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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 1.52 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 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 (©) 2001,2007 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 <rmg.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, layout &maze)
33{ 34{
34 int M; 35 int M;
35 int i, j; 36 int i, j;
36 37
37 *fx = -1; 38 fx = -1;
38 *fy = -1; 39 fy = -1;
39 40
40 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
42 M = rmg_rndm (4) + 1; 43 M = rmg_rndm (4) + 1;
43 else 44 else
48 the same damned thing every time. */ 49 the same damned thing every time. */
49 switch (M) 50 switch (M)
50 { 51 {
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 < maze.w; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; 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 }
62 } 63 }
63 break; 64 break;
64 65
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 = maze.w - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < maze.h - 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 }
76 } 77 }
77 break; 78 break;
78 79
79 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:
80 /* search from bottom-left up-right */ 95 /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++) 96 for (i = 1; i < maze.w - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = maze.h - 2; j > 0; j--)
83 { 98 {
84 if (layout[i][j] == target) 99 if (maze[i][j] == target)
85 { 100 {
86 *fx = i; 101 fx = i;
87 *fy = j; 102 fy = j;
88 return; 103 return;
89 } 104 }
90 } 105 }
91 break; 106 break;
92
93 case 4:
94 /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--)
97 {
98 if (layout[i][j] == target)
99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 }
105 break;
106
107 } 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);
108} 118}
109 119
110/* orientation: 0 means random, 120/* orientation: 0 means random,
111 1 means descending dungeon 121 1 means descending dungeon
112 2 means ascending dungeon 122 2 means ascending dungeon
114 4 means leftward 124 4 means leftward
115 5 means northward 125 5 means northward
116 6 means southward 126 6 means southward
117*/ 127*/
118void 128void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120{ 130{
121 char styledirname[1024];
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
138 switch (orientation) 147 switch (orientation)
139 { 148 {
140 case 1: 149 case 1:
141 { 150 {
142 sprintf (styledirname, "/styles/exitstyles/up");
143 style_map_up = find_style (styledirname, exitstyle, -1); 151 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); 152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
146 break; 153 break;
147 } 154 }
148 155
149 case 2: 156 case 2:
150 { 157 {
151 sprintf (styledirname, "/styles/exitstyles/down");
152 style_map_up = find_style (styledirname, exitstyle, -1); 158 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); 159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
155 break; 160 break;
156 } 161 }
157 162
158 default: 163 default:
159 { 164 {
160 sprintf (styledirname, "/styles/exitstyles/generic"); 165 style_map_up =
161 style_map_up = find_style (styledirname, exitstyle, -1); 166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
162 style_map_down = style_map_up;
163 break; 167 break;
164 } 168 }
165 } 169 }
166 170
167 the_exit_up = style_map_up 171 the_exit_up = style_map_up
168 ? style_map_up->pick_random_object (rmg_rndm)->clone () 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
169 : archetype::get (shstr_exit); 173 : archetype::get (shstr_exit);
170 174
175 const char *final_map = RP->get_str ("final_map", 0);
176
171 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
173 the_exit_down = style_map_down 179 the_exit_down = style_map_down
174 ? style_map_down->pick_random_object (rmg_rndm)->clone () 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
175 : archetype::get (shstr_exit); 181 : archetype::get (shstr_exit);
176 else 182 else
177 the_exit_down = 0; 183 the_exit_down = 0;
178 184
179 /* set up the up exit */ 185 /* set up the up exit */
180 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
181 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
182 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
183 189
184 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
185 /* begin a logical block */ 191 /* begin a logical block */
186 { 192 {
187 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
188 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
189 195
190 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
191 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
192 198
193 /* 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 */
194 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
195 { 201 {
196 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
202 upy = 1; 208 upy = 1;
203 else 209 else
204 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
205 211
206 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
207 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
208 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
209 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
210 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
211 else if (upx > 1 && upy == 1)
212 find_in_layout (2, 0, &upx, &upy, maze, RP);
213 else if (upx > 1 && upy > 1)
214 find_in_layout (4, 0, &upx, &upy, maze, RP);
215 } 217 }
216 218
217 /* 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. */
218 if (upx == -1) 220 if (upx == -1)
219 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
220 222
221 the_exit_up->x = upx; 223 the_exit_up->x = upx;
222 the_exit_up->y = upy; 224 the_exit_up->y = upy;
223 225
224 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
225 for (int j = 1; j < 9; j++) 227 for (int j = 1; j < 9; j++)
226 {
227 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]))
228 { 229 {
229 object *random_sign = archetype::get (shstr_sign); 230 object *random_sign = archetype::get (shstr_sign);
230 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);
231 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);
232 } 233 }
233 }
234 234
235 /* 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. */
236 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
237 237
238 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
241 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
242 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
243 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
244 244
245 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
246 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', downx, downy, maze);
247 247
248 /* if no > is found use C */ 248 /* if no > is found use C */
249 if (downx == -1) 249 if (downx == -1)
250 { 250 {
251 downx = cx; 251 downx = cx;
265 downy = 1; 265 downy = 1;
266 else 266 else
267 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268 268
269 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
270 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
271 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
272 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
273 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
274 else if (downx > 1 && downy == 1)
275 find_in_layout (2, 0, &downx, &downy, maze, RP);
276 else if (downx > 1 && downy > 1)
277 find_in_layout (4, 0, &downx, &downy, maze, RP);
278 } 274 }
279 275
280 /* 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 */
281 if (downx == -1) 277 if (downx == -1)
282 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
283 279
284 if (the_exit_down) 280 if (the_exit_down)
285 { 281 {
286 char buf[16384];
287
288 int i = 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
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];
286
291 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
292 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
293 write_map_parameters_to_string (buf, RP); 289
294 the_exit_down->msg = buf; 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
295 292
296 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
298 { 295 {
299 maptile *new_map; 296 the_exit_down->msg = 0;
300 object *the_exit_back = arch_to_object (the_exit_up->arch);
301
302 /* load it */
303 if (!(new_map = maptile::find_sync (RP->final_map)))
304 return;
305
306 new_map->load_sync ();
307
308 the_exit_down->slaying = RP->final_map; 297 the_exit_down->slaying = final_map;
309 298
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
310 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)
311 /* 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
312 * 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
313 * 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
314 * breaks the for loop. 310 * breaks the for loop.
315 */ 311 */
316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
317 { 313 {
318 tmp->destroy (true); 314 tmp->destroy ();
319 break; 315 break;
320 } 316 }
321 317
322 if (final_map_exit == 1)
323 {
324 /* setup the exit back */ 318 /* setup the exit back */
325 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
326 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
327 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
328 the_exit_back->x = new_map->enter_x; 322 the_exit_back->x = new_map->enter_x;
329 the_exit_back->y = new_map->enter_y; 323 the_exit_back->y = new_map->enter_y;
330 324
331 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
332 } 326 }
333 } 327 }
334 else
335 the_exit_down->slaying = "/!";
336 328
337 /* 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. */
338 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
339 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
340 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
344 336
345/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
346 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
347 phases of random map generation. */ 339 phases of random map generation. */
348void 340void
349unblock_exits (maptile *map, char **maze, random_map_params *RP) 341unblock_exits (maptile *map, layout &maze)
350{ 342{
351 int i = 0, j = 0; 343 int i = 0, j = 0;
352 object *walk; 344 object *walk;
353 345
354 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
355 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
356 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
357 { 349 {
358 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)
359 { 351 {
360 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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