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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 1.31 by root, Mon Sep 29 09:04:51 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 = rmg_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. */
128 char buf[512];
129 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
132 int final_map_exit = 1; 129 int final_map_exit = 1;
133 130
134 if (RP->exit_on_final_map) 131 if (RP->exit_on_final_map)
135 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 133 final_map_exit = 0;
137 134
138 if (!orientation) 135 if (!orientation)
139 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
140 137
141 switch (orientation) 138 switch (orientation)
142 { 139 {
143 case 1: 140 case 1:
144 { 141 {
165 style_map_down = style_map_up; 162 style_map_down = style_map_up;
166 break; 163 break;
167 } 164 }
168 } 165 }
169 166
170 if (style_map_up == 0) 167 the_exit_up = style_map_up
171 the_exit_up = arch_to_object (archetype::find ("exit")); 168 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
172 169 : archetype::get (shstr_exit);
173 else
174 {
175 object *tmp;
176
177 tmp = pick_random_object (style_map_up);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 170
181 /* we need a down exit only if we're recursing. */ 171 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
183 if (style_map_down == 0) 173 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 174 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 175 : archetype::get (shstr_exit);
186 else
187 {
188 object *tmp;
189
190 tmp = pick_random_object (style_map_down);
191 the_exit_down = arch_to_object (tmp->arch);
192 }
193 else 176 else
194 the_exit_down = 0; 177 the_exit_down = 0;
195 178
196 /* set up the up exit */ 179 /* set up the up exit */
197 the_exit_up->stats.hp = RP->origin_x; 180 the_exit_up->stats.hp = RP->origin_x;
198 the_exit_up->stats.sp = RP->origin_y; 181 the_exit_up->stats.sp = RP->origin_y;
199 the_exit_up->slaying = RP->origin_map; 182 the_exit_up->slaying = RP->origin_map;
200 183
201 /* figure out where to put the entrance */ 184 /* figure out where to put the entrance */
202 /* begin a logical block */ 185 /* begin a logical block */
203 { 186 {
204 int i, j;
205
206 /* First, look for a '<' char */ 187 /* First, look for a '<' char */
207 find_in_layout (0, '<', &upx, &upy, maze, RP); 188 find_in_layout (0, '<', &upx, &upy, maze, RP);
208 189
209 /* next, look for a C, the map center. */ 190 /* next, look for a C, the map center. */
210 find_in_layout (0, 'C', &cx, &cy, maze, RP); 191 find_in_layout (0, 'C', &cx, &cy, maze, RP);
211 192
212
213 /* if we didn't find an up, find an empty place far from the center */ 193 /* if we didn't find an up, find an empty place far from the center */
214 if (upx == -1 && cx != -1) 194 if (upx == -1 && cx != -1)
215 { 195 {
216 if (cx > RP->Xsize / 2) 196 if (cx > RP->Xsize / 2)
217 upx = 1; 197 upx = 1;
218 else 198 else
219 upx = RP->Xsize - 2; 199 upx = RP->Xsize - 2;
200
220 if (cy > RP->Ysize / 2) 201 if (cy > RP->Ysize / 2)
221 upy = 1; 202 upy = 1;
222 else 203 else
223 upy = RP->Ysize - 2; 204 upy = RP->Ysize - 2;
205
224 /* find an empty place far from the center */ 206 /* find an empty place far from the center */
225 if (upx == 1 && upy == 1) 207 if (upx == 1 && upy == 1)
226 find_in_layout (1, 0, &upx, &upy, maze, RP); 208 find_in_layout (1, 0, &upx, &upy, maze, RP);
227 else if (upx == 1 && upy > 1) 209 else if (upx == 1 && upy > 1)
228 find_in_layout (3, 0, &upx, &upy, maze, RP); 210 find_in_layout (3, 0, &upx, &upy, maze, RP);
238 220
239 the_exit_up->x = upx; 221 the_exit_up->x = upx;
240 the_exit_up->y = upy; 222 the_exit_up->y = upy;
241 223
242 /* surround the exits with notices that this is a random map. */ 224 /* surround the exits with notices that this is a random map. */
243 for (j = 1; j < 9; j++) 225 for (int j = 1; j < 9; j++)
244 { 226 {
245 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 227 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
246 { 228 {
247 random_sign = get_archetype ("sign"); 229 object *random_sign = archetype::get (shstr_sign);
248 random_sign->x = the_exit_up->x + freearr_x[j]; 230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
249 random_sign->y = the_exit_up->y + freearr_y[j]; 231 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
250
251 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
252
253 random_sign->msg = buf;
254 insert_ob_in_map (random_sign, map, NULL, 0);
255 } 232 }
256 } 233 }
234
257 /* Block the exit so things don't get dumped on top of it. */ 235 /* Block the exit so things don't get dumped on top of it. */
258 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
259 237
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
261 maze[the_exit_up->x][the_exit_up->y] = '<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
