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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.5
Committed: Thu Sep 14 21:16:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +3 -3 lines
Log Message:
cleanup

File Contents

# User Rev Content
1 root 1.4
2 elmex 1.1 /*
3     * static char *rcsid_exit_c =
4 root 1.5 * "$Id: exit.C,v 1.4 2006-09-10 16:06:37 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #include <random_map.h>
32     #include <sproto.h>
33     #include <rproto.h>
34    
35    
36     /* find a character in the layout. fx and fy are pointers to
37     where to find the char. fx,fy = -1 if not found. */
38 root 1.4 void
39     find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP)
40     {
41 elmex 1.1 int M;
42 root 1.4 int i, j;
43    
44     *fx = -1;
45     *fy = -1;
46 elmex 1.1
47     /* if a starting point isn't given, pick one */
48 root 1.4 if (mode < 1 || mode > 4)
49     M = RANDOM () % 4 + 1;
50     else
51     M = mode;
52 elmex 1.1
53     /* four different search starting points and methods so that
54     we can do something different for symmetrical maps instead of
55     the same damned thing every time. */
56 root 1.4 switch (M)
57     {
58     case 1:
59     { /* search from top left down/right */
60     for (i = 1; i < RP->Xsize; i++)
61     for (j = 1; j < RP->Ysize; j++)
62     {
63     if (layout[i][j] == target)
64     {
65     *fx = i;
66     *fy = j;
67     return;
68     }
69     }
70     break;
71     }
72     case 2:
73     { /* Search from top right down/left */
74     for (i = RP->Xsize - 2; i > 0; i--)
75     for (j = 1; j < RP->Ysize - 1; j++)
76     {
77     if (layout[i][j] == target)
78     {
79     *fx = i;
80     *fy = j;
81     return;
82     }
83     }
84     break;
85     }
86     case 3:
87     { /* search from bottom-left up-right */
88     for (i = 1; i < RP->Xsize - 1; i++)
89     for (j = RP->Ysize - 2; j > 0; j--)
90     {
91     if (layout[i][j] == target)
92     {
93     *fx = i;
94     *fy = j;
95     return;
96     }
97     }
98     break;
99     }
100     case 4:
101     { /* search from bottom-right up-left */
102     for (i = RP->Xsize - 2; i > 0; i--)
103     for (j = RP->Ysize - 2; j > 0; j--)
104     {
105     if (layout[i][j] == target)
106     {
107     *fx = i;
108     *fy = j;
109     return;
110     }
111     }
112     break;
113     }
114     }
115 elmex 1.1 }
116    
117 root 1.4
118    
119    
120    
121    
122 elmex 1.1 /* orientation: 0 means random,
123     1 means descending dungeon
124     2 means ascending dungeon
125     3 means rightward
126     4 means leftward
127     5 means northward
128     6 means southward
129     */
130    
131 root 1.4 void
132     place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP)
133     {
134 elmex 1.1 char styledirname[256];
135 root 1.4 mapstruct *style_map_down = 0; /* harder maze */
136     mapstruct *style_map_up = 0; /* easier maze */
137 elmex 1.1 object *the_exit_down; /* harder maze */
138     object *the_exit_up; /* easier maze */
139     object *random_sign; /* magic mouth saying this is a random map. */
140     char buf[512];
141 root 1.4 int cx = -1, cy = -1; /* location of a map center */
142     int upx = -1, upy = -1; /* location of up exit */
143     int downx = -1, downy = -1;
144     int final_map_exit = 1;
145    
146     if (RP->exit_on_final_map)
147     {
148     if (strstr (RP->exit_on_final_map, "no"))
149     final_map_exit = 0;
150 elmex 1.1 }
151    
152 root 1.4 if (orientation == 0)
153     orientation = RANDOM () % 6 + 1;
154 elmex 1.1
155 root 1.4 switch (orientation)
156 elmex 1.1 {
157 root 1.4 case 1:
158     {
159     sprintf (styledirname, "/styles/exitstyles/up");
160     style_map_up = find_style (styledirname, exitstyle, -1);
161     sprintf (styledirname, "/styles/exitstyles/down");
162     style_map_down = find_style (styledirname, exitstyle, -1);
163     break;
164     }
165     case 2:
166     {
167     sprintf (styledirname, "/styles/exitstyles/down");
168     style_map_up = find_style (styledirname, exitstyle, -1);
169     sprintf (styledirname, "/styles/exitstyles/up");
