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Revision: 1.29
Committed: Fri Apr 11 21:09:53 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5, rel-2_52
Changes since 1.28: +1 -1 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.28 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.23 *
4 root 1.29 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.27 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.23 *
8 root 1.28 * Deliantra is free software: you can redistribute it and/or modify
9 pippijn 1.23 * it under the terms of the GNU General Public License as published by
10 root 1.27 * the Free Software Foundation, either version 3 of the License, or
11 pippijn 1.23 * (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 root 1.27 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 pippijn 1.23 * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19 root 1.27 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20     *
21 root 1.28 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.23 */
23 elmex 1.1
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 1.16 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 root 1.24 M = rndm (4) + 1;
43 root 1.4 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 root 1.16 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 root 1.4 }
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 root 1.18 char styledirname[1024];
122 root 1.16 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 root 1.4 int cx = -1, cy = -1; /* location of a map center */
128     int upx = -1, upy = -1; /* location of up exit */
129     int downx = -1, downy = -1;
130     int final_map_exit = 1;
131    
132     if (RP->exit_on_final_map)
133 root 1.16 if (strstr (RP->exit_on_final_map, "no"))
134     final_map_exit = 0;
135 elmex 1.1
136 root 1.16 if (!orientation)
137 root 1.24 orientation = rndm (6) + 1;
138 elmex 1.1
139 root 1.4 switch (orientation)
140 elmex 1.1 {
141 root 1.15 case 1:
142     {
143     sprintf (styledirname, "/styles/exitstyles/up");
144     style_map_up = find_style (styledirname, exitstyle, -1);
145     sprintf (styledirname, "/styles/exitstyles/down");
146     style_map_down = find_style (styledirname, exitstyle, -1);
147     break;
148     }
149    
150     case 2:
151     {
152     sprintf (styledirname, "/styles/exitstyles/down");
153     style_map_up = find_style (styledirname, exitstyle, -1);
154     sprintf (styledirname, "/styles/exitstyles/up");
155     style_map_down = find_style (styledirname, exitstyle, -1);
156     break;
157     }
158    
159     default:
160     {
161     sprintf (styledirname, "/styles/exitstyles/generic");
162     style_map_up = find_style (styledirname, exitstyle, -1);
163     style_map_down = style_map_up;
164     break;
165     }
166 elmex 1.1 }
167 root 1.15
168 root 1.4 if (style_map_up == 0)
169 root 1.5 the_exit_up = arch_to_object (archetype::find ("exit"));
170 root 1.16
171 root 1.4 else
172 elmex 1.1 {
173 root 1.4 object *tmp;
174    
175 root 1.25 tmp = style_map_up->pick_random_object ();
176 root 1.4 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 1.16
184 root 1.4 else
185     {
186     object *tmp;
187    
188 root 1.25 tmp = style_map_down->pick_random_object ();
189 root 1.4 the_exit_down = arch_to_object (tmp->arch);
190     }
191     else
192     the_exit_down = 0;
193 elmex 1.1
194     /* set up the up exit */
195     the_exit_up->stats.hp = RP->origin_x;
196     the_exit_up->stats.sp = RP->origin_y;
197 root 1.17 the_exit_up->slaying = RP->origin_map;
198 elmex 1.1
199     /* figure out where to put the entrance */
200     /* begin a logical block */
201     {
202     /* First, look for a '<' char */
203 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
204 elmex 1.1
205     /* next, look for a C, the map center. */
206 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
207    
208 elmex 1.1 /* if we didn't find an up, find an empty place far from the center */
209 root 1.4 if (upx == -1 && cx != -1)
210     {
211     if (cx > RP->Xsize / 2)
212     upx = 1;
213 elmex 1.1 else
214 root 1.4 upx = RP->Xsize - 2;
215 root 1.17
216 root 1.4 if (cy > RP->Ysize / 2)
217     upy = 1;
218     else
219     upy = RP->Ysize - 2;
