ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/exit.C
Revision: 1.5
Committed: Thu Sep 14 21:16:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +3 -3 lines
Log Message:
cleanup

File Contents

# Content
1
2 /*
3 * static char *rcsid_exit_c =
4 * "$Id: exit.C,v 1.4 2006-09-10 16:06:37 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <random_map.h>
32 #include <sproto.h>
33 #include <rproto.h>
34
35
36 /* find a character in the layout. fx and fy are pointers to
37 where to find the char. fx,fy = -1 if not found. */
38 void
39 find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP)
40 {
41 int M;
42 int i, j;
43
44 *fx = -1;
45 *fy = -1;
46
47 /* if a starting point isn't given, pick one */
48 if (mode < 1 || mode > 4)
49 M = RANDOM () % 4 + 1;
50 else
51 M = mode;
52
53 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */
56 switch (M)
57 {
58 case 1:
59 { /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++)
61 for (j = 1; j < RP->Ysize; j++)
62 {
63 if (layout[i][j] == target)
64 {
65 *fx = i;
66 *fy = j;
67 return;
68 }
69 }
70 break;
71 }
72 case 2:
73 { /* Search from top right down/left */
74 for (i = RP->Xsize - 2; i > 0; i--)
75 for (j = 1; j < RP->Ysize - 1; j++)
76 {
77 if (layout[i][j] == target)
78 {
79 *fx = i;
80 *fy = j;
81 return;
82 }
83 }
84 break;
85 }
86 case 3:
87 { /* search from bottom-left up-right */
88 for (i = 1; i < RP->Xsize - 1; i++)
89 for (j = RP->Ysize - 2; j > 0; j--)
90 {
91 if (layout[i][j] == target)
92 {
93 *fx = i;
94 *fy = j;
95 return;
96 }
97 }
98 break;
99 }
100 case 4:
101 { /* search from bottom-right up-left */
102 for (i = RP->Xsize - 2; i > 0; i--)
103 for (j = RP->Ysize - 2; j > 0; j--)
104 {
105 if (layout[i][j] == target)
106 {
107 *fx = i;
108 *fy = j;
109 return;
110 }
111 }
112 break;
113 }
114 }
115 }
116
117
118
119
120
121
122 /* orientation: 0 means random,
123 1 means descending dungeon
124 2 means ascending dungeon
125 3 means rightward
126 4 means leftward
127 5 means northward
128 6 means southward
129 */
130
131 void
132 place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP)
133 {
134 char styledirname[256];
135 mapstruct *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */
139 object *random_sign; /* magic mouth saying this is a random map. */
140 char buf[512];
141 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1;
144 int final_map_exit = 1;
145
146 if (RP->exit_on_final_map)
147 {
148 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0;
150 }
151
152 if (orientation == 0)
153 orientation = RANDOM () % 6 + 1;
154
155 switch (orientation)
156 {
157 case 1:
158 {
159 sprintf (styledirname, "/styles/exitstyles/up");
160 style_map_up = find_style (styledirname, exitstyle, -1);
161 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_down = find_style (styledirname, exitstyle, -1);
163 break;
164 }
165 case 2:
166 {
167 sprintf (styledirname, "/styles/exitstyles/down");
168 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1);
171 break;
172 }
173 default:
174 {
175 sprintf (styledirname, "/styles/exitstyles/generic");
176 style_map_up = find_style (styledirname, exitstyle, -1);
177 style_map_down = style_map_up;
178 break;
179 }
180 }
181 if (style_map_up == 0)
182 the_exit_up = arch_to_object (archetype::find ("exit"));
183 else
184 {
185 object *tmp;
186
187 tmp = pick_random_object (style_map_up);
188 the_exit_up = arch_to_object (tmp->arch);
189 }
190
191 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
193 if (style_map_down == 0)
194 the_exit_down = arch_to_object (archetype::find ("exit"));
195 else
196 {
197 object *tmp;
198
199 tmp = pick_random_object (style_map_down);
200 the_exit_down = arch_to_object (tmp->arch);
201 }
202 else
203 the_exit_down = 0;
204
205 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x;
207 the_exit_up->stats.sp = RP->origin_y;
208 the_exit_up->slaying = RP->origin_map;
209
210 /* figure out where to put the entrance */
211 /* begin a logical block */
212 {
213 int i, j;
214
215 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP);
217
218 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP);
220
221
222 /* if we didn't find an up, find an empty place far from the center */
223 if (upx == -1 && cx != -1)
224 {
225 if (cx > RP->Xsize / 2)
226 upx = 1;
227 else
228 upx = RP->Xsize - 2;
229 if (cy > RP->Ysize / 2)
230 upy = 1;
231 else
232 upy = RP->Ysize - 2;
233 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1)
235 find_in_layout (1, 0, &upx, &upy, maze, RP);
