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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.12 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.41 by root, Sat Apr 10 01:54:07 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 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, RMParms * 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 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 58 {
64 break; 59 *fx = i;
60 *fy = j;
61 return;
62 }
65 } 63 }
64 break;
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 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 72 {
78 break; 73 *fx = i;
74 *fy = j;
75 return;
76 }
79 } 77 }
78 break;
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 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 86 {
92 break; 87 *fx = i;
88 *fy = j;
89 return;
90 }
93 } 91 }
92 break;
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 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 } 100 {
106 break; 101 *fx = i;
102 *fy = j;
103 return;
104 }
107 } 105 }
106 break;
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
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, RMParms *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 {
136 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 133 final_map_exit = 0;
138 }
139 134
140 if (orientation == 0) 135 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
142 137
143 switch (orientation) 138 switch (orientation)
144 { 139 {
145 case 1: 140 case 1:
146 { 141 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
148 style_map_up = find_style (styledirname, exitstyle, -1);
149 sprintf (styledirname, "/styles/exitstyles/down");
150 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
151 break; 144 break;
152 } 145 }
146
153 case 2: 147 case 2:
154 { 148 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
156 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
159 break; 151 break;
160 } 152 }
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, RP->difficulty);
165 style_map_down = style_map_up;
166 break; 158 break;
167 } 159 }
168 } 160 }
169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171 else
172 {
173 object *tmp;
174 161
175 tmp = pick_random_object (style_map_up); 162 the_exit_up = style_map_up
176 the_exit_up = arch_to_object (tmp->arch); 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
177 } 164 : archetype::get (shstr_exit);
178 165
179 /* we need a down exit only if we're recursing. */ 166 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
181 if (style_map_down == 0) 168 the_exit_down = style_map_down
182 the_exit_down = arch_to_object (archetype::find ("exit")); 169 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
183 else 170 : archetype::get (shstr_exit);
184 {
185 object *tmp;
186
187 tmp = pick_random_object (style_map_down);
188 the_exit_down = arch_to_object (tmp->arch);
189 }
190 else 171 else
191 the_exit_down = 0; 172 the_exit_down = 0;
192 173
193 /* set up the up exit */ 174 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x; 175 the_exit_up->stats.hp = RP->origin_x;
195 the_exit_up->stats.sp = RP->origin_y; 176 the_exit_up->stats.sp = RP->origin_y;
196 the_exit_up->slaying = RP->origin_map; 177 the_exit_up->slaying = RP->origin_map;
197 178
198 /* figure out where to put the entrance */ 179 /* figure out where to put the entrance */
199 /* begin a logical block */ 180 /* begin a logical block */
200 { 181 {
201 int i, j;
202
203 /* First, look for a '<' char */ 182 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 183 find_in_layout (0, '<', &upx, &upy, maze, RP);
205 184
206 /* next, look for a C, the map center. */ 185 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 186 find_in_layout (0, 'C', &cx, &cy, maze, RP);
208 187
209
210 /* 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 */
211 if (upx == -1 && cx != -1) 189 if (upx == -1 && cx != -1)
212 { 190 {
213 if (cx > RP->Xsize / 2) 191 if (cx > RP->Xsize / 2)
214 upx = 1; 192 upx = 1;
215 else 193 else
216 upx = RP->Xsize - 2; 194 upx = RP->Xsize - 2;
195
217 if (cy > RP->Ysize / 2) 196 if (cy > RP->Ysize / 2)
218 upy = 1; 197 upy = 1;
219 else 198 else
220 upy = RP->Ysize - 2; 199 upy = RP->Ysize - 2;
200
221 /* find an empty place far from the center */ 201 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 202 if (upx == 1 && upy == 1)
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 203 find_in_layout (1, 0, &upx, &upy, maze, RP);
224 else if (upx == 1 && upy > 1) 204 else if (upx == 1 && upy > 1)
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 205 find_in_layout (3, 0, &upx, &upy, maze, RP);
235 215
236 the_exit_up->x = upx; 216 the_exit_up->x = upx;
237 the_exit_up->y = upy; 217 the_exit_up->y = upy;
238 218
239 /* surround the exits with notices that this is a random map. */ 219 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++) 220 for (int j = 1; j < 9; j++)
241 { 221 {
242 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]))
243 { 223 {
244 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
245 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);
246 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);
247
248 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
249
250 random_sign->msg = buf;
251 insert_ob_in_map (random_sign, map, NULL, 0);
252 } 227 }
253 } 228 }
229
254 /* 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. */
255 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
256 232
257 insert_ob_in_map (the_exit_up, map, NULL, 0); 233 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<'; 234 maze[the_exit_up->x][the_exit_up->y] = '<';
261 map->enter_x = the_exit_up->x; 237 map->enter_x = the_exit_up->x;
