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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.14
Committed: Sun Dec 31 10:28:36 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -3 lines
Log Message:
different interface design for c++/perl map handling, some random map framework

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.6 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <random_map.h>
26     #include <sproto.h>
27     #include <rproto.h>
28    
29    
30     /* find a character in the layout. fx and fy are pointers to
31     where to find the char. fx,fy = -1 if not found. */
32 root 1.4 void
33 root 1.13 find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP)
34 root 1.4 {
35 elmex 1.1 int M;
36 root 1.4 int i, j;
37    
38     *fx = -1;
39     *fy = -1;
40 elmex 1.1
41     /* if a starting point isn't given, pick one */
42 root 1.4 if (mode < 1 || mode > 4)
43     M = RANDOM () % 4 + 1;
44     else
45     M = mode;
46 elmex 1.1
47     /* four different search starting points and methods so that
48     we can do something different for symmetrical maps instead of
49     the same damned thing every time. */
50 root 1.4 switch (M)
51     {
52     case 1:
53     { /* search from top left down/right */
54     for (i = 1; i < RP->Xsize; i++)
55     for (j = 1; j < RP->Ysize; j++)
56     {
57     if (layout[i][j] == target)
58     {
59     *fx = i;
60     *fy = j;
61     return;
62     }
63     }
64     break;
65     }
66     case 2:
67     { /* Search from top right down/left */
68     for (i = RP->Xsize - 2; i > 0; i--)
69     for (j = 1; j < RP->Ysize - 1; j++)
70     {
71     if (layout[i][j] == target)
72     {
73     *fx = i;
74     *fy = j;
75     return;
76     }
77     }
78     break;
79     }
80     case 3:
81     { /* search from bottom-left up-right */
82     for (i = 1; i < RP->Xsize - 1; i++)
83     for (j = RP->Ysize - 2; j > 0; j--)
84     {
85     if (layout[i][j] == target)
86     {
87     *fx = i;
88     *fy = j;
89     return;
90     }
91     }
92     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     }
109 elmex 1.1 }
110    
111     /* orientation: 0 means random,
112     1 means descending dungeon
113     2 means ascending dungeon
114     3 means rightward
115     4 means leftward
116     5 means northward
117     6 means southward
118     */
119 root 1.4 void
120 root 1.13 place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
121 root 1.4 {
122 elmex 1.1 char styledirname[256];
123 root 1.7 maptile *style_map_down = 0; /* harder maze */
124     maptile *style_map_up = 0; /* easier maze */
125 elmex 1.1 object *the_exit_down; /* harder maze */
126     object *the_exit_up; /* easier maze */
127     object *random_sign; /* magic mouth saying this is a random map. */
128     char buf[512];
129 root 1.4 int cx = -1, cy = -1; /* location of a map center */
130     int upx = -1, upy = -1; /* location of up exit */
131     int downx = -1, downy = -1;
132     int final_map_exit = 1;
133    
134     if (RP->exit_on_final_map)
135     {
136     if (strstr (RP->exit_on_final_map, "no"))
137     final_map_exit = 0;
138 elmex 1.1 }
139    
140 root 1.4 if (orientation == 0)
141     orientation = RANDOM () % 6 + 1;
142 elmex 1.1
143 root 1.4 switch (orientation)
144 elmex 1.1 {
145 root 1.4 case 1:
146     {
147     sprintf (styledirname, "/styles/exitstyles/up");
148     style_map_up = find_style (styledirname, exitstyle, -1);
149     sprintf (styledirname, "/styles/exitstyles/down");
150     style_map_down = find_style (styledirname, exitstyle, -1);
151     break;
152     }
153     case 2:
154     {
155     sprintf (styledirname, "/styles/exitstyles/down");
156     style_map_up = find_style (styledirname, exitstyle, -1);
157     sprintf (styledirname, "/styles/exitstyles/up");
158     style_map_down = find_style (styledirname, exitstyle, -1);
159     break;
160     }
161     default:
162     {
163     sprintf (styledirname, "/styles/exitstyles/generic");
