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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 1.57 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <random_map.h> 27#include <rmg.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <rproto.h> 29#include <rproto.h>
28 30
29/* find a character in the layout. fx and fy are pointers to 31/* find a character in the maze. fx and fy are pointers to
30 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
31void 33static void
32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
33{ 35{
34 int M; 36 int M;
35 int i, j; 37 int i, j;
36 38
37 *fx = -1; 39 fx = -1;
38 *fy = -1; 40 fy = -1;
39 41
40 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
42 M = rndm (4) + 1; 44 M = rmg_rndm (4) + 1;
43 else 45 else
44 M = mode; 46 M = mode;
45 47
46 /* four different search starting points and methods so that 48 /* four different search starting points and methods so that
47 we can do something different for symmetrical maps instead of 49 we can do something different for symmetrical maps instead of
48 the same damned thing every time. */ 50 the same damned thing every time. */
49 switch (M) 51 switch (M)
50 { 52 {
51 case 1: 53 case 1:
52 { /* search from top left down/right */ 54 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
54 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
55 { 57 {
56 if (layout[i][j] == target) 58 if (maze[i][j] == target)
57 { 59 {
58 *fx = i; 60 fx = i;
59 *fy = j; 61 fy = j;
60 return; 62 return;
61 } 63 }
62 } 64 }
63 break; 65 break;
64 } 66
65 case 2: 67 case 2:
66 { /* Search from top right down/left */ 68 /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--) 69 for (i = maze.w - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 70 for (j = 1; j < maze.h - 1; j++)
69 { 71 {
70 if (layout[i][j] == target) 72 if (maze[i][j] == target)
71 { 73 {
72 *fx = i; 74 fx = i;
73 *fy = j; 75 fy = j;
74 return; 76 return;
75 } 77 }
76 } 78 }
77 break; 79 break;
78 } 80
79 case 3: 81 case 3:
80 { /* search from bottom-left up-right */ 82 /* search from bottom-right up-left */
81 for (i = 1; i < RP->Xsize - 1; i++) 83 for (i = maze.w - 2; i > 0; i--)
82 for (j = RP->Ysize - 2; j > 0; j--) 84 for (j = maze.h - 2; j > 0; j--)
83 { 85 {
84 if (layout[i][j] == target) 86 if (maze[i][j] == target)
85 { 87 {
86 *fx = i; 88 fx = i;
87 *fy = j; 89 fy = j;
88 return; 90 return;
89 } 91 }
90 } 92 }
91 break; 93 break;
92 } 94
93 case 4: 95 case 4:
94 { /* search from bottom-right up-left */ 96 /* search from bottom-left up-right */
95 for (i = RP->Xsize - 2; i > 0; i--) 97 for (i = 1; i < maze.w - 1; i++)
96 for (j = RP->Ysize - 2; j > 0; j--) 98 for (j = maze.h - 2; j > 0; j--)
97 { 99 {
98 if (layout[i][j] == target) 100 if (maze[i][j] == target)
99 { 101 {
100 *fx = i; 102 fx = i;
101 *fy = j; 103 fy = j;
102 return; 104 return;
103 } 105 }
104 } 106 }
105 break; 107 break;
106 }
107 } 108 }
109}
110
111point
112layout::find (char target, int mode)
113{
114 int x, y;
115
116 find_in_layout (mode, target, x, y, *this);
117
118 return point (x, y);
108} 119}
109 120
110/* orientation: 0 means random, 121/* orientation: 0 means random,
111 1 means descending dungeon 122 1 means descending dungeon
112 2 means ascending dungeon 123 2 means ascending dungeon
114 4 means leftward 125 4 means leftward
115 5 means northward 126 5 means northward
116 6 means southward 127 6 means southward
117*/ 128*/
118void 129void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120{ 131{
121 char styledirname[1024];
122 maptile *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 135 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 */ 136 int cx = -1, cy = -1; /* location of a map center */
128 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
129 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
130 int final_map_exit = 1; 139 int final_map_exit = 1;
131 140
132 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
133 if (strstr (RP->exit_on_final_map, "no")) 142 if (strstr (eofm, "no"))
134 final_map_exit = 0; 143 final_map_exit = 0;
135 144
136 if (!orientation) 145 if (!orientation)
137 orientation = rndm (6) + 1; 146 orientation = rmg_rndm (6) + 1;
138 147
139 switch (orientation) 148 switch (orientation)
140 { 149 {
141 case 1: 150 case 1:
142 { 151 {
143 sprintf (styledirname, "/styles/exitstyles/up");
144 style_map_up = find_style (styledirname, exitstyle, -1); 152 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); 153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
147 break; 154 break;
148 } 155 }
149 156
150 case 2: 157 case 2:
151 { 158 {
152 sprintf (styledirname, "/styles/exitstyles/down");
153 style_map_up = find_style (styledirname, exitstyle, -1); 159 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); 160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
156 break; 161 break;
157 } 162 }
158 163
159 default: 164 default:
160 { 165 {
161 sprintf (styledirname, "/styles/exitstyles/generic"); 166 style_map_up =
162 style_map_up = find_style (styledirname, exitstyle, -1); 167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
163 style_map_down = style_map_up;
164 break; 168 break;
165 } 169 }
166 } 170 }
167 171
168 if (style_map_up == 0) 172 the_exit_up = style_map_up
169 the_exit_up = arch_to_object (archetype::find ("exit")); 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
174 : archetype::get (shstr_exit);
170 175
171 else 176 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 }
178 177
179 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
181 if (style_map_down == 0) 180 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 (); 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 the_exit_down = arch_to_object (tmp->arch); 182 : archetype::get (shstr_exit);
190 }
191 else 183 else
192 the_exit_down = 0; 184 the_exit_down = 0;
193 185
194 /* set up the up exit */ 186 /* set up the up exit */
195 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
196 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
197 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
198 190
199 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
200 /* begin a logical block */ 192 /* begin a logical block */
201 { 193 {
202 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
203 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
204 196
