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Revision: 1.49
Committed: Mon Jul 5 00:07:21 2010 UTC (13 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.48: +53 -53 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 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 1.49 /* search from bottom-right up-left */
82     for (i = maze.w - 2; i > 0; i--)
83 root 1.48 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 root 1.49
94 root 1.16 case 4:
95 root 1.49 /* search from bottom-left up-right */
96     for (i = 1; i < maze.w - 1; i++)
97 root 1.48 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 root 1.49 point
111     layout::find (char target, int mode)
112     {
113     int x, y;
114    
115     find_in_layout (mode, target, x, y, *this);
116    
117     return point (x, y);
118     }
119    
120 elmex 1.1 /* orientation: 0 means random,
121     1 means descending dungeon
122     2 means ascending dungeon
123     3 means rightward
124     4 means leftward
125     5 means northward
126     6 means southward
127     */
128 root 1.4 void
129 root 1.48 place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
130 root 1.4 {
131 root 1.16 maptile *style_map_down = 0; /* harder maze */
132     maptile *style_map_up = 0; /* easier maze */
133 elmex 1.1 object *the_exit_down; /* harder maze */
134     object *the_exit_up; /* easier maze */
135 root 1.4 int cx = -1, cy = -1; /* location of a map center */
136     int upx = -1, upy = -1; /* location of up exit */
137     int downx = -1, downy = -1;
138     int final_map_exit = 1;
139    
140 root 1.46 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
141     if (strstr (eofm, "no"))
142 root 1.16 final_map_exit = 0;
143 elmex 1.1
144 root 1.16 if (!orientation)
145 root 1.30 orientation = rmg_rndm (6) + 1;
146 elmex 1.1
147 root 1.4 switch (orientation)
148 elmex 1.1 {
149 root 1.15 case 1:
150     {
151 root 1.41 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
152     style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
153 root 1.15 break;
154     }
155    
156     case 2:
157     {
158 root 1.41 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
159     style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
160 root 1.15 break;
161     }
162    
163     default:
164     {
165 root 1.40 style_map_up =
166 root 1.41 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
167 root 1.15 break;
168     }
169 elmex 1.1 }
170 root 1.15
171 root 1.30 the_exit_up = style_map_up
172     ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173     : archetype::get (shstr_exit);
174 elmex 1.1
175 root 1.46 const char *final_map = RP->get_str ("final_map", 0);
176    
177 elmex 1.1 /* we need a down exit only if we're recursing. */
178 root 1.46 if (RP->dungeon_level < RP->dungeon_depth || final_map)
179 root 1.30 the_exit_down = style_map_down
180     ? style_map_down->pick_random_object (rmg_rndm)->clone ()
181     : archetype::get (shstr_exit);
182 root 1.4 else
183     the_exit_down = 0;
184 elmex 1.1
185     /* set up the up exit */
186 root 1.46 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
187     the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
188     the_exit_up->slaying = RP->get_str ("origin_map", 0);
189 elmex 1.1
190     /* figure out where to put the entrance */
191     /* begin a logical block */
192     {
193     /* First, look for a '<' char */
194 root 1.48 find_in_layout (0, '<', upx, upy, maze);
195 elmex 1.1
196     /* next, look for a C, the map center. */
197 root 1.48 find_in_layout (0, 'C', cx, cy, maze);
198 root 1.4
199 elmex 1.1 /* if we didn't find an up, find an empty place far from the center */
200 root 1.4 if (upx == -1 && cx != -1)
201     {
202     if (cx > RP->Xsize / 2)
203     upx = 1;
204 elmex 1.1 else
205 root 1.4 upx = RP->Xsize - 2;
206 root 1.17
207 root 1.4 if (cy > RP->Ysize / 2)
208     upy = 1;
209     else
210     upy = RP->Ysize - 2;
211 root 1.17
212 root 1.4 /* find an empty place far from the center */
213 root 1.49 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
214     else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
215     else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
216     else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
217 root 1.4 }
218    
219 elmex 1.1 /* no indication of where to place the exit, so just place it. */
220 root 1.4 if (upx == -1)
221 root 1.48 find_in_layout (0, 0, upx, upy, maze);
222 elmex 1.1
223     the_exit_up->x = upx;
224     the_exit_up->y = upy;
225    
226     /* surround the exits with notices that this is a random map. */
227 root 1.17 for (int j = 1; j < 9; j++)
228 root 1.47 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
229     {
230     object *random_sign = archetype::get (shstr_sign);
231     random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
232     map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
233     }
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 1.48 find_in_layout (0, '>', downx, downy, maze);
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 root 1.49 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
271     else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
272     else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
273     else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
274 root 1.17 }
275 root 1.4
276 elmex 1.1 /* no indication of where to place the down exit, so just place it */
277 root 1.4 if (downx == -1)
278 root 1.48 find_in_layout (0, 0, downx, downy, maze);
279 root 1.16
280 root 1.4 if (the_exit_down)
281     {
282 root 1.42 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
283 root 1.49
284 root 1.4 the_exit_down->x = downx + freearr_x[i];
285     the_exit_down->y = downy + freearr_y[i];
286 root 1.49
287 root 1.46 RP->set ("origin_x", (IV)the_exit_down->x);
288     RP->set ("origin_y", (IV)the_exit_down->y);
289 root 1.43
290 root 1.49 the_exit_down->msg = RP->as_shstr ();
291     the_exit_down->slaying = shstr_random_map_exit;
292 root 1.16
293 root 1.4 /* the identifier for making a random map. */
294 root 1.46 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
295 root 1.4 {
296 root 1.49 the_exit_down->msg = 0;
297     the_exit_down->slaying = final_map;
298 root 1.4
299 root 1.49 if (final_map_exit)
300     if (maptile *new_map = maptile::find_sync (final_map))
301     {
302     object *the_exit_back = the_exit_up->arch->instance ();
303 root 1.4
304 root 1.49 new_map->load_sync ();
305 root 1.19
306 root 1.49 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
307     /* Remove exit back to previous random map. There should only be one
308     * which is why we break out. To try to process more than one
309     * would require keeping a 'next' pointer, ad free_object kills tmp, which
310     * breaks the for loop.
311     */
312     if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
313     {
314     tmp->destroy ();
315     break;
316     }
317    
318     /* setup the exit back */
319     the_exit_back->slaying = map->path;
320     the_exit_back->stats.hp = the_exit_down->x;
321     the_exit_back->stats.sp = the_exit_down->y;
322     the_exit_back->x = new_map->enter_x;
323     the_exit_back->y = new_map->enter_y;
324 root 1.4
325 root 1.49 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
326 root 1.4 }
327     }
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