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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.40 by root, Sun Mar 28 22:29:50 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your 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 GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 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 <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 layout. 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. */
32void 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 **layout, 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;
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 = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
44 else 44 else
45 M = mode; 45 M = mode;
46 46
47 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
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 < 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 (layout[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 = 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 (layout[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 < 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 (layout[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 = 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 (layout[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 } 107
108 } 108 }
109} 109}
110 110
111/* orientation: 0 means random, 111/* orientation: 0 means random,
112 1 means descending dungeon 112 1 means descending dungeon
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, char *exitstyle, int orientation, random_map_params *RP)
121{ 121{
122 char styledirname[256];
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 object *random_sign; /* magic mouth saying this is a random map. */
128 char buf[512];
129 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
132 int final_map_exit = 1; 129 int final_map_exit = 1;
133 130
134 if (RP->exit_on_final_map) 131 if (RP->exit_on_final_map)
135 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 133 final_map_exit = 0;
137 134
138 if (!orientation) 135 if (!orientation)
139 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
140 137
141 switch (orientation) 138 switch (orientation)
142 { 139 {
143 case 1: 140 case 1:
144 { 141 {
145 sprintf (styledirname, "/styles/exitstyles/up");
146 style_map_up = find_style (styledirname, exitstyle, -1); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, -1);
147 sprintf (styledirname, "/styles/exitstyles/down");
148 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, -1);
149 break; 144 break;
150 } 145 }
151 146
152 case 2: 147 case 2:
153 { 148 {
154 sprintf (styledirname, "/styles/exitstyles/down");
155 style_map_up = find_style (styledirname, exitstyle, -1); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, -1);
156 sprintf (styledirname, "/styles/exitstyles/up");
157 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, -1);
158 break; 151 break;
159 } 152 }
160 153
161 default: 154 default:
162 { 155 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 156 style_map_up =
164 style_map_up = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, -1);
165 style_map_down = style_map_up;
166 break; 158 break;
167 } 159 }
168 } 160 }
169 161
170 if (style_map_up == 0) 162 the_exit_up = style_map_up
171 the_exit_up = arch_to_object (archetype::find ("exit")); 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
172 164 : archetype::get (shstr_exit);
173 else
174 {
175 object *tmp;
176
177 tmp = pick_random_object (style_map_up);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 165
181 /* we need a down exit only if we're recursing. */ 166 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
183 if (style_map_down == 0) 168 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 169 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 170 : archetype::get (shstr_exit);
186 else
187 {
188 object *tmp;
189
190 tmp = pick_random_object (style_map_down);
191 the_exit_down = arch_to_object (tmp->arch);
192 }
193 else 171 else
194 the_exit_down = 0; 172 the_exit_down = 0;
195 173
196 /* set up the up exit */ 174 /* set up the up exit */
197 the_exit_up->stats.hp = RP->origin_x; 175 the_exit_up->stats.hp = RP->origin_x;
