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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.42 by root, Tue Apr 13 02:39:53 2010 UTC vs.
Revision 1.57 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <random_map.h> 27#include <rmg.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <rproto.h> 29#include <rproto.h>
29 30
30/* find a character in the layout. fx and fy are pointers to 31/* find a character in the maze. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
32static void 33static void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
34{ 35{
35 int M; 36 int M;
36 int i, j; 37 int i, j;
37 38
38 *fx = -1; 39 fx = -1;
39 *fy = -1; 40 fy = -1;
40 41
41 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
43 M = rmg_rndm (4) + 1; 44 M = rmg_rndm (4) + 1;
44 else 45 else
49 the same damned thing every time. */ 50 the same damned thing every time. */
50 switch (M) 51 switch (M)
51 { 52 {
52 case 1: 53 case 1:
53 /* search from top left down/right */ 54 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
56 { 57 {
57 if (layout[i][j] == target) 58 if (maze[i][j] == target)
58 { 59 {
59 *fx = i; 60 fx = i;
60 *fy = j; 61 fy = j;
61 return; 62 return;
62 } 63 }
63 } 64 }
64 break; 65 break;
65 66
66 case 2: 67 case 2:
67 /* Search from top right down/left */ 68 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 69 for (i = maze.w - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 70 for (j = 1; j < maze.h - 1; j++)
70 { 71 {
71 if (layout[i][j] == target) 72 if (maze[i][j] == target)
72 { 73 {
73 *fx = i; 74 fx = i;
74 *fy = j; 75 fy = j;
75 return; 76 return;
76 } 77 }
77 } 78 }
78 break; 79 break;
79 80
80 case 3: 81 case 3:
82 /* search from bottom-right up-left */
83 for (i = maze.w - 2; i > 0; i--)
84 for (j = maze.h - 2; j > 0; j--)
85 {
86 if (maze[i][j] == target)
87 {
88 fx = i;
89 fy = j;
90 return;
91 }
92 }
93 break;
94
95 case 4:
81 /* search from bottom-left up-right */ 96 /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 97 for (i = 1; i < maze.w - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 98 for (j = maze.h - 2; j > 0; j--)
84 { 99 {
85 if (layout[i][j] == target) 100 if (maze[i][j] == target)
86 { 101 {
87 *fx = i; 102 fx = i;
88 *fy = j; 103 fy = j;
89 return; 104 return;
90 } 105 }
91 } 106 }
92 break; 107 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 (layout[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 }
106 break;
107
108 } 108 }
109}
110
111point
112layout::find (char target, int mode)
113{
114 int x, y;
115
116 find_in_layout (mode, target, x, y, *this);
117
118 return point (x, y);
109} 119}
110 120
111/* orientation: 0 means random, 121/* orientation: 0 means random,
112 1 means descending dungeon 122 1 means descending dungeon
113 2 means ascending dungeon 123 2 means ascending dungeon
115 4 means leftward 125 4 means leftward
116 5 means northward 126 5 means northward
117 6 means southward 127 6 means southward
118*/ 128*/
119void 129void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 131{
122 maptile *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 135 object *the_exit_up; /* easier maze */
126 int cx = -1, cy = -1; /* location of a map center */ 136 int cx = -1, cy = -1; /* location of a map center */
127 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
128 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
129 int final_map_exit = 1; 139 int final_map_exit = 1;
130 140
131 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
132 if (strstr (RP->exit_on_final_map, "no")) 142 if (strstr (eofm, "no"))
133 final_map_exit = 0; 143 final_map_exit = 0;
134 144
135 if (!orientation) 145 if (!orientation)
136 orientation = rmg_rndm (6) + 1; 146 orientation = rmg_rndm (6) + 1;
137 147
161 171
162 the_exit_up = style_map_up 172 the_exit_up = style_map_up
163 ? style_map_up->pick_random_object (rmg_rndm)->clone () 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
164 : archetype::get (shstr_exit); 174 : archetype::get (shstr_exit);
165 175
176 const char *final_map = RP->get_str ("final_map", 0);
177
166 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
168 the_exit_down = style_map_down 180 the_exit_down = style_map_down
169 ? style_map_down->pick_random_object (rmg_rndm)->clone () 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit); 182 : archetype::get (shstr_exit);
171 else 183 else
172 the_exit_down = 0; 184 the_exit_down = 0;
173 185
174 /* set up the up exit */ 186 /* set up the up exit */
175 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
176 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
177 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
178 190
179 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
180 /* begin a logical block */ 192 /* begin a logical block */
181 { 193 {
182 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
183 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
184 196
185 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
186 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
187 199
188 /* if we didn't find an up, find an empty place far from the center */ 200 /* if we didn't find an up, find an empty place far from the center */
189 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
190 { 202 {
191 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
197 upy = 1; 209 upy = 1;
198 else 210 else
199 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
200 212
201 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
202 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
203 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
204 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
205 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
