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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.15
Committed: Sun Dec 31 17:17:23 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +27 -25 lines
Log Message:
many minor changes everywhere, random maps crash sometimes but design is in place

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 /* 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 void
32 find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP)
33 {
34 int M;
35 int i, j;
36
37 *fx = -1;
38 *fy = -1;
39
40 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4)
42 M = RANDOM () % 4 + 1;
43 else
44 M = mode;
45
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 switch (M)
50 {
51 case 1:
52 { /* 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 case 2:
66 { /* 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 case 3:
80 { /* 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 case 4:
94 { /* 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 }
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, char **maze, char *exitstyle, int orientation, random_map_params *RP)
120 {
121 char styledirname[256];
122 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */
126 object *random_sign; /* magic mouth saying this is a random map. */
127 char buf[512];
128 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1;
131 int final_map_exit = 1;
132
133 if (RP->exit_on_final_map)
134 {
135 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0;
137 }
138
139 if (orientation == 0)
140 orientation = RANDOM () % 6 + 1;
141
142 switch (orientation)
143 {
144 case 1:
145 {
146 sprintf (styledirname, "/styles/exitstyles/up");
147 style_map_up = find_style (styledirname, exitstyle, -1);
148 sprintf (styledirname, "/styles/exitstyles/down");
149 style_map_down = find_style (styledirname, exitstyle, -1);
150 break;
151 }
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
162 default:
163 {
164 sprintf (styledirname, "/styles/exitstyles/generic");
165 style_map_up = find_style (styledirname, exitstyle, -1);
166 style_map_down = style_map_up;
167 break;
168 }
169 }
170
171 if (style_map_up == 0)
172 the_exit_up = arch_to_object (archetype::find ("exit"));
173 else
174 {
175 object *tmp;
176
177 tmp = pick_random_object (style_map_up);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180
181 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
183 if (style_map_down == 0)
184 the_exit_down = arch_to_object (archetype::find ("exit"));
185 else
186 {
187 object *tmp;
188
189 tmp = pick_random_object (style_map_down);
190 the_exit_down = arch_to_object (tmp->arch);
191 }
192 else
193 the_exit_down = 0;
194
195 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x;
197 the_exit_up->stats.sp = RP->origin_y;
198 the_exit_up->slaying = RP->origin_map;
199
200 /* figure out where to put the entrance */
201 /* begin a logical block */
202 {
203 int i, j;
204
205 /* First, look for a '<' char */
206 find_in_layout (0, '<', &upx, &upy, maze, RP);
207
208 /* next, look for a C, the map center. */
209 find_in_layout (0, 'C', &cx, &cy, maze, RP);
210
211
212 /* if we didn't find an up, find an empty place far from the center */
213 if (upx == -1 && cx != -1)
214 {
215 if (cx > RP->Xsize / 2)
216 upx = 1;
217 else
218 upx = RP->Xsize - 2;
219 if (cy > RP->Ysize / 2)
220 upy = 1;
221 else
222 upy = RP->Ysize - 2;
223 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1)
225 find_in_layout (1, 0, &upx, &upy, maze, RP);
226 else if (upx == 1 && upy > 1)
227 find_in_layout (3, 0, &upx, &upy, maze, RP);
228 else if (upx > 1 && upy == 1)
229 find_in_layout (2, 0, &upx, &upy, maze, RP);
230 else if (upx > 1 && upy > 1)
231 find_in_layout (4, 0, &upx, &upy, maze, RP);
232 }
233
234 /* no indication of where to place the exit, so just place it. */
235 if (upx == -1)
236 find_in_layout (0, 0, &upx, &upy, maze, RP);
237
238 the_exit_up->x = upx;
239 the_exit_up->y = upy;
240
241 /* surround the exits with notices that this is a random map. */
242 for (j = 1; j < 9; j++)
243 {
244 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
245 {
246 random_sign = get_archetype ("sign");
