ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/exit.C
Revision: 1.27
Committed: Sun Jul 1 05:00:19 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.26: +10 -11 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <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 = rndm (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[1024];
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 int cx = -1, cy = -1; /* location of a map center */
128 int upx = -1, upy = -1; /* location of up exit */
129 int downx = -1, downy = -1;
130 int final_map_exit = 1;
131
132 if (RP->exit_on_final_map)
133 if (strstr (RP->exit_on_final_map, "no"))
134 final_map_exit = 0;
135
136 if (!orientation)
137 orientation = rndm (6) + 1;
138
139 switch (orientation)
140 {
141 case 1:
142 {
143 sprintf (styledirname, "/styles/exitstyles/up");
144 style_map_up = find_style (styledirname, exitstyle, -1);
145 sprintf (styledirname, "/styles/exitstyles/down");
146 style_map_down = find_style (styledirname, exitstyle, -1);
147 break;
148 }
149
150 case 2:
151 {
152 sprintf (styledirname, "/styles/exitstyles/down");
153 style_map_up = find_style (styledirname, exitstyle, -1);
154 sprintf (styledirname, "/styles/exitstyles/up");
155 style_map_down = find_style (styledirname, exitstyle, -1);
156 break;
157 }
158
159 default:
160 {
161 sprintf (styledirname, "/styles/exitstyles/generic");
162 style_map_up = find_style (styledirname, exitstyle, -1);
163 style_map_down = style_map_up;
164 break;
165 }
166 }
167
168 if (style_map_up == 0)
169 the_exit_up = arch_to_object (archetype::find ("exit"));
170
171 else
172 {
173 object *tmp;
174
175 tmp = style_map_up->pick_random_object ();
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
184 else
185 {
186 object *tmp;
187
188 tmp = style_map_down->pick_random_object ();
189 the_exit_down = arch_to_object (tmp->arch);
190 }
191 else
192 the_exit_down = 0;
193
194 /* set up the up exit */
195 the_exit_up->stats.hp = RP->origin_x;
196 the_exit_up->stats.sp = RP->origin_y;
197 the_exit_up->slaying = RP->origin_map;
198
199 /* figure out where to put the entrance */
200 /* begin a logical block */
201 {
202 /* First, look for a '<' char */
203 find_in_layout (0, '<', &upx, &upy, maze, RP);
204
205 /* next, look for a C, the map center. */
206 find_in_layout (0, 'C', &cx, &cy, maze, RP);
207
208 /* if we didn't find an up, find an empty place far from the center */
209 if (upx == -1 && cx != -1)
210 {
211 if (cx > RP->Xsize / 2)
212 upx = 1;
213 else
214 upx = RP->Xsize - 2;
215
216 if (cy > RP->Ysize / 2)
217 upy = 1;
218 else
219 upy = RP->Ysize - 2;
220
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 (int 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 char buf[8192];
249 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
250
251 random_sign->msg = buf;
252 insert_ob_in_map (random_sign, map, NULL, 0);
253 }
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
284 if (upy > RP->Ysize / 2)
285 downy = 1;
286 else
287 downy = RP->Ysize - 2;
288
289 /* find an empty place far from the entrance */
290 if (downx == 1 && downy == 1)
291 find_in_layout (1, 0, &downx, &downy, maze, RP);
292 else if (downx == 1 && downy > 1)
293 find_in_layout (3, 0, &downx, &downy, maze, RP);
294 else if (downx > 1 && downy == 1)
295 find_in_layout (2, 0, &downx, &downy, maze, RP);
296 else if (downx > 1 && downy > 1)
297 find_in_layout (4, 0, &downx, &downy, maze, RP);
298 }
299
300 /* no indication of where to place the down exit, so just place it */
301 if (downx == -1)
302 find_in_layout (0, 0, &downx, &downy, maze, RP);
303
304 if (the_exit_down)
305 {
306 char buf[16384];
307
308 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
309 the_exit_down->x = downx + freearr_x[i];
310 the_exit_down->y = downy + freearr_y[i];
311 RP->origin_x = the_exit_down->x;
312 RP->origin_y = the_exit_down->y;
313 write_map_parameters_to_string (buf, RP);
314 the_exit_down->msg = buf;
315
316 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 {
319 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch);
321
322 /* load it */
323 if (!(new_map = maptile::find_sync (RP->final_map)))
324 return;
325
326 new_map->load_sync ();
327
328 the_exit_down->slaying = RP->final_map;
329
330 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
331 /* Remove exit back to previous random map. There should only be one
332 * which is why we break out. To try to process more than one
333 * would require keeping a 'next' pointer, ad free_object kills tmp, which
334 * breaks the for loop.
335 */
336 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
337 {
338 tmp->destroy ();
339 break;
340 }
341
342 if (final_map_exit == 1)
343 {
344 /* setup the exit back */
345 the_exit_back->slaying = map->path;
346 the_exit_back->stats.hp = the_exit_down->x;
347 the_exit_back->stats.sp = the_exit_down->y;
348 the_exit_back->x = new_map->enter_x;
349 the_exit_back->y = new_map->enter_y;
350
351 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
352 }
353 }
354 else
355 the_exit_down->slaying = "/!";
356
357 /* Block the exit so things don't get dumped on top of it. */
358 the_exit_down->move_block = MOVE_ALL;
359 insert_ob_in_map (the_exit_down, map, NULL, 0);
360 maze[the_exit_down->x][the_exit_down->y] = '>';
361 }
362 }
363 }
364
365 /* this function unblocks the exits. We blocked them to
366 keep things from being dumped on them during the other
367 phases of random map generation. */
368 void
369 unblock_exits (maptile *map, char **maze, random_map_params *RP)
370 {
371 int i = 0, j = 0;
372 object *walk;
373
374 for (i = 0; i < RP->Xsize; i++)
375 for (j = 0; j < RP->Ysize; j++)
376 if (maze[i][j] == '>' || maze[i][j] == '<')
377 {
378 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
379 {
380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
381 {
382 walk->move_block = 0;
383 update_object (walk, UP_OBJ_CHANGE);
384 }
385 }
386 }
387 }
388