--- deliantra/server/random_maps/exit.C 2010/03/26 00:59:21 1.38 +++ deliantra/server/random_maps/exit.C 2012/01/03 11:25:33 1.53 @@ -1,7 +1,7 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * @@ -23,20 +23,20 @@ */ #include -#include +#include #include #include -/* find a character in the layout. fx and fy are pointers to +/* find a character in the maze. fx and fy are pointers to where to find the char. fx,fy = -1 if not found. */ static void -find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) +find_in_layout (int mode, char target, int &fx, int &fy, layout &maze) { int M; int i, j; - *fx = -1; - *fy = -1; + fx = -1; + fy = -1; /* if a starting point isn't given, pick one */ if (mode < 1 || mode > 4) @@ -51,13 +51,13 @@ { case 1: /* search from top left down/right */ - for (i = 1; i < RP->Xsize; i++) - for (j = 1; j < RP->Ysize; j++) + for (i = 1; i < maze.w; i++) + for (j = 1; j < maze.h; j++) { - if (layout[i][j] == target) + if (maze[i][j] == target) { - *fx = i; - *fy = j; + fx = i; + fy = j; return; } } @@ -65,49 +65,58 @@ case 2: /* Search from top right down/left */ - for (i = RP->Xsize - 2; i > 0; i--) - for (j = 1; j < RP->Ysize - 1; j++) + for (i = maze.w - 2; i > 0; i--) + for (j = 1; j < maze.h - 1; j++) { - if (layout[i][j] == target) + if (maze[i][j] == target) { - *fx = i; - *fy = j; + 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--) + /* search from bottom-right up-left */ + for (i = maze.w - 2; i > 0; i--) + for (j = maze.h - 2; j > 0; j--) { - if (layout[i][j] == target) + if (maze[i][j] == target) { - *fx = i; - *fy = j; + 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--) + /* search from bottom-left up-right */ + for (i = 1; i < maze.w - 1; i++) + for (j = maze.h - 2; j > 0; j--) { - if (layout[i][j] == target) + if (maze[i][j] == target) { - *fx = i; - *fy = j; + fx = i; + fy = j; return; } } break; - } } +point +layout::find (char target, int mode) +{ + int x, y; + + find_in_layout (mode, target, x, y, *this); + + return point (x, y); +} + /* orientation: 0 means random, 1 means descending dungeon 2 means ascending dungeon @@ -117,9 +126,8 @@ 6 means southward */ void -place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) +place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP) { - char styledirname[1024]; maptile *style_map_down = 0; /* harder maze */ maptile *style_map_up = 0; /* easier maze */ object *the_exit_down; /* harder maze */ @@ -129,8 +137,8 @@ int downx = -1, downy = -1; int final_map_exit = 1; - if (RP->exit_on_final_map) - if (strstr (RP->exit_on_final_map, "no")) + if (const char *eofm = RP->get_str ("exit_on_final_map", 0)) + if (strstr (eofm, "no")) final_map_exit = 0; if (!orientation) @@ -140,27 +148,22 @@ { case 1: { - sprintf (styledirname, "/styles/exitstyles/up"); - style_map_up = find_style (styledirname, exitstyle, -1); - sprintf (styledirname, "/styles/exitstyles/down"); - style_map_down = find_style (styledirname, exitstyle, -1); + style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); + style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); break; } case 2: { - sprintf (styledirname, "/styles/exitstyles/down"); - style_map_up = find_style (styledirname, exitstyle, -1); - sprintf (styledirname, "/styles/exitstyles/up"); - style_map_down = find_style (styledirname, exitstyle, -1); + style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); + style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); break; } default: { - sprintf (styledirname, "/styles/exitstyles/generic"); - style_map_up = find_style (styledirname, exitstyle, -1); - style_map_down = style_map_up; + style_map_up = + style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty); break; } } @@ -169,8 +172,10 @@ ? style_map_up->pick_random_object (rmg_rndm)->clone () : archetype::get (shstr_exit); + const char *final_map = RP->get_str ("final_map", 0); + /* we need a down exit only if we're recursing. */ - if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) + if (RP->dungeon_level < RP->dungeon_depth || final_map) the_exit_down = style_map_down ? style_map_down->pick_random_object (rmg_rndm)->clone () : archetype::get (shstr_exit); @@ -178,18 +183,18 @@ the_exit_down = 0; /* set up the up exit */ - the_exit_up->stats.hp = RP->origin_x; - the_exit_up->stats.sp = RP->origin_y; - the_exit_up->slaying = RP->origin_map; + the_exit_up->stats.hp = RP->get_iv ("origin_x", -1); + the_exit_up->stats.sp = RP->get_iv ("origin_y", -1); + the_exit_up->slaying = RP->get_str ("origin_map", 0); /* figure out where to put the entrance */ /* begin a logical block */ { /* First, look for a '<' char */ - find_in_layout (0, '<', &upx, &upy, maze, RP); + find_in_layout (0, '<', upx, upy, maze); /* next, look for a C, the map center. */ - find_in_layout (0, 'C', &cx, &cy, maze, RP); + find_in_layout (0, 'C', cx, cy, maze); /* if we didn't find an up, find an empty place far from the center */ if (upx == -1 && cx != -1) @@ -205,33 +210,27 @@ upy = RP->Ysize - 2; /* find an empty place far from the center */ - if (upx == 1 && upy == 1) - find_in_layout (1, 0, &upx, &upy, maze, RP); - else if (upx == 1 && upy > 1) - find_in_layout (3, 0, &upx, &upy, maze, RP); - else if (upx > 1 && upy == 1) - find_in_layout (2, 0, &upx, &upy, maze, RP); - else