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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.15 by root, Sun Dec 31 17:17:23 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/* 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
30 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
31void 32static void
32find_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)
33{ 34{
34 int M; 35 int M;
35 int i, j; 36 int i, j;
36 37
37 *fx = -1; 38 *fx = -1;
38 *fy = -1; 39 *fy = -1;
39 40
40 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
42 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
43 else 44 else
44 M = mode; 45 M = mode;
45 46
46 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
47 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
48 the same damned thing every time. */ 49 the same damned thing every time. */
49 switch (M) 50 switch (M)
50 { 51 {
51 case 1: 52 case 1:
52 { /* search from top left down/right */ 53 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
55 { 56 {
56 if (layout[i][j] == target) 57 if (layout[i][j] == target)
57 {
58 *fx = i;
59 *fy = j;
60 return;
61 }
62 } 58 {
63 break; 59 *fx = i;
60 *fy = j;
61 return;
62 }
64 } 63 }
64 break;
65
65 case 2: 66 case 2:
66 { /* Search from top right down/left */ 67 /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
69 { 70 {
70 if (layout[i][j] == target) 71 if (layout[i][j] == target)
71 {
72 *fx = i;
73 *fy = j;
74 return;
75 }
76 } 72 {
77 break; 73 *fx = i;
74 *fy = j;
75 return;
76 }
78 } 77 }
78 break;
79
79 case 3: 80 case 3:
80 { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
83 { 84 {
84 if (layout[i][j] == target) 85 if (layout[i][j] == target)
85 {
86 *fx = i;
87 *fy = j;
88 return;
89 }
90 } 86 {
91 break; 87 *fx = i;
88 *fy = j;
89 return;
90 }
92 } 91 }
92 break;
93
93 case 4: 94 case 4:
94 { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
97 { 98 {
98 if (layout[i][j] == target) 99 if (layout[i][j] == target)
99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 } 100 {
105 break; 101 *fx = i;
102 *fy = j;
103 return;
104 }
106 } 105 }
106 break;
107
107 } 108 }
108} 109}
109 110
110/* orientation: 0 means random, 111/* orientation: 0 means random,
111 1 means descending dungeon 112 1 means descending dungeon
116 6 means southward 117 6 means southward
117*/ 118*/
118void 119void
119place_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)
120{ 121{
121 char styledirname[256]; 122 char styledirname[1024];
122 maptile *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
126 object *random_sign; /* magic mouth saying this is a random map. */
127 char buf[512];
128 int cx = -1, cy = -1; /* location of a map center */ 127 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 128 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 129 int downx = -1, downy = -1;
131 int final_map_exit = 1; 130 int final_map_exit = 1;
132 131
133 if (RP->exit_on_final_map) 132 if (RP->exit_on_final_map)
134 {
135 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 134 final_map_exit = 0;
137 }
138 135
139 if (orientation == 0) 136 if (!orientation)
140 orientation = RANDOM () % 6 + 1; 137 orientation = rmg_rndm (6) + 1;
141 138
142 switch (orientation) 139 switch (orientation)
143 { 140 {
144 case 1: 141 case 1:
145 { 142 {
166 style_map_down = style_map_up; 163 style_map_down = style_map_up;
167 break; 164 break;
168 } 165 }
169 } 166 }
170 167
171 if (style_map_up == 0) 168 the_exit_up = style_map_up
172 the_exit_up = arch_to_object (archetype::find ("exit")); 169 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 else 170 : archetype::get (shstr_exit);
174 {
175 object *tmp;
176
177 tmp = pick_random_object (style_map_up);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 171
181 /* we need a down exit only if we're recursing. */ 172 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
183 if (style_map_down == 0) 174 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 175 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 else 176 : archetype::get (shstr_exit);
186 {
187 object *tmp;
188
189 tmp = pick_random_object (style_map_down);
190 the_exit_down = arch_to_object (tmp->arch);
191 }
192 else 177 else
193 the_exit_down = 0; 178 the_exit_down = 0;
194 179
195 /* set up the up exit */ 180 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 181 the_exit_up->stats.hp = RP->origin_x;
198 the_exit_up->slaying = RP->origin_map; 183 the_exit_up->slaying = RP->origin_map;
199 184
200 /* figure out where to put the entrance */ 185 /* figure out where to put the entrance */
201 /* begin a logical block */ 186 /* begin a logical block */
202 { 187 {
203 int i, j;
204
205 /* First, look for a '<' char */ 188 /* First, look for a '<' char */
206 find_in_layout (0, '<', &upx, &upy, maze, RP); 189 find_in_layout (0, '<', &upx, &upy, maze, RP);
207 190
208 /* next, look for a C, the map center. */ 191 /* next, look for a C, the map center. */
209 find_in_layout (0, 'C', &cx, &cy, maze, RP); 192 find_in_layout (0, 'C', &cx, &cy, maze, RP);
210 193
211
212 /* 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 */
213 if (upx == -1 && cx != -1) 195 if (upx == -1 && cx != -1)
214 { 196 {
215 if (cx > RP->Xsize / 2) 197 if (cx > RP->Xsize / 2)
216 upx = 1; 198 upx = 1;
217 else 199 else
218 upx = RP->Xsize - 2; 200 upx = RP->Xsize - 2;
201
219 if (cy > RP->Ysize / 2) 202 if (cy > RP->Ysize / 2)
220 upy = 1; 203 upy = 1;
221 else 204 else
222 upy = RP->Ysize - 2; 205 upy = RP->Ysize - 2;
206
223 /* find an empty place far from the center */ 207 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1) 208 if (upx == 1 && upy == 1)
225 find_in_layout (1, 0, &upx, &upy, maze, RP); 209 find_in_layout (1, 0, &upx, &upy, maze, RP);
226 else if (upx == 1 && upy > 1) 210 else if (upx == 1 && upy > 1)
227 find_in_layout (3, 0, &upx, &upy, maze, RP); 211 find_in_layout (3, 0, &upx, &upy, maze, RP);
237 221
238 the_exit_up->x = upx; 222 the_exit_up->x = upx;
239 the_exit_up->y = upy; 223 the_exit_up->y = upy;
240 224
241 /* surround the exits with notices that this is a random map. */ 225 /* surround the exits with notices that this is a random map. */
