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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.16
Committed: Sun Dec 31 19:02:24 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +70 -80 lines
Log Message:
reindent, minor changes

File Contents

# Content
1
2 /*
3 CrossFire, A Multiplayer game for X-windows
4
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (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 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <random_map.h>
27 #include <sproto.h>
28 #include <rproto.h>
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 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0;
137
138 if (!orientation)
139 orientation = RANDOM () % 6 + 1;
140
141 switch (orientation)
142 {
143 case 1:
144 {
145 sprintf (styledirname, "/styles/exitstyles/up");
146 style_map_up = find_style (styledirname, exitstyle, -1);
147 sprintf (styledirname, "/styles/exitstyles/down");
148 style_map_down = find_style (styledirname, exitstyle, -1);
149 break;
150 }
151
152 case 2:
153 {
154 sprintf (styledirname, "/styles/exitstyles/down");
155 style_map_up = find_style (styledirname, exitstyle, -1);
156 sprintf (styledirname, "/styles/exitstyles/up");
157 style_map_down = find_style (styledirname, exitstyle, -1);
158 break;
159 }
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
170 if (style_map_up == 0)
171 the_exit_up = arch_to_object (archetype::find ("exit"));
172
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
186 else
187 {
188 object *tmp;
189
190 tmp = pick_random_object (style_map_down);
191 the_exit_down = arch_to_object (tmp->arch);
192 }
193 else
194 the_exit_down = 0;
195
196 /* set up the up exit */
197 the_exit_up->stats.hp = RP->origin_x;
198 the_exit_up->stats.sp = RP->origin_y;
199 the_exit_up->slaying = RP->origin_map;
200
201 /* figure out where to put the entrance */
202 /* begin a logical block */
203 {
204 int i, j;
205
206 /* First, look for a '<' char */
207 find_in_layout (0, '<', &upx, &upy, maze, RP);
208
209 /* next, look for a C, the map center. */
210 find_in_layout (0, 'C', &cx, &cy, maze, RP);
211
212
213 /* if we didn't find an up, find an empty place far from the center */
214 if (upx == -1 && cx != -1)
215 {
216 if (cx > RP->Xsize / 2)
217 upx = 1;
218 else
219 upx = RP->Xsize - 2;
220 if (cy > RP->Ysize / 2)
221 upy = 1;
222 else
223 upy = RP->Ysize - 2;
224 /* find an empty place far from the center */
225 if (upx == 1 && upy == 1)
226 find_in_layout (1, 0, &upx, &upy, maze, RP);
227 else if (upx == 1 && upy > 1)
228 find_in_layout (3, 0, &upx, &upy, maze, RP);
229 else if (upx > 1 && upy == 1)
230 find_in_layout (2, 0, &upx, &upy, maze, RP);
231 else if (upx > 1 && upy > 1)
232 find_in_layout (4, 0, &upx, &upy, maze, RP);
233 }
234
235 /* no indication of where to place the exit, so just place it. */
236 if (upx == -1)
237 find_in_layout (0, 0, &upx, &upy, maze, RP);
238
239 the_exit_up->x = upx;
240 the_exit_up->y = upy;
241
242 /* surround the exits with notices that this is a random map. */
243 for (j = 1; j < 9; j++)
244 {
245 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
246 {
247 random_sign = get_archetype ("sign");
248 random_sign->x = the_exit_up->x + freearr_x[j];
249 random_sign->y = the_exit_up->y + freearr_y[j];
250
251 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
252
253 random_sign->msg = buf;
254 insert_ob_in_map (random_sign, map, NULL, 0);
255 }
256 }
257 /* Block the exit so things don't get dumped on top of it. */
258 the_exit_up->move_block = MOVE_ALL;
259
260 insert_ob_in_map (the_exit_up, map, NULL, 0);
