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Revision: 1.37
Committed: Wed Mar 24 17:41:48 2010 UTC (14 years, 2 months ago) by root
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Branch: MAIN
Changes since 1.36: +1 -1 lines
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# 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 1.34 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.23 *
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 root 1.34 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.27 *
22 root 1.28 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.23 */
24 elmex 1.1
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 1.35 static 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 root 1.30 M = rmg_rndm (4) + 1;
44 root 1.4 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 root 1.30 /* 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 root 1.16 case 2:
67 root 1.30 /* 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 root 1.16 case 3:
81 root 1.30 /* 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 root 1.16 case 4:
95 root 1.30 /* 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 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 1.30 orientation = rmg_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 1.30 the_exit_up = style_map_up
169     ? style_map_up->pick_random_object (rmg_rndm)->clone ()
170     : archetype::get (shstr_exit);
171 elmex 1.1
172     /* we need a down exit only if we're recursing. */
173 root 1.30 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
174     the_exit_down = style_map_down
175     ? style_map_down->pick_random_object (rmg_rndm)->clone ()
176     : archetype::get (shstr_exit);
177 root 1.4 else
178     the_exit_down = 0;
179 elmex 1.1
180     /* set up the up exit */
181     the_exit_up->stats.hp = RP->origin_x;
182     the_exit_up->stats.sp = RP->origin_y;
183 root 1.17 the_exit_up->slaying = RP->origin_map;
184 elmex 1.1
185     /* figure out where to put the entrance */
186     /* begin a logical block */
187     {
188     /* First, look for a '<' char */
189 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
190 elmex 1.1
191     /* next, look for a C, the map center. */
192 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
193    
194 elmex 1.1 /* if we didn't find an up, find an empty place far from the center */
195 root 1.4 if (upx == -1 && cx != -1)
196     {
197     if (cx > RP->Xsize / 2)
198     upx = 1;
199 elmex 1.1 else
200 root 1.4 upx = RP->Xsize - 2;
201 root 1.17
202 root 1.4 if (cy > RP->Ysize / 2)
203     upy = 1;
204     else
205     upy = RP->Ysize - 2;
206 root 1.17
207 root 1.4 /* find an empty place far from the center */
208     if (upx == 1 && upy == 1)
209     find_in_layout (1, 0, &upx, &upy, maze, RP);
210     else if (upx == 1 && upy > 1)
211     find_in_layout (3, 0, &upx, &upy, maze, RP);
212     else if (upx > 1 && upy == 1)
213     find_in_layout (2, 0, &upx, &upy, maze, RP);
214     else if (upx > 1 && upy > 1)
215     find_in_layout (4, 0, &upx, &upy, maze, RP);
216     }
217    
218 elmex 1.1 /* no indication of where to place the exit, so just place it. */
219 root 1.4 if (upx == -1)
220     find_in_layout (0, 0, &upx, &upy, maze, RP);
221 elmex 1.1
222     the_exit_up->x = upx;
223     the_exit_up->y = upy;
224    
225     /* surround the exits with notices that this is a random map. */
226 root 1.17 for (int j = 1; j < 9; j++)
227 root 1.4 {
228     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
229     {
230 root 1.30 object *random_sign = archetype::get (shstr_sign);
231     random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
232     map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
233 root 1.4 }
234 elmex 1.1 }
235 root 1.17
236 elmex 1.1 /* Block the exit so things don't get dumped on top of it. */
237     the_exit_up->move_block = MOVE_ALL;
238    
239 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
240     maze[the_exit_up->x][the_exit_up->y] = '<';
241 elmex 1.1
242     /* set the starting x,y for this map */
243 root 1.11 map->enter_x = the_exit_up->x;
244     map->enter_y = the_exit_up->y;
245 elmex 1.1
246     /* first, look for a '>' character */
