1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992 Frank Tore Johansen |
7 |
* |
8 |
* 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 |
* |
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 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
* GNU General Public License for more details. |
17 |
* |
18 |
* 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 |
* |
22 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
*/ |
24 |
|
25 |
#include <global.h> |
26 |
#include <random_map.h> |
27 |
#include <sproto.h> |
28 |
#include <rproto.h> |
29 |
|
30 |
/* find a character in the maze. fx and fy are pointers to |
31 |
where to find the char. fx,fy = -1 if not found. */ |
32 |
static void |
33 |
find_in_layout (int mode, char target, int &fx, int &fy, layout &maze) |
34 |
{ |
35 |
int M; |
36 |
int i, j; |
37 |
|
38 |
fx = -1; |
39 |
fy = -1; |
40 |
|
41 |
/* if a starting point isn't given, pick one */ |
42 |
if (mode < 1 || mode > 4) |
43 |
M = rmg_rndm (4) + 1; |
44 |
else |
45 |
M = mode; |
46 |
|
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 |
switch (M) |
51 |
{ |
52 |
case 1: |
53 |
/* search from top left down/right */ |
54 |
for (i = 1; i < maze.w; i++) |
55 |
for (j = 1; j < maze.h; j++) |
56 |
{ |
57 |
if (maze[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 = maze.w - 2; i > 0; i--) |
69 |
for (j = 1; j < maze.h - 1; j++) |
70 |
{ |
71 |
if (maze[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 < maze.w - 1; i++) |
83 |
for (j = maze.h - 2; j > 0; j--) |
84 |
{ |
85 |
if (maze[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 = maze.w - 2; i > 0; i--) |
97 |
for (j = maze.h - 2; j > 0; j--) |
98 |
{ |
99 |
if (maze[i][j] == target) |
100 |
{ |
101 |
fx = i; |
102 |
fy = j; |
103 |
return; |
104 |
} |
105 |
} |
106 |
break; |
107 |
} |
108 |
} |
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 |
void |
119 |
place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP) |
120 |
{ |
121 |
maptile *style_map_down = 0; /* harder maze */ |
122 |
maptile *style_map_up = 0; /* easier maze */ |
123 |
object *the_exit_down; /* harder maze */ |
124 |
object *the_exit_up; /* easier maze */ |
125 |
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 |
if (const char *eofm = RP->get_str ("exit_on_final_map", 0)) |
131 |
if (strstr (eofm, "no")) |
132 |
final_map_exit = 0; |
133 |
|
134 |
if (!orientation) |
135 |
orientation = rmg_rndm (6) + 1; |
136 |
|
137 |
switch (orientation) |
138 |
{ |
139 |
case 1: |
140 |
{ |
141 |
style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); |
142 |
style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); |
143 |
break; |
144 |
} |
145 |
|
146 |
case 2: |
147 |
{ |
148 |
style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); |
149 |
style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); |
150 |
break; |
151 |
} |
152 |
|
153 |
default: |
154 |
{ |
155 |
style_map_up = |
156 |
style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty); |
157 |
break; |
158 |
} |
159 |
} |
160 |
|
161 |
the_exit_up = style_map_up |
162 |
? style_map_up->pick_random_object (rmg_rndm)->clone () |
163 |
: archetype::get (shstr_exit); |
164 |
|
165 |
const char *final_map = RP->get_str ("final_map", 0); |
166 |
|
167 |
/* we need a down exit only if we're recursing. */ |
168 |
if (RP->dungeon_level < RP->dungeon_depth || final_map) |
169 |
the_exit_down = style_map_down |
170 |
? style_map_down->pick_random_object (rmg_rndm)->clone () |
171 |
: archetype::get (shstr_exit); |
172 |
else |
173 |
the_exit_down = 0; |
174 |
|
175 |
/* set up the up exit */ |
176 |
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 |
|
180 |
/* figure out where to put the entrance */ |
181 |
/* begin a logical block */ |
182 |
{ |
183 |
/* First, look for a '<' char */ |
184 |
find_in_layout (0, '<', upx, upy, maze); |
185 |
|
186 |
/* next, look for a C, the map center. */ |
187 |
find_in_layout (0, 'C', cx, cy, maze); |
188 |
|
189 |
/* if we didn't find an up, find an empty place far from the center */ |
190 |
if (upx == -1 && cx != -1) |
191 |
{ |
192 |
if (cx > RP->Xsize / 2) |
193 |
upx = 1; |
194 |
else |
195 |
upx = RP->Xsize - 2; |
196 |
|
197 |
if (cy > RP->Ysize / 2) |
198 |
upy = 1; |
199 |
else |
200 |
upy = RP->Ysize - 2; |
201 |
|
202 |
