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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.47
Committed: Sat Jul 3 13:14:35 2010 UTC (13 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.46: +6 -8 lines
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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 maze. 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 **maze, 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 (maze[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 (maze[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 (maze[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 (maze[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, const char *exitstyle, int orientation, random_map_params *RP)
121 {
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 (const char *eofm = RP->get_str ("exit_on_final_map", 0))
132 if (strstr (eofm, "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 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
144 break;
145 }
146
147 case 2:
148 {
149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
151 break;
152 }
153
154 default:
155 {
156 style_map_up =
157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
158 break;
159 }
160 }
161
162 the_exit_up = style_map_up
163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
164 : archetype::get (shstr_exit);
165
166 const char *final_map = RP->get_str ("final_map", 0);
167
168 /* we need a down exit only if we're recursing. */
169 if (RP->dungeon_level < RP->dungeon_depth || final_map)
170 the_exit_down = style_map_down
171 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
172 : archetype::get (shstr_exit);
173 else
174 the_exit_down = 0;
175
176 /* set up the up exit */
177 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
178 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
179 the_exit_up->slaying = RP->get_str ("origin_map", 0);
180
181 /* figure out where to put the entrance */
182 /* begin a logical block */
183 {
184 /* First, look for a '<' char */
185 find_in_layout (0, '<', &upx, &upy, maze, RP);
186
187 /* next, look for a C, the map center. */
188 find_in_layout (0, 'C', &cx, &cy, maze, RP);
189
190 /* if we didn't find an up, find an empty place far from the center */
191 if (upx == -1 && cx != -1)
192 {
193 if (cx > RP->Xsize / 2)
194 upx = 1;
195 else
196 upx = RP->Xsize - 2;
197
198 if (cy > RP->Ysize / 2)
199 upy = 1;
200 else
201 upy = RP->Ysize - 2;
202
203 /* find an empty place far from the center */
204 if (upx == 1 && upy == 1)
205 find_in_layout (1, 0, &upx, &upy, maze, RP);
206 else if (upx == 1 && upy > 1)
207 find_in_layout (3, 0, &upx, &upy, maze, RP);
208 else if (upx > 1 && upy == 1)
209 find_in_layout (2, 0, &upx, &upy, maze, RP);
210 else if (upx > 1 && upy > 1)
211 find_in_layout (4, 0, &upx, &upy, maze, RP);
212 }
213
214 /* no indication of where to place the exit, so just place it. */
215 if (upx == -1)
216 find_in_layout (0, 0, &upx, &upy, maze, RP);
217
218 the_exit_up->x = upx;
219 the_exit_up->y = upy;
220
221 /* surround the exits with notices that this is a random map. */
222 for (int j = 1; j < 9; j++)
223 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
224 {
225 object *random_sign = archetype::get (shstr_sign);
226 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
227 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
228 }
229
230 /* Block the exit so things don't get dumped on top of it. */
231 the_exit_up->move_block = MOVE_ALL;
232
233 insert_ob_in_map (the_exit_up, map, NULL, 0);
234 maze[the_exit_up->x][the_exit_up->y] = '<';
235
236 /* set the starting x,y for this map */
237 map->enter_x = the_exit_up->x;
238 map->enter_y = the_exit_up->y;
239
240 /* first, look for a '>' character */
241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
243 /* if no > is found use C */
244 if (downx == -1)
245 {
246 downx = cx;
247 downy = cy;
248 };
249
250 /* make the other exit far away from this one if
251 there's no center. */
252 if (downx == -1)
253 {
254 if (upx > RP->Xsize / 2)
255 downx = 1;
256 else
257 downx = RP->Xsize - 2;
258
259 if (upy > RP->Ysize / 2)
260 downy = 1;
261 else
262 downy = RP->Ysize - 2;
263
264 /* find an empty place far from the entrance */
265 if (downx == 1 && downy == 1)
266 find_in_layout (1, 0, &downx, &downy, maze, RP);
267 else if (downx == 1 && downy > 1)
268 find_in_layout (3, 0, &downx, &downy, maze, RP);
269 else if (downx > 1 && downy == 1)
270 find_in_layout (2, 0, &downx, &downy, maze, RP);
271 else if (downx > 1 && downy > 1)
272 find_in_layout (4, 0, &downx, &downy, maze, RP);
273 }
274
275 /* no indication of where to place the down exit, so just place it */
276 if (downx == -1)
277 find_in_layout (0, 0, &downx, &downy, maze, RP);
278
279 if (the_exit_down)
280 {
281 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
282 the_exit_down->x = downx + freearr_x[i];
283 the_exit_down->y = downy + freearr_y[i];
284 RP->set ("origin_x", (IV)the_exit_down->x);
285 RP->set ("origin_y", (IV)the_exit_down->y);
286
287 the_exit_down->msg = RP->as_shstr ();
288
289 /* the identifier for making a random map. */
290 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
291 {
292 maptile *new_map;
293 object *the_exit_back = the_exit_up->arch->instance ();
294
295 /* load it */
296 if (!(new_map = maptile::find_sync (final_map)))
297 return;
298
299 new_map->load_sync ();
300
301 the_exit_down->slaying = final_map;
302
303 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
304 /* Remove exit back to previous random map. There should only be one
305 * which is why we break out. To try to process more than one
306 * would require keeping a 'next' pointer, ad free_object kills tmp, which
307 * breaks the for loop.
308 */
309 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
310 {
311 tmp->destroy ();
312 break;
313 }
314
315 if (final_map_exit)
316 {
317 /* setup the exit back */
318 the_exit_back->slaying = map->path;
319 the_exit_back->stats.hp = the_exit_down->x;
320 the_exit_back->stats.sp = the_exit_down->y;
321 the_exit_back->x = new_map->enter_x;
322 the_exit_back->y = new_map->enter_y;
323
324 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
325 }
326 }
327 else
328 the_exit_down->slaying = shstr_random_map_exit;
329
330 /* Block the exit so things don't get dumped on top of it. */
331 the_exit_down->move_block = MOVE_ALL;
332 insert_ob_in_map (the_exit_down, map, NULL, 0);
333 maze[the_exit_down->x][the_exit_down->y] = '>';
334 }
335 }
336 }
337
338 /* this function unblocks the exits. We blocked them to
339 keep things from being dumped on them during the other
340 phases of random map generation. */
341 void
342 unblock_exits (maptile *map, char **maze, random_map_params *RP)
343 {
344 int i = 0, j = 0;
345 object *walk;
346
347 for (i = 0; i < RP->Xsize; i++)
348 for (j = 0; j < RP->Ysize; j++)
349 if (maze[i][j] == '>' || maze[i][j] == '<')
350 {
351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
352 {
353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
354 {
355 walk->move_block = 0;
356 update_object (walk, UP_OBJ_CHANGE);
357 }
358 }
359 }
360 }
361