/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#include
/* find a character in the layout. fx and fy are pointers to
where to find the char. fx,fy = -1 if not found. */
void
find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
{
int M;
int i, j;
*fx = -1;
*fy = -1;
/* if a starting point isn't given, pick one */
if (mode < 1 || mode > 4)
M = rndm (4) + 1;
else
M = mode;
/* four different search starting points and methods so that
we can do something different for symmetrical maps instead of
the same damned thing every time. */
switch (M)
{
case 1:
{ /* search from top left down/right */
for (i = 1; i < RP->Xsize; i++)
for (j = 1; j < RP->Ysize; j++)
{
if (layout[i][j] == target)
{
*fx = i;
*fy = j;
return;
}
}
break;
}
case 2:
{ /* Search from top right down/left */
for (i = RP->Xsize - 2; i > 0; i--)
for (j = 1; j < RP->Ysize - 1; j++)
{
if (layout[i][j] == target)
{
*fx = i;
*fy = j;
return;
}
}
break;
}
case 3:
{ /* search from bottom-left up-right */
for (i = 1; i < RP->Xsize - 1; i++)
for (j = RP->Ysize - 2; j > 0; j--)
{
if (layout[i][j] == target)
{
*fx = i;
*fy = j;
return;
}
}
break;
}
case 4:
{ /* search from bottom-right up-left */
for (i = RP->Xsize - 2; i > 0; i--)
for (j = RP->Ysize - 2; j > 0; j--)
{
if (layout[i][j] == target)
{
*fx = i;
*fy = j;
return;
}
}
break;
}
}
}
/* orientation: 0 means random,
1 means descending dungeon
2 means ascending dungeon
3 means rightward
4 means leftward
5 means northward
6 means southward
*/
void
place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
{
char styledirname[1024];
maptile *style_map_down = 0; /* harder maze */
maptile *style_map_up = 0; /* easier maze */
object *the_exit_down; /* harder maze */
object *the_exit_up; /* easier maze */
object *random_sign; /* magic mouth saying this is a random map. */
int cx = -1, cy = -1; /* location of a map center */
int upx = -1, upy = -1; /* location of up exit */
int downx = -1, downy = -1;
int final_map_exit = 1;
if (RP->exit_on_final_map)
if (strstr (RP->exit_on_final_map, "no"))
final_map_exit = 0;
if (!orientation)
orientation = rndm (6) + 1;
switch (orientation)
{
case 1:
{
sprintf (styledirname, "/styles/exitstyles/up");
style_map_up = find_style (styledirname, exitstyle, -1);
sprintf (styledirname, "/styles/exitstyles/down");
style_map_down = find_style (styledirname, exitstyle, -1);
break;
}
case 2:
{
sprintf (styledirname, "/styles/exitstyles/down");
style_map_up = find_style (styledirname, exitstyle, -1);
sprintf (styledirname, "/styles/exitstyles/up");
style_map_down = find_style (styledirname, exitstyle, -1);
break;
}
default:
{
sprintf (styledirname, "/styles/exitstyles/generic");
style_map_up = find_style (styledirname, exitstyle, -1);
style_map_down = style_map_up;
break;
}
}
if (style_map_up == 0)
the_exit_up = arch_to_object (archetype::find ("exit"));
else
{
object *tmp;
tmp = style_map_up->pick_random_object ();
the_exit_up = arch_to_object (tmp->arch);
}
/* we need a down exit only if we're recursing. */
if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
if (style_map_down == 0)
the_exit_down = arch_to_object (archetype::find ("exit"));
else
{
object *tmp;
tmp = style_map_down->pick_random_object ();
the_exit_down = arch_to_object (tmp->arch);
}
else
the_exit_down = 0;
/* set up the up exit */
the_exit_up->stats.hp = RP->origin_x;
the_exit_up->stats.sp = RP->origin_y;
the_exit_up->slaying = RP->origin_map;
/* figure out where to put the entrance */
/* begin a logical block */
{
/* First, look for a '<' char */
find_in_layout (0, '<', &upx, &upy, maze, RP);
/* next, look for a C, the map center. */
find_in_layout (0, 'C', &cx, &cy, maze, RP);
/* if we didn't find an up, find an empty place far from the center */
if (upx == -1 && cx != -1)
{
if (cx > RP->Xsize / 2)
upx = 1;
else
upx = RP->Xsize - 2;
if (cy > RP->Ysize / 2)
upy = 1;
else
upy = RP->Ysize - 2;
/* find an empty place far from the center */
if (upx == 1 && upy == 1)
find_in_layout (1, 0, &upx, &upy, maze, RP);
else if (upx == 1 && upy > 1)
find_in_layout (3, 0, &upx, &upy, maze, RP);
