--- deliantra/server/random_maps/exit.C 2007/01/04 16:19:32 1.19 +++ deliantra/server/random_maps/exit.C 2010/03/26 00:59:21 1.38 @@ -1,26 +1,26 @@ - /* - 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 @@ -29,7 +29,7 @@ /* find a character in the layout. fx and fy are pointers to where to find the char. fx,fy = -1 if not found. */ -void +static void find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) { int M; @@ -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; @@ -50,61 +50,61 @@ switch (M) { 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) - { - *fx = i; - *fy = j; - return; - } - } - break; - } + /* 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) + { + *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++) - { - if (layout[i][j] == target) - { - *fx = i; - *fy = j; - return; - } - } - break; - } + /* 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) + { + *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--) - { - if (layout[i][j] == target) - { - *fx = i; - *fy = j; - return; - } - } - break; - } + /* 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) + { + *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--) - { - if (layout[i][j] == target) - { - *fx = i; - *fy = j; - return; - } - } - break; - } + /* 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) + { + *fx = i; + *fy = j; + return; + } + } + break; + } } @@ -124,7 +124,6 @@ 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. */ int cx = -1, cy = -1; /* location of a map center */ int upx = -1, upy = -1; /* location of up exit */ int downx = -1, downy = -1; @@ -135,7 +134,7 @@ final_map_exit = 0; if (!orientation) - orientation = RANDOM () % 6 + 1; + orientation = rmg_rndm (6) + 1; switch (orientation) { @@ -166,29 +165,15 @@ } } - if (style_map_up == 0) - the_exit_up = arch_to_object (archetype::find ("exit")); - - else - { - object *tmp; - - tmp = pick_random_object (style_map_up); - the_exit_up = arch_to_object (tmp->arch); - } + the_exit_up = style_map_up + ? style_map_up->pick_random_object (rmg_rndm)->clone () + : archetype::get (shstr_exit); /* 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; - - tmp = pick_random_object (style_map_down); - the_exit_down = arch_to_object (tmp->arch); - } + 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; @@ -242,15 +227,9 @@ { 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]; - - char buf[8192]; - 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); } } @@ -266,6 +245,7 @@ /* first, look for a '>' character */ find_in_layout (0, '>', &downx, &downy, maze, RP); + /* if no > is found use C */ if (downx == -1) { @@ -304,9 +284,9 @@ if (the_exit_down) { - char buf[8192]; + char buf[16384]; - int 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; @@ -318,7 +298,7 @@ if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) { maptile *new_map; - object *the_exit_back = arch_to_object (the_exit_up->arch); + object *the_exit_back = the_exit_up->arch->instance (); /* load it */ if (!(new_map = maptile::find_sync (RP->final_map))) @@ -334,7 +314,7 @@ * 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->destroy (); break; @@ -353,7 +333,7 @@ } } 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; @@ -380,7 +360,7 @@ { 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); } }