| 1 |
elmex |
1.1 |
/* |
| 2 |
root |
1.28 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
pippijn |
1.23 |
* |
| 4 |
root |
1.39 |
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
root |
1.38 |
* Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
| 6 |
|
|
* Copyright (©) 1992 Frank Tore Johansen |
| 7 |
pippijn |
1.23 |
* |
| 8 |
root |
1.34 |
* 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 |
pippijn |
1.23 |
* |
| 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 |
root |
1.27 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
pippijn |
1.23 |
* GNU General Public License for more details. |
| 17 |
|
|
* |
| 18 |
root |
1.34 |
* 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 |
root |
1.27 |
* |
| 22 |
root |
1.28 |
* The authors can be reached via e-mail to <support@deliantra.net> |
| 23 |
pippijn |
1.23 |
*/ |
| 24 |
elmex |
1.1 |
|
| 25 |
|
|
#include <global.h> |
| 26 |
|
|
#include <random_map.h> |
| 27 |
|
|
#include <sproto.h> |
| 28 |
|
|
#include <rproto.h> |
| 29 |
|
|
|
| 30 |
|
|
/* find a character in the layout. fx and fy are pointers to |
| 31 |
|
|
where to find the char. fx,fy = -1 if not found. */ |
| 32 |
root |
1.35 |
static void |
| 33 |
root |
1.16 |
find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) |
| 34 |
root |
1.4 |
{ |
| 35 |
elmex |
1.1 |
int M; |
| 36 |
root |
1.4 |
int i, j; |
| 37 |
|
|
|
| 38 |
|
|
*fx = -1; |
| 39 |
|
|
*fy = -1; |
| 40 |
elmex |
1.1 |
|
| 41 |
|
|
/* if a starting point isn't given, pick one */ |
| 42 |
root |
1.4 |
if (mode < 1 || mode > 4) |
| 43 |
root |
1.30 |
M = rmg_rndm (4) + 1; |
| 44 |
root |
1.4 |
else |
| 45 |
|
|
M = mode; |
| 46 |
elmex |
1.1 |
|
| 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 |
root |
1.4 |
switch (M) |
| 51 |
|
|
{ |
| 52 |
root |
1.16 |
case 1: |
| 53 |
root |
1.30 |
/* 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 (layout[i][j] == target) |
| 58 |
|
|
{ |
| 59 |
|
|
*fx = i; |
| 60 |
|
|
*fy = j; |
| 61 |
|
|
return; |
| 62 |
|
|
} |
| 63 |
|
|
} |
| 64 |
|
|
break; |
| 65 |
|
|
|
| 66 |
root |
1.16 |
case 2: |
| 67 |
root |
1.30 |
/* 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 (layout[i][j] == target) |
| 72 |
|
|
{ |
| 73 |
|
|
*fx = i; |
| 74 |
|
|
*fy = j; |
| 75 |
|
|
return; |
| 76 |
|
|
} |
| 77 |
|
|
} |
| 78 |
|
|
break; |
| 79 |
|
|
|
| 80 |
root |
1.16 |
case 3: |
| 81 |
root |
1.30 |
/* 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 (layout[i][j] == target) |
| 86 |
|
|
{ |
| 87 |
|
|
*fx = i; |
| 88 |
|
|
*fy = j; |
| 89 |
|
|
return; |
| 90 |
|
|
} |
| 91 |
|
|
} |
| 92 |
|
|
break; |
| 93 |
|
|
|
| 94 |
root |
1.16 |
case 4: |
| 95 |
root |
1.30 |
/* 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 (layout[i][j] == target) |
| 100 |
|
|
{ |
| 101 |
|
|
*fx = i; |
| 102 |
|
|
*fy = j; |
| 103 |
|
|
return; |
| 104 |
|
|
} |
| 105 |
|
|
} |
| 106 |
|
|
break; |
| 107 |
|
|
|
| 108 |
root |
1.4 |
} |
| 109 |
elmex |
1.1 |
} |
| 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 |
root |
1.4 |
void |
| 120 |
root |
1.13 |
place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
| 121 |
root |
1.4 |
{ |
| 122 |
root |
1.18 |
char styledirname[1024]; |