247 random_sign->x = the_exit_up->x + freearr_x[j];
248 random_sign->y = the_exit_up->y + freearr_y[j];
249
250 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
251
252 random_sign->msg = buf;
253 insert_ob_in_map (random_sign, map, NULL, 0);
254 }
255 }
256 /* Block the exit so things don't get dumped on top of it. */
257 the_exit_up->move_block = MOVE_ALL;
258
259 insert_ob_in_map (the_exit_up, map, NULL, 0);
260 maze[the_exit_up->x][the_exit_up->y] = '<';
261
262 /* set the starting x,y for this map */
263 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y;
265
266 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP);
268 /* if no > is found use C */
269 if (downx == -1)
270 {
271 downx = cx;
272 downy = cy;
273 };
274
275 /* make the other exit far away from this one if
276 there's no center. */
277 if (downx == -1)
278 {
279 if (upx > RP->Xsize / 2)
280 downx = 1;
281 else
282 downx = RP->Xsize - 2;
283 if (upy > RP->Ysize / 2)
284 downy = 1;
285 else
286 downy = RP->Ysize - 2;
287 /* find an empty place far from the entrance */
288 if (downx == 1 && downy == 1)
289 find_in_layout (1, 0, &downx, &downy, maze, RP);
290 else if (downx == 1 && downy > 1)
291 find_in_layout (3, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy == 1)
293 find_in_layout (2, 0, &downx, &downy, maze, RP);
294 else if (downx > 1 && downy > 1)
295 find_in_layout (4, 0, &downx, &downy, maze, RP);
296
297 }
298 /* no indication of where to place the down exit, so just place it */
299 if (downx == -1)
300 find_in_layout (0, 0, &downx, &downy, maze, RP);
301 if (the_exit_down)
302 {
303 char buf[2048];
304
305 i = find_first_free_spot (the_exit_down, map, downx, downy);
306 the_exit_down->x = downx + freearr_x[i];
307 the_exit_down->y = downy + freearr_y[i];
308 RP->origin_x = the_exit_down->x;
309 RP->origin_y = the_exit_down->y;
310 write_map_parameters_to_string (buf, RP);
311 the_exit_down->msg = buf;
312 /* the identifier for making a random map. */
313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
314 {
315 maptile *new_map;
316 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
317
318 #if 0
319 /* I'm not sure if there was any reason to change the path to the
320 * map other than to maybe make it more descriptive in the 'maps'
321 * command. But changing the map name makes life more complicated,
322 * (has_been_loaded needs to use the new name)
323 */
324
325 char new_map_name[MAX_BUF];
326
327 /* give the final map a name */
328 sprintf (new_map_name, "%sfinal_map", RP->final_map);
329 /* set the exit down. */
330 #endif
331 /* load it */
332 if (!(new_map = maptile::load_map_sync (RP->final_map)))
333 return;
334
335 the_exit_down->slaying = RP->final_map;
336
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
338 /* Remove exit back to previous random map. There should only be one
339 * which is why we break out. To try to process more than one
340 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop.
342 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
344 {
345 tmp->destroy ();
346 break;
347 }
348
349 if (final_map_exit == 1)
350 {
351 /* setup the exit back */
352 the_exit_back->slaying = map->path;
353 the_exit_back->stats.hp = the_exit_down->x;
354 the_exit_back->stats.sp = the_exit_down->y;
355 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y;
357
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 }
360 }
361 else
362 the_exit_down->slaying = "/!";
363
364 /* Block the exit so things don't get dumped on top of it. */
365 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>';
368 }
369 }
370
371 }
372
373 /* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other
375 phases of random map generation. */
376 void
377 unblock_exits (maptile *map, char **maze, random_map_params * RP)
378 {
379 int i = 0, j = 0;
380 object *walk;
381
382 for (i = 0; i < RP->Xsize; i++)
383 for (j = 0; j < RP->Ysize; j++)
384 if (maze[i][j] == '>' || maze[i][j] == '<')
385 {
386 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
387 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 {
390 walk->move_block = MOVE_BLOCK_DEFAULT;
391 update_object (walk, UP_OBJ_CHANGE);
392 }
393 }
394 }
395 }