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Revision: 1.44
Committed: Wed Jun 30 01:32:57 2010 UTC (13 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.43: +1 -3 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 1.39 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.38 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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 1.43 place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP)
121 root 1.4 {
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 root 1.41 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
143     style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
144 root 1.15 break;
145     }
146    
147     case 2:
148     {
149 root 1.41 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
150     style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
151 root 1.15 break;
152     }
153    
154     default:
155     {
156 root 1.40 style_map_up =
157 root 1.41 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
158 root 1.15 break;
159     }
160 elmex 1.1 }
161 root 1.15
162 root 1.30 the_exit_up = style_map_up
163     ? style_map_up->pick_random_object (rmg_rndm)->clone ()
164     : archetype::get (shstr_exit);
165 elmex 1.1
166     /* we need a down exit only if we're recursing. */
167 root 1.30 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
168     the_exit_down = style_map_down
169     ? style_map_down->pick_random_object (rmg_rndm)->clone ()
170     : archetype::get (shstr_exit);
171 root 1.4 else
172     the_exit_down = 0;
173 elmex 1.1
174     /* set up the up exit */
175     the_exit_up->stats.hp = RP->origin_x;
176     the_exit_up->stats.sp = RP->origin_y;
177 root 1.17 the_exit_up->slaying = RP->origin_map;
178 elmex 1.1
179     /* figure out where to put the entrance */
180     /* begin a logical block */
181     {
182     /* First, look for a '<' char */
183 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
184 elmex 1.1
185     /* next, look for a C, the map center. */
186 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
187    
188 elmex 1.1 /* if we didn't find an up, find an empty place far from the center */
189 root 1.4 if (upx == -1 && cx != -1)
190     {
191     if (cx > RP->Xsize / 2)
192     upx = 1;
193 elmex 1.1 else
194 root 1.4 upx = RP->Xsize - 2;
195 root 1.17
196 root 1.4 if (cy > RP->Ysize / 2)
197     upy = 1;
198     else
199     upy = RP->Ysize - 2;
200 root 1.17
201 root 1.4 /* find an empty place far from the center */
202     if (upx == 1 && upy == 1)
203     find_in_layout (1, 0, &upx, &upy, maze, RP);
204     else if (upx == 1 && upy > 1)
205     find_in_layout (3, 0, &upx, &upy, maze, RP);
206     else if (upx > 1 && upy == 1)
207     find_in_layout (2, 0, &upx, &upy, maze, RP);
208     else if (upx > 1 && upy > 1)
209     find_in_layout (4, 0, &upx, &upy, maze, RP);
210     }
211    
212 elmex 1.1 /* no indication of where to place the exit, so just place it. */
213 root 1.4 if (upx == -1)
214     find_in_layout (0, 0, &upx, &upy, maze, RP);
215 elmex 1.1
216     the_exit_up->x = upx;
217     the_exit_up->y = upy;
218    
219     /* surround the exits with notices that this is a random map. */
220 root 1.17 for (int j = 1; j < 9; j++)
221 root 1.4 {
222     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
223     {
224 root 1.30 object *random_sign = archetype::get (shstr_sign);
225     random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
226     map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
227 root 1.4 }
228 elmex 1.1 }
229 root 1.17
230 elmex 1.1 /* Block the exit so things don't get dumped on top of it. */
231     the_exit_up->move_block = MOVE_ALL;
232    
233 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
234     maze[the_exit_up->x][the_exit_up->y] = '<';
235 elmex 1.1
236     /* set the starting x,y for this map */
237 root 1.11 map->enter_x = the_exit_up->x;
238     map->enter_y = the_exit_up->y;
239 elmex 1.1
240     /* first, look for a '>' character */
241 root 1.4 find_in_layout (0, '>', &downx, &downy, maze, RP);
242 root 1.30