| 123 |
root |
1.16 |
maptile *style_map_down = 0; /* harder maze */ |
| 124 |
|
|
maptile *style_map_up = 0; /* easier maze */ |
| 125 |
elmex |
1.1 |
object *the_exit_down; /* harder maze */ |
| 126 |
|
|
object *the_exit_up; /* easier maze */ |
| 127 |
root |
1.4 |
int cx = -1, cy = -1; /* location of a map center */ |
| 128 |
|
|
int upx = -1, upy = -1; /* location of up exit */ |
| 129 |
|
|
int downx = -1, downy = -1; |
| 130 |
|
|
int final_map_exit = 1; |
| 131 |
|
|
|
| 132 |
|
|
if (RP->exit_on_final_map) |
| 133 |
root |
1.16 |
if (strstr (RP->exit_on_final_map, "no")) |
| 134 |
|
|
final_map_exit = 0; |
| 135 |
elmex |
1.1 |
|
| 136 |
root |
1.16 |
if (!orientation) |
| 137 |
root |
1.30 |
orientation = rmg_rndm (6) + 1; |
| 138 |
elmex |
1.1 |
|
| 139 |
root |
1.4 |
switch (orientation) |
| 140 |
elmex |
1.1 |
{ |
| 141 |
root |
1.15 |
case 1: |
| 142 |
|
|
{ |
| 143 |
|
|
sprintf (styledirname, "/styles/exitstyles/up"); |
| 144 |
|
|
style_map_up = find_style (styledirname, exitstyle, -1); |
| 145 |
|
|
sprintf (styledirname, "/styles/exitstyles/down"); |
| 146 |
|
|
style_map_down = find_style (styledirname, exitstyle, -1); |
| 147 |
|
|
break; |
| 148 |
|
|
} |
| 149 |
|
|
|
| 150 |
|
|
case 2: |
| 151 |
|
|
{ |
| 152 |
|
|
sprintf (styledirname, "/styles/exitstyles/down"); |
| 153 |
|
|
style_map_up = find_style (styledirname, exitstyle, -1); |
| 154 |
|
|
sprintf (styledirname, "/styles/exitstyles/up"); |
| 155 |
|
|
style_map_down = find_style (styledirname, exitstyle, -1); |
| 156 |
|
|
break; |
| 157 |
|
|
} |
| 158 |
|
|
|
| 159 |
|
|
default: |
| 160 |
|
|
{ |
| 161 |
|
|
sprintf (styledirname, "/styles/exitstyles/generic"); |
| 162 |
|
|
style_map_up = find_style (styledirname, exitstyle, -1); |
| 163 |
|
|
style_map_down = style_map_up; |
| 164 |
|
|
break; |
| 165 |
|
|
} |
| 166 |
elmex |
1.1 |
} |
| 167 |
root |
1.15 |
|
| 168 |
root |
1.30 |
the_exit_up = style_map_up |
| 169 |
|
|
? style_map_up->pick_random_object (rmg_rndm)->clone () |
| 170 |
|
|
: archetype::get (shstr_exit); |
| 171 |
elmex |
1.1 |
|
| 172 |
|
|
/* we need a down exit only if we're recursing. */ |
| 173 |
root |
1.30 |
if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) |
| 174 |
|
|
the_exit_down = style_map_down |
| 175 |
|
|
? style_map_down->pick_random_object (rmg_rndm)->clone () |
| 176 |
|
|
: archetype::get (shstr_exit); |
| 177 |
root |
1.4 |
else |
| 178 |
|
|
the_exit_down = 0; |
| 179 |
elmex |
1.1 |
|
| 180 |
|
|
/* set up the up exit */ |
| 181 |
|
|
the_exit_up->stats.hp = RP->origin_x; |
| 182 |
|
|
the_exit_up->stats.sp = RP->origin_y; |
| 183 |
root |
1.17 |
the_exit_up->slaying = RP->origin_map; |
| 184 |
elmex |
1.1 |
|
| 185 |
|
|
/* figure out where to put the entrance */ |
| 186 |
|
|
/* begin a logical block */ |
| 187 |
|
|
{ |
| 188 |
|
|
/* First, look for a '<' char */ |
| 189 |
root |
1.4 |
find_in_layout (0, '<', &upx, &upy, maze, RP); |
| 190 |
elmex |
1.1 |
|
| 191 |
|
|
/* next, look for a C, the map center. */ |
| 192 |
root |
1.4 |
find_in_layout (0, 'C', &cx, &cy, maze, RP); |
| 193 |
|
|
|
| 194 |
elmex |
1.1 |
/* if we didn't find an up, find an empty place far from the center */ |