164     style_map_up = find_style (styledirname, exitstyle, -1);
165     style_map_down = style_map_up;
166     break;
167     }
168 elmex 1.1 }
169 root 1.4 if (style_map_up == 0)
170 root 1.5 the_exit_up = arch_to_object (archetype::find ("exit"));
171 root 1.4 else
172 elmex 1.1 {
173 root 1.4 object *tmp;
174    
175     tmp = pick_random_object (style_map_up);
176     the_exit_up = arch_to_object (tmp->arch);
177 elmex 1.1 }
178    
179     /* we need a down exit only if we're recursing. */
180 root 1.4 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
181     if (style_map_down == 0)
182 root 1.5 the_exit_down = arch_to_object (archetype::find ("exit"));
183 root 1.4 else
184     {
185     object *tmp;
186    
187     tmp = pick_random_object (style_map_down);
188     the_exit_down = arch_to_object (tmp->arch);
189     }
190     else
191     the_exit_down = 0;
192 elmex 1.1
193     /* set up the up exit */
194     the_exit_up->stats.hp = RP->origin_x;
195     the_exit_up->stats.sp = RP->origin_y;
196 root 1.3 the_exit_up->slaying = RP->origin_map;
197 elmex 1.1
198     /* figure out where to put the entrance */
199     /* begin a logical block */
200     {
201 root 1.4 int i, j;
202    
203 elmex 1.1 /* First, look for a '<' char */
204 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
205 elmex 1.1
206     /* next, look for a C, the map center. */
207 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
208    
209 elmex 1.1
210     /* if we didn't find an up, find an empty place far from the center */
211 root 1.4 if (upx == -1 && cx != -1)
212     {
213     if (cx > RP->Xsize / 2)
214     upx = 1;
215 elmex 1.1 else
216 root 1.4 upx = RP->Xsize - 2;
217     if (cy > RP->Ysize / 2)
218     upy = 1;
219     else
220     upy = RP->Ysize - 2;
221     /* find an empty place far from the center */
222     if (upx == 1 && upy == 1)
223     find_in_layout (1, 0, &upx, &upy, maze, RP);
224     else if (upx == 1 && upy > 1)
225     find_in_layout (3, 0, &upx, &upy, maze, RP);
226     else if (upx > 1 && upy == 1)
227     find_in_layout (2, 0, &upx, &upy, maze, RP);
228     else if (upx > 1 && upy > 1)
229     find_in_layout (4, 0, &upx, &upy, maze, RP);
230     }
231    
232 elmex 1.1 /* no indication of where to place the exit, so just place it. */
233 root 1.4 if (upx == -1)
234     find_in_layout (0, 0, &upx, &upy, maze, RP);
235 elmex 1.1
236     the_exit_up->x = upx;
237     the_exit_up->y = upy;
238    
239     /* surround the exits with notices that this is a random map. */
240 root 1.4 for (j = 1; j < 9; j++)
241     {
242     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
243     {
244     random_sign = get_archetype ("sign");
245     random_sign->x = the_exit_up->x + freearr_x[j];
246     random_sign->y = the_exit_up->y + freearr_y[j];
247    
248     sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
249    
250     random_sign->msg = buf;
251     insert_ob_in_map (random_sign, map, NULL, 0);
252     }
253 elmex 1.1 }
254     /* Block the exit so things don't get dumped on top of it. */
255     the_exit_up->move_block = MOVE_ALL;
256    
257 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
258     maze[the_exit_up->x][the_exit_up->y] = '<';
259 elmex 1.1
260     /* set the starting x,y for this map */
261 root 1.11 map->enter_x = the_exit_up->x;
262     map->enter_y = the_exit_up->y;
263 elmex 1.1
264     /* first, look for a '>' character */
265 root 1.4 find_in_layout (0, '>', &downx, &downy, maze, RP);
266 elmex 1.1 /* if no > is found use C */
267 root 1.4 if (downx == -1)
268     {
269     downx = cx;
270     downy = cy;
271     };
272    
273 elmex 1.1 /* make the other exit far away from this one if
274     there's no center. */
275 root 1.4 if (downx == -1)
276     {
277     if (upx > RP->Xsize / 2)
278     downx = 1;
279 elmex 1.1 else
280 root 1.4 downx = RP->Xsize - 2;
281     if (upy > RP->Ysize / 2)
282     downy = 1;
283     else
284     downy = RP->Ysize - 2;
