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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.38 by root, Fri Mar 26 00:59:21 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <random_map.h> 26#include <random_map.h>
27#include <sproto.h> 27#include <sproto.h>
28#include <rproto.h> 28#include <rproto.h>
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 { 58 {
59 *fx = i; 59 *fx = i;
60 *fy = j; 60 *fy = j;
61 return; 61 return;
62 } 62 }
63 } 63 }
64 break; 64 break;
65 } 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 { 72 {
73 *fx = i; 73 *fx = i;
74 *fy = j; 74 *fy = j;
75 return; 75 return;
76 } 76 }
77 } 77 }
78 break; 78 break;
79 } 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 { 86 {
87 *fx = i; 87 *fx = i;
88 *fy = j; 88 *fy = j;
89 return; 89 return;
90 } 90 }
91 } 91 }
92 break; 92 break;
93 } 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 { 100 {
101 *fx = i; 101 *fx = i;
102 *fy = j; 102 *fy = j;
103 return; 103 return;
104 } 104 }
105 } 105 }
106 break; 106 break;
107 } 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 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;
137 135
138 if (!orientation) 136 if (!orientation)
139 orientation = RANDOM () % 6 + 1; 137 orientation = rmg_rndm (6) + 1;
140 138
141 switch (orientation) 139 switch (orientation)
142 { 140 {
143 case 1: 141 case 1:
144 { 142 {
165 style_map_down = style_map_up; 163 style_map_down = style_map_up;
166 break; 164 break;
167 } 165 }
168 } 166 }
169 167
170 if (style_map_up == 0) 168 the_exit_up = style_map_up
171 the_exit_up = arch_to_object (archetype::find ("exit")); 169 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
172 170 : archetype::get (shstr_exit);
173 else
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 ()
185 176 : archetype::get (shstr_exit);
186 else
187 {
188 object *tmp;
189
190 tmp = pick_random_object (style_map_down);
191 the_exit_down = arch_to_object (tmp->arch);
192 }
193 else 177 else
194 the_exit_down = 0; 178 the_exit_down = 0;
195 179
196 /* set up the up exit */ 180 /* set up the up exit */
197 the_exit_up->stats.hp = RP->origin_x; 181 the_exit_up->stats.hp = RP->origin_x;
198 the_exit_up->stats.sp = RP->origin_y; 182 the_exit_up->stats.sp = RP->origin_y;
199 the_exit_up->slaying = RP->origin_map; 183 the_exit_up->slaying = RP->origin_map;
200 184
201 /* figure out where to put the entrance */ 185 /* figure out where to put the entrance */
202 /* begin a logical block */ 186 /* begin a logical block */
203 { 187 {
204 int i, j;
205
206 /* First, look for a '<' char */ 188 /* First, look for a '<' char */
207 find_in_layout (0, '<', &upx, &upy, maze, RP); 189 find_in_layout (0, '<', &upx, &upy, maze, RP);
208 190
209 /* next, look for a C, the map center. */ 191 /* next, look for a C, the map center. */
210 find_in_layout (0, 'C', &cx, &cy, maze, RP); 192 find_in_layout (0, 'C', &cx, &cy, maze, RP);
211 193
212
213 /* 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 */
214 if (upx == -1 && cx != -1) 195 if (upx == -1 && cx != -1)
215 { 196 {
216 if (cx > RP->Xsize / 2) 197 if (cx > RP->Xsize / 2)
217 upx = 1; 198 upx = 1;
218 else 199 else
219 upx = RP->Xsize - 2; 200 upx = RP->Xsize - 2;
201
220 if (cy > RP->Ysize / 2) 202 if (cy > RP->Ysize / 2)
221 upy = 1; 203 upy = 1;
222 else 204 else
223 upy = RP->Ysize - 2; 205 upy = RP->Ysize - 2;
206
224 /* find an empty place far from the center */ 207 /* find an empty place far from the center */
225 if (upx == 1 && upy == 1) 208 if (upx == 1 && upy == 1)
226 find_in_layout (1, 0, &upx, &upy, maze, RP); 209 find_in_layout (1, 0, &upx, &upy, maze, RP);
227 else if (upx == 1 && upy > 1) 210 else if (upx == 1 && upy > 1)
228 find_in_layout (3, 0, &upx, &upy, maze, RP); 211 find_in_layout (3, 0, &upx, &upy, maze, RP);
238 221
239 the_exit_up->x = upx; 222 the_exit_up->x = upx;
240 the_exit_up->y = upy; 223 the_exit_up->y = upy;
241 224
242 /* surround the exits with notices that this is a random map. */ 225 /* surround the exits with notices that this is a random map. */
243 for (j = 1; j < 9; j++) 226 for (int j = 1; j < 9; j++)
244 { 227 {
245 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]))
246 { 229 {
247 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
248 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);
249 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);
250
251 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
252
253 random_sign->msg = buf;
254 insert_ob_in_map (random_sign, map, NULL, 0);
255 } 233 }
256 } 234 }
235
257 /* 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. */
258 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
259 238
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
261 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
