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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.32
Committed: Mon Sep 29 10:32:50 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73, rel-2_74
Changes since 1.31: +1 -1 lines
Log Message:
destroy (true) => destroy ()

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 1.30 M = rmg_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 root 1.30 /* 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 root 1.16 case 2:
66 root 1.30 /* 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 root 1.16 case 3:
80 root 1.30 /* 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 root 1.16 case 4:
94 root 1.30 /* 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 root 1.4 int cx = -1, cy = -1; /* location of a map center */
127     int upx = -1, upy = -1; /* location of up exit */
128     int downx = -1, downy = -1;
129     int final_map_exit = 1;
130    
131     if (RP->exit_on_final_map)
132 root 1.16 if (strstr (RP->exit_on_final_map, "no"))
133     final_map_exit = 0;
134 elmex 1.1
135 root 1.16 if (!orientation)
136 root 1.30 orientation = rmg_rndm (6) + 1;
137 elmex 1.1
138 root 1.4 switch (orientation)
139 elmex 1.1 {
140 root 1.15 case 1:
141     {
142     sprintf (styledirname, "/styles/exitstyles/up");
143     style_map_up = find_style (styledirname, exitstyle, -1);
144     sprintf (styledirname, "/styles/exitstyles/down");
145     style_map_down = find_style (styledirname, exitstyle, -1);
146     break;
147     }
148    
149     case 2:
150     {
151     sprintf (styledirname, "/styles/exitstyles/down");
152     style_map_up = find_style (styledirname, exitstyle, -1);
153     sprintf (styledirname, "/styles/exitstyles/up");
154     style_map_down = find_style (styledirname, exitstyle, -1);
155     break;
156     }
157    
158     default:
159     {
160     sprintf (styledirname, "/styles/exitstyles/generic");
161     style_map_up = find_style (styledirname, exitstyle, -1);
162     style_map_down = style_map_up;
163     break;
164     }
165 elmex 1.1 }
166 root 1.15
167 root 1.30 the_exit_up = style_map_up
168     ? style_map_up->pick_random_object (rmg_rndm)->clone ()
169     : archetype::get (shstr_exit);
170 elmex 1.1
171     /* we need a down exit only if we're recursing. */
172 root 1.30 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
173     the_exit_down = style_map_down
174     ? style_map_down->pick_random_object (rmg_rndm)->clone ()
175     : archetype::get (shstr_exit);
176 root 1.4 else
177     the_exit_down = 0;
178 elmex 1.1
179     /* set up the up exit */
180     the_exit_up->stats.hp = RP->origin_x;
181     the_exit_up->stats.sp = RP->origin_y;
182 root 1.17 the_exit_up->slaying = RP->origin_map;
183 elmex 1.1
184     /* figure out where to put the entrance */
185     /* begin a logical block */
186     {
187     /* First, look for a '<' char */
188 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
189 elmex 1.1
190     /* next, look for a C, the map center. */
191 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
192    
193 elmex 1.1 /* if we didn't find an up, find an empty place far from the center */
194 root 1.4 if (upx == -1 && cx != -1)
195     {
196     if (cx > RP->Xsize / 2)
197     upx = 1;
198 elmex 1.1 else
199 root 1.4 upx = RP->Xsize - 2;
200 root 1.17
201 root 1.4 if (cy > RP->Ysize / 2)
202     upy = 1;
203     else
204     upy = RP->Ysize - 2;
205 root 1.17
206 root 1.4 /* find an empty place far from the center */
207     if (upx == 1 && upy == 1)
208     find_in_layout (1, 0, &upx, &upy, maze, RP);
209     else if (upx == 1 && upy > 1)
210     find_in_layout (3, 0, &upx, &upy, maze, RP);
211     else if (upx > 1 && upy == 1)
212     find_in_layout (2, 0, &upx, &upy, maze, RP);
213     else if (upx > 1 && upy > 1)
214     find_in_layout (4, 0, &upx, &upy, maze, RP);
215     }
216    
217 elmex 1.1 /* no indication of where to place the exit, so just place it. */
218 root 1.4 if (upx == -1)
219     find_in_layout (0, 0, &upx, &upy, maze, RP);
220 elmex 1.1
221     the_exit_up->x = upx;
222     the_exit_up->y = upy;
223    
224     /* surround the exits with notices that this is a random map. */
225 root 1.17 for (int j = 1; j < 9; j++)
226 root 1.4 {
227     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
228     {
229 root 1.30 object *random_sign = archetype::get (shstr_sign);
230     random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
231     map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
232 root 1.4 }
233 elmex 1.1 }
234 root 1.17
235 elmex 1.1 /* Block the exit so things don't get dumped on top of it. */
