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 1.14 by root, Sun Dec 31 10:28:36 2006 UTC vs.
Revision 1.38 by root, Fri Mar 26 00:59:21 2010 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 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29
30/* find a character in the layout. fx and fy are pointers to 30/* find a character in the layout. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32void 32static void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
34{ 34{
35 int M; 35 int M;
36 int i, j; 36 int i, j;
37 37
38 *fx = -1; 38 *fx = -1;
39 *fy = -1; 39 *fy = -1;
40 40
41 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
44 else 44 else
45 M = mode; 45 M = mode;
46 46
47 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 49 the same damned thing every time. */
50 switch (M) 50 switch (M)
51 { 51 {
52 case 1: 52 case 1:
53 { /* search from top left down/right */ 53 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
56 { 56 {
57 if (layout[i][j] == target) 57 if (layout[i][j] == target)
58 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 58 {
64 break; 59 *fx = i;
60 *fy = j;
61 return;
62 }
65 } 63 }
64 break;
65
66 case 2: 66 case 2:
67 { /* Search from top right down/left */ 67 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
70 { 70 {
71 if (layout[i][j] == target) 71 if (layout[i][j] == target)
72 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 72 {
78 break; 73 *fx = i;
74 *fy = j;
75 return;
76 }
79 } 77 }
78 break;
79
80 case 3: 80 case 3:
81 { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
84 { 84 {
85 if (layout[i][j] == target) 85 if (layout[i][j] == target)
86 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 86 {
92 break; 87 *fx = i;
88 *fy = j;
89 return;
90 }
93 } 91 }
92 break;
93
94 case 4: 94 case 4:
95 { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
98 { 98 {
99 if (layout[i][j] == target) 99 if (layout[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 } 100 {
106 break; 101 *fx = i;
102 *fy = j;
103 return;
104 }
107 } 105 }
106 break;
107
108 } 108 }
109} 109}
110 110
111/* orientation: 0 means random, 111/* orientation: 0 means random,
112 1 means descending dungeon 112 1 means descending dungeon
117 6 means southward 117 6 means southward
118*/ 118*/
119void 119void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
121{ 121{
122 char styledirname[256]; 122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 126 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 */ 127 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 128 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 129 int downx = -1, downy = -1;
132 int final_map_exit = 1; 130 int final_map_exit = 1;
133 131
134 if (RP->exit_on_final_map) 132 if (RP->exit_on_final_map)
135 {
136 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 134 final_map_exit = 0;
138 }
139 135
140 if (orientation == 0) 136 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 137 orientation = rmg_rndm (6) + 1;
142 138
143 switch (orientation) 139 switch (orientation)
144 { 140 {
145 case 1: 141 case 1:
146 { 142 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 143 sprintf (styledirname, "/styles/exitstyles/up");
148 style_map_up = find_style (styledirname, exitstyle, -1); 144 style_map_up = find_style (styledirname, exitstyle, -1);
149 sprintf (styledirname, "/styles/exitstyles/down"); 145 sprintf (styledirname, "/styles/exitstyles/down");
150 style_map_down = find_style (styledirname, exitstyle, -1); 146 style_map_down = find_style (styledirname, exitstyle, -1);
151 break; 147 break;
152 } 148 }
149
153 case 2: 150 case 2:
154 { 151 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 152 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 153 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up"); 154 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 155 style_map_down = find_style (styledirname, exitstyle, -1);
159 break; 156 break;
160 } 157 }
158
161 default: 159 default:
162 { 160 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 161 sprintf (styledirname, "/styles/exitstyles/generic");
164 style_map_up = find_style (styledirname, exitstyle, -1); 162 style_map_up = find_style (styledirname, exitstyle, -1);
165 style_map_down = style_map_up; 163 style_map_down = style_map_up;
166 break; 164 break;
167 } 165 }
168 } 166 }
169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171 else
