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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.14
Committed: Sun Dec 31 10:28:36 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -3 lines
Log Message:
different interface design for c++/perl map handling, some random map framework

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, random_map_params * 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 /* orientation: 0 means random,
112 1 means descending dungeon
113 2 means ascending dungeon
114 3 means rightward
115 4 means leftward
116 5 means northward
117 6 means southward
118 */
119 void
120 place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
121 {
122 char styledirname[256];
123 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */
127 object *random_sign; /* magic mouth saying this is a random map. */
128 char buf[512];
129 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1;
132 int final_map_exit = 1;
133
134 if (RP->exit_on_final_map)
135 {
136 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0;
138 }
139
140 if (orientation == 0)
141 orientation = RANDOM () % 6 + 1;
142
143 switch (orientation)
144 {
145 case 1:
146 {
147 sprintf (styledirname, "/styles/exitstyles/up");
148 style_map_up = find_style (styledirname, exitstyle, -1);
149 sprintf (styledirname, "/styles/exitstyles/down");
150 style_map_down = find_style (styledirname, exitstyle, -1);
151 break;
152 }
153 case 2:
154 {
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1);
159 break;
160 }
161 default:
162 {
163 sprintf (styledirname, "/styles/exitstyles/generic");
164 style_map_up = find_style (styledirname, exitstyle, -1);
165 style_map_down = style_map_up;
166 break;
167 }
168 }
169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171 else
172 {
173 object *tmp;
174
175 tmp = pick_random_object (style_map_up);
176 the_exit_up = arch_to_object (tmp->arch);
177 }
178
179 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
181 if (style_map_down == 0)
182 the_exit_down = arch_to_object (archetype::find ("exit"));
183 else
184 {
185 object *tmp;
186
187 tmp = pick_random_object (style_map_down);
188 the_exit_down = arch_to_object (tmp->arch);
189 }
190 else
191 the_exit_down = 0;
192
193 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x;
195 the_exit_up->stats.sp = RP->origin_y;
196 the_exit_up->slaying = RP->origin_map;
197
198 /* figure out where to put the entrance */
199 /* begin a logical block */
200 {
201 int i, j;
202
203 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP);
205
206 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP);
208
209
210 /* if we didn't find an up, find an empty place far from the center */
211 if (upx == -1 && cx != -1)
212 {
213 if (cx > RP->Xsize / 2)
214 upx = 1;
215 else
216 upx = RP->Xsize - 2;
217 if (cy > RP->Ysize / 2)
218 upy = 1;
219 else
220 upy = RP->Ysize - 2;
221 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1)
223 find_in_layout (1, 0, &upx, &upy, maze, RP);
224 else if (upx == 1 && upy > 1)
225 find_in_layout (3, 0, &upx, &upy, maze, RP);
226 else if (upx > 1 && upy == 1)
227 find_in_layout (2, 0, &upx, &upy, maze, RP);
228 else if (upx > 1 && upy > 1)
229 find_in_layout (4, 0, &upx, &upy, maze, RP);
230 }
231
232 /* no indication of where to place the exit, so just place it. */
233 if (upx == -1)
234 find_in_layout (0, 0, &upx, &upy, maze, RP);
235
236 the_exit_up->x = upx;
237 the_exit_up->y = upy;
238
239 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++)
241 {
242 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
243 {
244 random_sign = get_archetype ("sign");
245 random_sign->x = the_exit_up->x + freearr_x[j];
246 random_sign->y = the_exit_up->y + freearr_y[j];
247
248 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
249
250 random_sign->msg = buf;
251 insert_ob_in_map (random_sign, map, NULL, 0);
252 }
253 }
254 /* Block the exit so things don't get dumped on top of it. */
255 the_exit_up->move_block = MOVE_ALL;
