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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.38 by root, Fri Mar 26 00:59:21 2010 UTC vs.
Revision 1.47 by root, Sat Jul 3 13:14:35 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
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 maze. 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. */
32static void 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 **maze, 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;
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 (maze[i][j] == target)
58 { 58 {
59 *fx = i; 59 *fx = i;
60 *fy = j; 60 *fy = j;
61 return; 61 return;
62 } 62 }
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 (maze[i][j] == target)
72 { 72 {
73 *fx = i; 73 *fx = i;
74 *fy = j; 74 *fy = j;
75 return; 75 return;
76 } 76 }
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 (maze[i][j] == target)
86 { 86 {
87 *fx = i; 87 *fx = i;
88 *fy = j; 88 *fy = j;
89 return; 89 return;
90 } 90 }
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 (maze[i][j] == target)
100 { 100 {
101 *fx = i; 101 *fx = i;
102 *fy = j; 102 *fy = j;
103 return; 103 return;
104 } 104 }
115 4 means leftward 115 4 means leftward
116 5 means northward 116 5 means northward
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, const char *exitstyle, int orientation, random_map_params *RP)
121{ 121{
122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
127 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
128 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
129 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
130 int final_map_exit = 1; 129 int final_map_exit = 1;
131 130
132 if (RP->exit_on_final_map) 131 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
133 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (eofm, "no"))
134 final_map_exit = 0; 133 final_map_exit = 0;
135 134
136 if (!orientation) 135 if (!orientation)
137 orientation = rmg_rndm (6) + 1; 136 orientation = rmg_rndm (6) + 1;
138 137
139 switch (orientation) 138 switch (orientation)
140 { 139 {
141 case 1: 140 case 1:
142 { 141 {
143 sprintf (styledirname, "/styles/exitstyles/up");
144 style_map_up = find_style (styledirname, exitstyle, -1); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
145 sprintf (styledirname, "/styles/exitstyles/down");
146 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
147 break; 144 break;
148 } 145 }
149 146
150 case 2: 147 case 2:
151 { 148 {
152 sprintf (styledirname, "/styles/exitstyles/down");
153 style_map_up = find_style (styledirname, exitstyle, -1); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
154 sprintf (styledirname, "/styles/exitstyles/up");
155 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
156 break; 151 break;
157 } 152 }
158 153
159 default: 154 default:
160 { 155 {
161 sprintf (styledirname, "/styles/exitstyles/generic"); 156 style_map_up =
162 style_map_up = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
163 style_map_down = style_map_up;
164 break; 158 break;
165 } 159 }
166 } 160 }
167 161
168 the_exit_up = style_map_up 162 the_exit_up = style_map_up
169 ? style_map_up->pick_random_object (rmg_rndm)->clone () 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit); 164 : archetype::get (shstr_exit);
171 165
166 const char *final_map = RP->get_str ("final_map", 0);
167
172 /* we need a down exit only if we're recursing. */ 168 /* we need a down exit only if we're recursing. */
173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 169 if (RP->dungeon_level < RP->dungeon_depth || final_map)
174 the_exit_down = style_map_down 170 the_exit_down = style_map_down
175 ? style_map_down->pick_random_object (rmg_rndm)->clone () 171 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
176 : archetype::get (shstr_exit); 172 : archetype::get (shstr_exit);
177 else 173 else
178 the_exit_down = 0; 174 the_exit_down = 0;
179 175
180 /* set up the up exit */ 176 /* set up the up exit */
181 the_exit_up->stats.hp = RP->origin_x; 177 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
182 the_exit_up->stats.sp = RP->origin_y; 178 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
183 the_exit_up->slaying = RP->origin_map; 179 the_exit_up->slaying = RP->get_str ("origin_map", 0);
184 180
185 /* figure out where to put the entrance */ 181 /* figure out where to put the entrance */
186 /* begin a logical block */ 182 /* begin a logical block */
187 { 183 {
188 /* First, look for a '<' char */ 184 /* First, look for a '<' char */
222 the_exit_up->x = upx; 218 the_exit_up->x = upx;
223 the_exit_up->y = upy; 219 the_exit_up->y = upy;
224 220
225 /* surround the exits with notices that this is a random map. */ 221 /* surround the exits with notices that this is a random map. */
226 for (int j = 1; j < 9; j++) 222 for (int j = 1; j < 9; j++)
227 {
228 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 223 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
229 { 224 {
230 object *random_sign = archetype::get (shstr_sign); 225 object *random_sign = archetype::get (shstr_sign);
231 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); 226 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
232 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); 227 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
233 } 228 }
234 }
235 229
236 /* Block the exit so things don't get dumped on top of it. */ 230 /* Block the exit so things don't get dumped on top of it. */
237 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
238 232
239 insert_ob_in_map (the_exit_up, map, NULL, 0); 233 insert_ob_in_map (the_exit_up, map, NULL, 0);
282 if (downx == -1) 276 if (downx == -1)
283 find_in_layout (0, 0, &downx, &downy, maze, RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
284 278
285 if (the_exit_down) 279 if (the_exit_down)
286 { 280 {
287 char buf[16384];
288
289 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 281 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
290 the_exit_down->x = downx + freearr_x[i]; 282 the_exit_down->x = downx + freearr_x[i];
291 the_exit_down->y = downy + freearr_y[i]; 283 the_exit_down->y = downy + freearr_y[i];
292 RP->origin_x = the_exit_down->x; 284 RP->set ("origin_x", (IV)the_exit_down->x);
293 RP->origin_y = the_exit_down->y; 285 RP->set ("origin_y", (IV)the_exit_down->y);
294 write_map_parameters_to_string (buf, RP); 286
295 the_exit_down->msg = buf; 287 the_exit_down->msg = RP->as_shstr ();
296 288
297 /* the identifier for making a random map. */ 289 /* the identifier for making a random map. */
298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 290 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
299 { 291 {
300 maptile *new_map; 292 maptile *new_map;
301 object *the_exit_back = the_exit_up->arch->instance (); 293 object *the_exit_back = the_exit_up->arch->instance ();
302 294
303 /* load it */ 295 /* load it */
304 if (!(new_map = maptile::find_sync (RP->final_map))) 296 if (!(new_map = maptile::find_sync (final_map)))
305 return; 297 return;
306 298
307 new_map->load_sync (); 299 new_map->load_sync ();
308 300
309 the_exit_down->slaying = RP->final_map; 301 the_exit_down->slaying = final_map;
310 302
311 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 303 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
312 /* Remove exit back to previous random map. There should only be one 304 /* Remove exit back to previous random map. There should only be one
313 * which is why we break out. To try to process more than one 305 * which is why we break out. To try to process more than one
314 * would require keeping a 'next' pointer, ad free_object kills tmp, which 306 * would require keeping a 'next' pointer, ad free_object kills tmp, which
318 { 310 {
319 tmp->destroy (); 311 tmp->destroy ();
320 break; 312 break;
321 } 313 }
322 314
323 if (final_map_exit == 1) 315 if (final_map_exit)
324 { 316 {
325 /* setup the exit back */ 317 /* setup the exit back */
326 the_exit_back->slaying = map->path; 318 the_exit_back->slaying = map->path;
327 the_exit_back->stats.hp = the_exit_down->x; 319 the_exit_back->stats.hp = the_exit_down->x;
328 the_exit_back->stats.sp = the_exit_down->y; 320 the_exit_back->stats.sp = the_exit_down->y;

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