172 {
173 object *tmp;
174 167
175 tmp = pick_random_object (style_map_up); 168 the_exit_up = style_map_up
176 the_exit_up = arch_to_object (tmp->arch); 169 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
177 } 170 : archetype::get (shstr_exit);
178 171
179 /* we need a down exit only if we're recursing. */ 172 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
181 if (style_map_down == 0) 174 the_exit_down = style_map_down
182 the_exit_down = arch_to_object (archetype::find ("exit")); 175 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
183 else 176 : 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 177 else
191 the_exit_down = 0; 178 the_exit_down = 0;
192 179
193 /* set up the up exit */ 180 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x; 181 the_exit_up->stats.hp = RP->origin_x;
195 the_exit_up->stats.sp = RP->origin_y; 182 the_exit_up->stats.sp = RP->origin_y;
196 the_exit_up->slaying = RP->origin_map; 183 the_exit_up->slaying = RP->origin_map;
197 184
198 /* figure out where to put the entrance */ 185 /* figure out where to put the entrance */
199 /* begin a logical block */ 186 /* begin a logical block */
200 { 187 {
201 int i, j;
202
203 /* First, look for a '<' char */ 188 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 189 find_in_layout (0, '<', &upx, &upy, maze, RP);
205 190
206 /* next, look for a C, the map center. */ 191 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 192 find_in_layout (0, 'C', &cx, &cy, maze, RP);
208 193
209
210 /* if we didn't find an up, find an empty place far from the center */ 194 /* if we didn't find an up, find an empty place far from the center */
211 if (upx == -1 && cx != -1) 195 if (upx == -1 && cx != -1)
212 { 196 {
213 if (cx > RP->Xsize / 2) 197 if (cx > RP->Xsize / 2)
214 upx = 1; 198 upx = 1;
215 else 199 else
216 upx = RP->Xsize - 2; 200 upx = RP->Xsize - 2;
201
217 if (cy > RP->Ysize / 2) 202 if (cy > RP->Ysize / 2)
218 upy = 1; 203 upy = 1;
219 else 204 else
220 upy = RP->Ysize - 2; 205 upy = RP->Ysize - 2;
206
221 /* find an empty place far from the center */ 207 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 208 if (upx == 1 && upy == 1)
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 209 find_in_layout (1, 0, &upx, &upy, maze, RP);
224 else if (upx == 1 && upy > 1) 210 else if (upx == 1 && upy > 1)
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 211 find_in_layout (3, 0, &upx, &upy, maze, RP);
235 221
236 the_exit_up->x = upx; 222 the_exit_up->x = upx;
237 the_exit_up->y = upy; 223 the_exit_up->y = upy;
238 224
239 /* surround the exits with notices that this is a random map. */ 225 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++) 226 for (int j = 1; j < 9; j++)
241 { 227 {
242 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 228 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
243 { 229 {
244 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
245 random_sign->x = the_exit_up->x + freearr_x[j]; 231 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]; 232 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 } 233 }
253 } 234 }
235
254 /* 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. */
255 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
256 238
257 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
261 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
262 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
263 245
264 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
265 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', &downx, &downy, maze, RP);
248
266 /* if no > is found use C */ 249 /* if no > is found use C */
267 if (downx == -1) 250 if (downx == -1)
268 { 251 {
269 downx = cx; 252 downx = cx;
270 downy = cy; 253 downy = cy;
276 { 259 {
277 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
278 downx = 1; 261 downx = 1;
279 else 262 else
280 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
281 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
282 downy = 1; 266 downy = 1;
283 else 267 else
284 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
285 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1)
287 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 find_in_layout (1, 0, &downx, &downy, maze, RP);
288 else if (downx == 1 && downy > 1) 273 else if (downx == 1 && downy > 1)
289 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 find_in_layout (3, 0, &downx, &downy, maze, RP);
