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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.21
Committed: Thu Jan 11 00:41:08 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +1 -1 lines
Log Message:
make random map paths more beautiful, in the common case

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.20 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 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 root 1.18 char styledirname[1024];
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 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 root 1.16 if (strstr (RP->exit_on_final_map, "no"))
135     final_map_exit = 0;
136 elmex 1.1
137 root 1.16 if (!orientation)
138 root 1.4 orientation = RANDOM () % 6 + 1;
139 elmex 1.1
140 root 1.4 switch (orientation)
141 elmex 1.1 {
142 root 1.15 case 1:
143     {
144     sprintf (styledirname, "/styles/exitstyles/up");
145     style_map_up = find_style (styledirname, exitstyle, -1);
146     sprintf (styledirname, "/styles/exitstyles/down");
147     style_map_down = find_style (styledirname, exitstyle, -1);
148     break;
149     }
150    
151     case 2:
152     {
153     sprintf (styledirname, "/styles/exitstyles/down");
154     style_map_up = find_style (styledirname, exitstyle, -1);
155     sprintf (styledirname, "/styles/exitstyles/up");
156     style_map_down = find_style (styledirname, exitstyle, -1);
157     break;
158     }
159    
160     default:
161     {
162     sprintf (styledirname, "/styles/exitstyles/generic");
163     style_map_up = find_style (styledirname, exitstyle, -1);
164     style_map_down = style_map_up;
165     break;
166     }
167 elmex 1.1 }
168 root 1.15
169 root 1.4 if (style_map_up == 0)
170 root 1.5 the_exit_up = arch_to_object (archetype::find ("exit"));
171 root 1.16
172 root 1.4 else
173 elmex 1.1 {
174 root 1.4 object *tmp;
175    
176     tmp = pick_random_object (style_map_up);
177     the_exit_up = arch_to_object (tmp->arch);
178 elmex 1.1 }
179    
180     /* we need a down exit only if we're recursing. */
181 root 1.4 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
182     if (style_map_down == 0)
183 root 1.5 the_exit_down = arch_to_object (archetype::find ("exit"));
184 root 1.16
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 1.17 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     /* 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 /* if we didn't find an up, find an empty place far from the center */
210 root 1.4 if (upx == -1 && cx != -1)
211     {
212     if (cx > RP->Xsize / 2)
213     upx = 1;
214 elmex 1.1 else
215 root 1.4 upx = RP->Xsize - 2;
216 root 1.17
217 root 1.4 if (cy > RP->Ysize / 2)
218     upy = 1;
219     else
220     upy = RP->Ysize - 2;
221 root 1.17
222 root 1.4 /* find an empty place far from the center */
223     if (upx == 1 && upy == 1)
224     find_in_layout (1, 0, &upx, &upy, maze, RP);
225     else if (upx == 1 && upy > 1)
226     find_in_layout (3, 0, &upx, &upy, maze, RP);
227     else if (upx > 1 && upy == 1)
228     find_in_layout (2, 0, &upx, &upy, maze, RP);
229     else if (upx > 1 && upy > 1)
230     find_in_layout (4, 0, &upx, &upy, maze, RP);
231     }
232    
233 elmex 1.1 /* no indication of where to place the exit, so just place it. */
234 root 1.4 if (upx == -1)
235     find_in_layout (0, 0, &upx, &upy, maze, RP);
236 elmex 1.1
237     the_exit_up->x = upx;
238     the_exit_up->y = upy;
239    
240     /* surround the exits with notices that this is a random map. */
241 root 1.17 for (int j = 1; j < 9; j++)
242 root 1.4 {
243     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
244     {
245     random_sign = get_archetype ("sign");
246     random_sign->x = the_exit_up->x + freearr_x[j];
247     random_sign->y = the_exit_up->y + freearr_y[j];
248    
249 root 1.17 char buf[8192];
250 root 1.4 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 root 1.17