285     /* find an empty place far from the entrance */
286     if (downx == 1 && downy == 1)
287     find_in_layout (1, 0, &downx, &downy, maze, RP);
288     else if (downx == 1 && downy > 1)
289     find_in_layout (3, 0, &downx, &downy, maze, RP);
290     else if (downx > 1 && downy == 1)
291     find_in_layout (2, 0, &downx, &downy, maze, RP);
292     else if (downx > 1 && downy > 1)
293     find_in_layout (4, 0, &downx, &downy, maze, RP);
294    
295     }
296 elmex 1.1 /* no indication of where to place the down exit, so just place it */
297 root 1.4 if (downx == -1)
298     find_in_layout (0, 0, &downx, &downy, maze, RP);
299     if (the_exit_down)
300     {
301     char buf[2048];
302    
303     i = find_first_free_spot (the_exit_down, map, downx, downy);
304     the_exit_down->x = downx + freearr_x[i];
305     the_exit_down->y = downy + freearr_y[i];
306     RP->origin_x = the_exit_down->x;
307     RP->origin_y = the_exit_down->y;
308     write_map_parameters_to_string (buf, RP);
309     the_exit_down->msg = buf;
310     /* the identifier for making a random map. */
311     if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
312     {
313 root 1.7 maptile *new_map;
314 root 1.4 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
315    
316 elmex 1.1 #if 0
317 root 1.4 /* I'm not sure if there was any reason to change the path to the
318     * map other than to maybe make it more descriptive in the 'maps'
319     * command. But changing the map name makes life more complicated,
320     * (has_been_loaded needs to use the new name)
321     */
322    
323     char new_map_name[MAX_BUF];
324    
325     /* give the final map a name */
326     sprintf (new_map_name, "%sfinal_map", RP->final_map);
327     /* set the exit down. */
328 elmex 1.1 #endif
329 root 1.4 /* load it */
330 root 1.14 if (!(new_map = maptile::load_map_sync (RP->final_map)))
331 root 1.4 return;
332    
333     the_exit_down->slaying = RP->final_map;
334    
335 root 1.12 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
336 root 1.4 /* Remove exit back to previous random map. There should only be one
337     * which is why we break out. To try to process more than one
338     * would require keeping a 'next' pointer, ad free_object kills tmp, which
339     * breaks the for loop.
340     */
341     if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
342     {
343 root 1.9 tmp->destroy ();
344 root 1.4 break;
345     }
346    
347     if (final_map_exit == 1)
348     {
349     /* setup the exit back */
350     the_exit_back->slaying = map->path;
351     the_exit_back->stats.hp = the_exit_down->x;
352     the_exit_back->stats.sp = the_exit_down->y;
353 root 1.11 the_exit_back->x = new_map->enter_x;
354     the_exit_back->y = new_map->enter_y;
355 root 1.4
356     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
357     }
358     }
359     else
360     the_exit_down->slaying = "/!";
361 elmex 1.1
362 root 1.4 /* Block the exit so things don't get dumped on top of it. */
363     the_exit_down->move_block = MOVE_ALL;
364     insert_ob_in_map (the_exit_down, map, NULL, 0);
365     maze[the_exit_down->x][the_exit_down->y] = '>';
366 elmex 1.1 }
367 root 1.4 }
368 root 1.3
369 elmex 1.1 }
370    
371     /* this function unblocks the exits. We blocked them to
372     keep things from being dumped on them during the other
373     phases of random map generation. */
374 root 1.4 void
375 root 1.13 unblock_exits (maptile *map, char **maze, random_map_params * RP)
376 root 1.4 {
377     int i = 0, j = 0;
378 elmex 1.1 object *walk;
379    
380 root 1.4 for (i = 0; i < RP->Xsize; i++)
381     for (j = 0; j < RP->Ysize; j++)
382     if (maze[i][j] == '>' || maze[i][j] == '<')
383     {
384 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
385 root 1.4 {
386     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
387     {
388     walk->move_block = MOVE_BLOCK_DEFAULT;
389     update_object (walk, UP_OBJ_CHANGE);
390     }
391     }
392 elmex 1.1 }
393     }