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Revision: 1.48
Committed: Sun Jul 4 22:12:26 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +36 -37 lines
Log Message:
valgrind power

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 1.39 * 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 root 1.45 /* find a character in the maze. fx and fy are pointers to
31 elmex 1.1 where to find the char. fx,fy = -1 if not found. */
32 root 1.35 static void
33 root 1.48 find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
34 root 1.4 {
35 elmex 1.1 int M;
36 root 1.4 int i, j;
37    
38 root 1.48 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 root 1.48 for (i = 1; i < maze.w; i++)
55     for (j = 1; j < maze.h; j++)
56 root 1.30 {
57 root 1.45 if (maze[i][j] == target)
58 root 1.30 {
59 root 1.48 fx = i;
60     fy = j;
61 root 1.30 return;
62     }
63     }
64     break;
65    
66 root 1.16 case 2:
67 root 1.30 /* Search from top right down/left */
68 root 1.48 for (i = maze.w - 2; i > 0; i--)
69     for (j = 1; j < maze.h - 1; j++)
70 root 1.30 {
71 root 1.45 if (maze[i][j] == target)
72 root 1.30 {
73 root 1.48 fx = i;
74     fy = j;
75 root 1.30 return;
76     }
77     }
78     break;
79    
80 root 1.16 case 3:
81 root 1.30 /* search from bottom-left up-right */
82 root 1.48 for (i = 1; i < maze.w - 1; i++)
83     for (j = maze.h - 2; j > 0; j--)
84 root 1.30 {
85 root 1.45 if (maze[i][j] == target)
86 root 1.30 {
87 root 1.48 fx = i;
88     fy = j;
89 root 1.30 return;
90     }
91     }
92     break;
93    
94 root 1.16 case 4:
95 root 1.30 /* search from bottom-right up-left */
96 root 1.48 for (i = maze.w - 2; i > 0; i--)
97     for (j = maze.h - 2; j > 0; j--)
98 root 1.30 {
99 root 1.45 if (maze[i][j] == target)
100 root 1.30 {
101 root 1.48 fx = i;
102     fy = j;
103 root 1.30 return;
104     }
105     }
106     break;
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 1.48 place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120 root 1.4 {
121 root 1.16 maptile *style_map_down = 0; /* harder maze */
122     maptile *style_map_up = 0; /* easier maze */
123 elmex 1.1 object *the_exit_down; /* harder maze */
124     object *the_exit_up; /* easier maze */
125 root 1.4 int cx = -1, cy = -1; /* location of a map center */
126     int upx = -1, upy = -1; /* location of up exit */
127     int downx = -1, downy = -1;
128     int final_map_exit = 1;
129    
130 root 1.46 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
131     if (strstr (eofm, "no"))
132 root 1.16 final_map_exit = 0;
133 elmex 1.1
134 root 1.16 if (!orientation)
135 root 1.30 orientation = rmg_rndm (6) + 1;
136 elmex 1.1
137 root 1.4 switch (orientation)
138 elmex 1.1 {
139 root 1.15 case 1:
140     {
141 root 1.41 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
142     style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
143 root 1.15 break;
144     }
145    
146     case 2:
147     {
148 root 1.41 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
149     style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
150 root 1.15 break;
151     }
152    
153     default:
154     {
155 root 1.40 style_map_up =
156 root 1.41 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
157 root 1.15 break;
158     }
159 elmex 1.1 }
160 root 1.15
161 root 1.30 the_exit_up = style_map_up
162     ? style_map_up->pick_random_object (rmg_rndm)->clone ()
163     : archetype::get (shstr_exit);
164 elmex 1.1
165 root 1.46 const char *final_map = RP->get_str ("final_map", 0);
166    
167 elmex 1.1 /* we need a down exit only if we're recursing. */
168 root 1.46 if (RP->dungeon_level < RP->dungeon_depth || final_map)
169 root 1.30 the_exit_down = style_map_down
170     ? style_map_down->pick_random_object (rmg_rndm)->clone ()
171     : archetype::get (shstr_exit);
172 root 1.4 else
173     the_exit_down = 0;
174 elmex 1.1
175     /* set up the up exit */
176 root 1.46 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
177     the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
178     the_exit_up->slaying = RP->get_str ("origin_map", 0);
179 elmex 1.1
180     /* figure out where to put the entrance */
181     /* begin a logical block */
182     {
183     /* First, look for a '<' char */
184 root 1.48 find_in_layout (0, '<', upx, upy, maze);
185 elmex 1.1
186     /* next, look for a C, the map center. */
187 root 1.48 find_in_layout (0, 'C', cx, cy, maze);
188 root 1.4
189 elmex 1.1 /* if we didn't find an up, find an empty place far from the center */
190 root 1.4 if (upx == -1 && cx != -1)
191     {
192     if (cx > RP->Xsize / 2)
193     upx = 1;
194 elmex 1.1 else
195 root 1.4 upx = RP->Xsize - 2;
196 root 1.17
197 root 1.4 if (cy > RP->Ysize / 2)
198     upy = 1;
199     else
200     upy = RP->Ysize - 2;
201 root 1.17
202 root 1.4 /* find an empty place far from the center */
203     if (upx == 1 && upy == 1)
204 root 1.48 find_in_layout (1, 0, upx, upy, maze);
205 root 1.4 else if (upx == 1 && upy > 1)
206 root 1.48 find_in_layout (3, 0, upx, upy, maze);
207 root 1.4 else if (upx > 1 && upy == 1)
208 root 1.48 find_in_layout (2, 0, upx, upy, maze);
209 root 1.4 else if (upx > 1 && upy > 1)
210 root 1.48 find_in_layout (4, 0, upx, upy, maze);
211 root 1.4 }
212    