198 the_exit_up->stats.sp = RP->origin_y; 176 the_exit_up->stats.sp = RP->origin_y;
199 the_exit_up->slaying = RP->origin_map; 177 the_exit_up->slaying = RP->origin_map;
200 178
201 /* figure out where to put the entrance */ 179 /* figure out where to put the entrance */
202 /* begin a logical block */ 180 /* begin a logical block */
203 { 181 {
204 int i, j;
205
206 /* First, look for a '<' char */ 182 /* First, look for a '<' char */
207 find_in_layout (0, '<', &upx, &upy, maze, RP); 183 find_in_layout (0, '<', &upx, &upy, maze, RP);
208 184
209 /* next, look for a C, the map center. */ 185 /* next, look for a C, the map center. */
210 find_in_layout (0, 'C', &cx, &cy, maze, RP); 186 find_in_layout (0, 'C', &cx, &cy, maze, RP);
211 187
212
213 /* if we didn't find an up, find an empty place far from the center */ 188 /* if we didn't find an up, find an empty place far from the center */
214 if (upx == -1 && cx != -1) 189 if (upx == -1 && cx != -1)
215 { 190 {
216 if (cx > RP->Xsize / 2) 191 if (cx > RP->Xsize / 2)
217 upx = 1; 192 upx = 1;
218 else 193 else
219 upx = RP->Xsize - 2; 194 upx = RP->Xsize - 2;
195
220 if (cy > RP->Ysize / 2) 196 if (cy > RP->Ysize / 2)
221 upy = 1; 197 upy = 1;
222 else 198 else
223 upy = RP->Ysize - 2; 199 upy = RP->Ysize - 2;
200
224 /* find an empty place far from the center */ 201 /* find an empty place far from the center */
225 if (upx == 1 && upy == 1) 202 if (upx == 1 && upy == 1)
226 find_in_layout (1, 0, &upx, &upy, maze, RP); 203 find_in_layout (1, 0, &upx, &upy, maze, RP);
227 else if (upx == 1 && upy > 1) 204 else if (upx == 1 && upy > 1)
228 find_in_layout (3, 0, &upx, &upy, maze, RP); 205 find_in_layout (3, 0, &upx, &upy, maze, RP);
238 215
239 the_exit_up->x = upx; 216 the_exit_up->x = upx;
240 the_exit_up->y = upy; 217 the_exit_up->y = upy;
241 218
242 /* surround the exits with notices that this is a random map. */ 219 /* surround the exits with notices that this is a random map. */
243 for (j = 1; j < 9; j++) 220 for (int j = 1; j < 9; j++)
244 { 221 {
245 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]))
246 { 223 {
247 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
248 random_sign->x = the_exit_up->x + freearr_x[j]; 225 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
249 random_sign->y = the_exit_up->y + freearr_y[j]; 226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
250
251 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
252
253 random_sign->msg = buf;
254 insert_ob_in_map (random_sign, map, NULL, 0);
255 } 227 }
256 } 228 }
229
257 /* 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. */
258 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
259 232
260 insert_ob_in_map (the_exit_up, map, NULL, 0); 233 insert_ob_in_map (the_exit_up, map, NULL, 0);
261 maze[the_exit_up->x][the_exit_up->y] = '<'; 234 maze[the_exit_up->x][the_exit_up->y] = '<';
264 map->enter_x = the_exit_up->x; 237 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y; 238 map->enter_y = the_exit_up->y;
266 239
267 /* first, look for a '>' character */ 240 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP); 241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
269 /* if no > is found use C */ 243 /* if no > is found use C */
270 if (downx == -1) 244 if (downx == -1)
271 { 245 {
272 downx = cx; 246 downx = cx;
273 downy = cy; 247 downy = cy;
279 { 253 {
280 if (upx > RP->Xsize / 2) 254 if (upx > RP->Xsize / 2)
281 downx = 1; 255 downx = 1;
282 else 256 else
283 downx = RP->Xsize - 2; 257 downx = RP->Xsize - 2;
258
284 if (upy > RP->Ysize / 2) 259 if (upy > RP->Ysize / 2)
285 downy = 1; 260 downy = 1;
286 else 261 else
287 downy = RP->Ysize - 2; 262 downy = RP->Ysize - 2;
263
288 /* find an empty place far from the entrance */ 264 /* find an empty place far from the entrance */
289 if (downx == 1 && downy == 1) 265 if (downx == 1 && downy == 1)
290 find_in_layout (1, 0, &downx, &downy, maze, RP); 266 find_in_layout (1, 0, &downx, &downy, maze, RP);
291 else if (downx == 1 && downy > 1) 267 else if (downx == 1 && downy > 1)
292 find_in_layout (3, 0, &downx, &downy, maze, RP); 268 find_in_layout (3, 0, &downx, &downy, maze, RP);
