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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 1.48 by root, Sun Jul 4 22:12:26 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, layout &maze)
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 = rmg_rndm (4) + 1; 43 M = rmg_rndm (4) + 1;
44 else 44 else
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 < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; 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 }
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 = maze.w - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < maze.h - 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 }
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 < maze.w - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = maze.h - 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 }
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 = maze.w - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = maze.h - 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 }
105 } 105 }
106 break; 106 break;
107
108 } 107 }
109} 108}
110 109
111/* orientation: 0 means random, 110/* orientation: 0 means random,
112 1 means descending dungeon 111 1 means descending dungeon
115 4 means leftward 114 4 means leftward
116 5 means northward 115 5 means northward
117 6 means southward 116 6 means southward
118*/ 117*/
119void 118void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 119place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 120{
122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 124 object *the_exit_up; /* easier maze */
127 int cx = -1, cy = -1; /* location of a map center */ 125 int cx = -1, cy = -1; /* location of a map center */
128 int upx = -1, upy = -1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
129 int downx = -1, downy = -1; 127 int downx = -1, downy = -1;
130 int final_map_exit = 1; 128 int final_map_exit = 1;
131 129
132 if (RP->exit_on_final_map) 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
133 if (strstr (RP->exit_on_final_map, "no")) 131 if (strstr (eofm, "no"))
134 final_map_exit = 0; 132 final_map_exit = 0;
135 133
136 if (!orientation) 134 if (!orientation)
137 orientation = rmg_rndm (6) + 1; 135 orientation = rmg_rndm (6) + 1;
138 136
139 switch (orientation) 137 switch (orientation)
140 { 138 {
141 case 1: 139 case 1:
142 { 140 {
143 sprintf (styledirname, "/styles/exitstyles/up");
144 style_map_up = find_style (styledirname, exitstyle, -1); 141 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); 142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
147 break; 143 break;
148 } 144 }
149 145
150 case 2: 146 case 2:
151 { 147 {
152 sprintf (styledirname, "/styles/exitstyles/down");
153 style_map_up = find_style (styledirname, exitstyle, -1); 148 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); 149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
156 break; 150 break;
157 } 151 }
158 152
159 default: 153 default:
160 { 154 {
161 sprintf (styledirname, "/styles/exitstyles/generic"); 155 style_map_up =
162 style_map_up = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
163 style_map_down = style_map_up;
164 break; 157 break;
165 } 158 }
166 } 159 }
167 160
168 the_exit_up = style_map_up 161 the_exit_up = style_map_up
169 ? style_map_up->pick_random_object (rmg_rndm)->clone () 162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit); 163 : archetype::get (shstr_exit);
171 164
165 const char *final_map = RP->get_str ("final_map", 0);
166
172 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
174 the_exit_down = style_map_down 169 the_exit_down = style_map_down
175 ? style_map_down->pick_random_object (rmg_rndm)->clone () 170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
176 : archetype::get (shstr_exit); 171 : archetype::get (shstr_exit);
177 else 172 else
178 the_exit_down = 0; 173 the_exit_down = 0;
179 174
180 /* set up the up exit */ 175 /* set up the up exit */
181 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
182 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
183 the_exit_up->slaying = RP->origin_map; 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
184 179
185 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
186 /* begin a logical block */ 181 /* begin a logical block */
187 { 182 {
188 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
189 find_in_layout (0, '<', &upx, &upy, maze, RP); 184 find_in_layout (0, '<', upx, upy, maze);
190 185
191 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
192 find_in_layout (0, 'C', &cx, &cy, maze, RP); 187 find_in_layout (0, 'C', cx, cy, maze);
193 188
194 /* if we didn't find an up, find an empty place far from the center */ 189 /* if we didn't find an up, find an empty place far from the center */
195 if (upx == -1 && cx != -1) 190 if (upx == -1 && cx != -1)
196 { 191 {
197 if (cx > RP->Xsize / 2) 192 if (cx > RP->Xsize / 2)
204 else 199 else
205 upy = RP->Ysize - 2; 200 upy = RP->Ysize - 2;
206 201
207 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
208 if (upx == 1 && upy == 1) 203 if (upx == 1 && upy == 1)
209 find_in_layout (1, 0, &upx, &upy, maze, RP); 204 find_in_layout (1, 0, upx, upy, maze);
210 else if (upx == 1 && upy > 1) 205 else if (upx == 1 && upy > 1)
211 find_in_layout (3, 0, &upx, &upy, maze, RP); 206 find_in_layout (3, 0, upx, upy, maze);
212 else if (upx > 1 && upy == 1) 207 else if (upx > 1 && upy == 1)
213 find_in_layout (2, 0, &upx, &upy, maze, RP); 208 find_in_layout (2, 0, upx, upy, maze);
214 else if (upx > 1 && upy > 1) 209 else if (upx > 1 && upy > 1)