170     style_map_down = find_style (styledirname, exitstyle, -1);
171     break;
172     }
173     default:
174     {
175     sprintf (styledirname, "/styles/exitstyles/generic");
176     style_map_up = find_style (styledirname, exitstyle, -1);
177     style_map_down = style_map_up;
178     break;
179     }
180 elmex 1.1 }
181 root 1.4 if (style_map_up == 0)
182 root 1.5 the_exit_up = arch_to_object (archetype::find ("exit"));
183 root 1.4 else
184 elmex 1.1 {
185 root 1.4 object *tmp;
186    
187     tmp = pick_random_object (style_map_up);
188     the_exit_up = arch_to_object (tmp->arch);
189 elmex 1.1 }
190    
191     /* we need a down exit only if we're recursing. */
192 root 1.4 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
193     if (style_map_down == 0)
194 root 1.5 the_exit_down = arch_to_object (archetype::find ("exit"));
195 root 1.4 else
196     {
197     object *tmp;
198    
199     tmp = pick_random_object (style_map_down);
200     the_exit_down = arch_to_object (tmp->arch);
201     }
202     else
203     the_exit_down = 0;
204 elmex 1.1
205     /* set up the up exit */
206     the_exit_up->stats.hp = RP->origin_x;
207     the_exit_up->stats.sp = RP->origin_y;
208 root 1.3 the_exit_up->slaying = RP->origin_map;
209 elmex 1.1
210     /* figure out where to put the entrance */
211     /* begin a logical block */
212     {
213 root 1.4 int i, j;
214    
215 elmex 1.1 /* First, look for a '<' char */
216 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
217 elmex 1.1
218     /* next, look for a C, the map center. */
219 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
220    
221 elmex 1.1
222     /* if we didn't find an up, find an empty place far from the center */
223 root 1.4 if (upx == -1 && cx != -1)
224     {
225     if (cx > RP->Xsize / 2)
226     upx = 1;
227 elmex 1.1 else
228 root 1.4 upx = RP->Xsize - 2;
229     if (cy > RP->Ysize / 2)
230     upy = 1;
231     else
232     upy = RP->Ysize - 2;
233     /* find an empty place far from the center */
234     if (upx == 1 && upy == 1)
235     find_in_layout (1, 0, &upx, &upy, maze, RP);
236     else if (upx == 1 && upy > 1)
237     find_in_layout (3, 0, &upx, &upy, maze, RP);
238     else if (upx > 1 && upy == 1)
239     find_in_layout (2, 0, &upx, &upy, maze, RP);
240     else if (upx > 1 && upy > 1)
241     find_in_layout (4, 0, &upx, &upy, maze, RP);
242     }
243    
244 elmex 1.1 /* no indication of where to place the exit, so just place it. */
245 root 1.4 if (upx == -1)
246     find_in_layout (0, 0, &upx, &upy, maze, RP);
247 elmex 1.1
248     the_exit_up->x = upx;
249     the_exit_up->y = upy;
250    
251     /* surround the exits with notices that this is a random map. */
252 root 1.4 for (j = 1; j < 9; j++)
253     {
254     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
255     {
256     random_sign = get_archetype ("sign");
257     random_sign->x = the_exit_up->x + freearr_x[j];
258     random_sign->y = the_exit_up->y + freearr_y[j];
259    
260     sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
261    
262     random_sign->msg = buf;
263     insert_ob_in_map (random_sign, map, NULL, 0);
264     }
265 elmex 1.1 }
266     /* Block the exit so things don't get dumped on top of it. */
267     the_exit_up->move_block = MOVE_ALL;
268    
269 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
270     maze[the_exit_up->x][the_exit_up->y] = '<';
271 elmex 1.1
272     /* set the starting x,y for this map */
273 root 1.4 MAP_ENTER_X (map) = the_exit_up->x;
274     MAP_ENTER_Y (map) = the_exit_up->y;
275 elmex 1.1
276     /* first, look for a '>' character */
277 root 1.4 find_in_layout (0, '>', &downx, &downy, maze, RP);
278 elmex 1.1 /* if no > is found use C */
279 root 1.4 if (downx == -1)
280     {
281     downx = cx;
282     downy = cy;
283     };
284    
285 elmex 1.1 /* make the other exit far away from this one if
286     there's no center. */
287 root 1.4 if (downx == -1)
288     {
289     if (upx > RP->Xsize / 2)
290     downx = 1;
291 elmex 1.1 else
292 root 1.4 downx = RP->Xsize - 2;
293     if (upy > RP->Ysize / 2)
294     downy = 1;
295     else
296     downy = RP->Ysize - 2;
297     /* find an empty place far from the entrance */
298     if (downx == 1 && downy == 1)
299     find_in_layout (1, 0, &downx, &downy, maze, RP);
300     else if (downx == 1 && downy > 1)
301     find_in_layout (3, 0, &downx, &downy, maze, RP);
302     else if (downx > 1 && downy == 1)
303     find_in_layout (2, 0, &downx, &downy, maze, RP);
304     else if (downx > 1 && downy > 1)
305     find_in_layout (4, 0, &downx, &downy, maze, RP);
306    
307     }
308 elmex 1.1 /* no indication of where to place the down exit, so just place it */
309 root 1.4 if (downx == -1)
310     find_in_layout (0, 0, &downx, &downy, maze, RP);
311     if (the_exit_down)
312     {
313     char buf[2048];
314    
315     i = find_first_free_spot (the_exit_down, map, downx, downy);
316     the_exit_down->x = downx + freearr_x[i];
317     the_exit_down->y = downy + freearr_y[i];
318     RP->origin_x = the_exit_down->x;
319     RP->origin_y = the_exit_down->y;
320     write_map_parameters_to_string (buf, RP);
321     the_exit_down->msg = buf;
322     /* the identifier for making a random map. */
323     if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
324     {
325     mapstruct *new_map;
326     object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
327    
328 elmex 1.1 #if 0
329 root 1.4 /* I'm not sure if there was any reason to change the path to the
330     * map other than to maybe make it more descriptive in the 'maps'
331     * command. But changing the map name makes life more complicated,
332     * (has_been_loaded needs to use the new name)
333     */
334    
335     char new_map_name[MAX_BUF];
336    
337     /* give the final map a name */
338     sprintf (new_map_name, "%sfinal_map", RP->final_map);
339     /* set the exit down. */
340 elmex 1.1 #endif
341 root 1.4 /* load it */
342     if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
343     return;
344    
345     the_exit_down->slaying = RP->final_map;
346     strcpy (new_map->path, RP->final_map);
347    
348     for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above)
349     /* Remove exit back to previous random map. There should only be one
350     * which is why we break out. To try to process more than one
351     * would require keeping a 'next' pointer, ad free_object kills tmp, which
352     * breaks the for loop.
353     */
354     if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
355     {
356     remove_ob (tmp);
357     free_object (tmp);
358     break;
359     }
360    
361     if (final_map_exit == 1)
362     {
363     /* setup the exit back */
364     the_exit_back->slaying = map->path;
365     the_exit_back->stats.hp = the_exit_down->x;
366     the_exit_back->stats.sp = the_exit_down->y;
367     the_exit_back->x = MAP_ENTER_X (new_map);
368     the_exit_back->y = MAP_ENTER_Y (new_map);
369    
370     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371     }
372    
373     set_map_timeout (new_map); /* So it gets swapped out */
374     }
375     else
376     the_exit_down->slaying = "/!";
377 elmex 1.1
378 root 1.4 /* Block the exit so things don't get dumped on top of it. */
379     the_exit_down->move_block = MOVE_ALL;
380     insert_ob_in_map (the_exit_down, map, NULL, 0);
381     maze[the_exit_down->x][the_exit_down->y] = '>';
382 elmex 1.1 }
383 root 1.4 }
384 root 1.3
385 elmex 1.1 }
386    
387    
388    
389     /* this function unblocks the exits. We blocked them to
390     keep things from being dumped on them during the other
391     phases of random map generation. */
392 root 1.4 void
393     unblock_exits (mapstruct *map, char **maze, RMParms * RP)
394     {
395     int i = 0, j = 0;
396 elmex 1.1 object *walk;
397    
398 root 1.4 for (i = 0; i < RP->Xsize; i++)
399     for (j = 0; j < RP->Ysize; j++)
400     if (maze[i][j] == '>' || maze[i][j] == '<')
401     {
402     for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above)
403     {
404     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405     {
406     walk->move_block = MOVE_BLOCK_DEFAULT;
407     update_object (walk, UP_OBJ_CHANGE);
408     }
409     }
410 elmex 1.1 }
411     }