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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 1.56 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 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 <rmg.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-right up-left */
82 for (i = maze.w - 2; i > 0; i--)
83 for (j = maze.h - 2; j > 0; j--)
84 {
85 if (maze[i][j] == target)
86 {
87 fx = i;
88 fy = j;
89 return;
90 }
91 }
92 break;
93
94 case 4:
81 /* search from bottom-left up-right */ 95 /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 96 for (i = 1; i < maze.w - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = maze.h - 2; j > 0; j--)
84 { 98 {
85 if (layout[i][j] == target) 99 if (maze[i][j] == target)
86 { 100 {
87 *fx = i; 101 fx = i;
88 *fy = j; 102 fy = j;
89 return; 103 return;
90 } 104 }
91 } 105 }
92 break; 106 break;
93
94 case 4:
95 /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--)
98 {
99 if (layout[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 }
106 break;
107
108 } 107 }
108}
109
110point
111layout::find (char target, int mode)
112{
113 int x, y;
114
115 find_in_layout (mode, target, x, y, *this);
116
117 return point (x, y);
109} 118}
110 119
111/* orientation: 0 means random, 120/* orientation: 0 means random,
112 1 means descending dungeon 121 1 means descending dungeon
113 2 means ascending dungeon 122 2 means ascending dungeon
115 4 means leftward 124 4 means leftward
116 5 means northward 125 5 means northward
117 6 means southward 126 6 means southward
118*/ 127*/
119void 128void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 130{
122 char styledirname[1024];
123 maptile *style_map_down = 0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 134 object *the_exit_up; /* easier maze */
127 int cx = -1, cy = -1; /* location of a map center */ 135 int cx = -1, cy = -1; /* location of a map center */
128 int upx = -1, upy = -1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
129 int downx = -1, downy = -1; 137 int downx = -1, downy = -1;
130 int final_map_exit = 1; 138 int final_map_exit = 1;
131 139
132 if (RP->exit_on_final_map) 140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
133 if (strstr (RP->exit_on_final_map, "no")) 141 if (strstr (eofm, "no"))
134 final_map_exit = 0; 142 final_map_exit = 0;
135 143
136 if (!orientation) 144 if (!orientation)
137 orientation = rmg_rndm (6) + 1; 145 orientation = rmg_rndm (6) + 1;
138 146
139 switch (orientation) 147 switch (orientation)
140 { 148 {
141 case 1: 149 case 1:
142 { 150 {
143 sprintf (styledirname, "/styles/exitstyles/up");
144 style_map_up = find_style (styledirname, exitstyle, -1); 151 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); 152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
147 break; 153 break;
148 } 154 }
149 155
150 case 2: 156 case 2:
151 { 157 {
152 sprintf (styledirname, "/styles/exitstyles/down");
153 style_map_up = find_style (styledirname, exitstyle, -1); 158 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); 159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
156 break; 160 break;
157 } 161 }
158 162
159 default: 163 default:
160 { 164 {
161 sprintf (styledirname, "/styles/exitstyles/generic"); 165 style_map_up =
162 style_map_up = find_style (styledirname, exitstyle, -1); 166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
163 style_map_down = style_map_up;
164 break; 167 break;
165 } 168 }
166 } 169 }
167 170
168 the_exit_up = style_map_up 171 the_exit_up = style_map_up
169 ? style_map_up->pick_random_object (rmg_rndm)->clone () 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit); 173 : archetype::get (shstr_exit);
171 174
175 const char *final_map = RP->get_str ("final_map", 0);
176
172 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
174 the_exit_down = style_map_down 179 the_exit_down = style_map_down
175 ? style_map_down->pick_random_object (rmg_rndm)->clone () 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
176 : archetype::get (shstr_exit); 181 : archetype::get (shstr_exit);
177 else 182 else
178 the_exit_down = 0; 183 the_exit_down = 0;
179 184
180 /* set up the up exit */ 185 /* set up the up exit */
181 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
182 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
183 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
184 189
185 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
186 /* begin a logical block */ 191 /* begin a logical block */
187 { 192 {
188 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
189 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
190 195
191 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
192 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
193 198
194 /* if we didn't find an up, find an empty place far from the center */ 199 /* if we didn't find an up, find an empty place far from the center */
195 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
196 { 201 {
197 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
203 upy = 1; 208 upy = 1;
204 else 209 else
205 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
206 211
207 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
208 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
209 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
210 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
211 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