206 else if (upx > 1 && upy == 1)
207 find_in_layout (2, 0, &upx, &upy, maze, RP);
208 else if (upx > 1 && upy > 1)
209 find_in_layout (4, 0, &upx, &upy, maze, RP);
210 } 218 }
211 219
212 /* no indication of where to place the exit, so just place it. */ 220 /* no indication of where to place the exit, so just place it. */
213 if (upx == -1) 221 if (upx == -1)
214 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
215 223
216 the_exit_up->x = upx; 224 the_exit_up->x = upx;
217 the_exit_up->y = upy; 225 the_exit_up->y = upy;
218 226
219 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
220 for (int j = 1; j < 9; j++) 228 for (int j = 1; j < 9; j++)
221 {
222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 229 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
223 { 230 {
224 object *random_sign = archetype::get (shstr_sign); 231 object *random_sign = archetype::get (shstr_sign);
225 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); 232 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); 233 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j), 0, 0);
227 } 234 }
228 }
229 235
230 /* Block the exit so things don't get dumped on top of it. */ 236 /* Block the exit so things don't get dumped on top of it. */
231 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
232 238
233 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
236 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
237 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
238 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
239 245
240 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
241 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
242 248
243 /* if no > is found use C */ 249 /* if no > is found use C */
244 if (downx == -1) 250 if (downx == -1)
245 { 251 {
246 downx = cx; 252 downx = cx;
260 downy = 1; 266 downy = 1;
261 else 267 else
262 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
263 269
264 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
265 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
266 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
267 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
268 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 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 } 275 }
274 276
275 /* no indication of where to place the down exit, so just place it */ 277 /* no indication of where to place the down exit, so just place it */
276 if (downx == -1) 278 if (downx == -1)
277 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
278 280
279 if (the_exit_down) 281 if (the_exit_down)
280 { 282 {
281 char buf[16384];
282
283 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);
284
284 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
285 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
286 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
287 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
288 write_map_parameters_to_string (buf, RP); 290
289 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
290 293
291 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
292 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
293 { 296 {
294 maptile *new_map; 297 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 (RP->final_map)))
299 return;
300
301 new_map->load_sync ();
302
303 the_exit_down->slaying = RP->final_map; 298 the_exit_down->slaying = final_map;
304 299
300 if (final_map_exit)
301 if (maptile *new_map = maptile::find_sync (final_map))
302 {
303 object *the_exit_back = the_exit_up->arch->instance ();
304
305 new_map->load_sync ();
306
305 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 307 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 308 /* 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 309 * 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 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
309 * breaks the for loop. 311 * breaks the for loop.
310 */ 312 */
311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
312 { 314 {
313 tmp->destroy (); 315 tmp->destroy ();
314 break; 316 break;
315 } 317 }
316 318
317 if (final_map_exit == 1)
318 {
319 /* setup the exit back */ 319 /* setup the exit back */
320 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
321 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
322 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
323 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
324 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
325 325
326 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
327 } 327 }
328 } 328 }
329 else
330 the_exit_down->slaying = shstr_random_map_exit;
331 329
332 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
333 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
334 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
335 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
339 337
340/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
341 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
342 phases of random map generation. */ 340 phases of random map generation. */
343void 341void
344unblock_exits (maptile *map, char **maze, random_map_params *RP) 342unblock_exits (maptile *map, layout &maze)
345{ 343{
346 int i = 0, j = 0; 344 int i = 0, j = 0;
347 object *walk; 345 object *walk;
348 346
349 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
350 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
351 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
352 { 350 {
353 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
354 { 352 {
355 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)

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