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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.7
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +5 -5 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.6 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <random_map.h>
26     #include <sproto.h>
27     #include <rproto.h>
28    
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 1.4 void
33     find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP)
34     {
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     M = RANDOM () % 4 + 1;
44     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     case 1:
53     { /* 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     case 2:
67     { /* 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     case 3:
81     { /* 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     case 4:
95     { /* 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     }
109 elmex 1.1 }
110    
111 root 1.4
112    
113    
114    
115    
116 elmex 1.1 /* orientation: 0 means random,
117     1 means descending dungeon
118     2 means ascending dungeon
119     3 means rightward
120     4 means leftward
121     5 means northward
122     6 means southward
123     */
124    
125 root 1.4 void
126 root 1.7 place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP)
127 root 1.4 {
128 elmex 1.1 char styledirname[256];
129 root 1.7 maptile *style_map_down = 0; /* harder maze */
130     maptile *style_map_up = 0; /* easier maze */
131 elmex 1.1 object *the_exit_down; /* harder maze */
132     object *the_exit_up; /* easier maze */
133     object *random_sign; /* magic mouth saying this is a random map. */
134     char buf[512];
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     if (RP->exit_on_final_map)
141     {
142     if (strstr (RP->exit_on_final_map, "no"))
143     final_map_exit = 0;
144 elmex 1.1 }
145    
146 root 1.4 if (orientation == 0)
147     orientation = RANDOM () % 6 + 1;
148 elmex 1.1
149 root 1.4 switch (orientation)
150 elmex 1.1 {
151 root 1.4 case 1:
152     {
153     sprintf (styledirname, "/styles/exitstyles/up");
154     style_map_up = find_style (styledirname, exitstyle, -1);
155     sprintf (styledirname, "/styles/exitstyles/down");
156     style_map_down = find_style (styledirname, exitstyle, -1);
157     break;
158     }
159     case 2:
160     {
161     sprintf (styledirname, "/styles/exitstyles/down");
162     style_map_up = find_style (styledirname, exitstyle, -1);
163     sprintf (styledirname, "/styles/exitstyles/up");
164     style_map_down = find_style (styledirname, exitstyle, -1);
165     break;
166     }
167     default:
168     {
169     sprintf (styledirname, "/styles/exitstyles/generic");
170     style_map_up = find_style (styledirname, exitstyle, -1);
171     style_map_down = style_map_up;
172     break;
173     }
174 elmex 1.1 }
175 root 1.4 if (style_map_up == 0)
176 root 1.5 the_exit_up = arch_to_object (archetype::find ("exit"));
177 root 1.4 else
178 elmex 1.1 {
179 root 1.4 object *tmp;
180    
181     tmp = pick_random_object (style_map_up);
182     the_exit_up = arch_to_object (tmp->arch);
183 elmex 1.1 }
184    
185     /* we need a down exit only if we're recursing. */
186 root 1.4 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
187     if (style_map_down == 0)
188 root 1.5 the_exit_down = arch_to_object (archetype::find ("exit"));
189 root 1.4 else
190     {
191     object *tmp;
192    
193     tmp = pick_random_object (style_map_down);
194     the_exit_down = arch_to_object (tmp->arch);
195     }
196     else
197     the_exit_down = 0;
198 elmex 1.1
199     /* set up the up exit */
200     the_exit_up->stats.hp = RP->origin_x;
201     the_exit_up->stats.sp = RP->origin_y;
202 root 1.3 the_exit_up->slaying = RP->origin_map;
203 elmex 1.1
204     /* figure out where to put the entrance */
205     /* begin a logical block */
206     {
207 root 1.4 int i, j;
208    
209 elmex 1.1 /* First, look for a '<' char */
210 root 1.4 find_in_layout (0, '<', &upx, &upy, maze, RP);
211 elmex 1.1
212     /* next, look for a C, the map center. */
213 root 1.4 find_in_layout (0, 'C', &cx, &cy, maze, RP);
214    
215 elmex 1.1
216     /* if we didn't find an up, find an empty place far from the center */
217 root 1.4 if (upx == -1 && cx != -1)
218     {
219     if (cx > RP->Xsize / 2)
220     upx = 1;
221 elmex 1.1 else
222 root 1.4 upx = RP->Xsize - 2;
223     if (cy > RP->Ysize / 2)
224     upy = 1;
225     else
226     upy = RP->Ysize - 2;
227     /* find an empty place far from the center */
228     if (upx == 1 && upy == 1)
229     find_in_layout (1, 0, &upx, &upy, maze, RP);
230     else if (upx == 1 && upy > 1)
231     find_in_layout (3, 0, &upx, &upy, maze, RP);
232     else if (upx > 1 && upy == 1)
233     find_in_layout (2, 0, &upx, &upy, maze, RP);
234     else if (upx > 1 && upy > 1)
235     find_in_layout (4, 0, &upx, &upy, maze, RP);
236     }
237    
238 elmex 1.1 /* no indication of where to place the exit, so just place it. */
239 root 1.4 if (upx == -1)
240     find_in_layout (0, 0, &upx, &upy, maze, RP);
241 elmex 1.1
242     the_exit_up->x = upx;
243     the_exit_up->y = upy;
244    
245     /* surround the exits with notices that this is a random map. */
246 root 1.4 for (j = 1; j < 9; j++)
247     {
248     if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
249     {
250     random_sign = get_archetype ("sign");