247 root 1.4 find_in_layout (0, '>', &downx, &downy, maze, RP);
248 root 1.30
249 elmex 1.1 /* if no > is found use C */
250 root 1.4 if (downx == -1)
251     {
252     downx = cx;
253     downy = cy;
254     };
255    
256 elmex 1.1 /* make the other exit far away from this one if
257     there's no center. */
258 root 1.4 if (downx == -1)
259     {
260     if (upx > RP->Xsize / 2)
261     downx = 1;
262 elmex 1.1 else
263 root 1.4 downx = RP->Xsize - 2;
264 root 1.17
265 root 1.4 if (upy > RP->Ysize / 2)
266     downy = 1;
267     else
268     downy = RP->Ysize - 2;
269 root 1.17
270 root 1.4 /* find an empty place far from the entrance */
271     if (downx == 1 && downy == 1)
272     find_in_layout (1, 0, &downx, &downy, maze, RP);
273     else if (downx == 1 && downy > 1)
274     find_in_layout (3, 0, &downx, &downy, maze, RP);
275     else if (downx > 1 && downy == 1)
276     find_in_layout (2, 0, &downx, &downy, maze, RP);
277     else if (downx > 1 && downy > 1)
278     find_in_layout (4, 0, &downx, &downy, maze, RP);
279 root 1.17 }
280 root 1.4
281 elmex 1.1 /* no indication of where to place the down exit, so just place it */
282 root 1.4 if (downx == -1)
283     find_in_layout (0, 0, &downx, &downy, maze, RP);
284 root 1.16
285 root 1.4 if (the_exit_down)
286     {
287 root 1.21 char buf[16384];
288 root 1.4
289 root 1.22 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
290 root 1.4 the_exit_down->x = downx + freearr_x[i];
291     the_exit_down->y = downy + freearr_y[i];
292     RP->origin_x = the_exit_down->x;
293     RP->origin_y = the_exit_down->y;
294     write_map_parameters_to_string (buf, RP);
295     the_exit_down->msg = buf;
296 root 1.16
297 root 1.4 /* the identifier for making a random map. */
298 root 1.16 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
299 root 1.4 {
300 root 1.7 maptile *new_map;
301 root 1.36 object *the_exit_back = the_exit_up->arch->instance ();
302 root 1.4
303     /* load it */
304 root 1.19 if (!(new_map = maptile::find_sync (RP->final_map)))
305 root 1.4 return;
306    
307 root 1.19 new_map->load_sync ();
308    
309 root 1.4 the_exit_down->slaying = RP->final_map;
310    
311 root 1.17 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
312 root 1.4 /* Remove exit back to previous random map. There should only be one
313     * which is why we break out. To try to process more than one
314     * would require keeping a 'next' pointer, ad free_object kills tmp, which
315     * breaks the for loop.
316     */
317 root 1.33 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
318 root 1.4 {
319 root 1.32 tmp->destroy ();
320 root 1.4 break;
321     }
322    
323     if (final_map_exit == 1)
324     {
325     /* setup the exit back */
326     the_exit_back->slaying = map->path;
327     the_exit_back->stats.hp = the_exit_down->x;
328     the_exit_back->stats.sp = the_exit_down->y;
329 root 1.11 the_exit_back->x = new_map->enter_x;
330     the_exit_back->y = new_map->enter_y;
331 root 1.4
332     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
333     }
334     }
335     else
336 root 1.37 the_exit_down->slaying = shstr_random_map_exit;
337 elmex 1.1
338 root 1.4 /* Block the exit so things don't get dumped on top of it. */
339     the_exit_down->move_block = MOVE_ALL;
340     insert_ob_in_map (the_exit_down, map, NULL, 0);
341     maze[the_exit_down->x][the_exit_down->y] = '>';
342 elmex 1.1 }
343 root 1.4 }
344 elmex 1.1 }
345    
346     /* this function unblocks the exits. We blocked them to
347     keep things from being dumped on them during the other
348     phases of random map generation. */
349 root 1.4 void
350 root 1.16 unblock_exits (maptile *map, char **maze, random_map_params *RP)
351 root 1.4 {
352     int i = 0, j = 0;
353 elmex 1.1 object *walk;
354    
355 root 1.4 for (i = 0; i < RP->Xsize; i++)
356     for (j = 0; j < RP->Ysize; j++)
357     if (maze[i][j] == '>' || maze[i][j] == '<')
358     {
359 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
360 root 1.4 {
361     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
362     {
363 elmex 1.26 walk->move_block = 0;
364 root 1.4 update_object (walk, UP_OBJ_CHANGE);
365     }
366     }
367 elmex 1.1 }
368     }
369 root 1.17