| 195 |
root |
1.4 |
if (upx == -1 && cx != -1) |
| 196 |
|
|
{ |
| 197 |
|
|
if (cx > RP->Xsize / 2) |
| 198 |
|
|
upx = 1; |
| 199 |
elmex |
1.1 |
else |
| 200 |
root |
1.4 |
upx = RP->Xsize - 2; |
| 201 |
root |
1.17 |
|
| 202 |
root |
1.4 |
if (cy > RP->Ysize / 2) |
| 203 |
|
|
upy = 1; |
| 204 |
|
|
else |
| 205 |
|
|
upy = RP->Ysize - 2; |
| 206 |
root |
1.17 |
|
| 207 |
root |
1.4 |
/* find an empty place far from the center */ |
| 208 |
|
|
if (upx == 1 && upy == 1) |
| 209 |
|
|
find_in_layout (1, 0, &upx, &upy, maze, RP); |
| 210 |
|
|
else if (upx == 1 && upy > 1) |
| 211 |
|
|
find_in_layout (3, 0, &upx, &upy, maze, RP); |
| 212 |
|
|
else if (upx > 1 && upy == 1) |
| 213 |
|
|
find_in_layout (2, 0, &upx, &upy, maze, RP); |
| 214 |
|
|
else if (upx > 1 && upy > 1) |
| 215 |
|
|
find_in_layout (4, 0, &upx, &upy, maze, RP); |
| 216 |
|
|
} |
| 217 |
|
|
|
| 218 |
elmex |
1.1 |
/* no indication of where to place the exit, so just place it. */ |
| 219 |
root |
1.4 |
if (upx == -1) |
| 220 |
|
|
find_in_layout (0, 0, &upx, &upy, maze, RP); |
| 221 |
elmex |
1.1 |
|
| 222 |
|
|
the_exit_up->x = upx; |
| 223 |
|
|
the_exit_up->y = upy; |
| 224 |
|
|
|
| 225 |
|
|
/* surround the exits with notices that this is a random map. */ |
| 226 |
root |
1.17 |
for (int j = 1; j < 9; j++) |
| 227 |
root |
1.4 |
{ |
| 228 |
|
|
if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
| 229 |
|
|
{ |
| 230 |
root |
1.30 |
object *random_sign = archetype::get (shstr_sign); |
| 231 |
|
|
random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); |
| 232 |
|
|
map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); |
| 233 |
root |
1.4 |
} |
| 234 |
elmex |
1.1 |
} |
| 235 |
root |
1.17 |
|
| 236 |
elmex |
1.1 |
/* Block the exit so things don't get dumped on top of it. */ |
| 237 |
|
|
the_exit_up->move_block = MOVE_ALL; |
| 238 |
|
|
|
| 239 |
root |
1.4 |
insert_ob_in_map (the_exit_up, map, NULL, 0); |
| 240 |
|
|
maze[the_exit_up->x][the_exit_up->y] = '<'; |
| 241 |
elmex |
1.1 |
|
| 242 |
|
|
/* set the starting x,y for this map */ |
| 243 |
root |
1.11 |
map->enter_x = the_exit_up->x; |
| 244 |
|
|
map->enter_y = the_exit_up->y; |
| 245 |
elmex |
1.1 |
|
| 246 |
|
|
/* first, look for a '>' character */ |
| 247 |
root |
1.4 |
find_in_layout (0, '>', &downx, &downy, maze, RP); |
| 248 |
root |
1.30 |
|
| 249 |
elmex |
1.1 |
/* if no > is found use C */ |
| 250 |
root |
1.4 |
if (downx == -1) |
| 251 |
|
|
{ |
| 252 |
|
|
downx = cx; |
| 253 |
|
|
downy = cy; |
| 254 |
|
|
}; |
| 255 |
|
|
|
| 256 |
elmex |
1.1 |
/* make the other exit far away from this one if |
| 257 |
|
|
there's no center. */ |
| 258 |
root |
1.4 |
if (downx == -1) |
| 259 |
|
|
{ |
| 260 |
|
|
if (upx > RP->Xsize / 2) |
| 261 |
|
|
downx = 1; |
| 262 |
elmex |
1.1 |
else |
| 263 |
root |
1.4 |
downx = RP->Xsize - 2; |
| 264 |
root |
1.17 |
|
| 265 |
root |
1.4 |
if (upy > RP->Ysize / 2) |
| 266 |
|
|
downy = 1; |
| 267 |
|
|
else |
| 268 |
|
|
downy = RP->Ysize - 2; |
| 269 |
root |
1.17 |
|
| 270 |
root |
1.4 |
/* find an empty place far from the entrance */ |
| 271 |
|
|
if (downx == 1 && downy == 1) |
| 272 |
|
|
find_in_layout (1, 0, &downx, &downy, maze, RP); |
