1 |
elmex |
1.1 |
/* |
2 |
root |
1.28 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.23 |
* |
4 |
root |
1.29 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.27 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
pippijn |
1.23 |
* |
8 |
root |
1.28 |
* Deliantra is free software: you can redistribute it and/or modify |
9 |
pippijn |
1.23 |
* it under the terms of the GNU General Public License as published by |
10 |
root |
1.27 |
* the Free Software Foundation, either version 3 of the License, or |
11 |
pippijn |
1.23 |
* (at your 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 |
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 |
|
|
* You should have received a copy of the GNU General Public License |
19 |
root |
1.27 |
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
|
|
* |
21 |
root |
1.28 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
pippijn |
1.23 |
*/ |
23 |
elmex |
1.1 |
|
24 |
|
|
#include <global.h> |
25 |
|
|
#include <random_map.h> |
26 |
|
|
#include <sproto.h> |
27 |
|
|
#include <rproto.h> |
28 |
|
|
|
29 |
|
|
/* find a character in the layout. fx and fy are pointers to |
30 |
|
|
where to find the char. fx,fy = -1 if not found. */ |
31 |
root |
1.4 |
void |
32 |
root |
1.16 |
find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) |
33 |
root |
1.4 |
{ |
34 |
elmex |
1.1 |
int M; |
35 |
root |
1.4 |
int i, j; |
36 |
|
|
|
37 |
|
|
*fx = -1; |
38 |
|
|
*fy = -1; |
39 |
elmex |
1.1 |
|
40 |
|
|
/* if a starting point isn't given, pick one */ |
41 |
root |
1.4 |
if (mode < 1 || mode > 4) |
42 |
root |
1.30 |
M = rmg_rndm (4) + 1; |
43 |
root |
1.4 |
else |
44 |
|
|
M = mode; |
45 |
elmex |
1.1 |
|
46 |
|
|
/* four different search starting points and methods so that |
47 |
|
|
we can do something different for symmetrical maps instead of |
48 |
|
|
the same damned thing every time. */ |
49 |
root |
1.4 |
switch (M) |
50 |
|
|
{ |
51 |
root |
1.16 |
case 1: |
52 |
root |
1.30 |
/* search from top left down/right */ |
53 |
|
|
for (i = 1; i < RP->Xsize; i++) |
54 |
|
|
for (j = 1; j < RP->Ysize; j++) |
55 |
|
|
{ |
56 |
|
|
if (layout[i][j] == target) |
57 |
|
|
{ |
58 |
|
|
*fx = i; |
59 |
|
|
*fy = j; |
60 |
|
|
return; |
61 |
|
|
} |
62 |
|
|
} |
63 |
|
|
break; |
64 |
|
|
|
65 |
root |
1.16 |
case 2: |
66 |
root |
1.30 |
/* Search from top right down/left */ |
67 |
|
|
for (i = RP->Xsize - 2; i > 0; i--) |
68 |
|
|
for (j = 1; j < RP->Ysize - 1; j++) |
69 |
|
|
{ |
70 |
|
|
if (layout[i][j] == target) |
71 |
|
|
{ |
72 |
|
|
*fx = i; |
73 |
|
|
*fy = j; |
74 |
|
|
return; |
75 |
|
|
} |
76 |
|
|
} |
77 |
|
|
break; |
78 |
|
|
|
79 |
root |
1.16 |
case 3: |
80 |
root |
1.30 |
/* search from bottom-left up-right */ |
81 |
|
|
for (i = 1; i < RP->Xsize - 1; i++) |
82 |
|
|
for (j = RP->Ysize - 2; j > 0; j--) |
83 |
|
|
{ |
84 |
|
|
if (layout[i][j] == target) |
85 |
|
|
{ |
86 |
|
|
*fx = i; |
87 |
|
|
*fy = j; |
88 |
|
|
return; |
89 |
|
|
} |
90 |
|
|
} |
91 |
|
|
break; |
92 |
|
|
|
93 |
root |
1.16 |
case 4: |
94 |
root |
1.30 |
/* search from bottom-right up-left */ |
95 |
|
|
for (i = RP->Xsize - 2; i > 0; i--) |