264 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
266 245
267 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', &downx, &downy, maze, RP);
248
269 /* if no > is found use C */ 249 /* if no > is found use C */
270 if (downx == -1) 250 if (downx == -1)
271 { 251 {
272 downx = cx; 252 downx = cx;
273 downy = cy; 253 downy = cy;
279 { 259 {
280 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
281 downx = 1; 261 downx = 1;
282 else 262 else
283 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
284 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
285 downy = 1; 266 downy = 1;
286 else 267 else
287 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
288 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
289 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1)
290 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 find_in_layout (1, 0, &downx, &downy, maze, RP);
291 else if (downx == 1 && downy > 1) 273 else if (downx == 1 && downy > 1)
292 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 find_in_layout (3, 0, &downx, &downy, maze, RP);
293 else if (downx > 1 && downy == 1) 275 else if (downx > 1 && downy == 1)
294 find_in_layout (2, 0, &downx, &downy, maze, RP); 276 find_in_layout (2, 0, &downx, &downy, maze, RP);
295 else if (downx > 1 && downy > 1) 277 else if (downx > 1 && downy > 1)
296 find_in_layout (4, 0, &downx, &downy, maze, RP); 278 find_in_layout (4, 0, &downx, &downy, maze, RP);
297
298 } 279 }
280
299 /* 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 */
300 if (downx == -1) 282 if (downx == -1)
301 find_in_layout (0, 0, &downx, &downy, maze, RP); 283 find_in_layout (0, 0, &downx, &downy, maze, RP);
302 284
303 if (the_exit_down) 285 if (the_exit_down)
304 { 286 {
305 char buf[2048]; 287 char buf[16384];
306 288
307 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);
308 the_exit_down->x = downx + freearr_x[i]; 290 the_exit_down->x = downx + freearr_x[i];
309 the_exit_down->y = downy + freearr_y[i]; 291 the_exit_down->y = downy + freearr_y[i];
310 RP->origin_x = the_exit_down->x; 292 RP->origin_x = the_exit_down->x;
311 RP->origin_y = the_exit_down->y; 293 RP->origin_y = the_exit_down->y;
312 write_map_parameters_to_string (buf, RP); 294 write_map_parameters_to_string (buf, RP);
314 296
315 /* the identifier for making a random map. */ 297 /* the identifier for making a random map. */
316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
317 { 299 {
318 maptile *new_map; 300 maptile *new_map;
319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 301 object *the_exit_back = the_exit_up->arch->instance ();
320 302
321 /* load it */ 303 /* load it */
322 if (!(new_map = maptile::load_map_sync (RP->final_map))) 304 if (!(new_map = maptile::find_sync (RP->final_map)))
323 return; 305 return;
324 306
307 new_map->load_sync ();
308
325 the_exit_down->slaying = RP->final_map; 309 the_exit_down->slaying = RP->final_map;
326 310
327 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)
328 /* 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
329 * 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
330 * 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
331 * breaks the for loop. 315 * breaks the for loop.
332 */ 316 */
333 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
334 { 318 {
335 tmp->destroy (); 319 tmp->destroy ();
336 break; 320 break;
337 } 321 }
338 322
347 331
348 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 332 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
349 } 333 }
350 } 334 }
351 else 335 else
352 the_exit_down->slaying = "/!"; 336 the_exit_down->slaying = shstr_random_map_exit;
353 337
354 /* 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. */
355 the_exit_down->move_block = MOVE_ALL; 339 the_exit_down->move_block = MOVE_ALL;
356 insert_ob_in_map (the_exit_down, map, NULL, 0); 340 insert_ob_in_map (the_exit_down, map, NULL, 0);
357 maze[the_exit_down->x][the_exit_down->y] = '>'; 341 maze[the_exit_down->x][the_exit_down->y] = '>';
358 } 342 }
359 } 343 }
360
361} 344}
362 345
363/* this function unblocks the exits. We blocked them to 346/* this function unblocks the exits. We blocked them to
364 keep things from being dumped on them during the other 347 keep things from being dumped on them during the other
365 phases of random map generation. */ 348 phases of random map generation. */
375 { 358 {
376 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)
377 { 360 {
378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379 { 362 {
380 walk->move_block = MOVE_BLOCK_DEFAULT; 363 walk->move_block = 0;
381 update_object (walk, UP_OBJ_CHANGE); 364 update_object (walk, UP_OBJ_CHANGE);
382 } 365 }
383 } 366 }
384 } 367 }
385} 368}
369

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