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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 1.44 by root, Wed Jun 30 01:32:57 2010 UTC vs.
Revision 1.46 by root, Sat Jul 3 01:12:44 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 }
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 */
279 if (the_exit_down) 281 if (the_exit_down)
280 { 282 {
281 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); 283 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
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];
284 RP->origin_x = the_exit_down->x; 286 RP->set ("origin_x", (IV)the_exit_down->x);
285 RP->origin_y = the_exit_down->y; 287 RP->set ("origin_y", (IV)the_exit_down->y);
286 288
287 the_exit_down->msg = RP->as_shstr (); 289 the_exit_down->msg = RP->as_shstr ();
288 290
289 /* the identifier for making a random map. */ 291 /* the identifier for making a random map. */
290 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 292 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
291 { 293 {
292 maptile *new_map; 294 maptile *new_map;
293 object *the_exit_back = the_exit_up->arch->instance (); 295 object *the_exit_back = the_exit_up->arch->instance ();
294 296
295 /* load it */ 297 /* load it */
296 if (!(new_map = maptile::find_sync (RP->final_map))) 298 if (!(new_map = maptile::find_sync (final_map)))
297 return; 299 return;
298 300
299 new_map->load_sync (); 301 new_map->load_sync ();
300 302
301 the_exit_down->slaying = RP->final_map; 303 the_exit_down->slaying = final_map;
302 304
303 for (object *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)
304 /* 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
305 * 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
306 * 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
310 { 312 {
311 tmp->destroy (); 313 tmp->destroy ();
312 break; 314 break;
313 } 315 }
314 316
315 if (final_map_exit == 1) 317 if (final_map_exit)
316 { 318 {
317 /* setup the exit back */ 319 /* setup the exit back */
318 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
319 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
320 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;

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