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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.31 by root, Mon Sep 29 09:04:51 2008 UTC vs.
Revision 1.46 by root, Sat Jul 3 01:12:44 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 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/* 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
30 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
31void 32static void
32find_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)
33{ 34{
34 int M; 35 int M;
35 int i, j; 36 int i, j;
36 37
37 *fx = -1; 38 *fx = -1;
51 case 1: 52 case 1:
52 /* search from top left down/right */ 53 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
55 { 56 {
56 if (layout[i][j] == target) 57 if (maze[i][j] == target)
57 { 58 {
58 *fx = i; 59 *fx = i;
59 *fy = j; 60 *fy = j;
60 return; 61 return;
61 } 62 }
65 case 2: 66 case 2:
66 /* Search from top right down/left */ 67 /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
69 { 70 {
70 if (layout[i][j] == target) 71 if (maze[i][j] == target)
71 { 72 {
72 *fx = i; 73 *fx = i;
73 *fy = j; 74 *fy = j;
74 return; 75 return;
75 } 76 }
79 case 3: 80 case 3:
80 /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
83 { 84 {
84 if (layout[i][j] == target) 85 if (maze[i][j] == target)
85 { 86 {
86 *fx = i; 87 *fx = i;
87 *fy = j; 88 *fy = j;
88 return; 89 return;
89 } 90 }
93 case 4: 94 case 4:
94 /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
97 { 98 {
98 if (layout[i][j] == target) 99 if (maze[i][j] == target)
99 { 100 {
100 *fx = i; 101 *fx = i;
101 *fy = j; 102 *fy = j;
102 return; 103 return;
103 } 104 }
114 4 means leftward 115 4 means leftward
115 5 means northward 116 5 means northward
116 6 means southward 117 6 means southward
117*/ 118*/
118void 119void
119place_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)
120{ 121{
121 char styledirname[1024];
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
138 switch (orientation) 138 switch (orientation)
139 { 139 {
140 case 1: 140 case 1:
141 { 141 {
142 sprintf (styledirname, "/styles/exitstyles/up");
143 style_map_up = find_style (styledirname, exitstyle, -1); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
144 sprintf (styledirname, "/styles/exitstyles/down");
145 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
146 break; 144 break;
147 } 145 }
148 146
149 case 2: 147 case 2:
150 { 148 {
151 sprintf (styledirname, "/styles/exitstyles/down");
152 style_map_up = find_style (styledirname, exitstyle, -1); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
153 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
155 break; 151 break;
156 } 152 }
157 153
158 default: 154 default:
159 { 155 {
160 sprintf (styledirname, "/styles/exitstyles/generic"); 156 style_map_up =
161 style_map_up = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
162 style_map_down = style_map_up;
163 break; 158 break;
164 } 159 }
165 } 160 }
166 161
167 the_exit_up = style_map_up 162 the_exit_up = style_map_up
168 ? style_map_up->pick_random_object (rmg_rndm)->clone () 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
169 : archetype::get (shstr_exit); 164 : archetype::get (shstr_exit);
170 165
166 const char *final_map = RP->get_str ("final_map", 0);
167
171 /* we need a down exit only if we're recursing. */ 168 /* we need a down exit only if we're recursing. */
172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 169 if (RP->dungeon_level < RP->dungeon_depth || final_map)
173 the_exit_down = style_map_down 170 the_exit_down = style_map_down
174 ? style_map_down->pick_random_object (rmg_rndm)->clone () 171 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
175 : archetype::get (shstr_exit); 172 : archetype::get (shstr_exit);
176 else 173 else
177 the_exit_down = 0; 174 the_exit_down = 0;
178 175
179 /* set up the up exit */ 176 /* set up the up exit */
180 the_exit_up->stats.hp = RP->origin_x; 177 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
181 the_exit_up->stats.sp = RP->origin_y; 178 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
182 the_exit_up->slaying = RP->origin_map; 179 the_exit_up->slaying = RP->get_str ("origin_map", 0);
183 180
184 /* figure out where to put the entrance */ 181 /* figure out where to put the entrance */
185 /* begin a logical block */ 182 /* begin a logical block */
186 { 183 {
187 /* First, look for a '<' char */ 184 /* First, look for a '<' char */
281 if (downx == -1) 278 if (downx == -1)
282 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, &downx, &downy, maze, RP);
283 280
284 if (the_exit_down) 281 if (the_exit_down)
285 { 282 {
286 char buf[16384];
287
288 int i = 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);
289 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
290 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
291 RP->origin_x = the_exit_down->x; 286 RP->set ("origin_x", (IV)the_exit_down->x);
292 RP->origin_y = the_exit_down->y; 287 RP->set ("origin_y", (IV)the_exit_down->y);
293 write_map_parameters_to_string (buf, RP); 288
294 the_exit_down->msg = buf; 289 the_exit_down->msg = RP->as_shstr ();
295 290
296 /* the identifier for making a random map. */ 291 /* the identifier for making a random map. */
297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 292 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
298 { 293 {
299 maptile *new_map; 294 maptile *new_map;
300 object *the_exit_back = arch_to_object (the_exit_up->arch); 295 object *the_exit_back = the_exit_up->arch->instance ();
301 296
302 /* load it */ 297 /* load it */
303 if (!(new_map = maptile::find_sync (RP->final_map))) 298 if (!(new_map = maptile::find_sync (final_map)))
304 return; 299 return;
305 300
306 new_map->load_sync (); 301 new_map->load_sync ();
307 302
308 the_exit_down->slaying = RP->final_map; 303 the_exit_down->slaying = final_map;
309 304
310 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)
311 /* 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
312 * 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
313 * 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
314 * breaks the for loop. 309 * breaks the for loop.
315 */ 310 */
316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
317 { 312 {
318 tmp->destroy (true); 313 tmp->destroy ();
319 break; 314 break;
320 } 315 }
321 316
322 if (final_map_exit == 1) 317 if (final_map_exit)
323 { 318 {
324 /* setup the exit back */ 319 /* setup the exit back */
325 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
326 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
327 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
330 325
331 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
332 } 327 }
333 } 328 }
334 else 329 else
335 the_exit_down->slaying = "/!"; 330 the_exit_down->slaying = shstr_random_map_exit;
336 331
337 /* 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. */
338 the_exit_down->move_block = MOVE_ALL; 333 the_exit_down->move_block = MOVE_ALL;
339 insert_ob_in_map (the_exit_down, map, NULL, 0); 334 insert_ob_in_map (the_exit_down, map, NULL, 0);
340 maze[the_exit_down->x][the_exit_down->y] = '>'; 335 maze[the_exit_down->x][the_exit_down->y] = '>';

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