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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.14 by root, Sun Dec 31 10:28:36 2006 UTC vs.
Revision 1.33 by root, Wed Dec 31 17:35:37 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <random_map.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <rproto.h> 27#include <rproto.h>
28 28
29
30/* find a character in the layout. fx and fy are pointers to 29/* find a character in the layout. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
32void 31void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
34{ 33{
35 int M; 34 int M;
36 int i, j; 35 int i, j;
37 36
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 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 57 {
64 break; 58 *fx = i;
59 *fy = j;
60 return;
61 }
65 } 62 }
63 break;
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 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 71 {
78 break; 72 *fx = i;
73 *fy = j;
74 return;
75 }
79 } 76 }
77 break;
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 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 85 {
92 break; 86 *fx = i;
87 *fy = j;
88 return;
89 }
93 } 90 }
91 break;
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 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 } 99 {
106 break; 100 *fx = i;
101 *fy = j;
102 return;
103 }
107 } 104 }
105 break;
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 {
136 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 133 final_map_exit = 0;
138 }
139 134
140 if (orientation == 0) 135 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
142 137
143 switch (orientation) 138 switch (orientation)
144 { 139 {
145 case 1: 140 case 1:
146 { 141 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 142 sprintf (styledirname, "/styles/exitstyles/up");
148 style_map_up = find_style (styledirname, exitstyle, -1); 143 style_map_up = find_style (styledirname, exitstyle, -1);
149 sprintf (styledirname, "/styles/exitstyles/down"); 144 sprintf (styledirname, "/styles/exitstyles/down");
150 style_map_down = find_style (styledirname, exitstyle, -1); 145 style_map_down = find_style (styledirname, exitstyle, -1);
151 break; 146 break;
152 } 147 }
148
153 case 2: 149 case 2:
154 { 150 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 151 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 152 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up"); 153 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 154 style_map_down = find_style (styledirname, exitstyle, -1);
159 break; 155 break;
160 } 156 }
157
161 default: 158 default:
162 { 159 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 160 sprintf (styledirname, "/styles/exitstyles/generic");
164 style_map_up = find_style (styledirname, exitstyle, -1); 161 style_map_up = find_style (styledirname, exitstyle, -1);
165 style_map_down = style_map_up; 162 style_map_down = style_map_up;
166 break; 163 break;
167 } 164 }
168 } 165 }
169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171 else
172 {
173 object *tmp;
174 166
175 tmp = pick_random_object (style_map_up); 167 the_exit_up = style_map_up
176 the_exit_up = arch_to_object (tmp->arch); 168 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
177 } 169 : archetype::get (shstr_exit);
178 170
179 /* we need a down exit only if we're recursing. */ 171 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
181 if (style_map_down == 0) 173 the_exit_down = style_map_down
182 the_exit_down = arch_to_object (archetype::find ("exit")); 174 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
183 else 175 : archetype::get (shstr_exit);
184 {
185 object *tmp;
186
187 tmp = pick_random_object (style_map_down);
188 the_exit_down = arch_to_object (tmp->arch);
189 }
190 else 176 else
191 the_exit_down = 0; 177 the_exit_down = 0;
192 178
193 /* set up the up exit */ 179 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x; 180 the_exit_up->stats.hp = RP->origin_x;
195 the_exit_up->stats.sp = RP->origin_y; 181 the_exit_up->stats.sp = RP->origin_y;
196 the_exit_up->slaying = RP->origin_map; 182 the_exit_up->slaying = RP->origin_map;
197 183
198 /* figure out where to put the entrance */ 184 /* figure out where to put the entrance */
199 /* begin a logical block */ 185 /* begin a logical block */
200 { 186 {
201 int i, j;
202
203 /* First, look for a '<' char */ 187 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 188 find_in_layout (0, '<', &upx, &upy, maze, RP);
205 189
206 /* next, look for a C, the map center. */ 190 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 191 find_in_layout (0, 'C', &cx, &cy, maze, RP);
208 192
209
210 /* 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 */
211 if (upx == -1 && cx != -1) 194 if (upx == -1 && cx != -1)
212 { 195 {
213 if (cx > RP->Xsize / 2) 196 if (cx > RP->Xsize / 2)
214 upx = 1; 197 upx = 1;
215 else 198 else
216 upx = RP->Xsize - 2; 199 upx = RP->Xsize - 2;
200
217 if (cy > RP->Ysize / 2) 201 if (cy > RP->Ysize / 2)
218 upy = 1; 202 upy = 1;
219 else 203 else
220 upy = RP->Ysize - 2; 204 upy = RP->Ysize - 2;
205
221 /* find an empty place far from the center */ 206 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 207 if (upx == 1 && upy == 1)
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 208 find_in_layout (1, 0, &upx, &upy, maze, RP);
224 else if (upx == 1 && upy > 1) 209 else if (upx == 1 && upy > 1)
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 210 find_in_layout (3, 0, &upx, &upy, maze, RP);
235 220
236 the_exit_up->x = upx; 221 the_exit_up->x = upx;
237 the_exit_up->y = upy; 222 the_exit_up->y = upy;
238 223
239 /* surround the exits with notices that this is a random map. */ 224 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++) 225 for (int j = 1; j < 9; j++)
241 { 226 {
242 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]))
243 { 228 {
