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 |
|