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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.18 by root, Sun Dec 31 20:46:27 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
122 char styledirname[1024]; 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 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 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
135 final_map_exit = 0; 134 final_map_exit = 0;
136 135
137 if (!orientation) 136 if (!orientation)
138 orientation = RANDOM () % 6 + 1; 137 orientation = rmg_rndm (6) + 1;
139 138
140 switch (orientation) 139 switch (orientation)
141 { 140 {
142 case 1: 141 case 1:
143 { 142 {
164 style_map_down = style_map_up; 163 style_map_down = style_map_up;
165 break; 164 break;
166 } 165 }
167 } 166 }
168 167
169 if (style_map_up == 0) 168 the_exit_up = style_map_up
170 the_exit_up = arch_to_object (archetype::find ("exit")); 169 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
171 170 : archetype::get (shstr_exit);
172 else
173 {
174 object *tmp;
175
176 tmp = pick_random_object (style_map_up);
177 the_exit_up = arch_to_object (tmp->arch);
178 }
179 171
180 /* we need a down exit only if we're recursing. */ 172 /* we need a down exit only if we're recursing. */
181 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
182 if (style_map_down == 0) 174 the_exit_down = style_map_down
183 the_exit_down = arch_to_object (archetype::find ("exit")); 175 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
184 176 : archetype::get (shstr_exit);
185 else
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;
240 /* surround the exits with notices that this is a random map. */ 225 /* surround the exits with notices that this is a random map. */
241 for (int j = 1; j < 9; j++) 226 for (int j = 1; j < 9; j++)
242 { 227 {
243 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]))
244 { 229 {
245 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
246 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);
247 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);
248
249 char buf[8192];
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 }
256 235
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;
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;
302 if (downx == -1) 282 if (downx == -1)
303 find_in_layout (0, 0, &downx, &downy, maze, RP); 283 find_in_layout (0, 0, &downx, &downy, maze, RP);
304 284
305 if (the_exit_down) 285 if (the_exit_down)
306 { 286 {
307 char buf[8192]; 287 char buf[16384];
308 288
309 int 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);
310 the_exit_down->x = downx + freearr_x[i]; 290 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 291 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 292 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 293 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 294 write_map_parameters_to_string (buf, RP);
316 296
317 /* the identifier for making a random map. */ 297 /* the identifier for making a random map. */
318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
319 { 299 {
320 maptile *new_map; 300 maptile *new_map;
321 object *the_exit_back = arch_to_object (the_exit_up->arch); 301 object *the_exit_back = the_exit_up->arch->instance ();
322 302
323 /* load it */ 303 /* load it */
324 if (!(new_map = maptile::load_map_sync (RP->final_map))) 304 if (!(new_map = maptile::find_sync (RP->final_map)))
325 return; 305 return;
306
307 new_map->load_sync ();
326 308
327 the_exit_down->slaying = RP->final_map; 309 the_exit_down->slaying = RP->final_map;
328 310
329 for (object *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)
330 /* 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
331 * 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
332 * 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
333 * breaks the for loop. 315 * breaks the for loop.
334 */ 316 */
335 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
336 { 318 {
337 tmp->destroy (); 319 tmp->destroy ();
338 break; 320 break;
339 } 321 }
340 322
349 331
350 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 332 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
351 } 333 }
352 } 334 }
353 else 335 else
354 the_exit_down->slaying = "/!"; 336 the_exit_down->slaying = shstr_random_map_exit;
355 337
356 /* 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. */
357 the_exit_down->move_block = MOVE_ALL; 339 the_exit_down->move_block = MOVE_ALL;
358 insert_ob_in_map (the_exit_down, map, NULL, 0); 340 insert_ob_in_map (the_exit_down, map, NULL, 0);
359 maze[the_exit_down->x][the_exit_down->y] = '>'; 341 maze[the_exit_down->x][the_exit_down->y] = '>';
376 { 358 {
377 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)
378 { 360 {
379 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
380 { 362 {
381 walk->move_block = MOVE_BLOCK_DEFAULT; 363 walk->move_block = 0;
382 update_object (walk, UP_OBJ_CHANGE); 364 update_object (walk, UP_OBJ_CHANGE);
383 } 365 }
384 } 366 }
385 } 367 }
386} 368}

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