--- crossfire/random_maps ---


Protocol:pserver User:anonymous
Machine:crossfire.cvs.sourceforge.net CVSROOT:/cvsroot/crossfire

Filename: exit.c
Revision 1.21tchize 2006/04/06 16:18:35 +2 -2

finished common/arch.c unit test, fixed a few bugs, moved function around and renamed other
Show difference between Revision 1.20 and 1.21
Revision 1.20akirschbaum 2006/03/04 11:37:19 +2 -2
Apply modified parts of patch #1439490 (Fix in random map generation) by CF
Development Team Schmorp.de <crossfire@schmorp.de>.
Show difference between Revision 1.19 and 1.20
Revision 1.19akirschbaum 2005/12/04 00:35:34 +3 -3
Fix bug #1372194 (stairways now block movement).
Show difference between Revision 1.18 and 1.19
Revision 1.18mwedel 2005/11/16 02:16:08 +7 -6
Commit for new blocking code. Not going to dictate all the changes -
but will outline the broad points. Note also that the
doc/Developers/objects is updated and goes into more details also.
- check for P_WALL no longer used - instead, need to use GET_MAP_MOVE_BLCOK
and check against movement type of objects.
- arch_blocked() changed to ob_blocked(), now takes object. Needed because
just looking at archetype move_ values is no longer sufficient.
- find_first_free_spot() changed to take object, since it just calls
arch_blocked()
- FLAG_FLYING removed, now in move type.
- walk_on/walk_off/fly_on/fly_off removed - now based on move_on and
move_off fields.
- Map space structure extended to hold the move_on/move_off, etc
values so that we can shortcut some processing by not having to
check every object on the space when something enters it if
move_on isn't set.
- archetypes recollected - boulders needed move_walk to properly trigger
buttons.
- Note that the new plugin code has to be fixed up for the new movement
code. Look for FIXME in plugins/cfpython/cfpython_object.c
MSW 2005-11-15
Show difference between Revision 1.17 and 1.18
Revision 1.17temitchell 2004/08/07 18:24:13 +17 -6
added fix for random maps with single arch walls,
added level indicator on random map signs
added new parameter 'exit_on_final_map'- see documentation
addresses patches 983780 and 983716
Show difference between Revision 1.16 and 1.17
Revision 1.16mwedel 2001/10/07 01:45:40 +31 -13

common/map.c: Add INS_ON_TOP flag to insert_ob_in_map calls to preserve
stacking order. Modify update_position to generate map spaces with
more proper order.
common/object.c: Modify insert_ob_in_map so that it preserves stacking
if INS_ON_TOP is set.
crossedit/CrEdit.c: Add missing code that would draw third face on a space.
include/object.h: Add INS_ON_TOP flag/define.
random_maps/exit.c: Modify code so that if the random maps leading to
a special map are reset, they will properly link in with an already loaded
final map (and update exit from final map back up) as needed. Also fix
bug in that if the final map has been reset, a new one will now be properly
loaded.
random_maps/random_map.c:Update minimum size to be 7 (up from 6) - fixes
bug which caused crashes when square_spiral maps of 6x6 would fail to
generate.
random_maps/random_map.h,random_maps/room_gen_onion.c: move OPT_values from
room_gen_onion to random_map.h since the square_spiral code uses them.
random_maps/square_spiral.c: Update call to map_gen_onion to use
OPT_.. values instead of constant integer.
random_maps/treasure.c: Add some casts to sprintf statements to eliminate
some compiler warnings.
server/main.c: Modify enter_exit code such that a random map has
reset, we generate a new random map. This can happen when the random_map
resets before the map that leads to them resets.
MSW 2001-10-06
Show difference between Revision 1.15 and 1.16
Revision 1.15mwedel 2001/07/13 23:08:06 +13 -11
Map tiling checkin.
random_maps/decor.c,random_maps/door.c, random_maps/exit.c,
random_maps/floor.c,random_maps/monster.c,random_maps/special.c,
random_maps/standalone.c, random_maps/style.c,random_maps/treasure.c,
random_maps/wall.c:
modified to use modified insert_ob_in_map function,
use new macros to access map structure related data
MSW 2001-07-13
Show difference between Revision 1.14 and 1.15
Revision 1.14mardahl 2001/05/15 04:38:18 +2 -2
Fix: make sure "surrounded" treasure chests are
actually surrounded. An exit could break this surrounding.
Now an exit can be underneath a locked door at times.
We'll see how this works out.