261 maze[the_exit_up->x][the_exit_up->y] = '<';
262
263 /* set the starting x,y for this map */
264 map->enter_x = the_exit_up->x;
265 map->enter_y = the_exit_up->y;
266
267 /* first, look for a '>' character */
268 find_in_layout (0, '>', &downx, &downy, maze, RP);
269 /* if no > is found use C */
270 if (downx == -1)
271 {
272 downx = cx;
273 downy = cy;
274 };
275
276 /* make the other exit far away from this one if
277 there's no center. */
278 if (downx == -1)
279 {
280 if (upx > RP->Xsize / 2)
281 downx = 1;
282 else
283 downx = RP->Xsize - 2;
284 if (upy > RP->Ysize / 2)
285 downy = 1;
286 else
287 downy = RP->Ysize - 2;
288 /* find an empty place far from the entrance */
289 if (downx == 1 && downy == 1)
290 find_in_layout (1, 0, &downx, &downy, maze, RP);
291 else if (downx == 1 && downy > 1)
292 find_in_layout (3, 0, &downx, &downy, maze, RP);
293 else if (downx > 1 && downy == 1)
294 find_in_layout (2, 0, &downx, &downy, maze, RP);
295 else if (downx > 1 && downy > 1)
296 find_in_layout (4, 0, &downx, &downy, maze, RP);
297
298 }
299 /* no indication of where to place the down exit, so just place it */
300 if (downx == -1)
301 find_in_layout (0, 0, &downx, &downy, maze, RP);
302
303 if (the_exit_down)
304 {
305 char buf[2048];
306
307 i = find_first_free_spot (the_exit_down, map, downx, downy);
308 the_exit_down->x = downx + freearr_x[i];
309 the_exit_down->y = downy + freearr_y[i];
310 RP->origin_x = the_exit_down->x;
311 RP->origin_y = the_exit_down->y;
312 write_map_parameters_to_string (buf, RP);
313 the_exit_down->msg = buf;
314
315 /* the identifier for making a random map. */
316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
317 {
318 maptile *new_map;
319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
320
321 /* load it */
322 if (!(new_map = maptile::load_map_sync (RP->final_map)))
323 return;
324
325 the_exit_down->slaying = RP->final_map;
326
327 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
328 /* Remove exit back to previous random map. There should only be one
329 * which is why we break out. To try to process more than one
330 * would require keeping a 'next' pointer, ad free_object kills tmp, which
331 * breaks the for loop.
332 */
333 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
334 {
335 tmp->destroy ();
336 break;
337 }
338
339 if (final_map_exit == 1)
340 {
341 /* setup the exit back */
342 the_exit_back->slaying = map->path;
343 the_exit_back->stats.hp = the_exit_down->x;
344 the_exit_back->stats.sp = the_exit_down->y;
345 the_exit_back->x = new_map->enter_x;
346 the_exit_back->y = new_map->enter_y;
347
348 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
349 }
350 }
351 else
352 the_exit_down->slaying = "/!";
353
354 /* Block the exit so things don't get dumped on top of it. */
355 the_exit_down->move_block = MOVE_ALL;
356 insert_ob_in_map (the_exit_down, map, NULL, 0);
357 maze[the_exit_down->x][the_exit_down->y] = '>';
358 }
359 }
360
361 }
362
363 /* this function unblocks the exits. We blocked them to
364 keep things from being dumped on them during the other
365 phases of random map generation. */
366 void
367 unblock_exits (maptile *map, char **maze, random_map_params *RP)
368 {
369 int i = 0, j = 0;
370 object *walk;
371
372 for (i = 0; i < RP->Xsize; i++)
373 for (j = 0; j < RP->Ysize; j++)
374 if (maze[i][j] == '>' || maze[i][j] == '<')
375 {
376 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
377 {
378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379 {
380 walk->move_block = MOVE_BLOCK_DEFAULT;
381 update_object (walk, UP_OBJ_CHANGE);
382 }
383 }
384 }
385 }