if (upx > 1 && upy > 1) - find_in_layout (4, 0, &upx, &upy, maze, RP); + if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze); + else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze); + else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze); + else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze); } /* no indication of where to place the exit, so just place it. */ if (upx == -1) - find_in_layout (0, 0, &upx, &upy, maze, RP); + find_in_layout (0, 0, upx, upy, maze); the_exit_up->x = upx; the_exit_up->y = upy; /* surround the exits with notices that this is a random map. */ for (int j = 1; j < 9; j++) - { - if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) - { - 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); - } - } + if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) + { + object *random_sign = archetype::get (shstr_sign); + random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth); + map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); + } /* Block the exit so things don't get dumped on top of it. */ the_exit_up->move_block = MOVE_ALL; @@ -244,7 +243,7 @@ map->enter_y = the_exit_up->y; /* first, look for a '>' character */ - find_in_layout (0, '>', &downx, &downy, maze, RP); + find_in_layout (0, '>', downx, downy, maze); /* if no > is found use C */ if (downx == -1) @@ -268,72 +267,64 @@ downy = RP->Ysize - 2; /* find an empty place far from the entrance */ - if (downx == 1 && downy == 1) - find_in_layout (1, 0, &downx, &downy, maze, RP); - else if (downx == 1 && downy > 1) - find_in_layout (3, 0, &downx, &downy, maze, RP); - else if (downx > 1 && downy == 1) - find_in_layout (2, 0, &downx, &downy, maze, RP); - else if (downx > 1 && downy > 1) - find_in_layout (4, 0, &downx, &downy, maze, RP); + if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze); + else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze); + else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze); + else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze); } /* no indication of where to place the down exit, so just place it */ if (downx == -1) - find_in_layout (0, 0, &downx, &downy, maze, RP); + find_in_layout (0, 0, downx, downy, maze); if (the_exit_down) { - char buf[16384]; + int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); - 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; - RP->origin_y = the_exit_down->y; - write_map_parameters_to_string (buf, RP); - the_exit_down->msg = buf; + + RP->set ("origin_x", (IV)the_exit_down->x); + RP->set ("origin_y", (IV)the_exit_down->y); + + the_exit_down->msg = RP->as_shstr (); + the_exit_down->slaying = shstr_random_map_exit; /* the identifier for making a random map. */ - if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) + if (RP->dungeon_level >= RP->dungeon_depth && final_map) { - maptile *new_map; - object *the_exit_back = the_exit_up->arch->instance (); + the_exit_down->msg = 0; + the_exit_down->slaying = final_map; - /* load it */ - if (!(new_map = maptile::find_sync (RP->final_map))) - return; - - new_map->load_sync (); - - the_exit_down->slaying = RP->final_map; - - for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) - /* Remove exit back to previous random map. There should only be one - * which is why we break out. To try to process more than one - * would require keeping a 'next' pointer, ad free_object kills tmp, which - * breaks the for loop. - */ - if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) + if (final_map_exit) + if (maptile *new_map = maptile::find_sync (final_map)) { - tmp->destroy (); - break; - } + object *the_exit_back = the_exit_up->arch->instance (); - if (final_map_exit == 1) - { - /* setup the exit back */ - the_exit_back->slaying = map->path; - the_exit_back->stats.hp = the_exit_down->x; - the_exit_back->stats.sp = the_exit_down->y; - the_exit_back->x = new_map->enter_x; - the_exit_back->y = new_map->enter_y; + new_map->load_sync (); - insert_ob_in_map (the_exit_back, new_map, NULL, 0); - } + for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) + /* Remove exit back to previous random map. There should only be one + * which is why we break out. To try to process more than one + * would require keeping a 'next' pointer, ad free_object kills tmp, which + * breaks the for loop. + */ + if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) + { + tmp->destroy (); + break; + } + + /* setup the exit back */ + the_exit_back->slaying = map->path; + the_exit_back->stats.hp = the_exit_down->x; + the_exit_back->stats.sp = the_exit_down->y; + the_exit_back->x = new_map->enter_x; + the_exit_back->y = new_map->enter_y; + + insert_ob_in_map (the_exit_back, new_map, NULL, 0); + } } - else - 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; @@ -347,13 +338,13 @@ keep things from being dumped on them during the other phases of random map generation. */ void -unblock_exits (maptile *map, char **maze, random_map_params *RP) +unblock_exits (maptile *map, layout &maze) { int i = 0, j = 0; object *walk; - for (i = 0; i < RP->Xsize; i++) - for (j = 0; j < RP->Ysize; j++) + for (i = 0; i < maze.w; i++) + for (j = 0; j < maze.h; j++) if (maze[i][j] == '>' || maze[i][j] == '<') { for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)