96 |
|
|
for (j = RP->Ysize - 2; j > 0; j--) |
97 |
|
|
{ |
98 |
|
|
if (layout[i][j] == target) |
99 |
|
|
{ |
100 |
|
|
*fx = i; |
101 |
|
|
*fy = j; |
102 |
|
|
return; |
103 |
|
|
} |
104 |
|
|
} |
105 |
|
|
break; |
106 |
|
|
|
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 |
1.13 |
place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
120 |
root |
1.4 |
{ |
121 |
root |
1.18 |
char styledirname[1024]; |
122 |
root |
1.16 |
maptile *style_map_down = 0; /* harder maze */ |
123 |
|
|
maptile *style_map_up = 0; /* easier maze */ |
124 |
elmex |
1.1 |
object *the_exit_down; /* harder maze */ |
125 |
|
|
object *the_exit_up; /* easier maze */ |
126 |
root |
1.4 |
int cx = -1, cy = -1; /* location of a map center */ |
127 |
|
|
int upx = -1, upy = -1; /* location of up exit */ |
128 |
|
|
int downx = -1, downy = -1; |
129 |
|
|
int final_map_exit = 1; |
130 |
|
|
|
131 |
|
|
if (RP->exit_on_final_map) |
132 |
root |
1.16 |
if (strstr (RP->exit_on_final_map, "no")) |
133 |
|
|
final_map_exit = 0; |
134 |
elmex |
1.1 |
|
135 |
root |
1.16 |
if (!orientation) |
136 |
root |
1.30 |
orientation = rmg_rndm (6) + 1; |
137 |
elmex |
1.1 |
|
138 |
root |
1.4 |
switch (orientation) |
139 |
elmex |
1.1 |
{ |
140 |
root |
1.15 |
case 1: |
141 |
|
|
{ |
142 |
|
|
sprintf (styledirname, "/styles/exitstyles/up"); |
143 |
|
|
style_map_up = find_style (styledirname, exitstyle, -1); |
144 |
|
|
sprintf (styledirname, "/styles/exitstyles/down"); |
145 |
|
|
style_map_down = find_style (styledirname, exitstyle, -1); |
146 |
|
|
break; |
147 |
|
|
} |
148 |
|
|
|
149 |
|
|
case 2: |
150 |
|
|
{ |
151 |
|
|
sprintf (styledirname, "/styles/exitstyles/down"); |
152 |
|
|
style_map_up = find_style (styledirname, exitstyle, -1); |
153 |
|
|
sprintf (styledirname, "/styles/exitstyles/up"); |
154 |
|
|
style_map_down = find_style (styledirname, exitstyle, -1); |
155 |
|
|
break; |
156 |
|
|
} |
157 |
|
|
|
158 |
|
|
default: |
159 |
|
|
{ |
160 |
|
|
sprintf (styledirname, "/styles/exitstyles/generic"); |
161 |
|
|
style_map_up = find_style (styledirname, exitstyle, -1); |
162 |
|
|
style_map_down = style_map_up; |
163 |
|
|
break; |
164 |
|
|
} |
165 |
elmex |
1.1 |
} |
166 |
root |
1.15 |
|
167 |
root |
1.30 |
the_exit_up = style_map_up |
168 |
|
|
? style_map_up->pick_random_object (rmg_rndm)->clone () |
169 |
|
|
: archetype::get (shstr_exit); |
170 |
elmex |
1.1 |
|
171 |
|
|
/* we need a down exit only if we're recursing. */ |
172 |
root |
1.30 |
if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) |
173 |
|
|
the_exit_down = style_map_down |
174 |
|
|
? style_map_down->pick_random_object (rmg_rndm)->clone () |
175 |
|
|
: archetype::get (shstr_exit); |
176 |
root |
1.4 |
else |
177 |
|
|
the_exit_down = 0; |
178 |
elmex |
1.1 |
|
179 |
|
|
/* set up the up exit */ |
180 |
|
|
the_exit_up->stats.hp = RP->origin_x; |
181 |
|
|
the_exit_up->stats.sp = RP->origin_y; |
182 |
root |
1.17 |
the_exit_up->slaying = RP->origin_map; |
183 |
elmex |
1.1 |
|
184 |
|
|
/* figure out where to put the entrance */ |
185 |
|
|
/* begin a logical block */ |
186 |
|
|
{ |
187 |
|
|
/* First, look for a '<' char */ |
