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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.26
Committed: Sun Apr 15 14:15:14 2007 UTC (17 years, 1 month ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.25: +1 -1 lines
Log Message:
fixed placement problems in random map generator and removed MOVE_BLOCK_DEFAULT
and replaced it's uses with MOVE_WALK.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
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 = rndm (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[1024];
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 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 if (strstr (RP->exit_on_final_map, "no"))
135 final_map_exit = 0;
136
137 if (!orientation)
138 orientation = rndm (6) + 1;
139
140 switch (orientation)
141 {
142 case 1:
143 {
144 sprintf (styledirname, "/styles/exitstyles/up");
145 style_map_up = find_style (styledirname, exitstyle, -1);
146 sprintf (styledirname, "/styles/exitstyles/down");
147 style_map_down = find_style (styledirname, exitstyle, -1);
148 break;
149 }
150
151 case 2:
152 {
153 sprintf (styledirname, "/styles/exitstyles/down");
154 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/up");
156 style_map_down = find_style (styledirname, exitstyle, -1);
157 break;
158 }
159
160 default:
161 {
162 sprintf (styledirname, "/styles/exitstyles/generic");
163 style_map_up = find_style (styledirname, exitstyle, -1);
164 style_map_down = style_map_up;
165 break;
166 }
167 }
168
169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171
172 else
173 {
174 object *tmp;
175
176 tmp = style_map_up->pick_random_object ();
177 the_exit_up = arch_to_object (tmp->arch);
178 }
179
180 /* we need a down exit only if we're recursing. */
181 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
182 if (style_map_down == 0)
183 the_exit_down = arch_to_object (archetype::find ("exit"));
184
185 else
186 {
187 object *tmp;
188
189 tmp = style_map_down->pick_random_object ();
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 /* 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 /* if we didn't find an up, find an empty place far from the center */
210 if (upx == -1 && cx != -1)
211 {
212 if (cx > RP->Xsize / 2)
213 upx = 1;
214 else
215 upx = RP->Xsize - 2;
216
217 if (cy > RP->Ysize / 2)
218 upy = 1;
219 else
220 upy = RP->Ysize - 2;
221
222 /* find an empty place far from the center */
223 if (upx == 1 && upy == 1)
224 find_in_layout (1, 0, &upx, &upy, maze, RP);
225 else if (upx == 1 && upy > 1)
226 find_in_layout (3, 0, &upx, &upy, maze, RP);
227 else if (upx > 1 && upy == 1)
228 find_in_layout (2, 0, &upx, &upy, maze, RP);
229 else if (upx > 1 && upy > 1)
230 find_in_layout (4, 0, &upx, &upy, maze, RP);
231 }
232
233 /* no indication of where to place the exit, so just place it. */
234 if (upx == -1)
235 find_in_layout (0, 0, &upx, &upy, maze, RP);
236
237 the_exit_up->x = upx;
238 the_exit_up->y = upy;
239
240 /* surround the exits with notices that this is a random map. */
241 for (int j = 1; j < 9; j++)
242 {
243 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
244 {
245 random_sign = get_archetype ("sign");
246 random_sign->x = the_exit_up->x + freearr_x[j];
247 random_sign->y = the_exit_up->y + freearr_y[j];
248
249 char buf[8192];
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
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
285 if (upy > RP->Ysize / 2)
286 downy = 1;
287 else
288 downy = RP->Ysize - 2;
289
290 /* find an empty place far from the entrance */
291 if (downx == 1 && downy == 1)
292 find_in_layout (1, 0, &downx, &downy, maze, RP);
293 else if (downx == 1 && downy > 1)
294 find_in_layout (3, 0, &downx, &downy, maze, RP);
295 else if (downx > 1 && downy == 1)
296 find_in_layout (2, 0, &downx, &downy, maze, RP);
297 else if (downx > 1 && downy > 1)
298 find_in_layout (4, 0, &downx, &downy, maze, RP);
299 }
300
301 /* no indication of where to place the down exit, so just place it */
302 if (downx == -1)
303 find_in_layout (0, 0, &downx, &downy, maze, RP);
304
305 if (the_exit_down)
306 {
307 char buf[16384];
308
309 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
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
317 /* the identifier for making a random map. */
318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
319 {
320 maptile *new_map;
321 object *the_exit_back = arch_to_object (the_exit_up->arch);
322
323 /* load it */
324 if (!(new_map = maptile::find_sync (RP->final_map)))
325 return;
326
327 new_map->load_sync ();
328
329 the_exit_down->slaying = RP->final_map;
330
331 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
332 /* Remove exit back to previous random map. There should only be one
333 * which is why we break out. To try to process more than one
334 * would require keeping a 'next' pointer, ad free_object kills tmp, which
335 * breaks the for loop.
336 */
337 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
338 {
339 tmp->destroy ();
340 break;
341 }
342
343 if (final_map_exit == 1)
344 {
345 /* setup the exit back */
346 the_exit_back->slaying = map->path;
347 the_exit_back->stats.hp = the_exit_down->x;
348 the_exit_back->stats.sp = the_exit_down->y;
349 the_exit_back->x = new_map->enter_x;
350 the_exit_back->y = new_map->enter_y;
351
352 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
353 }
354 }
355 else
356 the_exit_down->slaying = "/!";
357
358 /* Block the exit so things don't get dumped on top of it. */
359 the_exit_down->move_block = MOVE_ALL;
360 insert_ob_in_map (the_exit_down, map, NULL, 0);
361 maze[the_exit_down->x][the_exit_down->y] = '>';
362 }
363 }
364 }
365
366 /* this function unblocks the exits. We blocked them to
367 keep things from being dumped on them during the other
368 phases of random map generation. */
369 void
370 unblock_exits (maptile *map, char **maze, random_map_params *RP)
371 {
372 int i = 0, j = 0;
373 object *walk;
374
375 for (i = 0; i < RP->Xsize; i++)
376 for (j = 0; j < RP->Ysize; j++)
377 if (maze[i][j] == '>' || maze[i][j] == '<')
378 {
379 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
380 {
381 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
382 {
383 walk->move_block = 0;
384 update_object (walk, UP_OBJ_CHANGE);
385 }
386 }
387 }
388 }
389