236 else if (upx == 1 && upy > 1)
237 find_in_layout (3, 0, &upx, &upy, maze, RP);
238 else if (upx > 1 && upy == 1)
239 find_in_layout (2, 0, &upx, &upy, maze, RP);
240 else if (upx > 1 && upy > 1)
241 find_in_layout (4, 0, &upx, &upy, maze, RP);
242 }
243
244 /* no indication of where to place the exit, so just place it. */
245 if (upx == -1)
246 find_in_layout (0, 0, &upx, &upy, maze, RP);
247
248 the_exit_up->x = upx;
249 the_exit_up->y = upy;
250
251 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++)
253 {
254 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
255 {
256 random_sign = get_archetype ("sign");
257 random_sign->x = the_exit_up->x + freearr_x[j];
258 random_sign->y = the_exit_up->y + freearr_y[j];
259
260 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
261
262 random_sign->msg = buf;
263 insert_ob_in_map (random_sign, map, NULL, 0);
264 }
265 }
266 /* Block the exit so things don't get dumped on top of it. */
267 the_exit_up->move_block = MOVE_ALL;
268
269 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<';
271
272 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y;
275
276 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP);
278 /* if no > is found use C */
279 if (downx == -1)
280 {
281 downx = cx;
282 downy = cy;
283 };
284
285 /* make the other exit far away from this one if
286 there's no center. */
287 if (downx == -1)
288 {
289 if (upx > RP->Xsize / 2)
290 downx = 1;
291 else
292 downx = RP->Xsize - 2;
293 if (upy > RP->Ysize / 2)
294 downy = 1;
295 else
296 downy = RP->Ysize - 2;
297 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1)
299 find_in_layout (1, 0, &downx, &downy, maze, RP);
300 else if (downx == 1 && downy > 1)
301 find_in_layout (3, 0, &downx, &downy, maze, RP);
302 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP);
304 else if (downx > 1 && downy > 1)
305 find_in_layout (4, 0, &downx, &downy, maze, RP);
306
307 }
308 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP);
311 if (the_exit_down)
312 {
313 char buf[2048];
314
315 i = find_first_free_spot (the_exit_down, map, downx, downy);
316 the_exit_down->x = downx + freearr_x[i];
317 the_exit_down->y = downy + freearr_y[i];
318 RP->origin_x = the_exit_down->x;
319 RP->origin_y = the_exit_down->y;
320 write_map_parameters_to_string (buf, RP);
321 the_exit_down->msg = buf;
322 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
324 {
325 mapstruct *new_map;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
327
328 #if 0
329 /* I'm not sure if there was any reason to change the path to the
330 * map other than to maybe make it more descriptive in the 'maps'
331 * command. But changing the map name makes life more complicated,
332 * (has_been_loaded needs to use the new name)
333 */
334
335 char new_map_name[MAX_BUF];
336
337 /* give the final map a name */
338 sprintf (new_map_name, "%sfinal_map", RP->final_map);
339 /* set the exit down. */
340 #endif
341 /* load it */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
343 return;
344
345 the_exit_down->slaying = RP->final_map;
346 strcpy (new_map->path, RP->final_map);
347
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above)
349 /* Remove exit back to previous random map. There should only be one
350 * which is why we break out. To try to process more than one
351 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop.
353 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
355 {
356 remove_ob (tmp);
357 free_object (tmp);
358 break;
359 }
360
361 if (final_map_exit == 1)
362 {
363 /* setup the exit back */
364 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map);
368 the_exit_back->y = MAP_ENTER_Y (new_map);
369
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 }
375 else
376 the_exit_down->slaying = "/!";
377
378 /* Block the exit so things don't get dumped on top of it. */
379 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>';
382 }
383 }
384
385 }
386
387
388
389 /* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other
391 phases of random map generation. */
392 void
393 unblock_exits (mapstruct *map, char **maze, RMParms * RP)
394 {
395 int i = 0, j = 0;
396 object *walk;
397
398 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<')
401 {
402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above)
403 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 {
406 walk->move_block = MOVE_BLOCK_DEFAULT;
407 update_object (walk, UP_OBJ_CHANGE);
408 }
409 }
410 }
411 }