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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.47 by root, Sat Jul 3 13:14:35 2010 UTC vs.
Revision 1.56 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
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 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 + DIRX (j), the_exit_up->y + DIRY (j)))
224 { 229 {
225 object *random_sign = archetype::get (shstr_sign); 230 object *random_sign = archetype::get (shstr_sign);
226 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth); 231 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
227 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 + DIRX (j), the_exit_up->y + DIRY (j), 0, 0);
228 } 233 }
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
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 (2, 0, downx, downy, maze);
267 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
268 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 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 + DIRX (i);
283 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + DIRY (i);
286
284 RP->set ("origin_x", (IV)the_exit_down->x); 287 RP->set ("origin_x", (IV)the_exit_down->x);
285 RP->set ("origin_y", (IV)the_exit_down->y); 288 RP->set ("origin_y", (IV)the_exit_down->y);
286 289
287 the_exit_down->msg = RP->as_shstr (); 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
288 292
289 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
290 if (RP->dungeon_level >= RP->dungeon_depth && final_map) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
291 { 295 {
292 maptile *new_map; 296 the_exit_down->msg = 0;
293 object *the_exit_back = the_exit_up->arch->instance ();
294
295 /* load it */
296 if (!(new_map = maptile::find_sync (final_map)))
297 return;
298
299 new_map->load_sync ();
300
301 the_exit_down->slaying = final_map; 297 the_exit_down->slaying = final_map;
302 298
303 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
305 * 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
307 * breaks the for loop.
308 */
309 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
310 {
311 tmp->destroy ();
312 break;
313 }
314
315 if (final_map_exit) 299 if (final_map_exit)
300 if (maptile *new_map = maptile::find_sync (final_map))
316 { 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
317 /* setup the exit back */ 318 /* setup the exit back */
318 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
319 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
320 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
321 the_exit_back->x = new_map->enter_x; 322 the_exit_back->x = new_map->enter_x;
322 the_exit_back->y = new_map->enter_y; 323 the_exit_back->y = new_map->enter_y;
323 324
324 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
325 } 326 }
326 } 327 }
327 else
328 the_exit_down->slaying = shstr_random_map_exit;
329 328
330 /* 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. */
331 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
332 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
333 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
337 336
338/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
339 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
340 phases of random map generation. */ 339 phases of random map generation. */
341void 340void
342unblock_exits (maptile *map, char **maze, random_map_params *RP) 341unblock_exits (maptile *map, layout &maze)
343{ 342{
344 int i = 0, j = 0; 343 int i = 0, j = 0;
345 object *walk; 344 object *walk;
346 345
347 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
348 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
349 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
350 { 349 {
351 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)
352 { 351 {
353 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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