205 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
206 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
207 199
208 /* if we didn't find an up, find an empty place far from the center */ 200 /* if we didn't find an up, find an empty place far from the center */
209 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
210 { 202 {
211 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
217 upy = 1; 209 upy = 1;
218 else 210 else
219 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
220 212
221 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
224 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
226 else if (upx > 1 && upy == 1)
227 find_in_layout (2, 0, &upx, &upy, maze, RP);
228 else if (upx > 1 && upy > 1)
229 find_in_layout (4, 0, &upx, &upy, maze, RP);
230 } 218 }
231 219
232 /* no indication of where to place the exit, so just place it. */ 220 /* no indication of where to place the exit, so just place it. */
233 if (upx == -1) 221 if (upx == -1)
234 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
235 223
236 the_exit_up->x = upx; 224 the_exit_up->x = upx;
237 the_exit_up->y = upy; 225 the_exit_up->y = upy;
238 226
239 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
240 for (int j = 1; j < 9; j++) 228 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])) 229 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
243 { 230 {
244 random_sign = get_archetype ("sign"); 231 object *random_sign = archetype::get (shstr_sign);
245 random_sign->x = the_exit_up->x + freearr_x[j]; 232 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]; 233 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (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 } 234 }
254 }
255 235
256 /* Block the exit so things don't get dumped on top of it. */ 236 /* Block the exit so things don't get dumped on top of it. */
257 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
258 238
259 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
262 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
263 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
265 245
266 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
248
268 /* if no > is found use C */ 249 /* if no > is found use C */
269 if (downx == -1) 250 if (downx == -1)
270 { 251 {
271 downx = cx; 252 downx = cx;
272 downy = cy; 253 downy = cy;
285 downy = 1; 266 downy = 1;
286 else 267 else
287 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
288 269
289 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
290 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
291 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
292 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
293 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
294 else if (downx > 1 && downy == 1)
295 find_in_layout (2, 0, &downx, &downy, maze, RP);
296 else if (downx > 1 && downy > 1)
297 find_in_layout (4, 0, &downx, &downy, maze, RP);
298 } 275 }
299 276
300 /* no indication of where to place the down exit, so just place it */ 277 /* no indication of where to place the down exit, so just place it */
301 if (downx == -1) 278 if (downx == -1)
302 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
303 280
304 if (the_exit_down) 281 if (the_exit_down)
305 { 282 {
306 char buf[16384];
307
308 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 283 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
284
309 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
310 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
311 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
312 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
313 write_map_parameters_to_string (buf, RP); 290
314 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
315 293
316 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
318 { 296 {
319 maptile *new_map; 297 the_exit_down->msg = 0;
320 object *the_exit_back = arch_to_object (the_exit_up->arch);
321
322 /* load it */
323 if (!(new_map = maptile::find_sync (RP->final_map)))
324 return;
325
326 new_map->load_sync ();
327
328 the_exit_down->slaying = RP->final_map; 298 the_exit_down->slaying = final_map;
329 299
300 if (final_map_exit)
301 if (maptile *new_map = maptile::find_sync (final_map))
302 {
303 object *the_exit_back = the_exit_up->arch->instance ();
304
305 new_map->load_sync ();
306
330 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 307 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 308 /* 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 309 * 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 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
334 * breaks the for loop. 311 * breaks the for loop.
335 */ 312 */
336 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
337 { 314 {
338 tmp->destroy (); 315 tmp->destroy ();
339 break; 316 break;
340 } 317 }
341 318
342 if (final_map_exit == 1)
343 {
344 /* setup the exit back */ 319 /* setup the exit back */
345 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
346 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
347 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
348 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
349 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
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
355 the_exit_down->slaying = "/!";
356 329
357 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
358 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
359 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
360 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
364 337
365/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
366 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
367 phases of random map generation. */ 340 phases of random map generation. */
368void 341void
369unblock_exits (maptile *map, char **maze, random_map_params *RP) 342unblock_exits (maptile *map, layout &maze)
370{ 343{
371 int i = 0, j = 0; 344 int i = 0, j = 0;
372 object *walk; 345 object *walk;
373 346
374 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
375 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
376 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
377 { 350 {
378 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
379 { 352 {
380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)

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