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/cvs/deliantra/server/random_maps/exit.C
Revision: 1.52
Committed: Sat Apr 23 04:56:52 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +1 -1 lines
Log Message:
update copyright to 2011

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 <rmg.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-right up-left */
82 for (i = maze.w - 2; i > 0; 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-left up-right */
96 for (i = 1; i < maze.w - 1; 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 point
111 layout::find (char target, int mode)
112 {
113 int x, y;
114
115 find_in_layout (mode, target, x, y, *this);
116
117 return point (x, y);
118 }
119
120 /* orientation: 0 means random,
121 1 means descending dungeon
122 2 means ascending dungeon
123 3 means rightward
124 4 means leftward
125 5 means northward
126 6 means southward
127 */
128 void
129 place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
130 {
131 maptile *style_map_down = 0; /* harder maze */
132 maptile *style_map_up = 0; /* easier maze */
133 object *the_exit_down; /* harder maze */
134 object *the_exit_up; /* easier maze */
135 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1;
138 int final_map_exit = 1;
139
140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
141 if (strstr (eofm, "no"))
142 final_map_exit = 0;
143
144 if (!orientation)
145 orientation = rmg_rndm (6) + 1;
146
147 switch (orientation)
148 {
149 case 1:
150 {
151 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
153 break;
154 }
155
156 case 2:
157 {
158 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
160 break;
161 }
162
163 default:
164 {
165 style_map_up =
166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
167 break;
168 }
169 }
170
171 the_exit_up = style_map_up
172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 : archetype::get (shstr_exit);
174
175 const char *final_map = RP->get_str ("final_map", 0);
176
177 /* we need a down exit only if we're recursing. */
178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
179 the_exit_down = style_map_down
180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
181 : archetype::get (shstr_exit);
182 else
183 the_exit_down = 0;
184
185 /* set up the up exit */
186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
189
190 /* figure out where to put the entrance */
191 /* begin a logical block */
192 {
193 /* First, look for a '<' char */
194 find_in_layout (0, '<', upx, upy, maze);
195
196 /* next, look for a C, the map center. */
197 find_in_layout (0, 'C', cx, cy, maze);
198
199 /* if we didn't find an up, find an empty place far from the center */
200 if (upx == -1 && cx != -1)
201 {
202 if (cx > RP->Xsize / 2)
203 upx = 1;
204 else
205 upx = RP->Xsize - 2;
206
207 if (cy > RP->Ysize / 2)
208 upy = 1;
209 else
210 upy = RP->Ysize - 2;
211
212 /* find an empty place far from the center */
213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
217 }
218
219 /* no indication of where to place the exit, so just place it. */
220 if (upx == -1)
221 find_in_layout (0, 0, upx, upy, maze);
222
223 the_exit_up->x = upx;
224 the_exit_up->y = upy;
225
226 /* surround the exits with notices that this is a random map. */
227 for (int j = 1; j < 9; j++)
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 of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
232 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
233 }
234
235 /* Block the exit so things don't get dumped on top of it. */
236 the_exit_up->move_block = MOVE_ALL;
237
238 insert_ob_in_map (the_exit_up, map, NULL, 0);
239 maze[the_exit_up->x][the_exit_up->y] = '<';
240
241 /* set the starting x,y for this map */
242 map->enter_x = the_exit_up->x;
243 map->enter_y = the_exit_up->y;
244
245 /* first, look for a '>' character */
246 find_in_layout (0, '>', downx, downy, maze);
247
248 /* if no > is found use C */
249 if (downx == -1)
250 {
251 downx = cx;
252 downy = cy;
253 };
254
255 /* make the other exit far away from this one if
256 there's no center. */
257 if (downx == -1)
258 {
259 if (upx > RP->Xsize / 2)
260 downx = 1;
261 else
262 downx = RP->Xsize - 2;
263
264 if (upy > RP->Ysize / 2)
265 downy = 1;
266 else
267 downy = RP->Ysize - 2;
268
269 /* find an empty place far from the entrance */
270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
274 }
275
276 /* no indication of where to place the down exit, so just place it */
277 if (downx == -1)
278 find_in_layout (0, 0, downx, downy, maze);
279
280 if (the_exit_down)
281 {
282 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
283
284 the_exit_down->x = downx + freearr_x[i];
285 the_exit_down->y = downy + freearr_y[i];
286
287 RP->set ("origin_x", (IV)the_exit_down->x);
288 RP->set ("origin_y", (IV)the_exit_down->y);
289
290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
292
293 /* the identifier for making a random map. */
294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
295 {
296 the_exit_down->msg = 0;
297 the_exit_down->slaying = final_map;
298
299 if (final_map_exit)
300 if (maptile *new_map = maptile::find_sync (final_map))
301 {
302 object *the_exit_back = the_exit_up->arch->instance ();
303
304 new_map->load_sync ();
305
306 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
307 /* Remove exit back to previous random map. There should only be one
308 * which is why we break out. To try to process more than one
309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
310 * breaks the for loop.
311 */
312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
313 {
314 tmp->destroy ();
315 break;
316 }
317
318 /* setup the exit back */
319 the_exit_back->slaying = map->path;
320 the_exit_back->stats.hp = the_exit_down->x;
321 the_exit_back->stats.sp = the_exit_down->y;
322 the_exit_back->x = new_map->enter_x;
323 the_exit_back->y = new_map->enter_y;
324
325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
326 }
327 }
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