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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 1.48 by root, Sun Jul 4 22:12:26 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>
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/* find a character in the layout. fx and fy are pointers to 30/* find a character in the maze. 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, layout &maze)
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 < maze.w; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; j++)
55 { 56 {
56 if (layout[i][j] == target) 57 if (maze[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 = maze.w - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < maze.h - 1; j++)
69 { 70 {
70 if (layout[i][j] == target) 71 if (maze[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 < maze.w - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = maze.h - 2; j > 0; j--)
83 { 84 {
84 if (layout[i][j] == target) 85 if (maze[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 = maze.w - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = maze.h - 2; j > 0; j--)
97 { 98 {
98 if (layout[i][j] == target) 99 if (maze[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/* orientation: 0 means random, 110/* orientation: 0 means random,
111 1 means descending dungeon 111 1 means descending dungeon
114 4 means leftward 114 4 means leftward
115 5 means northward 115 5 means northward
116 6 means southward 116 6 means southward
117*/ 117*/
118void 118void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 119place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120{ 120{
121 char styledirname[1024];
122 maptile *style_map_down = 0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 124 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 */ 125 int cx = -1, cy = -1; /* location of a map center */
128 int upx = -1, upy = -1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
129 int downx = -1, downy = -1; 127 int downx = -1, downy = -1;
130 int final_map_exit = 1; 128 int final_map_exit = 1;
131 129
132 if (RP->exit_on_final_map) 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
133 if (strstr (RP->exit_on_final_map, "no")) 131 if (strstr (eofm, "no"))
134 final_map_exit = 0; 132 final_map_exit = 0;
135 133
136 if (!orientation) 134 if (!orientation)
137 orientation = rndm (6) + 1; 135 orientation = rmg_rndm (6) + 1;
138 136
139 switch (orientation) 137 switch (orientation)
140 { 138 {
141 case 1: 139 case 1:
142 { 140 {
143 sprintf (styledirname, "/styles/exitstyles/up");
144 style_map_up = find_style (styledirname, exitstyle, -1); 141 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
145 sprintf (styledirname, "/styles/exitstyles/down");
146 style_map_down = find_style (styledirname, exitstyle, -1); 142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
147 break; 143 break;
148 } 144 }
149 145
150 case 2: 146 case 2:
151 { 147 {
152 sprintf (styledirname, "/styles/exitstyles/down");
153 style_map_up = find_style (styledirname, exitstyle, -1); 148 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
154 sprintf (styledirname, "/styles/exitstyles/up");
155 style_map_down = find_style (styledirname, exitstyle, -1); 149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
156 break; 150 break;
157 } 151 }
158 152
159 default: 153 default:
160 { 154 {
161 sprintf (styledirname, "/styles/exitstyles/generic"); 155 style_map_up =
162 style_map_up = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
163 style_map_down = style_map_up;
164 break; 157 break;
165 } 158 }
166 } 159 }
167 160
168 if (style_map_up == 0) 161 the_exit_up = style_map_up
169 the_exit_up = arch_to_object (archetype::find ("exit")); 162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
163 : archetype::get (shstr_exit);
170 164
171 else 165 const char *final_map = RP->get_str ("final_map", 0);
172 {
173 object *tmp;
174
175 tmp = style_map_up->pick_random_object ();
176 the_exit_up = arch_to_object (tmp->arch);
177 }
178 166
179 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
181 if (style_map_down == 0) 169 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 (); 170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 the_exit_down = arch_to_object (tmp->arch); 171 : archetype::get (shstr_exit);
190 }
191 else 172 else
192 the_exit_down = 0; 173 the_exit_down = 0;
193 174
194 /* set up the up exit */ 175 /* set up the up exit */
195 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
196 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
197 the_exit_up->slaying = RP->origin_map; 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
198 179
199 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
200 /* begin a logical block */ 181 /* begin a logical block */
201 { 182 {
202 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
203 find_in_layout (0, '<', &upx, &upy, maze, RP); 184 find_in_layout (0, '<', upx, upy, maze);
204 185
205 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
206 find_in_layout (0, 'C', &cx, &cy, maze, RP); 187 find_in_layout (0, 'C', cx, cy, maze);
207 188
208 /* if we didn't find an up, find an empty place far from the center */ 189 /* if we didn't find an up, find an empty place far from the center */
209 if (upx == -1 && cx != -1) 190 if (upx == -1 && cx != -1)
210 { 191 {
211 if (cx > RP->Xsize / 2) 192 if (cx > RP->Xsize / 2)
218 else 199 else
219 upy = RP->Ysize - 2; 200 upy = RP->Ysize - 2;
220 201
221 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 203 if (upx == 1 && upy == 1)
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 204 find_in_layout (1, 0, upx, upy, maze);
224 else if (upx == 1 && upy > 1) 205 else if (upx == 1 && upy > 1)
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 206 find_in_layout (3, 0, upx, upy, maze);
226 else if (upx > 1 && upy == 1) 207 else if (upx > 1 && upy == 1)
227 find_in_layout (2, 0, &upx, &upy, maze, RP); 208 find_in_layout (2, 0, upx, upy, maze);
228 else if (upx > 1 && upy > 1) 209 else if (upx > 1 && upy > 1)
