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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.46 by root, Sat Jul 3 01:12:44 2010 UTC vs.
Revision 1.52 by root, Sat Apr 23 04:56:52 2011 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <random_map.h> 26#include <rmg.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 maze. 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 **maze, 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 (maze[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 (maze[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 (maze[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 (maze[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 */
180 189
181 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
182 /* begin a logical block */ 191 /* begin a logical block */
183 { 192 {
184 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
185 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
186 195
187 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
188 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
189 198
190 /* 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 */
191 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
192 { 201 {
193 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
199 upy = 1; 208 upy = 1;
200 else 209 else
201 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
202 211
203 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
204 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
205 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
206 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
207 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
208 else if (upx > 1 && upy == 1)
209 find_in_layout (2, 0, &upx, &upy, maze, RP);
210 else if (upx > 1 && upy > 1)
211 find_in_layout (4, 0, &upx, &upy, maze, RP);
212 } 217 }
213 218
214 /* 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. */
215 if (upx == -1) 220 if (upx == -1)
216 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
217 222
218 the_exit_up->x = upx; 223 the_exit_up->x = upx;
219 the_exit_up->y = upy; 224 the_exit_up->y = upy;
220 225
221 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
222 for (int j = 1; j < 9; j++) 227 for (int j = 1; j < 9; j++)
223 {
224 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]))
225 { 229 {
226 object *random_sign = archetype::get (shstr_sign); 230 object *random_sign = archetype::get (shstr_sign);
227 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);
228 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);
229 } 233 }
230 }
231 234
232 /* 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. */
233 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
234 237
235 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
238 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
239 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
240 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
241 244
242 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
243 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', downx, downy, maze);
244 247
245 /* if no > is found use C */ 248 /* if no > is found use C */
246 if (downx == -1) 249 if (downx == -1)
247 { 250 {
248 downx = cx; 251 downx = cx;
262 downy = 1; 265 downy = 1;
263 else 266 else
264 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
265 268
266 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
267 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
268 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
269 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
270 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
271 else if (downx > 1 && downy == 1)
272 find_in_layout (2, 0, &downx, &downy, maze, RP);
273 else if (downx > 1 && downy > 1)
274 find_in_layout (4, 0, &downx, &downy, maze, RP);
275 } 274 }
276 275
277 /* 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 */
278 if (downx == -1) 277 if (downx == -1)
279 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
280 279
281 if (the_exit_down) 280 if (the_exit_down)
282 { 281 {
283 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
284 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
285 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
286
286 RP->set ("origin_x", (IV)the_exit_down->x); 287 RP->set ("origin_x", (IV)the_exit_down->x);
287 RP->set ("origin_y", (IV)the_exit_down->y); 288 RP->set ("origin_y", (IV)the_exit_down->y);
288 289
289 the_exit_down->msg = RP->as_shstr (); 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
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 && 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 (final_map)))
299 return;
300
301 new_map->load_sync ();
302
303 the_exit_down->slaying = final_map; 297 the_exit_down->slaying = final_map;
304 298
305 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 * 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 * breaks the for loop.
310 */
311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
312 {
313 tmp->destroy ();
314 break;
315 }
316
317 if (final_map_exit) 299 if (final_map_exit)
300 if (maptile *new_map = maptile::find_sync (final_map))
318 { 301 {
302 object *the_exit_back = the_exit_up->arch->instance ();
303
304 new_map->load_sync ();
305
306 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
307 /* Remove exit back to previous random map. There should only be one
308 * which is why we break out. To try to process more than one
309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
310 * breaks the for loop.
311 */
312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
313 {
314 tmp->destroy ();
315 break;
316 }
317
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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