/* find an empty place far from the center */ |
203 |
if (upx == 1 && upy == 1) |
204 |
find_in_layout (1, 0, upx, upy, maze); |
205 |
else if (upx == 1 && upy > 1) |
206 |
find_in_layout (3, 0, upx, upy, maze); |
207 |
else if (upx > 1 && upy == 1) |
208 |
find_in_layout (2, 0, upx, upy, maze); |
209 |
else if (upx > 1 && upy > 1) |
210 |
find_in_layout (4, 0, upx, upy, maze); |
211 |
} |
212 |
|
213 |
/* no indication of where to place the exit, so just place it. */ |
214 |
if (upx == -1) |
215 |
find_in_layout (0, 0, upx, upy, maze); |
216 |
|
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 |
for (int j = 1; j < 9; j++) |
222 |
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 |
|
229 |
/* Block the exit so things don't get dumped on top of it. */ |
230 |
the_exit_up->move_block = MOVE_ALL; |
231 |
|
232 |
insert_ob_in_map (the_exit_up, map, NULL, 0); |
233 |
maze[the_exit_up->x][the_exit_up->y] = '<'; |
234 |
|
235 |
/* set the starting x,y for this map */ |
236 |
map->enter_x = the_exit_up->x; |
237 |
map->enter_y = the_exit_up->y; |
238 |
|
239 |
/* first, look for a '>' character */ |
240 |
find_in_layout (0, '>', downx, downy, maze); |
241 |
|
242 |
/* if no > is found use C */ |
243 |
if (downx == -1) |
244 |
{ |
245 |
downx = cx; |
246 |
downy = cy; |
247 |
}; |
248 |
|
249 |
/* make the other exit far away from this one if |
250 |
there's no center. */ |
251 |
if (downx == -1) |
252 |
{ |
253 |
if (upx > RP->Xsize / 2) |
254 |
downx = 1; |
255 |
else |
256 |
downx = RP->Xsize - 2; |
257 |
|
258 |
if (upy > RP->Ysize / 2) |
259 |
downy = 1; |
260 |
else |
261 |
downy = RP->Ysize - 2; |
262 |
|
263 |
/* find an empty place far from the entrance */ |
264 |
if (downx == 1 && downy == 1) |
265 |
find_in_layout (1, 0, downx, downy, maze); |
266 |
else if (downx == 1 && downy > 1) |
267 |
find_in_layout (3, 0, downx, downy, maze); |
268 |
else if (downx > 1 && downy == 1) |
269 |
find_in_layout (2, 0, downx, downy, maze); |
270 |
else if (downx > 1 && downy > 1) |
271 |
find_in_layout (4, 0, downx, downy, maze); |
272 |
} |
273 |
|
274 |
/* no indication of where to place the down exit, so just place it */ |
275 |
if (downx == -1) |
276 |
find_in_layout (0, 0, downx, downy, maze); |
277 |
|
278 |
if (the_exit_down) |
279 |
{ |
280 |
int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
281 |
the_exit_down->x = downx + freearr_x[i]; |
282 |
the_exit_down->y = downy + freearr_y[i]; |
283 |
RP->set ("origin_x", (IV)the_exit_down->x); |
284 |
RP->set ("origin_y", (IV)the_exit_down->y); |
285 |
|
286 |
the_exit_down->msg = RP->as_shstr (); |
287 |
|
288 |
/* the identifier for making a random map. */ |
289 |
if (RP->dungeon_level >= RP->dungeon_depth && final_map) |
290 |
{ |
291 |
maptile *new_map; |
292 |
object *the_exit_back = the_exit_up->arch->instance (); |
293 |
|
294 |
/* load it */ |
295 |
if (!(new_map = maptile::find_sync (final_map))) |
296 |
return; |
297 |
|
298 |
new_map->load_sync (); |
299 |
|
300 |
the_exit_down->slaying = final_map; |
301 |
|
302 |
for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
303 |
/* 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 |
if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
309 |
{ |
310 |
tmp->destroy (); |
311 |
break; |
312 |
} |
313 |
|
314 |
if (final_map_exit) |
315 |
{ |
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 |
the_exit_back->x = new_map->enter_x; |
321 |
the_exit_back->y = new_map->enter_y; |
322 |
|
323 |
insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
324 |
} |
325 |
} |
326 |
else |
327 |
the_exit_down->slaying = shstr_random_map_exit; |
328 |
|
329 |
/* 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 |
} |
334 |
} |
335 |
} |
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 |
void |
341 |
unblock_exits (maptile *map, layout &maze) |
342 |
{ |
343 |
int i = 0, j = 0; |
344 |
object *walk; |
345 |
|
346 |
for (i = 0; i < maze.w; i++) |
347 |
for (j = 0; j < maze.h; j++) |
348 |
if (maze[i][j] == '>' || maze[i][j] == '<') |
349 |
{ |
350 |
for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
351 |
{ |
352 |
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
353 |
{ |
354 |
walk->move_block = 0; |
355 |
update_object (walk, UP_OBJ_CHANGE); |
356 |
} |
357 |
} |
358 |
} |
359 |
} |
360 |
|