ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/exit.C
(Generate patch)

Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.31 by root, Mon Sep 29 09:04:51 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 = rmg_rndm (4) + 1; 44 M = rmg_rndm (4) + 1;
43 else 45 else
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:
82 /* search from bottom-right up-left */
83 for (i = maze.w - 2; i > 0; i--)
84 for (j = maze.h - 2; j > 0; j--)
85 {
86 if (maze[i][j] == target)
87 {
88 fx = i;
89 fy = j;
90 return;
91 }
92 }
93 break;
94
95 case 4:
80 /* search from bottom-left up-right */ 96 /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++) 97 for (i = 1; i < maze.w - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 98 for (j = maze.h - 2; j > 0; j--)
83 { 99 {
84 if (layout[i][j] == target) 100 if (maze[i][j] == target)
85 { 101 {
86 *fx = i; 102 fx = i;
87 *fy = j; 103 fy = j;
88 return; 104 return;
89 } 105 }
90 } 106 }
91 break; 107 break;
92
93 case 4:
94 /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--)
97 {
98 if (layout[i][j] == target)
99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 }
105 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 int cx = -1, cy = -1; /* location of a map center */ 136 int cx = -1, cy = -1; /* location of a map center */
127 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
128 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
129 int final_map_exit = 1; 139 int final_map_exit = 1;
130 140
131 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
132 if (strstr (RP->exit_on_final_map, "no")) 142 if (strstr (eofm, "no"))
133 final_map_exit = 0; 143 final_map_exit = 0;
134 144
135 if (!orientation) 145 if (!orientation)
136 orientation = rmg_rndm (6) + 1; 146 orientation = rmg_rndm (6) + 1;
137 147
138 switch (orientation) 148 switch (orientation)
139 { 149 {
140 case 1: 150 case 1:
141 { 151 {
142 sprintf (styledirname, "/styles/exitstyles/up");
143 style_map_up = find_style (styledirname, exitstyle, -1); 152 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
144 sprintf (styledirname, "/styles/exitstyles/down");
145 style_map_down = find_style (styledirname, exitstyle, -1); 153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
146 break; 154 break;
147 } 155 }
148 156
149 case 2: 157 case 2:
150 { 158 {
151 sprintf (styledirname, "/styles/exitstyles/down");
152 style_map_up = find_style (styledirname, exitstyle, -1); 159 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
153 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_down = find_style (styledirname, exitstyle, -1); 160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
155 break; 161 break;
156 } 162 }
157 163
158 default: 164 default:
159 { 165 {
160 sprintf (styledirname, "/styles/exitstyles/generic"); 166 style_map_up =
161 style_map_up = find_style (styledirname, exitstyle, -1); 167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
162 style_map_down = style_map_up;
163 break; 168 break;
164 } 169 }
165 } 170 }
166 171
167 the_exit_up = style_map_up 172 the_exit_up = style_map_up
168 ? style_map_up->pick_random_object (rmg_rndm)->clone () 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
169 : archetype::get (shstr_exit); 174 : archetype::get (shstr_exit);
170 175
176 const char *final_map = RP->get_str ("final_map", 0);
177
171 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
173 the_exit_down = style_map_down 180 the_exit_down = style_map_down
174 ? style_map_down->pick_random_object (rmg_rndm)->clone () 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
175 : archetype::get (shstr_exit); 182 : archetype::get (shstr_exit);
176 else 183 else
177 the_exit_down = 0; 184 the_exit_down = 0;
178 185
179 /* set up the up exit */ 186 /* set up the up exit */
180 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
181 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
182 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
183 190
184 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
185 /* begin a logical block */ 192 /* begin a logical block */
186 { 193 {
187 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
188 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
189 196
190 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
191 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
192 199
193 /* 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 */
194 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
195 { 202 {
196 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
202 upy = 1; 209 upy = 1;
203 else 210 else
204 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
205 212
206 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
207 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
208 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
209 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
210 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
211 else if (upx > 1 && upy == 1)
212 find_in_layout (2, 0, &upx, &upy, maze, RP);
213 else if (upx > 1 && upy > 1)
214 find_in_layout (4, 0, &upx, &upy, maze, RP);
215 } 218 }
216 219
217 /* 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. */
218 if (upx == -1) 221 if (upx == -1)
219 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
220 223
221 the_exit_up->x = upx; 224 the_exit_up->x = upx;
222 the_exit_up->y = upy; 225 the_exit_up->y = upy;
223 226
224 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
225 for (int j = 1; j < 9; j++) 228 for (int j = 1; j < 9; j++)
226 {
227 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)))
228 { 230 {
229 object *random_sign = archetype::get (shstr_sign); 231 object *random_sign = archetype::get (shstr_sign);
230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); 232 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
231 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); 233 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j), 0, 0);
232 } 234 }
233 }
234 235
235 /* 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. */
236 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
237 238
238 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
241 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
242 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
243 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
244 245
245 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
246 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
247 248
248 /* if no > is found use C */ 249 /* if no > is found use C */
249 if (downx == -1) 250 if (downx == -1)
250 { 251 {
251 downx = cx; 252 downx = cx;
265 downy = 1; 266 downy = 1;
266 else 267 else
267 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
268 269
269 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
270 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
271 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
272 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
273 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
274 else if (downx > 1 && downy == 1)
275 find_in_layout (2, 0, &downx, &downy, maze, RP);
276 else if (downx > 1 && downy > 1)
277 find_in_layout (4, 0, &downx, &downy, maze, RP);
278 } 275 }
279 276
280 /* 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 */
281 if (downx == -1) 278 if (downx == -1)
282 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
283 280
284 if (the_exit_down) 281 if (the_exit_down)
285 { 282 {
286 char buf[16384];
287
288 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
289 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
290 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
291 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
292 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
293 write_map_parameters_to_string (buf, RP); 290
294 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
295 293
296 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
298 { 296 {
299 maptile *new_map; 297 the_exit_down->msg = 0;
300 object *the_exit_back = arch_to_object (the_exit_up->arch);
301
302 /* load it */
303 if (!(new_map = maptile::find_sync (RP->final_map)))
304 return;
305
306 new_map->load_sync ();
307
308 the_exit_down->slaying = RP->final_map; 298 the_exit_down->slaying = final_map;
309 299
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
310 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)
311 /* 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
312 * 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
313 * 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
314 * breaks the for loop. 311 * breaks the for loop.
315 */ 312 */
316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
317 { 314 {
318 tmp->destroy (true); 315 tmp->destroy ();
319 break; 316 break;
320 } 317 }
321 318
322 if (final_map_exit == 1)
323 {
324 /* setup the exit back */ 319 /* setup the exit back */
325 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
326 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
327 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
328 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
329 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
330 325
331 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
332 } 327 }
333 } 328 }
334 else
335 the_exit_down->slaying = "/!";
336 329
337 /* 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. */
338 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
339 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
340 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
344 337
345/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
346 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
347 phases of random map generation. */ 340 phases of random map generation. */
348void 341void
349unblock_exits (maptile *map, char **maze, random_map_params *RP) 342unblock_exits (maptile *map, layout &maze)
350{ 343{
351 int i = 0, j = 0; 344 int i = 0, j = 0;
352 object *walk; 345 object *walk;
353 346
354 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
355 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
356 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
357 { 350 {
358 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)
359 { 352 {
360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines