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/cvs/deliantra/server/random_maps/exit.C
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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.41 by root, Sat Apr 10 01:54:07 2010 UTC vs.
Revision 1.47 by root, Sat Jul 3 13:14:35 2010 UTC

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, char **maze, 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;
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 (maze[i][j] == target)
58 { 58 {
59 *fx = i; 59 *fx = i;
60 *fy = j; 60 *fy = j;
61 return; 61 return;
62 } 62 }
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 (maze[i][j] == target)
72 { 72 {
73 *fx = i; 73 *fx = i;
74 *fy = j; 74 *fy = j;
75 return; 75 return;
76 } 76 }
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 (maze[i][j] == target)
86 { 86 {
87 *fx = i; 87 *fx = i;
88 *fy = j; 88 *fy = j;
89 return; 89 return;
90 } 90 }
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 (maze[i][j] == target)
100 { 100 {
101 *fx = i; 101 *fx = i;
102 *fy = j; 102 *fy = j;
103 return; 103 return;
104 } 104 }
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, random_map_params *RP) 120place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 121{
122 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
126 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
127 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
128 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
129 int final_map_exit = 1; 129 int final_map_exit = 1;
130 130
131 if (RP->exit_on_final_map) 131 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
132 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (eofm, "no"))
133 final_map_exit = 0; 133 final_map_exit = 0;
134 134
135 if (!orientation) 135 if (!orientation)
136 orientation = rmg_rndm (6) + 1; 136 orientation = rmg_rndm (6) + 1;
137 137
161 161
162 the_exit_up = style_map_up 162 the_exit_up = style_map_up
163 ? style_map_up->pick_random_object (rmg_rndm)->clone () 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
164 : archetype::get (shstr_exit); 164 : archetype::get (shstr_exit);
165 165
166 const char *final_map = RP->get_str ("final_map", 0);
167
166 /* we need a down exit only if we're recursing. */ 168 /* we need a down exit only if we're recursing. */
167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 169 if (RP->dungeon_level < RP->dungeon_depth || final_map)
168 the_exit_down = style_map_down 170 the_exit_down = style_map_down
169 ? style_map_down->pick_random_object (rmg_rndm)->clone () 171 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit); 172 : archetype::get (shstr_exit);
171 else 173 else
172 the_exit_down = 0; 174 the_exit_down = 0;
173 175
174 /* set up the up exit */ 176 /* set up the up exit */
175 the_exit_up->stats.hp = RP->origin_x; 177 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
176 the_exit_up->stats.sp = RP->origin_y; 178 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
177 the_exit_up->slaying = RP->origin_map; 179 the_exit_up->slaying = RP->get_str ("origin_map", 0);
178 180
179 /* figure out where to put the entrance */ 181 /* figure out where to put the entrance */
180 /* begin a logical block */ 182 /* begin a logical block */
181 { 183 {
182 /* First, look for a '<' char */ 184 /* First, look for a '<' char */
216 the_exit_up->x = upx; 218 the_exit_up->x = upx;
217 the_exit_up->y = upy; 219 the_exit_up->y = upy;
218 220
219 /* surround the exits with notices that this is a random map. */ 221 /* surround the exits with notices that this is a random map. */
220 for (int j = 1; j < 9; j++) 222 for (int j = 1; j < 9; j++)
221 {
222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 223 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
223 { 224 {
224 object *random_sign = archetype::get (shstr_sign); 225 object *random_sign = archetype::get (shstr_sign);
225 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); 226 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); 227 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
227 } 228 }
228 }
229 229
230 /* 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. */
231 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
232 232
233 insert_ob_in_map (the_exit_up, map, NULL, 0); 233 insert_ob_in_map (the_exit_up, map, NULL, 0);
276 if (downx == -1) 276 if (downx == -1)
277 find_in_layout (0, 0, &downx, &downy, maze, RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
278 278
279 if (the_exit_down) 279 if (the_exit_down)
280 { 280 {
281 char buf[16384];
282
283 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 281 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
284 the_exit_down->x = downx + freearr_x[i]; 282 the_exit_down->x = downx + freearr_x[i];
285 the_exit_down->y = downy + freearr_y[i]; 283 the_exit_down->y = downy + freearr_y[i];
286 RP->origin_x = the_exit_down->x; 284 RP->set ("origin_x", (IV)the_exit_down->x);
287 RP->origin_y = the_exit_down->y; 285 RP->set ("origin_y", (IV)the_exit_down->y);
288 write_map_parameters_to_string (buf, RP); 286
289 the_exit_down->msg = buf; 287 the_exit_down->msg = RP->as_shstr ();
290 288
291 /* the identifier for making a random map. */ 289 /* the identifier for making a random map. */
292 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 290 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
293 { 291 {
294 maptile *new_map; 292 maptile *new_map;
295 object *the_exit_back = the_exit_up->arch->instance (); 293 object *the_exit_back = the_exit_up->arch->instance ();
296 294
297 /* load it */ 295 /* load it */
298 if (!(new_map = maptile::find_sync (RP->final_map))) 296 if (!(new_map = maptile::find_sync (final_map)))
299 return; 297 return;
300 298
301 new_map->load_sync (); 299 new_map->load_sync ();
302 300
303 the_exit_down->slaying = RP->final_map; 301 the_exit_down->slaying = final_map;
304 302
305 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 303 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
306 /* Remove exit back to previous random map. There should only be one 304 /* Remove exit back to previous random map. There should only be one
307 * which is why we break out. To try to process more than one 305 * which is why we break out. To try to process more than one
308 * would require keeping a 'next' pointer, ad free_object kills tmp, which 306 * would require keeping a 'next' pointer, ad free_object kills tmp, which
312 { 310 {
313 tmp->destroy (); 311 tmp->destroy ();
314 break; 312 break;
315 } 313 }
316 314
317 if (final_map_exit == 1) 315 if (final_map_exit)
318 { 316 {
319 /* setup the exit back */ 317 /* setup the exit back */
320 the_exit_back->slaying = map->path; 318 the_exit_back->slaying = map->path;
321 the_exit_back->stats.hp = the_exit_down->x; 319 the_exit_back->stats.hp = the_exit_down->x;
322 the_exit_back->stats.sp = the_exit_down->y; 320 the_exit_back->stats.sp = the_exit_down->y;

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