264 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
266 244
267 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', &downx, &downy, maze, RP);
247
269 /* if no > is found use C */ 248 /* if no > is found use C */
270 if (downx == -1) 249 if (downx == -1)
271 { 250 {
272 downx = cx; 251 downx = cx;
273 downy = cy; 252 downy = cy;
279 { 258 {
280 if (upx > RP->Xsize / 2) 259 if (upx > RP->Xsize / 2)
281 downx = 1; 260 downx = 1;
282 else 261 else
283 downx = RP->Xsize - 2; 262 downx = RP->Xsize - 2;
263
284 if (upy > RP->Ysize / 2) 264 if (upy > RP->Ysize / 2)
285 downy = 1; 265 downy = 1;
286 else 266 else
287 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268
288 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
289 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1)
290 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 find_in_layout (1, 0, &downx, &downy, maze, RP);
291 else if (downx == 1 && downy > 1) 272 else if (downx == 1 && downy > 1)
292 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 find_in_layout (3, 0, &downx, &downy, maze, RP);
293 else if (downx > 1 && downy == 1) 274 else if (downx > 1 && downy == 1)
294 find_in_layout (2, 0, &downx, &downy, maze, RP); 275 find_in_layout (2, 0, &downx, &downy, maze, RP);
295 else if (downx > 1 && downy > 1) 276 else if (downx > 1 && downy > 1)
296 find_in_layout (4, 0, &downx, &downy, maze, RP); 277 find_in_layout (4, 0, &downx, &downy, maze, RP);
297
298 } 278 }
279
299 /* no indication of where to place the down exit, so just place it */ 280 /* no indication of where to place the down exit, so just place it */
300 if (downx == -1) 281 if (downx == -1)
301 find_in_layout (0, 0, &downx, &downy, maze, RP); 282 find_in_layout (0, 0, &downx, &downy, maze, RP);
302 283
303 if (the_exit_down) 284 if (the_exit_down)
304 { 285 {
305 char buf[2048]; 286 char buf[16384];
306 287
307 i = find_first_free_spot (the_exit_down, map, downx, downy); 288 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
308 the_exit_down->x = downx + freearr_x[i]; 289 the_exit_down->x = downx + freearr_x[i];
309 the_exit_down->y = downy + freearr_y[i]; 290 the_exit_down->y = downy + freearr_y[i];
310 RP->origin_x = the_exit_down->x; 291 RP->origin_x = the_exit_down->x;
311 RP->origin_y = the_exit_down->y; 292 RP->origin_y = the_exit_down->y;
312 write_map_parameters_to_string (buf, RP); 293 write_map_parameters_to_string (buf, RP);
314 295
315 /* the identifier for making a random map. */ 296 /* the identifier for making a random map. */
316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
317 { 298 {
318 maptile *new_map; 299 maptile *new_map;
319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 300 object *the_exit_back = arch_to_object (the_exit_up->arch);
320 301
321 /* load it */ 302 /* load it */
322 if (!(new_map = maptile::load_map_sync (RP->final_map))) 303 if (!(new_map = maptile::find_sync (RP->final_map)))
323 return; 304 return;
324 305
306 new_map->load_sync ();
307
325 the_exit_down->slaying = RP->final_map; 308 the_exit_down->slaying = RP->final_map;
326 309
327 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 310 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 311 /* 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 312 * 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 313 * would require keeping a 'next' pointer, ad free_object kills tmp, which
331 * breaks the for loop. 314 * breaks the for loop.
332 */ 315 */
333 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
334 { 317 {
335 tmp->destroy (); 318 tmp->destroy (true);
336 break; 319 break;
337 } 320 }
338 321
339 if (final_map_exit == 1) 322 if (final_map_exit == 1)
340 { 323 {
355 the_exit_down->move_block = MOVE_ALL; 338 the_exit_down->move_block = MOVE_ALL;
356 insert_ob_in_map (the_exit_down, map, NULL, 0); 339 insert_ob_in_map (the_exit_down, map, NULL, 0);
357 maze[the_exit_down->x][the_exit_down->y] = '>'; 340 maze[the_exit_down->x][the_exit_down->y] = '>';
358 } 341 }
359 } 342 }
360
361} 343}
362 344
363/* this function unblocks the exits. We blocked them to 345/* this function unblocks the exits. We blocked them to
364 keep things from being dumped on them during the other 346 keep things from being dumped on them during the other
365 phases of random map generation. */ 347 phases of random map generation. */
375 { 357 {
376 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 358 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
377 { 359 {
378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379 { 361 {
380 walk->move_block = MOVE_BLOCK_DEFAULT; 362 walk->move_block = 0;
381 update_object (walk, UP_OBJ_CHANGE); 363 update_object (walk, UP_OBJ_CHANGE);
382 } 364 }
383 } 365 }
384 } 366 }
385} 367}
368

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