229 find_in_layout (4, 0, &upx, &upy, maze, RP); 210 find_in_layout (4, 0, upx, upy, maze);
230 } 211 }
231 212
232 /* no indication of where to place the exit, so just place it. */ 213 /* no indication of where to place the exit, so just place it. */
233 if (upx == -1) 214 if (upx == -1)
234 find_in_layout (0, 0, &upx, &upy, maze, RP); 215 find_in_layout (0, 0, upx, upy, maze);
235 216
236 the_exit_up->x = upx; 217 the_exit_up->x = upx;
237 the_exit_up->y = upy; 218 the_exit_up->y = upy;
238 219
239 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
240 for (int j = 1; j < 9; j++) 221 for (int j = 1; j < 9; j++)
241 {
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 of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
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 }
255 228
256 /* Block the exit so things don't get dumped on top of it. */ 229 /* Block the exit so things don't get dumped on top of it. */
257 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
258 231
259 insert_ob_in_map (the_exit_up, map, NULL, 0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
262 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
263 map->enter_x = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
265 238
266 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP); 240 find_in_layout (0, '>', downx, downy, maze);
241
268 /* if no > is found use C */ 242 /* if no > is found use C */
269 if (downx == -1) 243 if (downx == -1)
270 { 244 {
271 downx = cx; 245 downx = cx;
272 downy = cy; 246 downy = cy;
286 else 260 else
287 downy = RP->Ysize - 2; 261 downy = RP->Ysize - 2;
288 262
289 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
290 if (downx == 1 && downy == 1) 264 if (downx == 1 && downy == 1)
291 find_in_layout (1, 0, &downx, &downy, maze, RP); 265 find_in_layout (1, 0, downx, downy, maze);
292 else if (downx == 1 && downy > 1) 266 else if (downx == 1 && downy > 1)
293 find_in_layout (3, 0, &downx, &downy, maze, RP); 267 find_in_layout (3, 0, downx, downy, maze);
294 else if (downx > 1 && downy == 1) 268 else if (downx > 1 && downy == 1)
295 find_in_layout (2, 0, &downx, &downy, maze, RP); 269 find_in_layout (2, 0, downx, downy, maze);
296 else if (downx > 1 && downy > 1) 270 else if (downx > 1 && downy > 1)
297 find_in_layout (4, 0, &downx, &downy, maze, RP); 271 find_in_layout (4, 0, downx, downy, maze);
298 } 272 }
299 273
300 /* no indication of where to place the down exit, so just place it */ 274 /* no indication of where to place the down exit, so just place it */
301 if (downx == -1) 275 if (downx == -1)
302 find_in_layout (0, 0, &downx, &downy, maze, RP); 276 find_in_layout (0, 0, downx, downy, maze);
303 277
304 if (the_exit_down) 278 if (the_exit_down)
305 { 279 {
306 char buf[16384];
307
308 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
309 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
310 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
311 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
312 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
313 write_map_parameters_to_string (buf, RP); 285
314 the_exit_down->msg = buf; 286 the_exit_down->msg = RP->as_shstr ();
315 287
316 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
318 { 290 {
319 maptile *new_map; 291 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch); 292 object *the_exit_back = the_exit_up->arch->instance ();
321 293
322 /* load it */ 294 /* load it */
323 if (!(new_map = maptile::find_sync (RP->final_map))) 295 if (!(new_map = maptile::find_sync (final_map)))
324 return; 296 return;
325 297
326 new_map->load_sync (); 298 new_map->load_sync ();
327 299
328 the_exit_down->slaying = RP->final_map; 300 the_exit_down->slaying = final_map;
329 301
330 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 302 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
331 /* Remove exit back to previous random map. There should only be one 303 /* 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 304 * 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 305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
334 * breaks the for loop. 306 * breaks the for loop.
335 */ 307 */
336 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
337 { 309 {
338 tmp->destroy (); 310 tmp->destroy ();
339 break; 311 break;
340 } 312 }
341 313
342 if (final_map_exit == 1) 314 if (final_map_exit)
343 { 315 {
344 /* setup the exit back */ 316 /* setup the exit back */
345 the_exit_back->slaying = map->path; 317 the_exit_back->slaying = map->path;
346 the_exit_back->stats.hp = the_exit_down->x; 318 the_exit_back->stats.hp = the_exit_down->x;
347 the_exit_back->stats.sp = the_exit_down->y; 319 the_exit_back->stats.sp = the_exit_down->y;
350 322
351 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
352 } 324 }
353 } 325 }
354 else 326 else
355 the_exit_down->slaying = "/!"; 327 the_exit_down->slaying = shstr_random_map_exit;
356 328
357 /* Block the exit so things don't get dumped on top of it. */ 329 /* Block the exit so things don't get dumped on top of it. */
358 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
359 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
360 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
364 336
365/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
366 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
367 phases of random map generation. */ 339 phases of random map generation. */
368void 340void
369unblock_exits (maptile *map, char **maze, random_map_params *RP) 341unblock_exits (maptile *map, layout &maze)
370{ 342{
371 int i = 0, j = 0; 343 int i = 0, j = 0;
372 object *walk; 344 object *walk;
373 345
374 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
375 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
376 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
377 { 349 {
378 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
379 { 351 {
380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)

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