215 find_in_layout (4, 0, &upx, &upy, maze, RP); 210 find_in_layout (4, 0, upx, upy, maze);
216 } 211 }
217 212
218 /* no indication of where to place the exit, so just place it. */ 213 /* no indication of where to place the exit, so just place it. */
219 if (upx == -1) 214 if (upx == -1)
220 find_in_layout (0, 0, &upx, &upy, maze, RP); 215 find_in_layout (0, 0, upx, upy, maze);
221 216
222 the_exit_up->x = upx; 217 the_exit_up->x = upx;
223 the_exit_up->y = upy; 218 the_exit_up->y = upy;
224 219
225 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
226 for (int j = 1; j < 9; j++) 221 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])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
229 { 223 {
230 object *random_sign = archetype::get (shstr_sign); 224 object *random_sign = archetype::get (shstr_sign);
231 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); 225 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); 226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
233 } 227 }
234 }
235 228
236 /* Block the exit so things don't get dumped on top of it. */ 229 /* Block the exit so things don't get dumped on top of it. */
237 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
238 231
239 insert_ob_in_map (the_exit_up, map, NULL, 0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
242 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
243 map->enter_x = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
244 map->enter_y = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
245 238
246 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
247 find_in_layout (0, '>', &downx, &downy, maze, RP); 240 find_in_layout (0, '>', downx, downy, maze);
248 241
249 /* if no > is found use C */ 242 /* if no > is found use C */
250 if (downx == -1) 243 if (downx == -1)
251 { 244 {
252 downx = cx; 245 downx = cx;
267 else 260 else
268 downy = RP->Ysize - 2; 261 downy = RP->Ysize - 2;
269 262
270 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
271 if (downx == 1 && downy == 1) 264 if (downx == 1 && downy == 1)
272 find_in_layout (1, 0, &downx, &downy, maze, RP); 265 find_in_layout (1, 0, downx, downy, maze);
273 else if (downx == 1 && downy > 1) 266 else if (downx == 1 && downy > 1)
274 find_in_layout (3, 0, &downx, &downy, maze, RP); 267 find_in_layout (3, 0, downx, downy, maze);
275 else if (downx > 1 && downy == 1) 268 else if (downx > 1 && downy == 1)
276 find_in_layout (2, 0, &downx, &downy, maze, RP); 269 find_in_layout (2, 0, downx, downy, maze);
277 else if (downx > 1 && downy > 1) 270 else if (downx > 1 && downy > 1)
278 find_in_layout (4, 0, &downx, &downy, maze, RP); 271 find_in_layout (4, 0, downx, downy, maze);
279 } 272 }
280 273
281 /* no indication of where to place the down exit, so just place it */ 274 /* no indication of where to place the down exit, so just place it */
282 if (downx == -1) 275 if (downx == -1)
283 find_in_layout (0, 0, &downx, &downy, maze, RP); 276 find_in_layout (0, 0, downx, downy, maze);
284 277
285 if (the_exit_down) 278 if (the_exit_down)
286 { 279 {
287 char buf[16384];
288
289 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
290 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
291 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
292 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
293 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
294 write_map_parameters_to_string (buf, RP); 285
295 the_exit_down->msg = buf; 286 the_exit_down->msg = RP->as_shstr ();
296 287
297 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
299 { 290 {
300 maptile *new_map; 291 maptile *new_map;
301 object *the_exit_back = the_exit_up->arch->instance (); 292 object *the_exit_back = the_exit_up->arch->instance ();
302 293
303 /* load it */ 294 /* load it */
304 if (!(new_map = maptile::find_sync (RP->final_map))) 295 if (!(new_map = maptile::find_sync (final_map)))
305 return; 296 return;
306 297
307 new_map->load_sync (); 298 new_map->load_sync ();
308 299
309 the_exit_down->slaying = RP->final_map; 300 the_exit_down->slaying = final_map;
310 301
311 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 302 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 303 /* 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 304 * 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 305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
318 { 309 {
319 tmp->destroy (); 310 tmp->destroy ();
320 break; 311 break;
321 } 312 }
322 313
323 if (final_map_exit == 1) 314 if (final_map_exit)
324 { 315 {
325 /* setup the exit back */ 316 /* setup the exit back */
326 the_exit_back->slaying = map->path; 317 the_exit_back->slaying = map->path;
327 the_exit_back->stats.hp = the_exit_down->x; 318 the_exit_back->stats.hp = the_exit_down->x;
328 the_exit_back->stats.sp = the_exit_down->y; 319 the_exit_back->stats.sp = the_exit_down->y;
345 336
346/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
347 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
348 phases of random map generation. */ 339 phases of random map generation. */
349void 340void
350unblock_exits (maptile *map, char **maze, random_map_params *RP) 341unblock_exits (maptile *map, layout &maze)
351{ 342{
352 int i = 0, j = 0; 343 int i = 0, j = 0;
353 object *walk; 344 object *walk;
354 345
355 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
356 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
357 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
358 { 349 {
359 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
360 { 351 {
361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)

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