212 else if (upx > 1 && upy == 1)
213 find_in_layout (2, 0, &upx, &upy, maze, RP);
214 else if (upx > 1 && upy > 1)
215 find_in_layout (4, 0, &upx, &upy, maze, RP);
216 } 217 }
217 218
218 /* no indication of where to place the exit, so just place it. */ 219 /* no indication of where to place the exit, so just place it. */
219 if (upx == -1) 220 if (upx == -1)
220 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
221 222
222 the_exit_up->x = upx; 223 the_exit_up->x = upx;
223 the_exit_up->y = upy; 224 the_exit_up->y = upy;
224 225
225 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
226 for (int j = 1; j < 9; j++) 227 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])) 228 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
229 { 229 {
230 object *random_sign = archetype::get (shstr_sign); 230 object *random_sign = archetype::get (shstr_sign);
231 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); 231 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); 232 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j), 0, 0);
233 } 233 }
234 }
235 234
236 /* Block the exit so things don't get dumped on top of it. */ 235 /* Block the exit so things don't get dumped on top of it. */
237 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
238 237
239 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
242 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
243 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
244 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
245 244
246 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
247 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', downx, downy, maze);
248 247
249 /* if no > is found use C */ 248 /* if no > is found use C */
250 if (downx == -1) 249 if (downx == -1)
251 { 250 {
252 downx = cx; 251 downx = cx;
266 downy = 1; 265 downy = 1;
267 else 266 else
268 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
269 268
270 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
271 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
272 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
273 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
274 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
275 else if (downx > 1 && downy == 1)
276 find_in_layout (2, 0, &downx, &downy, maze, RP);
277 else if (downx > 1 && downy > 1)
278 find_in_layout (4, 0, &downx, &downy, maze, RP);
279 } 274 }
280 275
281 /* no indication of where to place the down exit, so just place it */ 276 /* no indication of where to place the down exit, so just place it */
282 if (downx == -1) 277 if (downx == -1)
283 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
284 279
285 if (the_exit_down) 280 if (the_exit_down)
286 { 281 {
287 char buf[16384];
288
289 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 282 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
283
290 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + DIRX (i);
291 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + DIRY (i);
286
292 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
293 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
294 write_map_parameters_to_string (buf, RP); 289
295 the_exit_down->msg = buf; 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
296 292
297 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
299 { 295 {
300 maptile *new_map; 296 the_exit_down->msg = 0;
301 object *the_exit_back = the_exit_up->arch->instance ();
302
303 /* load it */
304 if (!(new_map = maptile::find_sync (RP->final_map)))
305 return;
306
307 new_map->load_sync ();
308
309 the_exit_down->slaying = RP->final_map; 297 the_exit_down->slaying = final_map;
310 298
299 if (final_map_exit)
300 if (maptile *new_map = maptile::find_sync (final_map))
301 {
302 object *the_exit_back = the_exit_up->arch->instance ();
303
304 new_map->load_sync ();
305
311 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 306 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 307 /* 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 308 * 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 309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
315 * breaks the for loop. 310 * breaks the for loop.
316 */ 311 */
317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
318 { 313 {
319 tmp->destroy (); 314 tmp->destroy ();
320 break; 315 break;
321 } 316 }
322 317
323 if (final_map_exit == 1)
324 {
325 /* setup the exit back */ 318 /* setup the exit back */
326 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
327 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
328 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
329 the_exit_back->x = new_map->enter_x; 322 the_exit_back->x = new_map->enter_x;
330 the_exit_back->y = new_map->enter_y; 323 the_exit_back->y = new_map->enter_y;
331 324
332 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
333 } 326 }
334 } 327 }
335 else
336 the_exit_down->slaying = shstr_random_map_exit;
337 328
338 /* Block the exit so things don't get dumped on top of it. */ 329 /* Block the exit so things don't get dumped on top of it. */
339 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
340 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
341 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][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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