236     the_exit_up->move_block = MOVE_ALL;
237    
238 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
239     maze[the_exit_up->x][the_exit_up->y] = '<';
240 elmex 1.1
241     /* set the starting x,y for this map */
242 root 1.11 map->enter_x = the_exit_up->x;
243     map->enter_y = the_exit_up->y;
244 elmex 1.1
245     /* first, look for a '>' character */
246 root 1.4 find_in_layout (0, '>', &downx, &downy, maze, RP);
247 root 1.30
248 elmex 1.1 /* if no > is found use C */
249 root 1.4 if (downx == -1)
250     {
251     downx = cx;
252     downy = cy;
253     };
254    
255 elmex 1.1 /* make the other exit far away from this one if
256     there's no center. */
257 root 1.4 if (downx == -1)
258     {
259     if (upx > RP->Xsize / 2)
260     downx = 1;
261 elmex 1.1 else
262 root 1.4 downx = RP->Xsize - 2;
263 root 1.17
264 root 1.4 if (upy > RP->Ysize / 2)
265     downy = 1;
266     else
267     downy = RP->Ysize - 2;
268 root 1.17
269 root 1.4 /* find an empty place far from the entrance */
270     if (downx == 1 && downy == 1)
271     find_in_layout (1, 0, &downx, &downy, maze, RP);
272     else if (downx == 1 && downy > 1)
273     find_in_layout (3, 0, &downx, &downy, maze, RP);
274     else if (downx > 1 && downy == 1)
275     find_in_layout (2, 0, &downx, &downy, maze, RP);
276     else if (downx > 1 && downy > 1)
277     find_in_layout (4, 0, &downx, &downy, maze, RP);
278 root 1.17 }
279 root 1.4
280 elmex 1.1 /* no indication of where to place the down exit, so just place it */
281 root 1.4 if (downx == -1)
282     find_in_layout (0, 0, &downx, &downy, maze, RP);
283 root 1.16
284 root 1.4 if (the_exit_down)
285     {
286 root 1.21 char buf[16384];
287 root 1.4
288 root 1.22 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
289 root 1.4 the_exit_down->x = downx + freearr_x[i];
290     the_exit_down->y = downy + freearr_y[i];
291     RP->origin_x = the_exit_down->x;
292     RP->origin_y = the_exit_down->y;
293     write_map_parameters_to_string (buf, RP);
294     the_exit_down->msg = buf;
295 root 1.16
296 root 1.4 /* the identifier for making a random map. */
297 root 1.16 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
298 root 1.4 {
299 root 1.7 maptile *new_map;
300 root 1.17 object *the_exit_back = arch_to_object (the_exit_up->arch);
301 root 1.4
302     /* load it */
303 root 1.19 if (!(new_map = maptile::find_sync (RP->final_map)))
304 root 1.4 return;
305    
306 root 1.19 new_map->load_sync ();
307    
308 root 1.4 the_exit_down->slaying = RP->final_map;
309    
310 root 1.17 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
311 root 1.4 /* Remove exit back to previous random map. There should only be one
312     * which is why we break out. To try to process more than one
313     * would require keeping a 'next' pointer, ad free_object kills tmp, which
314     * breaks the for loop.
315     */
316 root 1.17 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
317 root 1.4 {
318 root 1.32 tmp->destroy ();
319 root 1.4 break;
320     }
321    
322     if (final_map_exit == 1)
323     {
324     /* setup the exit back */
325     the_exit_back->slaying = map->path;
326     the_exit_back->stats.hp = the_exit_down->x;
327     the_exit_back->stats.sp = the_exit_down->y;
328 root 1.11 the_exit_back->x = new_map->enter_x;
329     the_exit_back->y = new_map->enter_y;
330 root 1.4
331     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
332     }
333     }
334     else
335     the_exit_down->slaying = "/!";
336 elmex 1.1
337 root 1.4 /* Block the exit so things don't get dumped on top of it. */
338     the_exit_down->move_block = MOVE_ALL;
339     insert_ob_in_map (the_exit_down, map, NULL, 0);
340     maze[the_exit_down->x][the_exit_down->y] = '>';
341 elmex 1.1 }
342 root 1.4 }
343 elmex 1.1 }
344    
345     /* this function unblocks the exits. We blocked them to
346     keep things from being dumped on them during the other
347     phases of random map generation. */
348 root 1.4 void
349 root 1.16 unblock_exits (maptile *map, char **maze, random_map_params *RP)
350 root 1.4 {
351     int i = 0, j = 0;
352 elmex 1.1 object *walk;
353    
354 root 1.4 for (i = 0; i < RP->Xsize; i++)
355     for (j = 0; j < RP->Ysize; j++)
356     if (maze[i][j] == '>' || maze[i][j] == '<')
357     {
358 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
359 root 1.4 {
360     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
361     {
362 elmex 1.26 walk->move_block = 0;
363 root 1.4 update_object (walk, UP_OBJ_CHANGE);
364     }
365     }
366 elmex 1.1 }
367     }
368 root 1.17