256
257 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<';
259
260 /* set the starting x,y for this map */
261 map->enter_x = the_exit_up->x;
262 map->enter_y = the_exit_up->y;
263
264 /* first, look for a '>' character */
265 find_in_layout (0, '>', &downx, &downy, maze, RP);
266 /* if no > is found use C */
267 if (downx == -1)
268 {
269 downx = cx;
270 downy = cy;
271 };
272
273 /* make the other exit far away from this one if
274 there's no center. */
275 if (downx == -1)
276 {
277 if (upx > RP->Xsize / 2)
278 downx = 1;
279 else
280 downx = RP->Xsize - 2;
281 if (upy > RP->Ysize / 2)
282 downy = 1;
283 else
284 downy = RP->Ysize - 2;
285 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1)
287 find_in_layout (1, 0, &downx, &downy, maze, RP);
288 else if (downx == 1 && downy > 1)
289 find_in_layout (3, 0, &downx, &downy, maze, RP);
290 else if (downx > 1 && downy == 1)
291 find_in_layout (2, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy > 1)
293 find_in_layout (4, 0, &downx, &downy, maze, RP);
294
295 }
296 /* no indication of where to place the down exit, so just place it */
297 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP);
299 if (the_exit_down)
300 {
301 char buf[2048];
302
303 i = find_first_free_spot (the_exit_down, map, downx, downy);
304 the_exit_down->x = downx + freearr_x[i];
305 the_exit_down->y = downy + freearr_y[i];
306 RP->origin_x = the_exit_down->x;
307 RP->origin_y = the_exit_down->y;
308 write_map_parameters_to_string (buf, RP);
309 the_exit_down->msg = buf;
310 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
312 {
313 maptile *new_map;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
315
316 #if 0
317 /* I'm not sure if there was any reason to change the path to the
318 * map other than to maybe make it more descriptive in the 'maps'
319 * command. But changing the map name makes life more complicated,
320 * (has_been_loaded needs to use the new name)
321 */
322
323 char new_map_name[MAX_BUF];
324
325 /* give the final map a name */
326 sprintf (new_map_name, "%sfinal_map", RP->final_map);
327 /* set the exit down. */
328 #endif
329 /* load it */
330 if (!(new_map = maptile::load_map_sync (RP->final_map)))
331 return;
332
333 the_exit_down->slaying = RP->final_map;
334
335 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
336 /* Remove exit back to previous random map. There should only be one
337 * which is why we break out. To try to process more than one
338 * would require keeping a 'next' pointer, ad free_object kills tmp, which
339 * breaks the for loop.
340 */
341 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
342 {
343 tmp->destroy ();
344 break;
345 }
346
347 if (final_map_exit == 1)
348 {
349 /* setup the exit back */
350 the_exit_back->slaying = map->path;
351 the_exit_back->stats.hp = the_exit_down->x;
352 the_exit_back->stats.sp = the_exit_down->y;
353 the_exit_back->x = new_map->enter_x;
354 the_exit_back->y = new_map->enter_y;
355
356 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
357 }
358 }
359 else
360 the_exit_down->slaying = "/!";
361
362 /* Block the exit so things don't get dumped on top of it. */
363 the_exit_down->move_block = MOVE_ALL;
364 insert_ob_in_map (the_exit_down, map, NULL, 0);
365 maze[the_exit_down->x][the_exit_down->y] = '>';
366 }
367 }
368
369 }
370
371 /* this function unblocks the exits. We blocked them to
372 keep things from being dumped on them during the other
373 phases of random map generation. */
374 void
375 unblock_exits (maptile *map, char **maze, random_map_params * RP)
376 {
377 int i = 0, j = 0;
378 object *walk;
379
380 for (i = 0; i < RP->Xsize; i++)
381 for (j = 0; j < RP->Ysize; j++)
382 if (maze[i][j] == '>' || maze[i][j] == '<')
383 {
384 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
385 {
386 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
387 {
388 walk->move_block = MOVE_BLOCK_DEFAULT;
389 update_object (walk, UP_OBJ_CHANGE);
390 }
391 }
392 }
393 }