188 |
root |
1.4 |
find_in_layout (0, '<', &upx, &upy, maze, RP); |
189 |
elmex |
1.1 |
|
190 |
|
|
/* next, look for a C, the map center. */ |
191 |
root |
1.4 |
find_in_layout (0, 'C', &cx, &cy, maze, RP); |
192 |
|
|
|
193 |
elmex |
1.1 |
/* if we didn't find an up, find an empty place far from the center */ |
194 |
root |
1.4 |
if (upx == -1 && cx != -1) |
195 |
|
|
{ |
196 |
|
|
if (cx > RP->Xsize / 2) |
197 |
|
|
upx = 1; |
198 |
elmex |
1.1 |
else |
199 |
root |
1.4 |
upx = RP->Xsize - 2; |
200 |
root |
1.17 |
|
201 |
root |
1.4 |
if (cy > RP->Ysize / 2) |
202 |
|
|
upy = 1; |
203 |
|
|
else |
204 |
|
|
upy = RP->Ysize - 2; |
205 |
root |
1.17 |
|
206 |
root |
1.4 |
/* find an empty place far from the center */ |
207 |
|
|
if (upx == 1 && upy == 1) |
208 |
|
|
find_in_layout (1, 0, &upx, &upy, maze, RP); |
209 |
|
|
else if (upx == 1 && upy > 1) |
210 |
|
|
find_in_layout (3, 0, &upx, &upy, maze, RP); |
211 |
|
|
else if (upx > 1 && upy == 1) |
212 |
|
|
find_in_layout (2, 0, &upx, &upy, maze, RP); |
213 |
|
|
else if (upx > 1 && upy > 1) |
214 |
|
|
find_in_layout (4, 0, &upx, &upy, maze, RP); |
215 |
|
|
} |
216 |
|
|
|
217 |
elmex |
1.1 |
/* no indication of where to place the exit, so just place it. */ |
218 |
root |
1.4 |
if (upx == -1) |
219 |
|
|
find_in_layout (0, 0, &upx, &upy, maze, RP); |
220 |
elmex |
1.1 |
|
221 |
|
|
the_exit_up->x = upx; |
222 |
|
|
the_exit_up->y = upy; |
223 |
|
|
|
224 |
|
|
/* surround the exits with notices that this is a random map. */ |
225 |
root |
1.17 |
for (int j = 1; j < 9; j++) |
226 |
root |
1.4 |
{ |
227 |
|
|
if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
228 |
|
|
{ |
229 |
root |
1.30 |
object *random_sign = archetype::get (shstr_sign); |
230 |
|
|
random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); |
231 |
|
|
map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); |
232 |
root |
1.4 |
} |
233 |
elmex |
1.1 |
} |
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 |
1.4 |
find_in_layout (0, '>', &downx, &downy, maze, RP); |
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 |
|
|
if (downx == 1 && downy == 1) |
271 |
|
|
find_in_layout (1, 0, &downx, &downy, maze, RP); |
272 |
|
|
else if (downx == 1 && downy > 1) |
273 |
|
|
find_in_layout (3, 0, &downx, &downy, maze, RP); |
274 |
|
|
else if (downx > 1 && downy == 1) |
275 |
|
|
find_in_layout (2, 0, &downx, &downy, maze, RP); |
276 |
|
|
else if (downx > 1 && downy > 1) |
277 |
|
|
find_in_layout (4, 0, &downx, &downy, maze, RP); |
278 |
root |
1.17 |
} |
279 |
root |
1.4 |
|
280 |
elmex |
1.1 |
/* no indication of where to place the down exit, so just place it */ |
281 |
root |
1.4 |
if (downx == -1) |
282 |
|
|
find_in_layout (0, 0, &downx, &downy, maze, RP); |
283 |
root |
1.16 |
|
284 |
root |
1.4 |
if (the_exit_down) |
285 |
|
|
{ |
286 |
root |
1.21 |
char buf[16384]; |
287 |
root |
1.4 |
|
288 |
root |
1.22 |
int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
289 |
root |
1.4 |
the_exit_down->x = downx + freearr_x[i]; |
290 |
|
|
the_exit_down->y = downy + freearr_y[i]; |
291 |
|
|
RP->origin_x = the_exit_down->x; |
