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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.37 by root, Wed Mar 24 17:41:48 2010 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 it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * 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>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <random_map.h> 27#include <rmg.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <rproto.h> 29#include <rproto.h>
29 30
30/* 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
31 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
32static void 33static void
33find_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)
34{ 35{
35 int M; 36 int M;
36 int i, j; 37 int i, j;
37 38
38 *fx = -1; 39 fx = -1;
39 *fy = -1; 40 fy = -1;
40 41
41 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
43 M = rmg_rndm (4) + 1; 44 M = rmg_rndm (4) + 1;
44 else 45 else
49 the same damned thing every time. */ 50 the same damned thing every time. */
50 switch (M) 51 switch (M)
51 { 52 {
52 case 1: 53 case 1:
53 /* search from top left down/right */ 54 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
56 { 57 {
57 if (layout[i][j] == target) 58 if (maze[i][j] == target)
58 { 59 {
59 *fx = i; 60 fx = i;
60 *fy = j; 61 fy = j;
61 return; 62 return;
62 } 63 }
63 } 64 }
64 break; 65 break;
65 66
66 case 2: 67 case 2:
67 /* Search from top right down/left */ 68 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 69 for (i = maze.w - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 70 for (j = 1; j < maze.h - 1; j++)
70 { 71 {
71 if (layout[i][j] == target) 72 if (maze[i][j] == target)
72 { 73 {
73 *fx = i; 74 fx = i;
74 *fy = j; 75 fy = j;
75 return; 76 return;
76 } 77 }
77 } 78 }
78 break; 79 break;
79 80
80 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:
81 /* search from bottom-left up-right */ 96 /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 97 for (i = 1; i < maze.w - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 98 for (j = maze.h - 2; j > 0; j--)
84 { 99 {
85 if (layout[i][j] == target) 100 if (maze[i][j] == target)
86 { 101 {
87 *fx = i; 102 fx = i;
88 *fy = j; 103 fy = j;
89 return; 104 return;
90 } 105 }
91 } 106 }
92 break; 107 break;
93
94 case 4:
95 /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--)
98 {
99 if (layout[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 }
106 break;
107
108 } 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);
109} 119}
110 120
111/* orientation: 0 means random, 121/* orientation: 0 means random,
112 1 means descending dungeon 122 1 means descending dungeon
113 2 means ascending dungeon 123 2 means ascending dungeon
115 4 means leftward 125 4 means leftward
116 5 means northward 126 5 means northward
117 6 means southward 127 6 means southward
118*/ 128*/
119void 129void
120place_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)
121{ 131{
122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 135 object *the_exit_up; /* easier maze */
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 = rmg_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 the_exit_up = style_map_up 172 the_exit_up = style_map_up
169 ? style_map_up->pick_random_object (rmg_rndm)->clone () 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit); 174 : archetype::get (shstr_exit);
171 175
176 const char *final_map = RP->get_str ("final_map", 0);
177
172 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
174 the_exit_down = style_map_down 180 the_exit_down = style_map_down
175 ? style_map_down->pick_random_object (rmg_rndm)->clone () 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
176 : archetype::get (shstr_exit); 182 : archetype::get (shstr_exit);
177 else 183 else
178 the_exit_down = 0; 184 the_exit_down = 0;
179 185
180 /* set up the up exit */ 186 /* set up the up exit */
181 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
182 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
183 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
184 190
185 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
186 /* begin a logical block */ 192 /* begin a logical block */
187 { 193 {
188 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
189 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
190 196
191 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
192 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
193 199
194 /* 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 */
195 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
196 { 202 {
197 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
203 upy = 1; 209 upy = 1;
204 else 210 else
205 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
206 212
207 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
208 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
209 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
210 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
211 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
212 else if (upx > 1 && upy == 1)
213 find_in_layout (2, 0, &upx, &upy, maze, RP);
214 else if (upx > 1 && upy > 1)
215 find_in_layout (4, 0, &upx, &upy, maze, RP);
216 } 218 }
217 219
218 /* 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. */
219 if (upx == -1) 221 if (upx == -1)
220 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
221 223
222 the_exit_up->x = upx; 224 the_exit_up->x = upx;
223 the_exit_up->y = upy; 225 the_exit_up->y = upy;
224 226
225 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
226 for (int j = 1; j < 9; j++) 228 for (int j = 1; j < 9; j++)
227 {
228 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)))
229 { 230 {
230 object *random_sign = archetype::get (shstr_sign); 231 object *random_sign = archetype::get (shstr_sign);
231 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);
232 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);
233 } 234 }
234 }
235 235
236 /* 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. */
237 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
238 238
239 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
242 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
243 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
244 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
245 245
246 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
247 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
248 248
249 /* if no > is found use C */ 249 /* if no > is found use C */
250 if (downx == -1) 250 if (downx == -1)
251 { 251 {
252 downx = cx; 252 downx = cx;
266 downy = 1; 266 downy = 1;
267 else 267 else
268 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269 269
270 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
271 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
272 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
273 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
274 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
275 else if (downx > 1 && downy == 1)
276 find_in_layout (2, 0, &downx, &downy, maze, RP);
277 else if (downx > 1 && downy > 1)
278 find_in_layout (4, 0, &downx, &downy, maze, RP);
279 } 275 }
280 276
281 /* 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 */
282 if (downx == -1) 278 if (downx == -1)
283 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
284 280
285 if (the_exit_down) 281 if (the_exit_down)
286 { 282 {
287 char buf[16384];
288
289 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
290 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
291 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
292 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
293 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
294 write_map_parameters_to_string (buf, RP); 290
295 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
296 293
297 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
299 { 296 {
300 maptile *new_map; 297 the_exit_down->msg = 0;
301 object *the_exit_back = the_exit_up->arch->instance ();
302
303 /* load it */
304 if (!(new_map = maptile::find_sync (RP->final_map)))
305 return;
306
307 new_map->load_sync ();
308
309 the_exit_down->slaying = RP->final_map; 298 the_exit_down->slaying = final_map;
310 299
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
311 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)
312 /* 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
313 * 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
314 * 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
315 * breaks the for loop. 311 * breaks the for loop.
316 */ 312 */
317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
318 { 314 {
319 tmp->destroy (); 315 tmp->destroy ();
320 break; 316 break;
321 } 317 }
322 318
323 if (final_map_exit == 1)
324 {
325 /* setup the exit back */ 319 /* setup the exit back */
326 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
327 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
328 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
329 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
330 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
331 325
332 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
333 } 327 }
334 } 328 }
335 else
336 the_exit_down->slaying = shstr_random_map_exit;
337 329
338 /* 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. */
339 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
340 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
341 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
345 337
346/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
347 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
348 phases of random map generation. */ 340 phases of random map generation. */
349void 341void
350unblock_exits (maptile *map, char **maze, random_map_params *RP) 342unblock_exits (maptile *map, layout &maze)
351{ 343{
352 int i = 0, j = 0; 344 int i = 0, j = 0;
353 object *walk; 345 object *walk;
354 346
355 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
356 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
357 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
358 { 350 {
359 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)
360 { 352 {
361 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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