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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.30
Committed: Sun May 4 14:12:37 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_71, rel-2_54, rel-2_55, rel-2_56, rel-2_53, rel-2_61
Changes since 1.29: +65 -85 lines
Log Message:
lotsa

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 = rmg_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 int cx = -1, cy = -1; /* location of a map center */
127 int upx = -1, upy = -1; /* location of up exit */
128 int downx = -1, downy = -1;
129 int final_map_exit = 1;
130
131 if (RP->exit_on_final_map)
132 if (strstr (RP->exit_on_final_map, "no"))
133 final_map_exit = 0;
134
135 if (!orientation)
136 orientation = rmg_rndm (6) + 1;
137
138 switch (orientation)
139 {
140 case 1:
141 {
142 sprintf (styledirname, "/styles/exitstyles/up");
143 style_map_up = find_style (styledirname, exitstyle, -1);
144 sprintf (styledirname, "/styles/exitstyles/down");
145 style_map_down = find_style (styledirname, exitstyle, -1);
146 break;
147 }
148
149 case 2:
150 {
151 sprintf (styledirname, "/styles/exitstyles/down");
152 style_map_up = find_style (styledirname, exitstyle, -1);
153 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_down = find_style (styledirname, exitstyle, -1);
155 break;
156 }
157
158 default:
159 {
160 sprintf (styledirname, "/styles/exitstyles/generic");
161 style_map_up = find_style (styledirname, exitstyle, -1);
162 style_map_down = style_map_up;
163 break;
164 }
165 }
166
167 the_exit_up = style_map_up
168 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
169 : archetype::get (shstr_exit);
170
171 /* we need a down exit only if we're recursing. */
172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
173 the_exit_down = style_map_down
174 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
175 : archetype::get (shstr_exit);
176 else
177 the_exit_down = 0;
178
179 /* set up the up exit */
180 the_exit_up->stats.hp = RP->origin_x;
181 the_exit_up->stats.sp = RP->origin_y;
182 the_exit_up->slaying = RP->origin_map;
183
184 /* figure out where to put the entrance */
185 /* begin a logical block */
186 {
187 /* First, look for a '<' char */
188 find_in_layout (0, '<', &upx, &upy, maze, RP);
189
190 /* next, look for a C, the map center. */
191 find_in_layout (0, 'C', &cx, &cy, maze, RP);
192
193 /* if we didn't find an up, find an empty place far from the center */
194 if (upx == -1 && cx != -1)
195 {
196 if (cx > RP->Xsize / 2)
197 upx = 1;
198 else
199 upx = RP->Xsize - 2;
200
201 if (cy > RP->Ysize / 2)
202 upy = 1;
203 else
204 upy = RP->Ysize - 2;
205
206 /* find an empty place far from the center */
207 if (upx == 1 && upy == 1)
208 find_in_layout (1, 0, &upx, &upy, maze, RP);
209 else if (upx == 1 && upy > 1)
210 find_in_layout (3, 0, &upx, &upy, maze, RP);
211 else if (upx > 1 && upy == 1)
212 find_in_layout (2, 0, &upx, &upy, maze, RP);
213 else if (upx > 1 && upy > 1)
214 find_in_layout (4, 0, &upx, &upy, maze, RP);
215 }
216
217 /* no indication of where to place the exit, so just place it. */
218 if (upx == -1)
219 find_in_layout (0, 0, &upx, &upy, maze, RP);
220
221 the_exit_up->x = upx;
222 the_exit_up->y = upy;
223
224 /* surround the exits with notices that this is a random map. */
225 for (int j = 1; j < 9; j++)
226 {
227 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
228 {
229 object *random_sign = archetype::get (shstr_sign);
230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
231 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
232 }
233 }
234
235 /* Block the exit so things don't get dumped on top of it. */
236 the_exit_up->move_block = MOVE_ALL;
237