251     random_sign->x = the_exit_up->x + freearr_x[j];
252     random_sign->y = the_exit_up->y + freearr_y[j];
253    
254     sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
255    
256     random_sign->msg = buf;
257     insert_ob_in_map (random_sign, map, NULL, 0);
258     }
259 elmex 1.1 }
260     /* Block the exit so things don't get dumped on top of it. */
261     the_exit_up->move_block = MOVE_ALL;
262    
263 root 1.4 insert_ob_in_map (the_exit_up, map, NULL, 0);
264     maze[the_exit_up->x][the_exit_up->y] = '<';
265 elmex 1.1
266     /* set the starting x,y for this map */
267 root 1.4 MAP_ENTER_X (map) = the_exit_up->x;
268     MAP_ENTER_Y (map) = the_exit_up->y;
269 elmex 1.1
270     /* first, look for a '>' character */
271 root 1.4 find_in_layout (0, '>', &downx, &downy, maze, RP);
272 elmex 1.1 /* if no > is found use C */
273 root 1.4 if (downx == -1)
274     {
275     downx = cx;
276     downy = cy;
277     };
278    
279 elmex 1.1 /* make the other exit far away from this one if
280     there's no center. */
281 root 1.4 if (downx == -1)
282     {
283     if (upx > RP->Xsize / 2)
284     downx = 1;
285 elmex 1.1 else
286 root 1.4 downx = RP->Xsize - 2;
287     if (upy > RP->Ysize / 2)
288     downy = 1;
289     else
290     downy = RP->Ysize - 2;
291     /* find an empty place far from the entrance */
292     if (downx == 1 && downy == 1)
293     find_in_layout (1, 0, &downx, &downy, maze, RP);
294     else if (downx == 1 && downy > 1)
295     find_in_layout (3, 0, &downx, &downy, maze, RP);
296     else if (downx > 1 && downy == 1)
297     find_in_layout (2, 0, &downx, &downy, maze, RP);
298     else if (downx > 1 && downy > 1)
299     find_in_layout (4, 0, &downx, &downy, maze, RP);
300    
301     }
302 elmex 1.1 /* no indication of where to place the down exit, so just place it */
303 root 1.4 if (downx == -1)
304     find_in_layout (0, 0, &downx, &downy, maze, RP);
305     if (the_exit_down)
306     {
307     char buf[2048];
308    
309     i = find_first_free_spot (the_exit_down, map, downx, downy);
310     the_exit_down->x = downx + freearr_x[i];
311     the_exit_down->y = downy + freearr_y[i];
312     RP->origin_x = the_exit_down->x;
313     RP->origin_y = the_exit_down->y;
314     write_map_parameters_to_string (buf, RP);
315     the_exit_down->msg = buf;
316     /* the identifier for making a random map. */
317     if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
318     {
319 root 1.7 maptile *new_map;
320 root 1.4 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
321    
322 elmex 1.1 #if 0
323 root 1.4 /* I'm not sure if there was any reason to change the path to the
324     * map other than to maybe make it more descriptive in the 'maps'
325     * command. But changing the map name makes life more complicated,
326     * (has_been_loaded needs to use the new name)
327     */
328    
329     char new_map_name[MAX_BUF];
330    
331     /* give the final map a name */
332     sprintf (new_map_name, "%sfinal_map", RP->final_map);
333     /* set the exit down. */
334 elmex 1.1 #endif
335 root 1.4 /* load it */
336     if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
337     return;
338    
339     the_exit_down->slaying = RP->final_map;
340     strcpy (new_map->path, RP->final_map);
341    
342     for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above)
343     /* Remove exit back to previous random map. There should only be one
344     * which is why we break out. To try to process more than one
345     * would require keeping a 'next' pointer, ad free_object kills tmp, which
346     * breaks the for loop.
347     */
348     if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
349     {
350     remove_ob (tmp);
351     free_object (tmp);
352     break;
353     }
354    
355     if (final_map_exit == 1)
356     {
357     /* setup the exit back */
358     the_exit_back->slaying = map->path;
359     the_exit_back->stats.hp = the_exit_down->x;
360     the_exit_back->stats.sp = the_exit_down->y;
361     the_exit_back->x = MAP_ENTER_X (new_map);
362     the_exit_back->y = MAP_ENTER_Y (new_map);
363    
364     insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365     }
366    
367     set_map_timeout (new_map); /* So it gets swapped out */
368     }
369     else
370     the_exit_down->slaying = "/!";
371 elmex 1.1
372 root 1.4 /* Block the exit so things don't get dumped on top of it. */
373     the_exit_down->move_block = MOVE_ALL;
374     insert_ob_in_map (the_exit_down, map, NULL, 0);
375     maze[the_exit_down->x][the_exit_down->y] = '>';
376 elmex 1.1 }
377 root 1.4 }
378 root 1.3
379 elmex 1.1 }
380    
381    
382    
383     /* this function unblocks the exits. We blocked them to
384     keep things from being dumped on them during the other
385     phases of random map generation. */
386 root 1.4 void
387 root 1.7 unblock_exits (maptile *map, char **maze, RMParms * RP)
388 root 1.4 {
389     int i = 0, j = 0;
390 elmex 1.1 object *walk;
391    
392 root 1.4 for (i = 0; i < RP->Xsize; i++)
393     for (j = 0; j < RP->Ysize; j++)
394     if (maze[i][j] == '>' || maze[i][j] == '<')
395     {
396     for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above)
397     {
398     if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399     {
400     walk->move_block = MOVE_BLOCK_DEFAULT;
401     update_object (walk, UP_OBJ_CHANGE);
402     }
403     }
404 elmex 1.1 }
405     }