--- deliantra/server/random_maps/exit.C 2006/12/20 09:14:22 1.10 +++ deliantra/server/random_maps/exit.C 2010/03/26 00:59:21 1.38 @@ -1,36 +1,36 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to + */ #include #include #include #include - /* find a character in the layout. fx and fy are pointers to where to find the char. fx,fy = -1 if not found. */ -void -find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) +static void +find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) { int M; int i, j; @@ -40,7 +40,7 @@ /* if a starting point isn't given, pick one */ if (mode < 1 || mode > 4) - M = RANDOM () % 4 + 1; + M = rmg_rndm (4) + 1; else M = mode; @@ -49,70 +49,65 @@ the same damned thing every time. */ switch (M) { - case 1: - { /* search from top left down/right */ - for (i = 1; i < RP->Xsize; i++) - for (j = 1; j < RP->Ysize; j++) + case 1: + /* search from top left down/right */ + for (i = 1; i < RP->Xsize; i++) + for (j = 1; j < RP->Ysize; j++) + { + if (layout[i][j] == target) { - if (layout[i][j] == target) - { - *fx = i; - *fy = j; - return; - } + *fx = i; + *fy = j; + return; } - break; - } - case 2: - { /* Search from top right down/left */ - for (i = RP->Xsize - 2; i > 0; i--) - for (j = 1; j < RP->Ysize - 1; j++) + } + break; + + case 2: + /* Search from top right down/left */ + for (i = RP->Xsize - 2; i > 0; i--) + for (j = 1; j < RP->Ysize - 1; j++) + { + if (layout[i][j] == target) { - if (layout[i][j] == target) - { - *fx = i; - *fy = j; - return; - } + *fx = i; + *fy = j; + return; } - break; - } - case 3: - { /* search from bottom-left up-right */ - for (i = 1; i < RP->Xsize - 1; i++) - for (j = RP->Ysize - 2; j > 0; j--) + } + break; + + case 3: + /* search from bottom-left up-right */ + for (i = 1; i < RP->Xsize - 1; i++) + for (j = RP->Ysize - 2; j > 0; j--) + { + if (layout[i][j] == target) { - if (layout[i][j] == target) - { - *fx = i; - *fy = j; - return; - } + *fx = i; + *fy = j; + return; } - break; - } - case 4: - { /* search from bottom-right up-left */ - for (i = RP->Xsize - 2; i > 0; i--) - for (j = RP->Ysize - 2; j > 0; j--) + } + break; + + case 4: + /* search from bottom-right up-left */ + for (i = RP->Xsize - 2; i > 0; i--) + for (j = RP->Ysize - 2; j > 0; j--) + { + if (layout[i][j] == target) { - if (layout[i][j] == target) - { - *fx = i; - *fy = j; - return; - } + *fx = i; + *fy = j; + return; } - break; - } + } + break; + } } - - - - - /* orientation: 0 means random, 1 means descending dungeon 2 means ascending dungeon @@ -121,98 +116,81 @@ 5 means northward 6 means southward */ - void -place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) +place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) { - char styledirname[256]; - maptile *style_map_down = 0; /* harder maze */ - maptile *style_map_up = 0; /* easier maze */ + char styledirname[1024]; + maptile *style_map_down = 0; /* harder maze */ + maptile *style_map_up = 0; /* easier maze */ object *the_exit_down; /* harder maze */ object *the_exit_up; /* easier maze */ - object *random_sign; /* magic mouth saying this is a random map. */ - char buf[512]; int cx = -1, cy = -1; /* location of a map center */ int upx = -1, upy = -1; /* location of up exit */ int downx = -1, downy = -1; int final_map_exit = 1; if (RP->exit_on_final_map) - { - if (strstr (RP->exit_on_final_map, "no")) - final_map_exit = 0; - } + if (strstr (RP->exit_on_final_map, "no")) + final_map_exit = 0; - if (orientation == 0) - orientation = RANDOM () % 6 + 1; + if (!orientation) + orientation = rmg_rndm (6) + 1; switch (orientation) { - case 1: - { - sprintf (styledirname, "/styles/exitstyles/up"); - style_map_up = find_style (styledirname, exitstyle, -1); - sprintf (styledirname, "/styles/exitstyles/down"); - style_map_down = find_style (styledirname, exitstyle, -1); - break; - } - case 2: - { - sprintf (styledirname, "/styles/exitstyles/down"); - style_map_up = find_style (styledirname, exitstyle, -1); - sprintf (styledirname, "/styles/exitstyles/up"); - style_map_down = find_style (styledirname, exitstyle, -1); - break; - } - default: - { - sprintf (styledirname, "/styles/exitstyles/generic"); - style_map_up = find_style (styledirname, exitstyle, -1); - style_map_down = style_map_up; - break; - } - } - if (style_map_up == 0) - the_exit_up = arch_to_object (archetype::find ("exit")); - else - { - object *tmp; + case 1: + { + sprintf (styledirname, "/styles/exitstyles/up"); + style_map_up = find_style (styledirname, exitstyle, -1); + sprintf (styledirname, "/styles/exitstyles/down"); + style_map_down = find_style (styledirname, exitstyle, -1); + break; + } - tmp = pick_random_object (style_map_up); - the_exit_up = arch_to_object (tmp->arch); + case 2: + { + sprintf (styledirname, "/styles/exitstyles/down"); + style_map_up = find_style (styledirname, exitstyle, -1); + sprintf (styledirname, "/styles/exitstyles/up"); + style_map_down = find_style (styledirname, exitstyle, -1); + break; + } + + default: + { + sprintf (styledirname, "/styles/exitstyles/generic"); + style_map_up = find_style (styledirname, exitstyle, -1); + style_map_down = style_map_up; + break; + } } - /* we need a down exit only if we're recursing. */ - if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) - if (style_map_down == 0) - the_exit_down = arch_to_object (archetype::find ("exit")); - else - { - object *tmp; + the_exit_up = style_map_up + ? style_map_up->pick_random_object (rmg_rndm)->clone () + : archetype::get (shstr_exit); - tmp = pick_random_object (style_map_down); - the_exit_down = arch_to_object (tmp->arch); - } + /* we need a down exit only if we're recursing. */ + if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) + the_exit_down = style_map_down + ? style_map_down->pick_random_object (rmg_rndm)->clone () + : archetype::get (shstr_exit); else the_exit_down = 0; /* set up the up exit */ the_exit_up->stats.hp = RP->origin_x; the_exit_up->stats.sp = RP->origin_y; - the_exit_up->slaying = RP->origin_map; + the_exit_up->slaying = RP->origin_map; /* figure out where to put the entrance */ /* begin a logical block */ { - int i, j; - /* First, look for a '<' char */ find_in_layout (0, '<', &upx, &upy, maze, RP); /* next, look for a C, the map center. */ find_in_layout (0, 'C', &cx, &cy, maze, RP); - /* if we didn't find an up, find an empty place far from the center */ if (upx == -1 && cx != -1) { @@ -220,10 +198,12 @@ upx = 1; else upx = RP->Xsize - 2; + if (cy > RP->Ysize / 2) upy = 1; else upy = RP->Ysize - 2; + /* find an empty place far from the center */ if (upx == 1 && upy == 1) find_in_layout (1, 0, &upx, &upy, maze, RP); @@ -243,20 +223,16 @@ the_exit_up->y = upy; /* surround the exits with notices that this is a random map. */ - for (j = 1; j < 9; j++) + for (int j = 1; j < 9; j++) { if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) { - random_sign = get_archetype ("sign"); - random_sign->x = the_exit_up->x + freearr_x[j]; - random_sign->y = the_exit_up->y + freearr_y[j]; - - sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); - - random_sign->msg = buf; - insert_ob_in_map (random_sign, map, NULL, 0); + object *random_sign = archetype::get (shstr_sign); + random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); + map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); } } + /* Block the exit so things don't get dumped on top of it. */ the_exit_up->move_block = MOVE_ALL; @@ -264,11 +240,12 @@ maze[the_exit_up->x][the_exit_up->y] = '<'; /* set the starting x,y for this map */ - MAP_ENTER_X (map) = the_exit_up->x; - MAP_ENTER_Y (map) = the_exit_up->y; + map->enter_x = the_exit_up->x; + map->enter_y = the_exit_up->y; /* first, look for a '>' character */ find_in_layout (0, '>', &downx, &downy, maze, RP); + /* if no > is found use C */ if (downx == -1) { @@ -284,10 +261,12 @@ downx = 1; else downx = RP->Xsize - 2; + if (upy > RP->Ysize / 2) downy = 1; else downy = RP->Ysize - 2; + /* find an empty place far from the entrance */ if (downx == 1 && downy == 1) find_in_layout (1, 0, &downx, &downy, maze, RP); @@ -297,57 +276,46 @@ find_in_layout (2, 0, &downx, &downy, maze, RP); else if (downx > 1 && downy > 1) find_in_layout (4, 0, &downx, &downy, maze, RP); - } + /* no indication of where to place the down exit, so just place it */ if (downx == -1) find_in_layout (0, 0, &downx, &downy, maze, RP); + if (the_exit_down) { - char buf[2048]; + char buf[16384]; - i = find_first_free_spot (the_exit_down, map, downx, downy); + int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); the_exit_down->x = downx + freearr_x[i]; the_exit_down->y = downy + freearr_y[i]; RP->origin_x = the_exit_down->x; RP->origin_y = the_exit_down->y; write_map_parameters_to_string (buf, RP); the_exit_down->msg = buf; + /* the identifier for making a random map. */ - if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) + if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) { maptile *new_map; - object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; + object *the_exit_back = the_exit_up->arch->instance (); -#if 0 - /* I'm not sure if there was any reason to change the path to the - * map other than to maybe make it more descriptive in the 'maps' - * command. But changing the map name makes life more complicated, - * (has_been_loaded needs to use the new name) - */ - - char new_map_name[MAX_BUF]; - - /* give the final map a name */ - sprintf (new_map_name, "%sfinal_map", RP->final_map); - /* set the exit down. */ -#endif /* load it */ - if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) + if (!(new_map = maptile::find_sync (RP->final_map))) return; + new_map->load_sync (); + the_exit_down->slaying = RP->final_map; - strcpy (new_map->path, RP->final_map); - for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) + for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) /* Remove exit back to previous random map. There should only be one * which is why we break out. To try to process more than one * would require keeping a 'next' pointer, ad free_object kills tmp, which * breaks the for loop. */ - if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) + if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) { - tmp->remove (); tmp->destroy (); break; } @@ -358,16 +326,14 @@ the_exit_back->slaying = map->path; the_exit_back->stats.hp = the_exit_down->x; the_exit_back->stats.sp = the_exit_down->y; - the_exit_back->x = MAP_ENTER_X (new_map); - the_exit_back->y = MAP_ENTER_Y (new_map); + the_exit_back->x = new_map->enter_x; + the_exit_back->y = new_map->enter_y; insert_ob_in_map (the_exit_back, new_map, NULL, 0); } - - set_map_timeout (new_map); /* So it gets swapped out */ } else - the_exit_down->slaying = "/!"; + the_exit_down->slaying = shstr_random_map_exit; /* Block the exit so things don't get dumped on top of it. */ the_exit_down->move_block = MOVE_ALL; @@ -375,16 +341,13 @@ maze[the_exit_down->x][the_exit_down->y] = '>'; } } - } - - /* this function unblocks the exits. We blocked them to keep things from being dumped on them during the other phases of random map generation. */ void -unblock_exits (maptile *map, char **maze, RMParms * RP) +unblock_exits (maptile *map, char **maze, random_map_params *RP) { int i = 0, j = 0; object *walk; @@ -397,9 +360,10 @@ { if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { - walk->move_block = MOVE_BLOCK_DEFAULT; + walk->move_block = 0; update_object (walk, UP_OBJ_CHANGE); } } } } +