262 map->enter_y = the_exit_up->y; 238 map->enter_y = the_exit_up->y;
263 239
264 /* first, look for a '>' character */ 240 /* first, look for a '>' character */
265 find_in_layout (0, '>', &downx, &downy, maze, RP); 241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
266 /* if no > is found use C */ 243 /* if no > is found use C */
267 if (downx == -1) 244 if (downx == -1)
268 { 245 {
269 downx = cx; 246 downx = cx;
270 downy = cy; 247 downy = cy;
276 { 253 {
277 if (upx > RP->Xsize / 2) 254 if (upx > RP->Xsize / 2)
278 downx = 1; 255 downx = 1;
279 else 256 else
280 downx = RP->Xsize - 2; 257 downx = RP->Xsize - 2;
258
281 if (upy > RP->Ysize / 2) 259 if (upy > RP->Ysize / 2)
282 downy = 1; 260 downy = 1;
283 else 261 else
284 downy = RP->Ysize - 2; 262 downy = RP->Ysize - 2;
263
285 /* find an empty place far from the entrance */ 264 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1) 265 if (downx == 1 && downy == 1)
287 find_in_layout (1, 0, &downx, &downy, maze, RP); 266 find_in_layout (1, 0, &downx, &downy, maze, RP);
288 else if (downx == 1 && downy > 1) 267 else if (downx == 1 && downy > 1)
289 find_in_layout (3, 0, &downx, &downy, maze, RP); 268 find_in_layout (3, 0, &downx, &downy, maze, RP);
290 else if (downx > 1 && downy == 1) 269 else if (downx > 1 && downy == 1)
291 find_in_layout (2, 0, &downx, &downy, maze, RP); 270 find_in_layout (2, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy > 1) 271 else if (downx > 1 && downy > 1)
293 find_in_layout (4, 0, &downx, &downy, maze, RP); 272 find_in_layout (4, 0, &downx, &downy, maze, RP);
294
295 } 273 }
274
296 /* 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 */
297 if (downx == -1) 276 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
278
299 if (the_exit_down) 279 if (the_exit_down)
300 { 280 {
301 char buf[2048]; 281 char buf[16384];
302 282
303 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);
304 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
305 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
306 RP->origin_x = the_exit_down->x; 286 RP->origin_x = the_exit_down->x;
307 RP->origin_y = the_exit_down->y; 287 RP->origin_y = the_exit_down->y;
308 write_map_parameters_to_string (buf, RP); 288 write_map_parameters_to_string (buf, RP);
309 the_exit_down->msg = buf; 289 the_exit_down->msg = buf;
290
310 /* the identifier for making a random map. */ 291 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 292 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
312 { 293 {
313 maptile *new_map; 294 maptile *new_map;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 295 object *the_exit_back = the_exit_up->arch->instance ();
315 296
316#if 0
317 /* I'm not sure if there was any reason to change the path to the
318 * map other than to maybe make it more descriptive in the 'maps'
319 * command. But changing the map name makes life more complicated,
320 * (has_been_loaded needs to use the new name)
321 */
322
323 char new_map_name[MAX_BUF];
324
325 /* give the final map a name */
326 sprintf (new_map_name, "%sfinal_map", RP->final_map);
327 /* set the exit down. */
328#endif
329 /* load it */ 297 /* load it */
330 if (!(new_map = maptile::find_map (RP->final_map, 0))) 298 if (!(new_map = maptile::find_sync (RP->final_map)))
331 return; 299 return;
332 300
333 new_map->load (); 301 new_map->load_sync ();
334 302
335 the_exit_down->slaying = RP->final_map; 303 the_exit_down->slaying = RP->final_map;
336 304
337 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)
338 /* 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
339 * 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
340 * 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
341 * breaks the for loop. 309 * breaks the for loop.
342 */ 310 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 312 {
345 tmp->destroy (); 313 tmp->destroy ();
346 break; 314 break;
347 } 315 }
348 316
355 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
357 325
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 327 }
360
361 set_map_timeout (new_map); /* So it gets swapped out */
362 } 328 }
363 else 329 else
364 the_exit_down->slaying = "/!"; 330 the_exit_down->slaying = shstr_random_map_exit;
365 331
366 /* 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. */
367 the_exit_down->move_block = MOVE_ALL; 333 the_exit_down->move_block = MOVE_ALL;
368 insert_ob_in_map (the_exit_down, map, NULL, 0); 334 insert_ob_in_map (the_exit_down, map, NULL, 0);
369 maze[the_exit_down->x][the_exit_down->y] = '>'; 335 maze[the_exit_down->x][the_exit_down->y] = '>';
370 } 336 }
371 } 337 }
372
373} 338}
374 339
375/* this function unblocks the exits. We blocked them to 340/* this function unblocks the exits. We blocked them to
376 keep things from being dumped on them during the other 341 keep things from being dumped on them during the other
377 phases of random map generation. */ 342 phases of random map generation. */
378void 343void
379unblock_exits (maptile *map, char **maze, RMParms * RP) 344unblock_exits (maptile *map, char **maze, random_map_params *RP)
380{ 345{
381 int i = 0, j = 0; 346 int i = 0, j = 0;
382 object *walk; 347 object *walk;
383 348
384 for (i = 0; i < RP->Xsize; i++) 349 for (i = 0; i < RP->Xsize; i++)
387 { 352 {
388 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)
389 { 354 {
390 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 355 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
391 { 356 {
392 walk->move_block = MOVE_BLOCK_DEFAULT; 357 walk->move_block = 0;
393 update_object (walk, UP_OBJ_CHANGE); 358 update_object (walk, UP_OBJ_CHANGE);
394 } 359 }
395 } 360 }
396 } 361 }
397} 362}
363

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