242 for (j = 1; j < 9; j++) 226 for (int j = 1; j < 9; j++)
243 { 227 {
244 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]))
245 { 229 {
246 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
247 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);
248 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);
249
250 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
251
252 random_sign->msg = buf;
253 insert_ob_in_map (random_sign, map, NULL, 0);
254 } 233 }
255 } 234 }
235
256 /* 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. */
257 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
258 238
259 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
260 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
263 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
265 245
266 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', &downx, &downy, maze, RP);
248
268 /* if no > is found use C */ 249 /* if no > is found use C */
269 if (downx == -1) 250 if (downx == -1)
270 { 251 {
271 downx = cx; 252 downx = cx;
272 downy = cy; 253 downy = cy;
278 { 259 {
279 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
280 downx = 1; 261 downx = 1;
281 else 262 else
282 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
283 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
284 downy = 1; 266 downy = 1;
285 else 267 else
286 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
287 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
288 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1)
289 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 find_in_layout (1, 0, &downx, &downy, maze, RP);
290 else if (downx == 1 && downy > 1) 273 else if (downx == 1 && downy > 1)
291 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 find_in_layout (3, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy == 1) 275 else if (downx > 1 && downy == 1)
293 find_in_layout (2, 0, &downx, &downy, maze, RP); 276 find_in_layout (2, 0, &downx, &downy, maze, RP);
294 else if (downx > 1 && downy > 1) 277 else if (downx > 1 && downy > 1)
295 find_in_layout (4, 0, &downx, &downy, maze, RP); 278 find_in_layout (4, 0, &downx, &downy, maze, RP);
296
297 } 279 }
280
298 /* 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 */
299 if (downx == -1) 282 if (downx == -1)
300 find_in_layout (0, 0, &downx, &downy, maze, RP); 283 find_in_layout (0, 0, &downx, &downy, maze, RP);
284
301 if (the_exit_down) 285 if (the_exit_down)
302 { 286 {
303 char buf[2048]; 287 char buf[16384];
304 288
305 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);
306 the_exit_down->x = downx + freearr_x[i]; 290 the_exit_down->x = downx + freearr_x[i];
307 the_exit_down->y = downy + freearr_y[i]; 291 the_exit_down->y = downy + freearr_y[i];
308 RP->origin_x = the_exit_down->x; 292 RP->origin_x = the_exit_down->x;
309 RP->origin_y = the_exit_down->y; 293 RP->origin_y = the_exit_down->y;
310 write_map_parameters_to_string (buf, RP); 294 write_map_parameters_to_string (buf, RP);
311 the_exit_down->msg = buf; 295 the_exit_down->msg = buf;
296
312 /* the identifier for making a random map. */ 297 /* the identifier for making a random map. */
313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
314 { 299 {
315 maptile *new_map; 300 maptile *new_map;
316 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 301 object *the_exit_back = the_exit_up->arch->instance ();
317 302
318#if 0
319 /* I'm not sure if there was any reason to change the path to the
320 * map other than to maybe make it more descriptive in the 'maps'
321 * command. But changing the map name makes life more complicated,
322 * (has_been_loaded needs to use the new name)
323 */
324
325 char new_map_name[MAX_BUF];
326
327 /* give the final map a name */
328 sprintf (new_map_name, "%sfinal_map", RP->final_map);
329 /* set the exit down. */
330#endif
331 /* load it */ 303 /* load it */
332 if (!(new_map = maptile::load_map_sync (RP->final_map))) 304 if (!(new_map = maptile::find_sync (RP->final_map)))
333 return; 305 return;
334 306
307 new_map->load_sync ();
308
335 the_exit_down->slaying = RP->final_map; 309 the_exit_down->slaying = RP->final_map;
336 310
337 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)
338 /* 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
339 * 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
340 * 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
341 * breaks the for loop. 315 * breaks the for loop.
342 */ 316 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 318 {
345 tmp->destroy (); 319 tmp->destroy ();
346 break; 320 break;
347 } 321 }
348 322
357 331
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 332 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 333 }
360 } 334 }
361 else 335 else
362 the_exit_down->slaying = "/!"; 336 the_exit_down->slaying = shstr_random_map_exit;
363 337
364 /* 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. */
365 the_exit_down->move_block = MOVE_ALL; 339 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 340 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 341 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 342 }
369 } 343 }
370
371} 344}
372 345
373/* this function unblocks the exits. We blocked them to 346/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 347 keep things from being dumped on them during the other
375 phases of random map generation. */ 348 phases of random map generation. */
376void 349void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 350unblock_exits (maptile *map, char **maze, random_map_params *RP)
378{ 351{
379 int i = 0, j = 0; 352 int i = 0, j = 0;
380 object *walk; 353 object *walk;
381 354
382 for (i = 0; i < RP->Xsize; i++) 355 for (i = 0; i < RP->Xsize; i++)
385 { 358 {
386 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)
387 { 360 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 362 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 363 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 364 update_object (walk, UP_OBJ_CHANGE);
392 } 365 }
393 } 366 }
394 } 367 }
395} 368}
369

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