257 elmex 1.1 /* 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 root 1.17
285 root 1.4 if (upy > RP->Ysize / 2)
286     downy = 1;
287     else
288     downy = RP->Ysize - 2;
289 root 1.17
290 root 1.4 /* find an empty place far from the entrance */
291     if (downx == 1 && downy == 1)
292     find_in_layout (1, 0, &downx, &downy, maze, RP);
293     else if (downx == 1 && downy > 1)
294     find_in_layout (3, 0, &downx, &downy, maze, RP);
295     else if (downx > 1 && downy == 1)
296     find_in_layout (2, 0, &downx, &downy, maze, RP);
297     else if (downx > 1 && downy > 1)
298     find_in_layout (4, 0, &downx, &downy, maze, RP);
299 root 1.17 }
300 root 1.4
301 elmex 1.1 /* no indication of where to place the down exit, so just place it */
302 root 1.4 if (downx == -1)
303     find_in_layout (0, 0, &downx, &downy, maze, RP);
304 root 1.16
305 root 1.4 if (the_exit_down)
306     {
307 root 1.21 char buf[16384];
308 root 1.4
309 root 1.17 int i = find_first_free_spot (the_exit_down, map, downx, downy);
310 root 1.4 the_exit_down->x = downx + freearr_x[i];
311     the_exit_down->y = downy + freearr_y[i];
312     RP->origin_x = the_exit_down->x;
313     RP->origin_y = the_exit_down->y;
314     write_map_parameters_to_string (buf, RP);
315     the_exit_down->msg = buf;
316 root 1.16
317 root 1.4 /* the identifier for making a random map. */
318 root 1.16 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
319 root 1.4 {
320 root 1.7 maptile *new_map;
321 root 1.17 object *the_exit_back = arch_to_object (the_exit_up->arch);
322 root 1.4
323     /* load it */
324 root 1.19 if (!(new_map = maptile::find_sync (RP->final_map)))
325 root 1.4 return;
326    
327 root 1.19 new_map->load_sync ();
328    
329 root 1.4 the_exit_down->slaying = RP->final_map;
330    
331 root 1.17 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
332 root 1.4 /* Remove exit back to previous random map. There should only be one
333     * which is why we break out. To try to process more than one
334     * would require keeping a 'next' pointer, ad free_object kills tmp, which
335     * breaks the for loop.
336     */
337 root 1.17 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
338 root 1.4 {
339 root 1.9 tmp->destroy ();
340 root 1.4 break;
341     }
342    
343     if (final_map_exit == 1)
344     {
345     /* setup the exit back */
346     the_exit_back->slaying = map->path;
347     the_exit_back->stats.hp = the_exit_down->x;
348     the_exit_back->stats.sp = the_exit_down->y;
349 root 1.11 the_exit_back->x = new_map->enter_x;
350     the_exit_back->y = new_map->enter_y;
351 root 1.4
352     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
353     }
354     }
355     else
356     the_exit_down->slaying = "/!";
357 elmex 1.1
358 root 1.4 /* Block the exit so things don't get dumped on top of it. */
359     the_exit_down->move_block = MOVE_ALL;
360     insert_ob_in_map (the_exit_down, map, NULL, 0);
361     maze[the_exit_down->x][the_exit_down->y] = '>';
362 elmex 1.1 }
363 root 1.4 }
364 elmex 1.1 }
365    
366     /* this function unblocks the exits. We blocked them to
367     keep things from being dumped on them during the other
368     phases of random map generation. */
369 root 1.4 void
370 root 1.16 unblock_exits (maptile *map, char **maze, random_map_params *RP)
371 root 1.4 {
372     int i = 0, j = 0;
373 elmex 1.1 object *walk;
374    
375 root 1.4 for (i = 0; i < RP->Xsize; i++)
376     for (j = 0; j < RP->Ysize; j++)
377     if (maze[i][j] == '>' || maze[i][j] == '<')
378     {
379 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
380 root 1.4 {
381     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
382     {
383     walk->move_block = MOVE_BLOCK_DEFAULT;
384     update_object (walk, UP_OBJ_CHANGE);
385     }
386     }
387 elmex 1.1 }
388     }
389 root 1.17