/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ #include #include #include #include /* find a character in the maze. fx and fy are pointers to where to find the char. fx,fy = -1 if not found. */ static void find_in_layout (int mode, char target, int &fx, int &fy, layout &maze) { int M; int i, j; fx = -1; fy = -1; /* if a starting point isn't given, pick one */ if (mode < 1 || mode > 4) M = rmg_rndm (4) + 1; else M = mode; /* four different search starting points and methods so that we can do something different for symmetrical maps instead of the same damned thing every time. */ switch (M) { case 1: /* search from top left down/right */ for (i = 1; i < maze.w; i++) for (j = 1; j < maze.h; j++) { if (maze[i][j] == target) { fx = i; fy = j; return; } } break; case 2: /* Search from top right down/left */ for (i = maze.w - 2; i > 0; i--) for (j = 1; j < maze.h - 1; j++) { if (maze[i][j] == target) { fx = i; fy = j; return; } } break; case 3: /* search from bottom-left up-right */ for (i = 1; i < maze.w - 1; i++) for (j = maze.h - 2; j > 0; j--) { if (maze[i][j] == target) { fx = i; fy = j; return; } } break; case 4: /* search from bottom-right up-left */ for (i = maze.w - 2; i > 0; i--) for (j = maze.h - 2; j > 0; j--) { if (maze[i][j] == target) { fx = i; fy = j; return; } } break; } } /* orientation: 0 means random, 1 means descending dungeon 2 means ascending dungeon 3 means rightward 4 means leftward 5 means northward 6 means southward */ void place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP) { maptile *style_map_down = 0; /* harder maze */ maptile *style_map_up = 0; /* easier maze */ object *the_exit_down; /* harder maze */ object *the_exit_up; /* easier maze */ int cx = -1, cy = -1; /* location of a map center */ int upx = -1, upy = -1; /* location of up exit */ int downx = -1, downy = -1; int final_map_exit = 1; if (const char *eofm = RP->get_str ("exit_on_final_map", 0)) if (strstr (eofm, "no")) final_map_exit = 0; if (!orientation) orientation = rmg_rndm (6) + 1; switch (orientation) { case 1: { style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); break; } case 2: { style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); break; } default: { style_map_up = style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty); break; } } the_exit_up = style_map_up ? style_map_up->pick_random_object (rmg_rndm)->clone () : archetype::get (shstr_exit); const char *final_map = RP->get_str ("final_map", 0); /* we need a down exit only if we're recursing. */ if (RP->dungeon_level < RP->dungeon_depth || final_map) the_exit_down = style_map_down ? style_map_down->pick_random_object (rmg_rndm)->clone () : archetype::get (shstr_exit); else the_exit_down = 0; /* set up the up exit */ the_exit_up->stats.hp = RP->get_iv ("origin_x", -1); the_exit_up->stats.sp = RP->get_iv ("origin_y", -1); the_exit_up->slaying = RP->get_str ("origin_map", 0); /* figure out where to put the entrance */ /* begin a logical block */ { /* First, look for a '<' char */ find_in_layout (0, '<', upx, upy, maze); /* next, look for a C, the map center. */ find_in_layout (0, 'C', cx, cy, maze); /* if we didn't find an up, find an empty place far from the center */ if (upx == -1 && cx != -1) { if (cx > RP->Xsize / 2) upx = 1; else upx = RP->Xsize - 2; if (cy > RP->Ysize / 2) upy = 1; else upy = RP->Ysize - 2; /* find an empty place far from the center */ if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze); else if (upx == 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze); else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze); else if (upx > 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze); } /* no indication of where to place the exit, so just place it. */ if (upx == -1) find_in_layout (0, 0, upx, upy, maze); the_exit_up->x = upx; the_exit_up->y = upy; /* surround the exits with notices that this is a random map. */ for (int j = 1; j < 9; j++) if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) { object *random_sign = archetype::get (shstr_sign); random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth); map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); } /* Block the exit so things don't get dumped on top of it. */ the_exit_up->move_block = MOVE_ALL; insert_ob_in_map (the_exit_up, map, NULL, 0); maze[the_exit_up->x][the_exit_up->y] = '<'; /* set the starting x,y for this map */ map->enter_x = the_exit_up->x; map->enter_y = the_exit_up->y; /* first, look for a '>' character */ find_in_layout (0, '>', downx, downy, maze); /* if no > is found use C */ if (downx == -1) { downx = cx; downy = cy; }; /* make the other exit far away from this one if there's no center. */ if (downx == -1) { if (upx > RP->Xsize / 2) downx = 1; else downx = RP->Xsize - 2; if (upy > RP->Ysize / 2) downy = 1; else downy = RP->Ysize - 2; /* find an empty place far from the entrance */ if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze); else if (downx == 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze); else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze); else if (downx > 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze); } /* no indication of where to place the down exit, so just place it */ if (downx == -1) find_in_layout (0, 0, downx, downy, maze); if (the_exit_down) { int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); the_exit_down->x = downx + freearr_x[i]; the_exit_down->y = downy + freearr_y[i]; RP->set ("origin_x", (IV)the_exit_down->x); RP->set ("origin_y", (IV)the_exit_down->y); the_exit_down->msg = RP->as_shstr (); /* the identifier for making a random map. */ if (RP->dungeon_level >= RP->dungeon_depth && final_map) { maptile *new_map; object *the_exit_back = the_exit_up->arch->instance (); /* load it */ if (!(new_map = maptile::find_sync (final_map))) return; new_map->load_sync (); the_exit_down->slaying = final_map; for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) /* Remove exit back to previous random map. There should only be one * which is why we break out. To try to process more than one * would require keeping a 'next' pointer, ad free_object kills tmp, which * breaks the for loop. */ if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) { tmp->destroy (); break; } if (final_map_exit) { /* setup the exit back */ the_exit_back->slaying = map->path; the_exit_back->stats.hp = the_exit_down->x; the_exit_back->stats.sp = the_exit_down->y; the_exit_back->x = new_map->enter_x; the_exit_back->y = new_map->enter_y; insert_ob_in_map (the_exit_back, new_map, NULL, 0); } } else the_exit_down->slaying = shstr_random_map_exit; /* Block the exit so things don't get dumped on top of it. */ the_exit_down->move_block = MOVE_ALL; insert_ob_in_map (the_exit_down, map, NULL, 0); maze[the_exit_down->x][the_exit_down->y] = '>'; } } } /* this function unblocks the exits. We blocked them to keep things from being dumped on them during the other phases of random map generation. */ void unblock_exits (maptile *map, layout &maze) { int i = 0, j = 0; object *walk; for (i = 0; i < maze.w; i++) for (j = 0; j < maze.h; j++) if (maze[i][j] == '>' || maze[i][j] == '<') { for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) { if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { walk->move_block = 0; update_object (walk, UP_OBJ_CHANGE); } } } }