238 insert_ob_in_map (the_exit_up, map, NULL, 0);
239 maze[the_exit_up->x][the_exit_up->y] = '<';
240
241 /* set the starting x,y for this map */
242 map->enter_x = the_exit_up->x;
243 map->enter_y = the_exit_up->y;
244
245 /* first, look for a '>' character */
246 find_in_layout (0, '>', &downx, &downy, maze, RP);
247
248 /* if no > is found use C */
249 if (downx == -1)
250 {
251 downx = cx;
252 downy = cy;
253 };
254
255 /* make the other exit far away from this one if
256 there's no center. */
257 if (downx == -1)
258 {
259 if (upx > RP->Xsize / 2)
260 downx = 1;
261 else
262 downx = RP->Xsize - 2;
263
264 if (upy > RP->Ysize / 2)
265 downy = 1;
266 else
267 downy = RP->Ysize - 2;
268
269 /* find an empty place far from the entrance */
270 if (downx == 1 && downy == 1)
271 find_in_layout (1, 0, &downx, &downy, maze, RP);
272 else if (downx == 1 && downy > 1)
273 find_in_layout (3, 0, &downx, &downy, maze, RP);
274 else if (downx > 1 && downy == 1)
275 find_in_layout (2, 0, &downx, &downy, maze, RP);
276 else if (downx > 1 && downy > 1)
277 find_in_layout (4, 0, &downx, &downy, maze, RP);
278 }
279
280 /* no indication of where to place the down exit, so just place it */
281 if (downx == -1)
282 find_in_layout (0, 0, &downx, &downy, maze, RP);
283
284 if (the_exit_down)
285 {
286 char buf[16384];
287
288 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
289 the_exit_down->x = downx + freearr_x[i];
290 the_exit_down->y = downy + freearr_y[i];
291 RP->origin_x = the_exit_down->x;
292 RP->origin_y = the_exit_down->y;
293 write_map_parameters_to_string (buf, RP);
294 the_exit_down->msg = buf;
295
296 /* the identifier for making a random map. */
297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
298 {
299 maptile *new_map;
300 object *the_exit_back = arch_to_object (the_exit_up->arch);
301
302 /* load it */
303 if (!(new_map = maptile::find_sync (RP->final_map)))
304 return;
305
306 new_map->load_sync ();
307
308 the_exit_down->slaying = RP->final_map;
309
310 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
311 /* Remove exit back to previous random map. There should only be one
312 * which is why we break out. To try to process more than one
313 * would require keeping a 'next' pointer, ad free_object kills tmp, which
314 * breaks the for loop.
315 */
316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
317 {
318 tmp->destroy ();
319 break;
320 }
321
322 if (final_map_exit == 1)
323 {
324 /* setup the exit back */
325 the_exit_back->slaying = map->path;
326 the_exit_back->stats.hp = the_exit_down->x;
327 the_exit_back->stats.sp = the_exit_down->y;
328 the_exit_back->x = new_map->enter_x;
329 the_exit_back->y = new_map->enter_y;
330
331 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
332 }
333 }
334 else
335 the_exit_down->slaying = "/!";
336
337 /* Block the exit so things don't get dumped on top of it. */
338 the_exit_down->move_block = MOVE_ALL;
339 insert_ob_in_map (the_exit_down, map, NULL, 0);
340 maze[the_exit_down->x][the_exit_down->y] = '>';
341 }
342 }
343 }
344
345 /* this function unblocks the exits. We blocked them to
346 keep things from being dumped on them during the other
347 phases of random map generation. */
348 void
349 unblock_exits (maptile *map, char **maze, random_map_params *RP)
350 {
351 int i = 0, j = 0;
352 object *walk;
353
354 for (i = 0; i < RP->Xsize; i++)
355 for (j = 0; j < RP->Ysize; j++)
356 if (maze[i][j] == '>' || maze[i][j] == '<')
357 {
358 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
359 {
360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
361 {
362 walk->move_block = 0;
363 update_object (walk, UP_OBJ_CHANGE);
364 }
365 }
366 }
367 }
368