293 else if (downx > 1 && downy == 1) 269 else if (downx > 1 && downy == 1)
294 find_in_layout (2, 0, &downx, &downy, maze, RP); 270 find_in_layout (2, 0, &downx, &downy, maze, RP);
295 else if (downx > 1 && downy > 1) 271 else if (downx > 1 && downy > 1)
296 find_in_layout (4, 0, &downx, &downy, maze, RP); 272 find_in_layout (4, 0, &downx, &downy, maze, RP);
297
298 } 273 }
274
299 /* no indication of where to place the down exit, so just place it */ 275 /* no indication of where to place the down exit, so just place it */
300 if (downx == -1) 276 if (downx == -1)
301 find_in_layout (0, 0, &downx, &downy, maze, RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
302 278
303 if (the_exit_down) 279 if (the_exit_down)
304 { 280 {
305 char buf[2048]; 281 char buf[16384];
306 282
307 i = find_first_free_spot (the_exit_down, map, downx, downy); 283 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
308 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
309 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
310 RP->origin_x = the_exit_down->x; 286 RP->origin_x = the_exit_down->x;
311 RP->origin_y = the_exit_down->y; 287 RP->origin_y = the_exit_down->y;
312 write_map_parameters_to_string (buf, RP); 288 write_map_parameters_to_string (buf, RP);
314 290
315 /* the identifier for making a random map. */ 291 /* the identifier for making a random map. */
316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 292 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
317 { 293 {
318 maptile *new_map; 294 maptile *new_map;
319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 295 object *the_exit_back = the_exit_up->arch->instance ();
320 296
321 /* load it */ 297 /* load it */
322 if (!(new_map = maptile::load_map_sync (RP->final_map))) 298 if (!(new_map = maptile::find_sync (RP->final_map)))
323 return; 299 return;
324 300
301 new_map->load_sync ();
302
325 the_exit_down->slaying = RP->final_map; 303 the_exit_down->slaying = RP->final_map;
326 304
327 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 305 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
328 /* Remove exit back to previous random map. There should only be one 306 /* Remove exit back to previous random map. There should only be one
329 * which is why we break out. To try to process more than one 307 * which is why we break out. To try to process more than one
330 * would require keeping a 'next' pointer, ad free_object kills tmp, which 308 * would require keeping a 'next' pointer, ad free_object kills tmp, which
331 * breaks the for loop. 309 * breaks the for loop.
332 */ 310 */
333 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
334 { 312 {
335 tmp->destroy (); 313 tmp->destroy ();
336 break; 314 break;
337 } 315 }
338 316
347 325
348 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
349 } 327 }
350 } 328 }
351 else 329 else
352 the_exit_down->slaying = "/!"; 330 the_exit_down->slaying = shstr_random_map_exit;
353 331
354 /* Block the exit so things don't get dumped on top of it. */ 332 /* Block the exit so things don't get dumped on top of it. */
355 the_exit_down->move_block = MOVE_ALL; 333 the_exit_down->move_block = MOVE_ALL;
356 insert_ob_in_map (the_exit_down, map, NULL, 0); 334 insert_ob_in_map (the_exit_down, map, NULL, 0);
357 maze[the_exit_down->x][the_exit_down->y] = '>'; 335 maze[the_exit_down->x][the_exit_down->y] = '>';
358 } 336 }
359 } 337 }
360
361} 338}
362 339
363/* this function unblocks the exits. We blocked them to 340/* this function unblocks the exits. We blocked them to
364 keep things from being dumped on them during the other 341 keep things from being dumped on them during the other
365 phases of random map generation. */ 342 phases of random map generation. */
375 { 352 {
376 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 353 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
377 { 354 {
378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 355 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379 { 356 {
380 walk->move_block = MOVE_BLOCK_DEFAULT; 357 walk->move_block = 0;
381 update_object (walk, UP_OBJ_CHANGE); 358 update_object (walk, UP_OBJ_CHANGE);
382 } 359 }
383 } 360 }
384 } 361 }
385} 362}
363

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