--PeterM 5/15/2001
Show difference between Revision 1.13 and 1.14
Revision 1.13mardahl 2001/04/26 00:37:10 +13 -24
Some types of random maps with multiple possible exits down might
have blocked exits.
Show difference between Revision 1.12 and 1.13
Revision 1.12mardahl 2001/04/24 21:32:06 +1 -3
Remove block of exit back on final maps!
Bad bug.
Bad.
Show difference between Revision 1.11 and 1.12
Revision 1.11mardahl 2001/04/23 03:01:19 +42 -2
Several changes:
1) Chests will no longer need keys to open under any circumstances.
a) A side effect of this is that people won't be able to avoid traps
in containers anymore.
2) Chests won't be placed under walls.
3) Nothing will be placed on exits anymore.
Show difference between Revision 1.10 and 1.11
Revision 1.10cvs 2001/02/11 03:12:13 +2 -1
MSW 2001/01/11:
Other than various general cleanups, the main change this code does is
that style maps (for random maps) get loaded special now - they objects
they contain are not put on the active list, and they use a private map
list so they do not appear in the output of the 'maps command.
common/arch.c, common/treasure.c,server/login.c: Update calls to load_object
common/loaderl.l,loader.c: Update lex_load to take an optional flags option.
This is currently only used so that the loader can decide if it should
call update_ob_speedto put objects on the active list or not.
Calls to lex_load updated. load_object modified to take another option
common.map.c: remove PROCESS_WHILE_LOADING and CHECK_ACTIVE_MAPS ifdefs.
update calls to load_object. Remove some dead code.
include/config.h: Remove CHECK_ACTIVE_MAPS and PROCESS_WHILE_LOADING flags.
Those options did not work, and in all likelihood, this would be done
via threading now days and not what code was there.
include/libproto.h, sproto.h: updated or various function changes.
include/map.h: Add MAP_STYLE flag.
random_maps/exit.c: Call set_map_timeout after we load the final map
so it will get swapped out.
random_maps/standalone.c: Add dummy set_map_timeout function so it compiles.
random_maps/style.c: Add load_style_map function which does the job of
actually checking to see if a style map is in memory, and if not,
loads it up. Updates the pointers so it appears on a map style map list
and not the general map list.
server/main.c: create set_map_timeout function that deals with setting the
map timeouts. Fix bug so server doesn't crash if two players kill each
other on hall of selection.
server/monster.c remove dead code.
socket/loop.c: If realloc fails, catch it and exit with meaningful
error message.
End of MSW 2001/02/11 checkin.
Show difference between Revision 1.9 and 1.10
Revision 1.9peterm 2000/12/18 00:15:05 +176 -87
Fixes for random maps:
1) Spirals won't dump you into walls anymore
2) endless loop bug fixed
PeterM
Show difference between Revision 1.8 and 1.9
Revision 1.8peterm 2000/12/14 21:09:19 +26 -26
PeterM: Fixed up random map code. Used a lot of global variables
for stuff. Always meant to fix it and just got 'round to it.
Show difference between Revision 1.7 and 1.8
Revision 1.7peterm 2000/12/11 02:34:05 +3 -2
Modifed these two files to use "has_been_loaded" on map loading instead
of using load_original_map. Cuts down on map clutter.
Show difference between Revision 1.6 and 1.7
Revision 1.6cvs 2000/06/18 20:34:31 +2 -1
Lots of work done on random maps.
decor.c: tiling option added. (Fill the whole map).
monster.c: copy inventory
exit.c: preserved connectedness
random_map.c: new function for wrting map params
floor.c: fix a crashing bug if there's no floor
rproto.h: prototypes
treasure.c: fix a crashing bug with treasurestyle map
special.c: added a new type of special, an exit to a goldroom. --PeterM
Show difference between Revision 1.5 and 1.6
Revision 1.5cvs 2000/06/14 02:07:10 +3 -1
exit.c: won't crash if named final_map doesn't exist
room_gen_onion.c: reordered the options more sanely
special.c: fixed a crash-bug: nuke_map would nuke parts of monsters, but
not the whole monster.
Show difference between Revision 1.4 and 1.5
Revision 1.4cvs 2000/06/09 04:28:08 +3 -1
Fix which gives monsters their treasures/abilities in "final maps"

PeterM
Show difference between Revision 1.3 and 1.4
Revision 1.3jec 2000/05/26 04:50:47 +5 -5
* apply() cleanup patch 26/5/2000
Show difference between Revision 1.2 and 1.3
Revision 1.2cvs 1999/07/13 01:03:03 +0 -0

Global commit for 0.95.4 - most files have no changes but just have
differing headers between my local RCS and the CVS versions and need to
get synced up.
Show difference between Revision 1.1 and 1.2
Revision 1.1uid200 1999/04/02 13:10:03 None
Initial revision
First version
Revision 1.1.1.1uid200 1999/04/02 13:10:03 +0 -0
First CVS revsion: crossfire-0.95.3
Show difference between Revision 1.1 and 1.1.1.1


File made using version 1.98 of cvs2html by leaf at 2011-07-21 17:55