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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.48
Committed: Sun Jul 4 22:12:26 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +36 -37 lines
Log Message:
valgrind power

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, layout &maze)
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 < maze.w; i++)
55 for (j = 1; j < maze.h; 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 = maze.w - 2; i > 0; i--)
69 for (j = 1; j < maze.h - 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 < maze.w - 1; i++)
83 for (j = maze.h - 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 = maze.w - 2; i > 0; i--)
97 for (j = maze.h - 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 /* 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, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120 {
121 maptile *style_map_down = 0; /* harder maze */
122 maptile *style_map_up = 0; /* easier maze */
123 object *the_exit_down; /* harder maze */
124 object *the_exit_up; /* easier maze */
125 int cx = -1, cy = -1; /* location of a map center */
126 int upx = -1, upy = -1; /* location of up exit */
127 int downx = -1, downy = -1;
128 int final_map_exit = 1;
129
130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
131 if (strstr (eofm, "no"))
132 final_map_exit = 0;
133
134 if (!orientation)
135 orientation = rmg_rndm (6) + 1;
136
137 switch (orientation)
138 {
139 case 1:
140 {
141 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
143 break;
144 }
145
146 case 2:
147 {
148 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
150 break;
151 }
152
153 default:
154 {
155 style_map_up =
156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
157 break;
158 }
159 }
160
161 the_exit_up = style_map_up
162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
163 : archetype::get (shstr_exit);
164
165 const char *final_map = RP->get_str ("final_map", 0);
166
167 /* we need a down exit only if we're recursing. */
168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
169 the_exit_down = style_map_down
170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
171 : archetype::get (shstr_exit);
172 else
173 the_exit_down = 0;
174
175 /* set up the up exit */
176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
179
180 /* figure out where to put the entrance */
181 /* begin a logical block */
182 {
183 /* First, look for a '<' char */
184 find_in_layout (0, '<', upx, upy, maze);
185
186 /* next, look for a C, the map center. */
187 find_in_layout (0, 'C', cx, cy, maze);
188
189 /* if we didn't find an up, find an empty place far from the center */
190 if (upx == -1 && cx != -1)
191 {
192 if (cx > RP->Xsize / 2)
193 upx = 1;
194 else
195 upx = RP->Xsize - 2;
196
197 if (cy > RP->Ysize / 2)
198 upy = 1;
199 else
200 upy = RP->Ysize - 2;
201
202 /* find an empty place far from the center */
203 if (upx == 1 && upy == 1)
204 find_in_layout (1, 0, upx, upy, maze);
205 else if (upx == 1 && upy > 1)
206 find_in_layout (3, 0, upx, upy, maze);
207 else if (upx > 1 && upy == 1)
208 find_in_layout (2, 0, upx, upy, maze);
209 else if (upx > 1 && upy > 1)
210 find_in_layout (4, 0, upx, upy, maze);
211 }
212
213 /* no indication of where to place the exit, so just place it. */
214 if (upx == -1)
215 find_in_layout (0, 0, upx, upy, maze);
216
217 the_exit_up->x = upx;
218 the_exit_up->y = upy;
219
220 /* surround the exits with notices that this is a random map. */
221 for (int j = 1; j < 9; j++)
222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
223 {
224 object *random_sign = archetype::get (shstr_sign);
225 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
227 }
228
229 /* Block the exit so things don't get dumped on top of it. */
230 the_exit_up->move_block = MOVE_ALL;
231
232 insert_ob_in_map (the_exit_up, map, NULL, 0);
233 maze[the_exit_up->x][the_exit_up->y] = '<';
234
235 /* set the starting x,y for this map */
236 map->enter_x = the_exit_up->x;
237 map->enter_y = the_exit_up->y;
238
239 /* first, look for a '>' character */
240 find_in_layout (0, '>', downx, downy, maze);
241
242 /* if no > is found use C */
243 if (downx == -1)
244 {
245 downx = cx;
246 downy = cy;
247 };
248
249 /* make the other exit far away from this one if
250 there's no center. */
251 if (downx == -1)
252 {
253 if (upx > RP->Xsize / 2)
254 downx = 1;
255 else
256 downx = RP->Xsize - 2;
257
258 if (upy > RP->Ysize / 2)
259 downy = 1;
260 else
261 downy = RP->Ysize - 2;
262
263 /* find an empty place far from the entrance */
264 if (downx == 1 && downy == 1)
265 find_in_layout (1, 0, downx, downy, maze);
266 else if (downx == 1 && downy > 1)
267 find_in_layout (3, 0, downx, downy, maze);
268 else if (downx > 1 && downy == 1)
269 find_in_layout (2, 0, downx, downy, maze);
270 else if (downx > 1 && downy > 1)
271 find_in_layout (4, 0, downx, downy, maze);
272 }
273
274 /* no indication of where to place the down exit, so just place it */
275 if (downx == -1)
276 find_in_layout (0, 0, downx, downy, maze);
277
278 if (the_exit_down)
279 {
280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
281 the_exit_down->x = downx + freearr_x[i];
282 the_exit_down->y = downy + freearr_y[i];
283 RP->set ("origin_x", (IV)the_exit_down->x);
284 RP->set ("origin_y", (IV)the_exit_down->y);
285
286 the_exit_down->msg = RP->as_shstr ();
287
288 /* the identifier for making a random map. */
289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
290 {
291 maptile *new_map;
292 object *the_exit_back = the_exit_up->arch->instance ();
293
294 /* load it */
295 if (!(new_map = maptile::find_sync (final_map)))
296 return;
297
298 new_map->load_sync ();
299
300 the_exit_down->slaying = final_map;
301
302 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
303 /* Remove exit back to previous random map. There should only be one
304 * which is why we break out. To try to process more than one
305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
306 * breaks the for loop.
307 */
308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
309 {
310 tmp->destroy ();
311 break;
312 }
313
314 if (final_map_exit)
315 {
316 /* setup the exit back */
317 the_exit_back->slaying = map->path;
318 the_exit_back->stats.hp = the_exit_down->x;
319 the_exit_back->stats.sp = the_exit_down->y;
320 the_exit_back->x = new_map->enter_x;
321 the_exit_back->y = new_map->enter_y;
322
323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
324 }
325 }
326 else
327 the_exit_down->slaying = shstr_random_map_exit;
328
329 /* Block the exit so things don't get dumped on top of it. */
330 the_exit_down->move_block = MOVE_ALL;
331 insert_ob_in_map (the_exit_down, map, NULL, 0);
332 maze[the_exit_down->x][the_exit_down->y] = '>';
333 }
334 }
335 }
336
337 /* this function unblocks the exits. We blocked them to
338 keep things from being dumped on them during the other
339 phases of random map generation. */
340 void
341 unblock_exits (maptile *map, layout &maze)
342 {
343 int i = 0, j = 0;
344 object *walk;
345
346 for (i = 0; i < maze.w; i++)
347 for (j = 0; j < maze.h; j++)
348 if (maze[i][j] == '>' || maze[i][j] == '<')
349 {
350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
351 {
352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
353 {
354 walk->move_block = 0;
355 update_object (walk, UP_OBJ_CHANGE);
356 }
357 }
358 }
359 }
360