220 root 1.17
221 root 1.4 /* 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 1.17 for (int j = 1; j < 9; j++)
241 root 1.4 {
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 root 1.17 char buf[8192];
249 root 1.4 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
250    
251     random_sign->msg = buf;
252     insert_ob_in_map (random_sign, map, NULL, 0);
253     }
254 elmex 1.1 }
255 root 1.17
256 elmex 1.1 /* 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 root 1.17
284 root 1.4 if (upy > RP->Ysize / 2)
285     downy = 1;
286     else
287     downy = RP->Ysize - 2;
288 root 1.17
289 root 1.4 /* find an empty place far from the entrance */
290     if (downx == 1 && downy == 1)
291     find_in_layout (1, 0, &downx, &downy, maze, RP);
292     else if (downx == 1 && downy > 1)
293     find_in_layout (3, 0, &downx, &downy, maze, RP);
294     else if (downx > 1 && downy == 1)
295     find_in_layout (2, 0, &downx, &downy, maze, RP);
296     else if (downx > 1 && downy > 1)
297     find_in_layout (4, 0, &downx, &downy, maze, RP);
298 root 1.17 }
299 root 1.4
300 elmex 1.1 /* no indication of where to place the down exit, so just place it */
301 root 1.4 if (downx == -1)
302     find_in_layout (0, 0, &downx, &downy, maze, RP);
303 root 1.16
304 root 1.4 if (the_exit_down)
305     {
306 root 1.21 char buf[16384];
307 root 1.4
308 root 1.22 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
309 root 1.4 the_exit_down->x = downx + freearr_x[i];
310     the_exit_down->y = downy + freearr_y[i];
311     RP->origin_x = the_exit_down->x;
312     RP->origin_y = the_exit_down->y;
313     write_map_parameters_to_string (buf, RP);
314     the_exit_down->msg = buf;
315 root 1.16
316 root 1.4 /* the identifier for making a random map. */
317 root 1.16 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 root 1.4 {
319 root 1.7 maptile *new_map;
320 root 1.17 object *the_exit_back = arch_to_object (the_exit_up->arch);
321 root 1.4
322     /* load it */
323 root 1.19 if (!(new_map = maptile::find_sync (RP->final_map)))
324 root 1.4 return;
325    
326 root 1.19 new_map->load_sync ();
327    
328 root 1.4 the_exit_down->slaying = RP->final_map;
329    
330 root 1.17 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
331 root 1.4 /* Remove exit back to previous random map. There should only be one
332     * which is why we break out. To try to process more than one
333     * would require keeping a 'next' pointer, ad free_object kills tmp, which
334     * breaks the for loop.
335     */
336 root 1.17 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
337 root 1.4 {
338 root 1.9 tmp->destroy ();
339 root 1.4 break;
340     }
341    
342     if (final_map_exit == 1)
343     {
344     /* setup the exit back */
345     the_exit_back->slaying = map->path;
346     the_exit_back->stats.hp = the_exit_down->x;
347     the_exit_back->stats.sp = the_exit_down->y;
348 root 1.11 the_exit_back->x = new_map->enter_x;
349     the_exit_back->y = new_map->enter_y;
350 root 1.4
351     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
352     }
353     }
354     else
355     the_exit_down->slaying = "/!";
356 elmex 1.1
357 root 1.4 /* Block the exit so things don't get dumped on top of it. */
358     the_exit_down->move_block = MOVE_ALL;
359     insert_ob_in_map (the_exit_down, map, NULL, 0);
360     maze[the_exit_down->x][the_exit_down->y] = '>';
361 elmex 1.1 }
362 root 1.4 }
363 elmex 1.1 }
364    
365     /* this function unblocks the exits. We blocked them to
366     keep things from being dumped on them during the other
367     phases of random map generation. */
368 root 1.4 void
369 root 1.16 unblock_exits (maptile *map, char **maze, random_map_params *RP)
370 root 1.4 {
371     int i = 0, j = 0;
372 elmex 1.1 object *walk;
373    
374 root 1.4 for (i = 0; i < RP->Xsize; i++)
375     for (j = 0; j < RP->Ysize; j++)
376     if (maze[i][j] == '>' || maze[i][j] == '<')
377     {
378 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
379 root 1.4 {
380     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
381     {
382 elmex 1.26 walk->move_block = 0;
383 root 1.4 update_object (walk, UP_OBJ_CHANGE);
384     }
385     }
386 elmex 1.1 }
387     }
388 root 1.17