244 random_sign = get_archetype ("sign"); 229 object *random_sign = archetype::get (shstr_sign);
245 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);
246 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);
247
248 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
249
250 random_sign->msg = buf;
251 insert_ob_in_map (random_sign, map, NULL, 0);
252 } 232 }
253 } 233 }
234
254 /* 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. */
255 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
256 237
257 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
261 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
262 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
263 244
264 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
265 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', &downx, &downy, maze, RP);
247
266 /* if no > is found use C */ 248 /* if no > is found use C */
267 if (downx == -1) 249 if (downx == -1)
268 { 250 {
269 downx = cx; 251 downx = cx;
270 downy = cy; 252 downy = cy;
276 { 258 {
277 if (upx > RP->Xsize / 2) 259 if (upx > RP->Xsize / 2)
278 downx = 1; 260 downx = 1;
279 else 261 else
280 downx = RP->Xsize - 2; 262 downx = RP->Xsize - 2;
263
281 if (upy > RP->Ysize / 2) 264 if (upy > RP->Ysize / 2)
282 downy = 1; 265 downy = 1;
283 else 266 else
284 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268
285 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1)
287 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 find_in_layout (1, 0, &downx, &downy, maze, RP);
288 else if (downx == 1 && downy > 1) 272 else if (downx == 1 && downy > 1)
289 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 find_in_layout (3, 0, &downx, &downy, maze, RP);
290 else if (downx > 1 && downy == 1) 274 else if (downx > 1 && downy == 1)
291 find_in_layout (2, 0, &downx, &downy, maze, RP); 275 find_in_layout (2, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy > 1) 276 else if (downx > 1 && downy > 1)
293 find_in_layout (4, 0, &downx, &downy, maze, RP); 277 find_in_layout (4, 0, &downx, &downy, maze, RP);
294
295 } 278 }
279
296 /* 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 */
297 if (downx == -1) 281 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 282 find_in_layout (0, 0, &downx, &downy, maze, RP);
283
299 if (the_exit_down) 284 if (the_exit_down)
300 { 285 {
301 char buf[2048]; 286 char buf[16384];
302 287
303 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);
304 the_exit_down->x = downx + freearr_x[i]; 289 the_exit_down->x = downx + freearr_x[i];
305 the_exit_down->y = downy + freearr_y[i]; 290 the_exit_down->y = downy + freearr_y[i];
306 RP->origin_x = the_exit_down->x; 291 RP->origin_x = the_exit_down->x;
307 RP->origin_y = the_exit_down->y; 292 RP->origin_y = the_exit_down->y;
308 write_map_parameters_to_string (buf, RP); 293 write_map_parameters_to_string (buf, RP);
309 the_exit_down->msg = buf; 294 the_exit_down->msg = buf;
295
310 /* the identifier for making a random map. */ 296 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
312 { 298 {
313 maptile *new_map; 299 maptile *new_map;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 300 object *the_exit_back = arch_to_object (the_exit_up->arch);
315 301
316#if 0
317 /* I'm not sure if there was any reason to change the path to the
318 * map other than to maybe make it more descriptive in the 'maps'
319 * command. But changing the map name makes life more complicated,
320 * (has_been_loaded needs to use the new name)
321 */
322
323 char new_map_name[MAX_BUF];
324
325 /* give the final map a name */
326 sprintf (new_map_name, "%sfinal_map", RP->final_map);
327 /* set the exit down. */
328#endif
329 /* load it */ 302 /* load it */
330 if (!(new_map = maptile::load_map_sync (RP->final_map))) 303 if (!(new_map = maptile::find_sync (RP->final_map)))
331 return; 304 return;
332 305
306 new_map->load_sync ();
307
333 the_exit_down->slaying = RP->final_map; 308 the_exit_down->slaying = RP->final_map;
334 309
335 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)
336 /* 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
337 * 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
338 * 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
339 * breaks the for loop. 314 * breaks the for loop.
340 */ 315 */
341 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 316 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
342 { 317 {
343 tmp->destroy (); 318 tmp->destroy ();
344 break; 319 break;
345 } 320 }
346 321
363 the_exit_down->move_block = MOVE_ALL; 338 the_exit_down->move_block = MOVE_ALL;
364 insert_ob_in_map (the_exit_down, map, NULL, 0); 339 insert_ob_in_map (the_exit_down, map, NULL, 0);
365 maze[the_exit_down->x][the_exit_down->y] = '>'; 340 maze[the_exit_down->x][the_exit_down->y] = '>';
366 } 341 }
367 } 342 }
368
369} 343}
370 344
371/* this function unblocks the exits. We blocked them to 345/* this function unblocks the exits. We blocked them to
372 keep things from being dumped on them during the other 346 keep things from being dumped on them during the other
373 phases of random map generation. */ 347 phases of random map generation. */
374void 348void
375unblock_exits (maptile *map, char **maze, random_map_params * RP) 349unblock_exits (maptile *map, char **maze, random_map_params *RP)
376{ 350{
377 int i = 0, j = 0; 351 int i = 0, j = 0;
378 object *walk; 352 object *walk;
379 353
380 for (i = 0; i < RP->Xsize; i++) 354 for (i = 0; i < RP->Xsize; i++)
383 { 357 {
384 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)
385 { 359 {
386 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
387 { 361 {
388 walk->move_block = MOVE_BLOCK_DEFAULT; 362 walk->move_block = 0;
389 update_object (walk, UP_OBJ_CHANGE); 363 update_object (walk, UP_OBJ_CHANGE);
390 } 364 }
391 } 365 }
392 } 366 }
393} 367}
368

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