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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.11
Committed: Mon Dec 25 14:54:44 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +5 -5 lines
Log Message:
the big rename

File Contents

# Content
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 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
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 void
33 find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP)
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 = RANDOM () % 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 < 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 }
110
111
112
113
114
115
116 /* 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 void
126 place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP)
127 {
128 char styledirname[256];
129 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */
131 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 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 }
145
146 if (orientation == 0)
147 orientation = RANDOM () % 6 + 1;
148
149 switch (orientation)
150 {
151 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 }
175 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit"));
177 else
178 {
179 object *tmp;
180
181 tmp = pick_random_object (style_map_up);
182 the_exit_up = arch_to_object (tmp->arch);
183 }
184
185 /* we need a down exit only if we're recursing. */
186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
187 if (style_map_down == 0)
188 the_exit_down = arch_to_object (archetype::find ("exit"));
189 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
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 the_exit_up->slaying = RP->origin_map;
203
204 /* figure out where to put the entrance */
205 /* begin a logical block */
206 {
207 int i, j;
208
209 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP);
211
212 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP);
214
215
216 /* if we didn't find an up, find an empty place far from the center */
217 if (upx == -1 && cx != -1)
218 {
219 if (cx > RP->Xsize / 2)
220 upx = 1;
221 else
222 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 /* no indication of where to place the exit, so just place it. */
239 if (upx == -1)
240 find_in_layout (0, 0, &upx, &upy, maze, RP);
241
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 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 }
260 /* Block the exit so things don't get dumped on top of it. */
261 the_exit_up->move_block = MOVE_ALL;
262
263 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<';
265
266 /* set the starting x,y for this map */
267 map->enter_x = the_exit_up->x;
268 map->enter_y = the_exit_up->y;
269
270 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP);
272 /* if no > is found use C */
273 if (downx == -1)
274 {
275 downx = cx;
276 downy = cy;
277 };
278
279 /* make the other exit far away from this one if
280 there's no center. */
281 if (downx == -1)
282 {
283 if (upx > RP->Xsize / 2)
284 downx = 1;
285 else
286 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 /* no indication of where to place the down exit, so just place it */
303 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 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
321
322 #if 0
323 /* 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 #endif
335 /* 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, new_map->enter_x, new_map->enter_y); 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 tmp->remove ();
351 tmp->destroy ();
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 = new_map->enter_x;
362 the_exit_back->y = new_map->enter_y;
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
372 /* 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 }
377 }
378
379 }
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 void
387 unblock_exits (maptile *map, char **maze, RMParms * RP)
388 {
389 int i = 0, j = 0;
390 object *walk;
391
392 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 }
405 }