243 elmex 1.1 /* if no > is found use C */
244 root 1.4 if (downx == -1)
245     {
246     downx = cx;
247     downy = cy;
248     };
249    
250 elmex 1.1 /* make the other exit far away from this one if
251     there's no center. */
252 root 1.4 if (downx == -1)
253     {
254     if (upx > RP->Xsize / 2)
255     downx = 1;
256 elmex 1.1 else
257 root 1.4 downx = RP->Xsize - 2;
258 root 1.17
259 root 1.4 if (upy > RP->Ysize / 2)
260     downy = 1;
261     else
262     downy = RP->Ysize - 2;
263 root 1.17
264 root 1.4 /* find an empty place far from the entrance */
265     if (downx == 1 && downy == 1)
266     find_in_layout (1, 0, &downx, &downy, maze, RP);
267     else if (downx == 1 && downy > 1)
268     find_in_layout (3, 0, &downx, &downy, maze, RP);
269     else if (downx > 1 && downy == 1)
270     find_in_layout (2, 0, &downx, &downy, maze, RP);
271     else if (downx > 1 && downy > 1)
272     find_in_layout (4, 0, &downx, &downy, maze, RP);
273 root 1.17 }
274 root 1.4
275 elmex 1.1 /* no indication of where to place the down exit, so just place it */
276 root 1.4 if (downx == -1)
277     find_in_layout (0, 0, &downx, &downy, maze, RP);
278 root 1.16
279 root 1.4 if (the_exit_down)
280     {
281 root 1.42 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
282 root 1.4 the_exit_down->x = downx + freearr_x[i];
283     the_exit_down->y = downy + freearr_y[i];
284     RP->origin_x = the_exit_down->x;
285     RP->origin_y = the_exit_down->y;
286 root 1.43
287 root 1.44 the_exit_down->msg = RP->as_shstr ();
288 root 1.16
289 root 1.4 /* the identifier for making a random map. */
290 root 1.16 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
291 root 1.4 {
292 root 1.7 maptile *new_map;
293 root 1.36 object *the_exit_back = the_exit_up->arch->instance ();
294 root 1.4
295     /* load it */
296 root 1.19 if (!(new_map = maptile::find_sync (RP->final_map)))
297 root 1.4 return;
298    
299 root 1.19 new_map->load_sync ();
300    
301 root 1.4 the_exit_down->slaying = RP->final_map;
302    
303 root 1.17 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
304 root 1.4 /* Remove exit back to previous random map. There should only be one
305     * which is why we break out. To try to process more than one
306     * would require keeping a 'next' pointer, ad free_object kills tmp, which
307     * breaks the for loop.
308     */
309 root 1.33 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
310 root 1.4 {
311 root 1.32 tmp->destroy ();
312 root 1.4 break;
313     }
314    
315     if (final_map_exit == 1)
316     {
317     /* setup the exit back */
318     the_exit_back->slaying = map->path;
319     the_exit_back->stats.hp = the_exit_down->x;
320     the_exit_back->stats.sp = the_exit_down->y;
321 root 1.11 the_exit_back->x = new_map->enter_x;
322     the_exit_back->y = new_map->enter_y;
323 root 1.4
324     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
325     }
326     }
327     else
328 root 1.37 the_exit_down->slaying = shstr_random_map_exit;
329 elmex 1.1
330 root 1.4 /* Block the exit so things don't get dumped on top of it. */
331     the_exit_down->move_block = MOVE_ALL;
332     insert_ob_in_map (the_exit_down, map, NULL, 0);
333     maze[the_exit_down->x][the_exit_down->y] = '>';
334 elmex 1.1 }
335 root 1.4 }
336 elmex 1.1 }
337    
338     /* this function unblocks the exits. We blocked them to
339     keep things from being dumped on them during the other
340     phases of random map generation. */
341 root 1.4 void
342 root 1.16 unblock_exits (maptile *map, char **maze, random_map_params *RP)
343 root 1.4 {
344     int i = 0, j = 0;
345 elmex 1.1 object *walk;
346    
347 root 1.4 for (i = 0; i < RP->Xsize; i++)
348     for (j = 0; j < RP->Ysize; j++)
349     if (maze[i][j] == '>' || maze[i][j] == '<')
350     {
351 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
352 root 1.4 {
353     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
354     {
355 elmex 1.26 walk->move_block = 0;
356 root 1.4 update_object (walk, UP_OBJ_CHANGE);
357     }
358     }
359 elmex 1.1 }
360     }
361 root 1.17