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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.15
Committed: Sun Dec 31 17:17:23 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +27 -25 lines
Log Message:
many minor changes everywhere, random maps crash sometimes but design is in place

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     /* find a character in the layout. fx and fy are pointers to
30     where to find the char. fx,fy = -1 if not found. */
31 root 1.4 void
32 root 1.13 find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP)
33 root 1.4 {
34 elmex 1.1 int M;
35 root 1.4 int i, j;
36    
37     *fx = -1;
38     *fy = -1;
39 elmex 1.1
40     /* if a starting point isn't given, pick one */
41 root 1.4 if (mode < 1 || mode > 4)
42     M = RANDOM () % 4 + 1;
43     else
44     M = mode;
45 elmex 1.1
46     /* four different search starting points and methods so that
47     we can do something different for symmetrical maps instead of
48     the same damned thing every time. */
49 root 1.4 switch (M)
50     {
51     case 1:
52     { /* search from top left down/right */
53     for (i = 1; i < RP->Xsize; i++)
54     for (j = 1; j < RP->Ysize; j++)
55     {
56     if (layout[i][j] == target)
57     {
58     *fx = i;
59     *fy = j;
60     return;
61     }
62     }
63     break;
64     }
65     case 2:
66     { /* Search from top right down/left */
67     for (i = RP->Xsize - 2; i > 0; i--)
68     for (j = 1; j < RP->Ysize - 1; j++)
69     {
70     if (layout[i][j] == target)
71     {
72     *fx = i;
73     *fy = j;
74     return;
75     }
76     }
77     break;
78     }
79     case 3:
80     { /* search from bottom-left up-right */
81     for (i = 1; i < RP->Xsize - 1; i++)
82     for (j = RP->Ysize - 2; j > 0; j--)
83     {
84     if (layout[i][j] == target)
85     {
86     *fx = i;
87     *fy = j;
88     return;
89     }
90     }
91     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     }
108 elmex 1.1 }
109    
110     /* orientation: 0 means random,
111     1 means descending dungeon
112     2 means ascending dungeon
113     3 means rightward
114     4 means leftward
115     5 means northward
116     6 means southward
117     */
118 root 1.4 void
119 root 1.13 place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
120 root 1.4 {
121 elmex 1.1 char styledirname[256];
122 root 1.7 maptile *style_map_down = 0; /* harder maze */
123     maptile *style_map_up = 0; /* easier maze */
124 elmex 1.1 object *the_exit_down; /* harder maze */
125     object *the_exit_up; /* easier maze */
126     object *random_sign; /* magic mouth saying this is a random map. */
127     char buf[512];
128 root 1.4 int cx = -1, cy = -1; /* location of a map center */
129     int upx = -1, upy = -1; /* location of up exit */
130     int downx = -1, downy = -1;
131     int final_map_exit = 1;
132    
133     if (RP->exit_on_final_map)
134     {
135     if (strstr (RP->exit_on_final_map, "no"))
136     final_map_exit = 0;
137 elmex 1.1 }
138    
139 root 1.4 if (orientation == 0)
140     orientation = RANDOM () % 6 + 1;
141 elmex 1.1
142 root 1.4 switch (orientation)
143 elmex 1.1 {
144 root 1.15 case 1:
145     {
146     sprintf (styledirname, "/styles/exitstyles/up");
147     style_map_up = find_style (styledirname, exitstyle, -1);
148     sprintf (styledirname, "/styles/exitstyles/down");
149     style_map_down = find_style (styledirname, exitstyle, -1);
150     break;
151     }
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    
162     default:
163     {
164     sprintf (styledirname, "/styles/exitstyles/generic");
165     style_map_up = find_style (styledirname, exitstyle, -1);
166     style_map_down = style_map_up;
167     break;
168     }
169 elmex 1.1 }
170 root 1.15
171 root 1.4 if (style_map_up == 0)
172 root 1.5 the_exit_up = arch_to_object (archetype::find ("exit"));
173 root 1.4 else
174 elmex 1.1 {
175 root 1.4 object *tmp;
176    
177     tmp = pick_random_object (style_map_up);
178     the_exit_up = arch_to_object (tmp->arch);
179 elmex 1.1 }
180    
181     /* we need a down exit only if we're recursing. */
182 root 1.4 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
183     if (style_map_down == 0)
184 root 1.5 the_exit_down = arch_to_object (archetype::find ("exit"));
185 root 1.4 else
186     {
187     object *tmp;
188    
189     tmp = pick_random_object (style_map_down);
190     the_exit_down = arch_to_object (tmp->arch);
191     }
192     else
193     the_exit_down = 0;
194 elmex 1.1
195     /* set up the up exit */
196     the_exit_up->stats.hp = RP->origin_x;
197     the_exit_up->stats.sp = RP->origin_y;
198 root 1.15 the_exit_up->slaying = RP->origin_map;
199 elmex 1.1
200     /* figure out where to put the entrance */
201     /* begin a logical block */
202     {
203 root 1.4 int i, j;
204    
205 elmex 1.1 /* First, look for a '<' char */
206 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
207 elmex 1.1
208     /* next, look for a C, the map center. */
209 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
210    
211 elmex 1.1
212     /* if we didn't find an up, find an empty place far from the center */
213 root 1.4 if (upx == -1 && cx != -1)
214     {
215     if (cx > RP->Xsize / 2)
216     upx = 1;
217 elmex 1.1 else
218 root 1.4 upx = RP->Xsize - 2;
219     if (cy > RP->Ysize / 2)
220     upy = 1;
221     else
222     upy = RP->Ysize - 2;
223     /* find an empty place far from the center */
224     if (upx == 1 && upy == 1)
225     find_in_layout (1, 0, &upx, &upy, maze, RP);
226     else if (upx == 1 && upy > 1)
227     find_in_layout (3, 0, &upx, &upy, maze, RP);
228     else if (upx > 1 && upy == 1)
229     find_in_layout (2, 0, &upx, &upy, maze, RP);
230     else if (upx > 1 && upy > 1)
231     find_in_layout (4, 0, &upx, &upy, maze, RP);
232     }
233    
234 elmex 1.1 /* no indication of where to place the exit, so just place it. */
235 root 1.4 if (upx == -1)
236     find_in_layout (0, 0, &upx, &upy, maze, RP);
237 elmex 1.1
238     the_exit_up->x = upx;
239     the_exit_up->y = upy;
240    
241     /* surround the exits with notices that this is a random map. */
242 root 1.4 for (j = 1; j < 9; j++)
243     {
244     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
245     {
246     random_sign = get_archetype ("sign");
247     random_sign->x = the_exit_up->x + freearr_x[j];
248     random_sign->y = the_exit_up->y + freearr_y[j];
249    
250     sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
251    
252     random_sign->msg = buf;
253     insert_ob_in_map (random_sign, map, NULL, 0);
254     }
255 elmex 1.1 }
256     /* Block the exit so things don't get dumped on top of it. */
257     the_exit_up->move_block = MOVE_ALL;
258    
259 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
260     maze[the_exit_up->x][the_exit_up->y] = '<';
261 elmex 1.1
262     /* set the starting x,y for this map */
263 root 1.11 map->enter_x = the_exit_up->x;
264     map->enter_y = the_exit_up->y;
265 elmex 1.1
266     /* first, look for a '>' character */
267 root 1.4 find_in_layout (0, '>', &downx, &downy, maze, RP);
268 elmex 1.1 /* if no > is found use C */
269 root 1.4 if (downx == -1)
270     {
271     downx = cx;
272     downy = cy;
273     };
274    
275 elmex 1.1 /* make the other exit far away from this one if
276     there's no center. */
277 root 1.4 if (downx == -1)
278     {
279     if (upx > RP->Xsize / 2)
280     downx = 1;
281 elmex 1.1 else
282 root 1.4 downx = RP->Xsize - 2;
283     if (upy > RP->Ysize / 2)
284     downy = 1;
285     else
286     downy = RP->Ysize - 2;
287     /* find an empty place far from the entrance */
288     if (downx == 1 && downy == 1)
289     find_in_layout (1, 0, &downx, &downy, maze, RP);
290     else if (downx == 1 && downy > 1)
291     find_in_layout (3, 0, &downx, &downy, maze, RP);
292     else if (downx > 1 && downy == 1)
293     find_in_layout (2, 0, &downx, &downy, maze, RP);
294     else if (downx > 1 && downy > 1)
295     find_in_layout (4, 0, &downx, &downy, maze, RP);
296    
297     }
298 elmex 1.1 /* no indication of where to place the down exit, so just place it */
299 root 1.4 if (downx == -1)
300     find_in_layout (0, 0, &downx, &downy, maze, RP);
301     if (the_exit_down)
302     {
303     char buf[2048];
304    
305     i = find_first_free_spot (the_exit_down, map, downx, downy);
306     the_exit_down->x = downx + freearr_x[i];
307     the_exit_down->y = downy + freearr_y[i];
308     RP->origin_x = the_exit_down->x;
309     RP->origin_y = the_exit_down->y;
310     write_map_parameters_to_string (buf, RP);
311     the_exit_down->msg = buf;
312     /* the identifier for making a random map. */
313     if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
314     {
315 root 1.7 maptile *new_map;
316 root 1.4 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
317    
318 elmex 1.1 #if 0
319 root 1.4 /* I'm not sure if there was any reason to change the path to the
320     * map other than to maybe make it more descriptive in the 'maps'
321     * command. But changing the map name makes life more complicated,
322     * (has_been_loaded needs to use the new name)
323     */
324    
325     char new_map_name[MAX_BUF];
326    
327     /* give the final map a name */
328     sprintf (new_map_name, "%sfinal_map", RP->final_map);
329     /* set the exit down. */
330 elmex 1.1 #endif
331 root 1.4 /* load it */
332 root 1.14 if (!(new_map = maptile::load_map_sync (RP->final_map)))
333 root 1.4 return;
334    
335     the_exit_down->slaying = RP->final_map;
336    
337 root 1.12 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
338 root 1.4 /* Remove exit back to previous random map. There should only be one
339     * which is why we break out. To try to process more than one
340     * would require keeping a 'next' pointer, ad free_object kills tmp, which
341     * breaks the for loop.
342     */
343     if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
344     {
345 root 1.9 tmp->destroy ();
346 root 1.4 break;
347     }
348    
349     if (final_map_exit == 1)
350     {
351     /* setup the exit back */
352     the_exit_back->slaying = map->path;
353     the_exit_back->stats.hp = the_exit_down->x;
354     the_exit_back->stats.sp = the_exit_down->y;
355 root 1.11 the_exit_back->x = new_map->enter_x;
356     the_exit_back->y = new_map->enter_y;
357 root 1.4
358     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359     }
360     }
361     else
362     the_exit_down->slaying = "/!";
363 elmex 1.1
364 root 1.4 /* Block the exit so things don't get dumped on top of it. */
365     the_exit_down->move_block = MOVE_ALL;
366     insert_ob_in_map (the_exit_down, map, NULL, 0);
367     maze[the_exit_down->x][the_exit_down->y] = '>';
368 elmex 1.1 }
369 root 1.4 }
370 root 1.3
371 elmex 1.1 }
372    
373     /* this function unblocks the exits. We blocked them to
374     keep things from being dumped on them during the other
375     phases of random map generation. */
376 root 1.4 void
377 root 1.13 unblock_exits (maptile *map, char **maze, random_map_params * RP)
378 root 1.4 {
379     int i = 0, j = 0;
380 elmex 1.1 object *walk;
381    
382 root 1.4 for (i = 0; i < RP->Xsize; i++)
383     for (j = 0; j < RP->Ysize; j++)
384     if (maze[i][j] == '>' || maze[i][j] == '<')
385     {
386 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
387 root 1.4 {
388     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389     {
390     walk->move_block = MOVE_BLOCK_DEFAULT;
391     update_object (walk, UP_OBJ_CHANGE);
392     }
393     }
394 elmex 1.1 }
395     }