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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.43 by root, Sat Jun 26 22:10:18 2010 UTC vs.
Revision 1.49 by root, Mon Jul 5 00:07:21 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, 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, const 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 maptile *style_map_down = 0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 134 object *the_exit_up; /* easier maze */
126 int cx = -1, cy = -1; /* location of a map center */ 135 int cx = -1, cy = -1; /* location of a map center */
127 int upx = -1, upy = -1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
128 int downx = -1, downy = -1; 137 int downx = -1, downy = -1;
129 int final_map_exit = 1; 138 int final_map_exit = 1;
130 139
131 if (RP->exit_on_final_map) 140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
132 if (strstr (RP->exit_on_final_map, "no")) 141 if (strstr (eofm, "no"))
133 final_map_exit = 0; 142 final_map_exit = 0;
134 143
135 if (!orientation) 144 if (!orientation)
136 orientation = rmg_rndm (6) + 1; 145 orientation = rmg_rndm (6) + 1;
137 146
161 170
162 the_exit_up = style_map_up 171 the_exit_up = style_map_up
163 ? style_map_up->pick_random_object (rmg_rndm)->clone () 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
164 : archetype::get (shstr_exit); 173 : archetype::get (shstr_exit);
165 174
175 const char *final_map = RP->get_str ("final_map", 0);
176
166 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
168 the_exit_down = style_map_down 179 the_exit_down = style_map_down
169 ? style_map_down->pick_random_object (rmg_rndm)->clone () 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit); 181 : archetype::get (shstr_exit);
171 else 182 else
172 the_exit_down = 0; 183 the_exit_down = 0;
173 184
174 /* set up the up exit */ 185 /* set up the up exit */
175 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
176 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
177 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
178 189
179 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
180 /* begin a logical block */ 191 /* begin a logical block */
181 { 192 {
182 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
183 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
184 195
185 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
186 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
187 198
188 /* 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 */
189 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
190 { 201 {
191 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
197 upy = 1; 208 upy = 1;
198 else 209 else
199 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
200 211
201 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
202 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
203 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
204 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
205 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
206 else if (upx > 1 && upy == 1)
207 find_in_layout (2, 0, &upx, &upy, maze, RP);
208 else if (upx > 1 && upy > 1)
209 find_in_layout (4, 0, &upx, &upy, maze, RP);
210 } 217 }
211 218
212 /* 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. */
213 if (upx == -1) 220 if (upx == -1)
214 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
215 222
216 the_exit_up->x = upx; 223 the_exit_up->x = upx;
217 the_exit_up->y = upy; 224 the_exit_up->y = upy;
218 225
219 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
220 for (int j = 1; j < 9; j++) 227 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])) 228 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
223 { 229 {
224 object *random_sign = archetype::get (shstr_sign); 230 object *random_sign = archetype::get (shstr_sign);
225 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);
226 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 + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
227 } 233 }
228 }
229 234
230 /* 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. */
231 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
232 237
233 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
236 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
237 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
238 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
239 244
240 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
241 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', downx, downy, maze);
242 247
243 /* if no > is found use C */ 248 /* if no > is found use C */
244 if (downx == -1) 249 if (downx == -1)
245 { 250 {
246 downx = cx; 251 downx = cx;
260 downy = 1; 265 downy = 1;
261 else 266 else
262 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
263 268
264 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
265 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
266 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
267 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
268 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
269 else if (downx > 1 && downy == 1)
270 find_in_layout (2, 0, &downx, &downy, maze, RP);
271 else if (downx > 1 && downy > 1)
272 find_in_layout (4, 0, &downx, &downy, maze, RP);
273 } 274 }
274 275
275 /* 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 */
276 if (downx == -1) 277 if (downx == -1)
277 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
278 279
279 if (the_exit_down) 280 if (the_exit_down)
280 { 281 {
281 int i = rmg_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
282 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
283 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
286
284 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
285 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
286 289
287 dynbuf_text buf; 290 the_exit_down->msg = RP->as_shstr ();
288 write_map_parameters_to_string (buf, RP); 291 the_exit_down->slaying = shstr_random_map_exit;
289 the_exit_down->msg = buf;
290 292
291 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
292 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
293 { 295 {
294 maptile *new_map; 296 the_exit_down->msg = 0;
295 object *the_exit_back = the_exit_up->arch->instance ();
296
297 /* load it */
298 if (!(new_map = maptile::find_sync (RP->final_map)))
299 return;
300
301 new_map->load_sync ();
302
303 the_exit_down->slaying = RP->final_map; 297 the_exit_down->slaying = final_map;
304 298
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
305 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)
306 /* 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
307 * 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
308 * 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
309 * breaks the for loop. 310 * breaks the for loop.
310 */ 311 */
311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
312 { 313 {
313 tmp->destroy (); 314 tmp->destroy ();
314 break; 315 break;
315 } 316 }
316 317
317 if (final_map_exit == 1)
318 {
319 /* setup the exit back */ 318 /* setup the exit back */
320 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
321 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
322 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
323 the_exit_back->x = new_map->enter_x; 322 the_exit_back->x = new_map->enter_x;
324 the_exit_back->y = new_map->enter_y; 323 the_exit_back->y = new_map->enter_y;
325 324
326 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
327 } 326 }
328 } 327 }
329 else
330 the_exit_down->slaying = shstr_random_map_exit;
331 328
332 /* 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. */
333 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
334 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
335 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
339 336
340/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
341 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
342 phases of random map generation. */ 339 phases of random map generation. */
343void 340void
344unblock_exits (maptile *map, char **maze, random_map_params *RP) 341unblock_exits (maptile *map, layout &maze)
345{ 342{
346 int i = 0, j = 0; 343 int i = 0, j = 0;
347 object *walk; 344 object *walk;
348 345
349 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
350 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
351 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
352 { 349 {
353 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)
354 { 351 {
355 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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