292 |
|
|
RP->origin_y = the_exit_down->y; |
293 |
|
|
write_map_parameters_to_string (buf, RP); |
294 |
|
|
the_exit_down->msg = buf; |
295 |
root |
1.16 |
|
296 |
root |
1.4 |
/* the identifier for making a random map. */ |
297 |
root |
1.16 |
if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
298 |
root |
1.4 |
{ |
299 |
root |
1.7 |
maptile *new_map; |
300 |
root |
1.17 |
object *the_exit_back = arch_to_object (the_exit_up->arch); |
301 |
root |
1.4 |
|
302 |
|
|
/* load it */ |
303 |
root |
1.19 |
if (!(new_map = maptile::find_sync (RP->final_map))) |
304 |
root |
1.4 |
return; |
305 |
|
|
|
306 |
root |
1.19 |
new_map->load_sync (); |
307 |
|
|
|
308 |
root |
1.4 |
the_exit_down->slaying = RP->final_map; |
309 |
|
|
|
310 |
root |
1.17 |
for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
311 |
root |
1.4 |
/* Remove exit back to previous random map. There should only be one |
312 |
|
|
* which is why we break out. To try to process more than one |
313 |
|
|
* would require keeping a 'next' pointer, ad free_object kills tmp, which |
314 |
|
|
* breaks the for loop. |
315 |
|
|
*/ |
316 |
root |
1.33 |
if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
317 |
root |
1.4 |
{ |
318 |
root |
1.32 |
tmp->destroy (); |
319 |
root |
1.4 |
break; |
320 |
|
|
} |
321 |
|
|
|
322 |
|
|
if (final_map_exit == 1) |
323 |
|
|
{ |
324 |
|
|
/* setup the exit back */ |
325 |
|
|
the_exit_back->slaying = map->path; |
326 |
|
|
the_exit_back->stats.hp = the_exit_down->x; |
327 |
|
|
the_exit_back->stats.sp = the_exit_down->y; |
328 |
root |
1.11 |
the_exit_back->x = new_map->enter_x; |
329 |
|
|
the_exit_back->y = new_map->enter_y; |
330 |
root |
1.4 |
|
331 |
|
|
insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
332 |
|
|
} |
333 |
|
|
} |
334 |
|
|
else |
335 |
|
|
the_exit_down->slaying = "/!"; |
336 |
elmex |
1.1 |
|
337 |
root |
1.4 |
/* Block the exit so things don't get dumped on top of it. */ |
338 |
|
|
the_exit_down->move_block = MOVE_ALL; |
339 |
|
|
insert_ob_in_map (the_exit_down, map, NULL, 0); |
340 |
|
|
maze[the_exit_down->x][the_exit_down->y] = '>'; |
341 |
elmex |
1.1 |
} |
342 |
root |
1.4 |
} |
343 |
elmex |
1.1 |
} |
344 |
|
|
|
345 |
|
|
/* this function unblocks the exits. We blocked them to |
346 |
|
|
keep things from being dumped on them during the other |
347 |
|
|
phases of random map generation. */ |
348 |
root |
1.4 |
void |
349 |
root |
1.16 |
unblock_exits (maptile *map, char **maze, random_map_params *RP) |
350 |
root |
1.4 |
{ |
351 |
|
|
int i = 0, j = 0; |
352 |
elmex |
1.1 |
object *walk; |
353 |
|
|
|
354 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
355 |
|
|
for (j = 0; j < RP->Ysize; j++) |
356 |
|
|
if (maze[i][j] == '>' || maze[i][j] == '<') |
357 |
|
|
{ |
358 |
root |
1.10 |
for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
359 |
root |
1.4 |
{ |
360 |
|
|
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
361 |
|
|
{ |
362 |
elmex |
1.26 |
walk->move_block = 0; |
363 |
root |
1.4 |
update_object (walk, UP_OBJ_CHANGE); |
364 |
|
|
} |
365 |
|
|
} |
366 |
elmex |
1.1 |
} |
367 |
|
|
} |
368 |
root |
1.17 |
|