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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.39
Committed: Fri Mar 26 01:04:44 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +1 -1 lines
Log Message:
update copyright for up to 2010

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
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 static 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 = rmg_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 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 = rmg_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 the_exit_up = style_map_up
169 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit);
171
172 /* we need a down exit only if we're recursing. */
173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
174 the_exit_down = style_map_down
175 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
176 : archetype::get (shstr_exit);
177 else
178 the_exit_down = 0;
179
180 /* set up the up exit */
181 the_exit_up->stats.hp = RP->origin_x;
182 the_exit_up->stats.sp = RP->origin_y;
183 the_exit_up->slaying = RP->origin_map;
184
185 /* figure out where to put the entrance */
186 /* begin a logical block */
187 {
188 /* First, look for a '<' char */
189 find_in_layout (0, '<', &upx, &upy, maze, RP);
190
191 /* next, look for a C, the map center. */
192 find_in_layout (0, 'C', &cx, &cy, maze, RP);
193
194 /* if we didn't find an up, find an empty place far from the center */
195 if (upx == -1 && cx != -1)
196 {
197 if (cx > RP->Xsize / 2)
198 upx = 1;
199 else
200 upx = RP->Xsize - 2;
201
202 if (cy > RP->Ysize / 2)
203 upy = 1;
204 else
205 upy = RP->Ysize - 2;
206
207 /* find an empty place far from the center */
208 if (upx == 1 && upy == 1)
209 find_in_layout (1, 0, &upx, &upy, maze, RP);
210 else if (upx == 1 && upy > 1)
211 find_in_layout (3, 0, &upx, &upy, maze, RP);
212 else if (upx > 1 && upy == 1)
213 find_in_layout (2, 0, &upx, &upy, maze, RP);
214 else if (upx > 1 && upy > 1)
215 find_in_layout (4, 0, &upx, &upy, maze, RP);
216 }
217
218 /* no indication of where to place the exit, so just place it. */
219 if (upx == -1)
220 find_in_layout (0, 0, &upx, &upy, maze, RP);
221
222 the_exit_up->x = upx;
223 the_exit_up->y = upy;
224
225 /* surround the exits with notices that this is a random map. */
226 for (int j = 1; j < 9; j++)
227 {
228 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
229 {
230 object *random_sign = archetype::get (shstr_sign);
231 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
232 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
233 }
234 }
235
236 /* Block the exit so things don't get dumped on top of it. */
237 the_exit_up->move_block = MOVE_ALL;
238
239 insert_ob_in_map (the_exit_up, map, NULL, 0);
240 maze[the_exit_up->x][the_exit_up->y] = '<';
241
242 /* set the starting x,y for this map */
243 map->enter_x = the_exit_up->x;
244 map->enter_y = the_exit_up->y;
245
246 /* first, look for a '>' character */
247 find_in_layout (0, '>', &downx, &downy, maze, RP);
248
249 /* if no > is found use C */
250 if (downx == -1)
251 {
252 downx = cx;
253 downy = cy;
254 };
255
256 /* make the other exit far away from this one if
257 there's no center. */
258 if (downx == -1)
259 {
260 if (upx > RP->Xsize / 2)
261 downx = 1;
262 else
263 downx = RP->Xsize - 2;
264
265 if (upy > RP->Ysize / 2)
266 downy = 1;
267 else
268 downy = RP->Ysize - 2;
269
270 /* find an empty place far from the entrance */
271 if (downx == 1 && downy == 1)
272 find_in_layout (1, 0, &downx, &downy, maze, RP);
273 else if (downx == 1 && downy > 1)
274 find_in_layout (3, 0, &downx, &downy, maze, RP);
275 else if (downx > 1 && downy == 1)
276 find_in_layout (2, 0, &downx, &downy, maze, RP);
277 else if (downx > 1 && downy > 1)
278 find_in_layout (4, 0, &downx, &downy, maze, RP);
279 }
280
281 /* no indication of where to place the down exit, so just place it */
282 if (downx == -1)
283 find_in_layout (0, 0, &downx, &downy, maze, RP);
284
285 if (the_exit_down)
286 {
287 char buf[16384];
288
289 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
290 the_exit_down->x = downx + freearr_x[i];
291 the_exit_down->y = downy + freearr_y[i];
292 RP->origin_x = the_exit_down->x;
293 RP->origin_y = the_exit_down->y;
294 write_map_parameters_to_string (buf, RP);
295 the_exit_down->msg = buf;
296
297 /* the identifier for making a random map. */
298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
299 {
300 maptile *new_map;
301 object *the_exit_back = the_exit_up->arch->instance ();
302
303 /* load it */
304 if (!(new_map = maptile::find_sync (RP->final_map)))
305 return;
306
307 new_map->load_sync ();
308
309 the_exit_down->slaying = RP->final_map;
310
311 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
312 /* Remove exit back to previous random map. There should only be one
313 * which is why we break out. To try to process more than one
314 * would require keeping a 'next' pointer, ad free_object kills tmp, which
315 * breaks the for loop.
316 */
317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
318 {
319 tmp->destroy ();
320 break;
321 }
322
323 if (final_map_exit == 1)
324 {
325 /* setup the exit back */
326 the_exit_back->slaying = map->path;
327 the_exit_back->stats.hp = the_exit_down->x;
328 the_exit_back->stats.sp = the_exit_down->y;
329 the_exit_back->x = new_map->enter_x;
330 the_exit_back->y = new_map->enter_y;
331
332 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
333 }
334 }
335 else
336 the_exit_down->slaying = shstr_random_map_exit;
337
338 /* Block the exit so things don't get dumped on top of it. */
339 the_exit_down->move_block = MOVE_ALL;
340 insert_ob_in_map (the_exit_down, map, NULL, 0);
341 maze[the_exit_down->x][the_exit_down->y] = '>';
342 }
343 }
344 }
345
346 /* this function unblocks the exits. We blocked them to
347 keep things from being dumped on them during the other
348 phases of random map generation. */
349 void
350 unblock_exits (maptile *map, char **maze, random_map_params *RP)
351 {
352 int i = 0, j = 0;
353 object *walk;
354
355 for (i = 0; i < RP->Xsize; i++)
356 for (j = 0; j < RP->Ysize; j++)
357 if (maze[i][j] == '>' || maze[i][j] == '<')
358 {
359 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
360 {
361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
362 {
363 walk->move_block = 0;
364 update_object (walk, UP_OBJ_CHANGE);
365 }
366 }
367 }
368 }
369