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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.28
Committed: Thu Nov 8 19:43:25 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.27: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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