213 elmex 1.1 /* no indication of where to place the exit, so just place it. */
214 root 1.4 if (upx == -1)
215 root 1.48 find_in_layout (0, 0, upx, upy, maze);
216 elmex 1.1
217     the_exit_up->x = upx;
218     the_exit_up->y = upy;
219    
220     /* surround the exits with notices that this is a random map. */
221 root 1.17 for (int j = 1; j < 9; j++)
222 root 1.47 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
223     {
224     object *random_sign = archetype::get (shstr_sign);
225     random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
226     map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
227     }
228 root 1.17
229 elmex 1.1 /* Block the exit so things don't get dumped on top of it. */
230     the_exit_up->move_block = MOVE_ALL;
231    
232 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
233     maze[the_exit_up->x][the_exit_up->y] = '<';
234 elmex 1.1
235     /* set the starting x,y for this map */
236 root 1.11 map->enter_x = the_exit_up->x;
237     map->enter_y = the_exit_up->y;
238 elmex 1.1
239     /* first, look for a '>' character */
240 root 1.48 find_in_layout (0, '>', downx, downy, maze);
241 root 1.30
242 elmex 1.1 /* if no > is found use C */
243 root 1.4 if (downx == -1)
244     {
245     downx = cx;
246     downy = cy;
247     };
248    
249 elmex 1.1 /* make the other exit far away from this one if
250     there's no center. */
251 root 1.4 if (downx == -1)
252     {
253     if (upx > RP->Xsize / 2)
254     downx = 1;
255 elmex 1.1 else
256 root 1.4 downx = RP->Xsize - 2;
257 root 1.17
258 root 1.4 if (upy > RP->Ysize / 2)
259     downy = 1;
260     else
261     downy = RP->Ysize - 2;
262 root 1.17
263 root 1.4 /* find an empty place far from the entrance */
264     if (downx == 1 && downy == 1)
265 root 1.48 find_in_layout (1, 0, downx, downy, maze);
266 root 1.4 else if (downx == 1 && downy > 1)
267 root 1.48 find_in_layout (3, 0, downx, downy, maze);
268 root 1.4 else if (downx > 1 && downy == 1)
269 root 1.48 find_in_layout (2, 0, downx, downy, maze);
270 root 1.4 else if (downx > 1 && downy > 1)
271 root 1.48 find_in_layout (4, 0, downx, downy, maze);
272 root 1.17 }
273 root 1.4
274 elmex 1.1 /* no indication of where to place the down exit, so just place it */
275 root 1.4 if (downx == -1)
276 root 1.48 find_in_layout (0, 0, downx, downy, maze);
277 root 1.16
278 root 1.4 if (the_exit_down)
279     {
280 root 1.42 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
281 root 1.4 the_exit_down->x = downx + freearr_x[i];
282     the_exit_down->y = downy + freearr_y[i];
283 root 1.46 RP->set ("origin_x", (IV)the_exit_down->x);
284     RP->set ("origin_y", (IV)the_exit_down->y);
285 root 1.43
286 root 1.44 the_exit_down->msg = RP->as_shstr ();
287 root 1.16
288 root 1.4 /* the identifier for making a random map. */
289 root 1.46 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
290 root 1.4 {
291 root 1.7 maptile *new_map;
292 root 1.36 object *the_exit_back = the_exit_up->arch->instance ();
293 root 1.4
294     /* load it */
295 root 1.46 if (!(new_map = maptile::find_sync (final_map)))
296 root 1.4 return;
297    
298 root 1.19 new_map->load_sync ();
299    
300 root 1.46 the_exit_down->slaying = final_map;
301 root 1.4
302 root 1.17 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
303 root 1.4 /* Remove exit back to previous random map. There should only be one
304     * which is why we break out. To try to process more than one
305     * would require keeping a 'next' pointer, ad free_object kills tmp, which
306     * breaks the for loop.
307     */
308 root 1.33 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
309 root 1.4 {
310 root 1.32 tmp->destroy ();
311 root 1.4 break;
312     }
313    
314 root 1.46 if (final_map_exit)
315 root 1.4 {
316     /* setup the exit back */
317     the_exit_back->slaying = map->path;
318     the_exit_back->stats.hp = the_exit_down->x;
319     the_exit_back->stats.sp = the_exit_down->y;
320 root 1.11 the_exit_back->x = new_map->enter_x;
321     the_exit_back->y = new_map->enter_y;
322 root 1.4
323     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
324     }
325     }
326     else
327 root 1.37 the_exit_down->slaying = shstr_random_map_exit;
328 elmex 1.1
329 root 1.4 /* Block the exit so things don't get dumped on top of it. */
330     the_exit_down->move_block = MOVE_ALL;
331     insert_ob_in_map (the_exit_down, map, NULL, 0);
332     maze[the_exit_down->x][the_exit_down->y] = '>';
333 elmex 1.1 }
334 root 1.4 }
335 elmex 1.1 }
336    
337     /* this function unblocks the exits. We blocked them to
338     keep things from being dumped on them during the other
339     phases of random map generation. */
340 root 1.4 void
341 root 1.48 unblock_exits (maptile *map, layout &maze)
342 root 1.4 {
343     int i = 0, j = 0;
344 elmex 1.1 object *walk;
345    
346 root 1.48 for (i = 0; i < maze.w; i++)
347     for (j = 0; j < maze.h; j++)
348 root 1.4 if (maze[i][j] == '>' || maze[i][j] == '<')
349     {
350 root 1.10 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
351 root 1.4 {
352     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
353     {
354 elmex 1.26 walk->move_block = 0;
355 root 1.4 update_object (walk, UP_OBJ_CHANGE);
356     }
357     }
358 elmex 1.1 }
359     }
360 root 1.17