_down == 0) 168 the_exit_down = style_map_down
182 the_exit_down = arch_to_object (archetype::find ("exit"));
183
184 else
185 {
186 object *tmp;
187
188 tmp = style_map_down->pick_random_object (); 169 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 the_exit_down = arch_to_object (tmp->arch); 170 : archetype::get (shstr_exit);
190 }
191 else 171 else
192 the_exit_down = 0; 172 the_exit_down = 0;
193 173
194 /* set up the up exit */ 174 /* set up the up exit */
195 the_exit_up->stats.hp = RP->origin_x; 175 the_exit_up->stats.hp = RP->origin_x;
239 /* surround the exits with notices that this is a random map. */ 219 /* surround the exits with notices that this is a random map. */
240 for (int j = 1; j < 9; j++) 220 for (int j = 1; j < 9; j++)
241 { 221 {
242 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
243 { 223 {
244 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
245 random_sign->x = the_exit_up->x + freearr_x[j]; 225 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
246 random_sign->y = the_exit_up->y + freearr_y[j]; 226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
247
248 char buf[8192];
249 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
250
251 random_sign->msg = buf;
252 insert_ob_in_map (random_sign, map, NULL, 0);
253 } 227 }
254 } 228 }
255 229
256 /* Block the exit so things don't get dumped on top of it. */ 230 /* Block the exit so things don't get dumped on top of it. */
257 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
263 map->enter_x = the_exit_up->x; 237 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y; 238 map->enter_y = the_exit_up->y;
265 239
266 /* first, look for a '>' character */ 240 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP); 241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
268 /* if no > is found use C */ 243 /* if no > is found use C */
269 if (downx == -1) 244 if (downx == -1)
270 { 245 {
271 downx = cx; 246 downx = cx;
272 downy = cy; 247 downy = cy;
315 290
316 /* the identifier for making a random map. */ 291 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 292 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 { 293 {
319 maptile *new_map; 294 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch); 295 object *the_exit_back = the_exit_up->arch->instance ();
321 296
322 /* load it */ 297 /* load it */
323 if (!(new_map = maptile::find_sync (RP->final_map))) 298 if (!(new_map = maptile::find_sync (RP->final_map)))
324 return; 299 return;
325 300
331 /* Remove exit back to previous random map. There should only be one 306 /* Remove exit back to previous random map. There should only be one
332 * which is why we break out. To try to process more than one 307 * which is why we break out. To try to process more than one
333 * would require keeping a 'next' pointer, ad free_object kills tmp, which 308 * would require keeping a 'next' pointer, ad free_object kills tmp, which
334 * breaks the for loop. 309 * breaks the for loop.
335 */ 310 */
336 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
337 { 312 {
338 tmp->destroy (); 313 tmp->destroy ();
339 break; 314 break;
340 } 315 }
341 316
350 325
351 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
352 } 327 }
353 } 328 }
354 else 329 else
355 the_exit_down->slaying = "/!"; 330 the_exit_down->slaying = shstr_random_map_exit;
356 331
357 /* Block the exit so things don't get dumped on top of it. */ 332 /* Block the exit so things don't get dumped on top of it. */
358 the_exit_down->move_block = MOVE_ALL; 333 the_exit_down->move_block = MOVE_ALL;
359 insert_ob_in_map (the_exit_down, map, NULL, 0); 334 insert_ob_in_map (the_exit_down, map, NULL, 0);
360 maze[the_exit_down->x][the_exit_down->y] = '>'; 335 maze[the_exit_down->x][the_exit_down->y] = '>';

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