290 else if (downx > 1 && downy == 1) 275 else if (downx > 1 && downy == 1)
291 find_in_layout (2, 0, &downx, &downy, maze, RP); 276 find_in_layout (2, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy > 1) 277 else if (downx > 1 && downy > 1)
293 find_in_layout (4, 0, &downx, &downy, maze, RP); 278 find_in_layout (4, 0, &downx, &downy, maze, RP);
294
295 } 279 }
280
296 /* no indication of where to place the down exit, so just place it */ 281 /* no indication of where to place the down exit, so just place it */
297 if (downx == -1) 282 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 283 find_in_layout (0, 0, &downx, &downy, maze, RP);
284
299 if (the_exit_down) 285 if (the_exit_down)
300 { 286 {
301 char buf[2048]; 287 char buf[16384];
302 288
303 i = find_first_free_spot (the_exit_down, map, downx, downy); 289 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
304 the_exit_down->x = downx + freearr_x[i]; 290 the_exit_down->x = downx + freearr_x[i];
305 the_exit_down->y = downy + freearr_y[i]; 291 the_exit_down->y = downy + freearr_y[i];
306 RP->origin_x = the_exit_down->x; 292 RP->origin_x = the_exit_down->x;
307 RP->origin_y = the_exit_down->y; 293 RP->origin_y = the_exit_down->y;
308 write_map_parameters_to_string (buf, RP); 294 write_map_parameters_to_string (buf, RP);
309 the_exit_down->msg = buf; 295 the_exit_down->msg = buf;
296
310 /* the identifier for making a random map. */ 297 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
312 { 299 {
313 maptile *new_map; 300 maptile *new_map;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 301 object *the_exit_back = the_exit_up->arch->instance ();
315 302
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 */ 303 /* load it */
330 if (!(new_map = maptile::load_map_sync (RP->final_map))) 304 if (!(new_map = maptile::find_sync (RP->final_map)))
331 return; 305 return;
332 306
307 new_map->load_sync ();
308
333 the_exit_down->slaying = RP->final_map; 309 the_exit_down->slaying = RP->final_map;
334 310
335 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 311 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 312 /* 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 313 * 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 314 * would require keeping a 'next' pointer, ad free_object kills tmp, which
339 * breaks the for loop. 315 * breaks the for loop.
340 */ 316 */
341 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
342 { 318 {
343 tmp->destroy (); 319 tmp->destroy ();
344 break; 320 break;
345 } 321 }
346 322
355 331
356 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 332 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
357 } 333 }
358 } 334 }
359 else 335 else
360 the_exit_down->slaying = "/!"; 336 the_exit_down->slaying = shstr_random_map_exit;
361 337
362 /* Block the exit so things don't get dumped on top of it. */ 338 /* Block the exit so things don't get dumped on top of it. */
363 the_exit_down->move_block = MOVE_ALL; 339 the_exit_down->move_block = MOVE_ALL;
364 insert_ob_in_map (the_exit_down, map, NULL, 0); 340 insert_ob_in_map (the_exit_down, map, NULL, 0);
365 maze[the_exit_down->x][the_exit_down->y] = '>'; 341 maze[the_exit_down->x][the_exit_down->y] = '>';
366 } 342 }
367 } 343 }
368
369} 344}
370 345
371/* this function unblocks the exits. We blocked them to 346/* this function unblocks the exits. We blocked them to
372 keep things from being dumped on them during the other 347 keep things from being dumped on them during the other
373 phases of random map generation. */ 348 phases of random map generation. */
374void 349void
375unblock_exits (maptile *map, char **maze, random_map_params * RP) 350unblock_exits (maptile *map, char **maze, random_map_params *RP)
376{ 351{
377 int i = 0, j = 0; 352 int i = 0, j = 0;
378 object *walk; 353 object *walk;
379 354
380 for (i = 0; i < RP->Xsize; i++) 355 for (i = 0; i < RP->Xsize; i++)
383 { 358 {
384 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 359 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
385 { 360 {
386 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
387 { 362 {
388 walk->move_block = MOVE_BLOCK_DEFAULT; 363 walk->move_block = 0;
389 update_object (walk, UP_OBJ_CHANGE); 364 update_object (walk, UP_OBJ_CHANGE);
390 } 365 }
391 } 366 }
392 } 367 }
393} 368}
369

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines