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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.16
Committed: Sun Dec 31 19:02:24 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +70 -80 lines
Log Message:
reindent, minor changes

File Contents

# User Rev Content
1 root 1.16
2 elmex 1.1 /*
3     CrossFire, A Multiplayer game for X-windows
4    
5     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.6 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <global.h>
26     #include <random_map.h>
27     #include <sproto.h>
28     #include <rproto.h>
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 1.16 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 root 1.16 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 root 1.4 }
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 1.16 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 root 1.16 if (strstr (RP->exit_on_final_map, "no"))
136     final_map_exit = 0;
137 elmex 1.1
138 root 1.16 if (!orientation)
139 root 1.4 orientation = RANDOM () % 6 + 1;
140 elmex 1.1
141 root 1.4 switch (orientation)
142 elmex 1.1 {
143 root 1.15 case 1:
144     {
145     sprintf (styledirname, "/styles/exitstyles/up");
146     style_map_up = find_style (styledirname, exitstyle, -1);
147     sprintf (styledirname, "/styles/exitstyles/down");
148     style_map_down = find_style (styledirname, exitstyle, -1);
149     break;
150     }
151    
152     case 2:
153     {
154     sprintf (styledirname, "/styles/exitstyles/down");
155     style_map_up = find_style (styledirname, exitstyle, -1);
156     sprintf (styledirname, "/styles/exitstyles/up");
157     style_map_down = find_style (styledirname, exitstyle, -1);
158     break;
159     }
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 1.15
170 root 1.4 if (style_map_up == 0)
171 root 1.5 the_exit_up = arch_to_object (archetype::find ("exit"));
172 root 1.16
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 1.16
186 root 1.4 else
187     {
188     object *tmp;
189    
190     tmp = pick_random_object (style_map_down);
191     the_exit_down = arch_to_object (tmp->arch);
192     }
193     else
194     the_exit_down = 0;
195 elmex 1.1
196     /* set up the up exit */
197     the_exit_up->stats.hp = RP->origin_x;
198     the_exit_up->stats.sp = RP->origin_y;
199 root 1.16 the_exit_up->slaying = RP->origin_map;
200 elmex 1.1
201     /* figure out where to put the entrance */
202     /* begin a logical block */
203     {
204 root 1.4 int i, j;
205    
206 elmex 1.1 /* First, look for a '<' char */
207 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
208 elmex 1.1
209     /* next, look for a C, the map center. */
210 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
211    
212 elmex 1.1
213     /* if we didn't find an up, find an empty place far from the center */
214 root 1.4 if (upx == -1 && cx != -1)
215     {
216     if (cx > RP->Xsize / 2)
217     upx = 1;
218 elmex 1.1 else
219 root 1.4 upx = RP->Xsize - 2;
220     if (cy > RP->Ysize / 2)
221     upy = 1;
222     else
223     upy = RP->Ysize - 2;
224     /* find an empty place far from the center */
225     if (upx == 1 && upy == 1)
226     find_in_layout (1, 0, &upx, &upy, maze, RP);
227     else if (upx == 1 && upy > 1)
228     find_in_layout (3, 0, &upx, &upy, maze, RP);
229     else if (upx > 1 && upy == 1)
230     find_in_layout (2, 0, &upx, &upy, maze, RP);
231     else if (upx > 1 && upy > 1)
232     find_in_layout (4, 0, &upx, &upy, maze, RP);
233     }
234    
235 elmex 1.1 /* no indication of where to place the exit, so just place it. */
236 root 1.4 if (upx == -1)
237     find_in_layout (0, 0, &upx, &upy, maze, RP);
238 elmex 1.1
239     the_exit_up->x = upx;
240     the_exit_up->y = upy;
241    
242     /* surround the exits with notices that this is a random map. */
243 root 1.4 for (j = 1; j < 9; j++)
244     {
245     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
246     {
247     random_sign = get_archetype ("sign");
248     random_sign->x = the_exit_up->x + freearr_x[j];
249     random_sign->y = the_exit_up->y + freearr_y[j];
250    
251     sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
252    
253     random_sign->msg = buf;
254     insert_ob_in_map (random_sign, map, NULL, 0);
255     }
256 elmex 1.1 }
257     /* Block the exit so things don't get dumped on top of it. */
258     the_exit_up->move_block = MOVE_ALL;
259    
260 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
261     maze[the_exit_up->x][the_exit_up->y] = '<';
262 elmex 1.1
263     /* set the starting x,y for this map */
264 root 1.11 map->enter_x = the_exit_up->x;
265     map->enter_y = the_exit_up->y;
266 elmex 1.1
267     /* first, look for a '>' character */
268 root 1.4 find_in_layout (0, '>', &downx, &downy, maze, RP);
269 elmex 1.1 /* if no > is found use C */
270 root 1.4 if (downx == -1)
271     {
272     downx = cx;
273     downy = cy;
274     };
275    
276 elmex 1.1 /* make the other exit far away from this one if
277     there's no center. */
278 root 1.4 if (downx == -1)
279     {
280     if (upx > RP->Xsize / 2)
281     downx = 1;
282 elmex 1.1 else
283 root 1.4 downx = RP->Xsize - 2;
284     if (upy > RP->Ysize / 2)
285     downy = 1;
286     else
287     downy = RP->Ysize - 2;
288     /* find an empty place far from the entrance */
289     if (downx == 1 && downy == 1)
290     find_in_layout (1, 0, &downx, &downy, maze, RP);
291     else if (downx == 1 && downy > 1)
292     find_in_layout (3, 0, &downx, &downy, maze, RP);
293     else if (downx > 1 && downy == 1)
294     find_in_layout (2, 0, &downx, &downy, maze, RP);
295     else if (downx > 1 && downy > 1)
296     find_in_layout (4, 0, &downx, &downy, maze, RP);
297    
298     }
299 elmex 1.1 /* no indication of where to place the down exit, so just place it */
300 root 1.4 if (downx == -1)
301     find_in_layout (0, 0, &downx, &downy, maze, RP);
302 root 1.16
303 root 1.4 if (the_exit_down)
304     {
305     char buf[2048];
306    
307     i = find_first_free_spot (the_exit_down, map, downx, downy);
308     the_exit_down->x = downx + freearr_x[i];
309     the_exit_down->y = downy + freearr_y[i];
310     RP->origin_x = the_exit_down->x;
311     RP->origin_y = the_exit_down->y;
312     write_map_parameters_to_string (buf, RP);
313     the_exit_down->msg = buf;
314 root 1.16
315 root 1.4 /* the identifier for making a random map. */
316 root 1.16 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
317 root 1.4 {
318 root 1.7 maptile *new_map;
319 root 1.4 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
320    
321     /* load it */
322 root 1.14 if (!(new_map = maptile::load_map_sync (RP->final_map)))
323 root 1.4 return;
324    
325     the_exit_down->slaying = RP->final_map;
326    
327 root 1.12 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
328 root 1.4 /* Remove exit back to previous random map. There should only be one
329     * which is why we break out. To try to process more than one
330     * would require keeping a 'next' pointer, ad free_object kills tmp, which
331     * breaks the for loop.
332     */
333     if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
334     {
335 root 1.9 tmp->destroy ();
336 root 1.4 break;
337     }
338    
339     if (final_map_exit == 1)
340     {
341     /* setup the exit back */
342     the_exit_back->slaying = map->path;
343     the_exit_back->stats.hp = the_exit_down->x;
344     the_exit_back->stats.sp = the_exit_down->y;
345 root 1.11 the_exit_back->x = new_map->enter_x;
346     the_exit_back->y = new_map->enter_y;
347 root 1.4
348     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
349     }
350     }
351     else
352     the_exit_down->slaying = "/!";
353 elmex 1.1
354 root 1.4 /* Block the exit so things don't get dumped on top of it. */
355     the_exit_down->move_block = MOVE_ALL;
356     insert_ob_in_map (the_exit_down, map, NULL, 0);
357     maze[the_exit_down->x][the_exit_down->y] = '>';
358 elmex 1.1 }
359 root 1.4 }
360 root 1.3
361 elmex 1.1 }
362    
363     /* this function unblocks the exits. We blocked them to
364     keep things from being dumped on them during the other
365     phases of random map generation. */
366 root 1.4 void
367 root 1.16 unblock_exits (maptile *map, char **maze, random_map_params *RP)
368 root 1.4 {
369     int i = 0, j = 0;
370 elmex 1.1 object *walk;
371    
372 root 1.4 for (i = 0; i < RP->Xsize; i++)
373     for (j = 0; j < RP->Ysize; j++)
374     if (maze[i][j] == '>' || maze[i][j] == '<')
375     {
376 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
377 root 1.4 {
378     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379     {
380     walk->move_block = MOVE_BLOCK_DEFAULT;
381     update_object (walk, UP_OBJ_CHANGE);
382     }
383     }
384 elmex 1.1 }
385     }