else if (upx > 1 && upy == 1)
find_in_layout (2, 0, &upx, &upy, maze, RP);
else if (upx > 1 && upy > 1)
find_in_layout (4, 0, &upx, &upy, maze, RP);
}
/* no indication of where to place the exit, so just place it. */
if (upx == -1)
find_in_layout (0, 0, &upx, &upy, maze, RP);
the_exit_up->x = upx;
the_exit_up->y = upy;
/* surround the exits with notices that this is a random map. */
for (int j = 1; j < 9; j++)
{
if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
{
random_sign = get_archetype ("sign");
random_sign->x = the_exit_up->x + freearr_x[j];
random_sign->y = the_exit_up->y + freearr_y[j];
char buf[8192];
sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
random_sign->msg = buf;
insert_ob_in_map (random_sign, map, NULL, 0);
}
}
/* Block the exit so things don't get dumped on top of it. */
the_exit_up->move_block = MOVE_ALL;
insert_ob_in_map (the_exit_up, map, NULL, 0);
maze[the_exit_up->x][the_exit_up->y] = '<';
/* set the starting x,y for this map */
map->enter_x = the_exit_up->x;
map->enter_y = the_exit_up->y;
/* first, look for a '>' character */
find_in_layout (0, '>', &downx, &downy, maze, RP);
/* if no > is found use C */
if (downx == -1)
{
downx = cx;
downy = cy;
};
/* make the other exit far away from this one if
there's no center. */
if (downx == -1)
{
if (upx > RP->Xsize / 2)
downx = 1;
else
downx = RP->Xsize - 2;
if (upy > RP->Ysize / 2)
downy = 1;
else
downy = RP->Ysize - 2;
/* find an empty place far from the entrance */
if (downx == 1 && downy == 1)
find_in_layout (1, 0, &downx, &downy, maze, RP);
else if (downx == 1 && downy > 1)
find_in_layout (3, 0, &downx, &downy, maze, RP);
else if (downx > 1 && downy == 1)
find_in_layout (2, 0, &downx, &downy, maze, RP);
else if (downx > 1 && downy > 1)
find_in_layout (4, 0, &downx, &downy, maze, RP);
}
/* no indication of where to place the down exit, so just place it */
if (downx == -1)
find_in_layout (0, 0, &downx, &downy, maze, RP);
if (the_exit_down)
{
char buf[16384];
int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
the_exit_down->x = downx + freearr_x[i];
the_exit_down->y = downy + freearr_y[i];
RP->origin_x = the_exit_down->x;
RP->origin_y = the_exit_down->y;
write_map_parameters_to_string (buf, RP);
the_exit_down->msg = buf;
/* the identifier for making a random map. */
if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
{
maptile *new_map;
object *the_exit_back = arch_to_object (the_exit_up->arch);
/* load it */
if (!(new_map = maptile::find_sync (RP->final_map)))
return;
new_map->load_sync ();
the_exit_down->slaying = RP->final_map;
for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
/* Remove exit back to previous random map. There should only be one
* which is why we break out. To try to process more than one
* would require keeping a 'next' pointer, ad free_object kills tmp, which
* breaks the for loop.
*/
if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
{
tmp->destroy ();
break;
}
if (final_map_exit == 1)
{
/* setup the exit back */
the_exit_back->slaying = map->path;
the_exit_back->stats.hp = the_exit_down->x;
the_exit_back->stats.sp = the_exit_down->y;
the_exit_back->x = new_map->enter_x;
the_exit_back->y = new_map->enter_y;
insert_ob_in_map (the_exit_back, new_map, NULL, 0);
}
}
else
the_exit_down->slaying = "/!";
/* Block the exit so things don't get dumped on top of it. */
the_exit_down->move_block = MOVE_ALL;
insert_ob_in_map (the_exit_down, map, NULL, 0);
maze[the_exit_down->x][the_exit_down->y] = '>';
}
}
}
/* this function unblocks the exits. We blocked them to
keep things from being dumped on them during the other
phases of random map generation. */
void
unblock_exits (maptile *map, char **maze, random_map_params *RP)
{
int i = 0, j = 0;
object *walk;
for (i = 0; i < RP->Xsize; i++)
for (j = 0; j < RP->Ysize; j++)
if (maze[i][j] == '>' || maze[i][j] == '<')
{
for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
{
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
{
walk->move_block = 0;
update_object (walk, UP_OBJ_CHANGE);
}
}
}
}