| 273 |
|
|
else if (downx == 1 && downy > 1) |
| 274 |
|
|
find_in_layout (3, 0, &downx, &downy, maze, RP); |
| 275 |
|
|
else if (downx > 1 && downy == 1) |
| 276 |
|
|
find_in_layout (2, 0, &downx, &downy, maze, RP); |
| 277 |
|
|
else if (downx > 1 && downy > 1) |
| 278 |
|
|
find_in_layout (4, 0, &downx, &downy, maze, RP); |
| 279 |
root |
1.17 |
} |
| 280 |
root |
1.4 |
|
| 281 |
elmex |
1.1 |
/* no indication of where to place the down exit, so just place it */ |
| 282 |
root |
1.4 |
if (downx == -1) |
| 283 |
|
|
find_in_layout (0, 0, &downx, &downy, maze, RP); |
| 284 |
root |
1.16 |
|
| 285 |
root |
1.4 |
if (the_exit_down) |
| 286 |
|
|
{ |
| 287 |
root |
1.21 |
char buf[16384]; |
| 288 |
root |
1.4 |
|
| 289 |
root |
1.22 |
int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
| 290 |
root |
1.4 |
the_exit_down->x = downx + freearr_x[i]; |
| 291 |
|
|
the_exit_down->y = downy + freearr_y[i]; |
| 292 |
|
|
RP->origin_x = the_exit_down->x; |
| 293 |
|
|
RP->origin_y = the_exit_down->y; |
| 294 |
|
|
write_map_parameters_to_string (buf, RP); |
| 295 |
|
|
the_exit_down->msg = buf; |
| 296 |
root |
1.16 |
|
| 297 |
root |
1.4 |
/* the identifier for making a random map. */ |
| 298 |
root |
1.16 |
if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
| 299 |
root |
1.4 |
{ |
| 300 |
root |
1.7 |
maptile *new_map; |
| 301 |
root |
1.36 |
object *the_exit_back = the_exit_up->arch->instance (); |
| 302 |
root |
1.4 |
|
| 303 |
|
|
/* load it */ |
| 304 |
root |
1.19 |
if (!(new_map = maptile::find_sync (RP->final_map))) |
| 305 |
root |
1.4 |
return; |
| 306 |
|
|
|
| 307 |
root |
1.19 |
new_map->load_sync (); |
| 308 |
|
|
|
| 309 |
root |
1.4 |
the_exit_down->slaying = RP->final_map; |
| 310 |
|
|
|
| 311 |
root |
1.17 |
for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
| 312 |
root |
1.4 |
/* Remove exit back to previous random map. There should only be one |
| 313 |
|
|
* which is why we break out. To try to process more than one |
| 314 |
|
|
* would require keeping a 'next' pointer, ad free_object kills tmp, which |
| 315 |
|
|
* breaks the for loop. |
| 316 |
|
|
*/ |
| 317 |
root |
1.33 |
if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
| 318 |
root |
1.4 |
{ |
| 319 |
root |
1.32 |
tmp->destroy (); |
| 320 |
root |
1.4 |
break; |
| 321 |
|
|
} |
| 322 |
|
|
|
| 323 |
|
|
if (final_map_exit == 1) |
| 324 |
|
|
{ |
| 325 |
|
|
/* setup the exit back */ |
| 326 |
|
|
the_exit_back->slaying = map->path; |
| 327 |
|
|
the_exit_back->stats.hp = the_exit_down->x; |
| 328 |
|
|
the_exit_back->stats.sp = the_exit_down->y; |
| 329 |
root |
1.11 |
the_exit_back->x = new_map->enter_x; |
| 330 |
|
|
the_exit_back->y = new_map->enter_y; |
| 331 |
root |
1.4 |
|
| 332 |
|
|
insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
| 333 |
|
|
} |
| 334 |
|
|
} |
| 335 |
|
|
else |
| 336 |
root |
1.37 |
the_exit_down->slaying = shstr_random_map_exit; |
| 337 |
elmex |
1.1 |
|
| 338 |
root |
1.4 |
/* Block the exit so things don't get dumped on top of it. */ |
| 339 |
|
|
the_exit_down->move_block = MOVE_ALL; |
| 340 |
|
|
insert_ob_in_map (the_exit_down, map, NULL, 0); |
| 341 |
|
|
maze[the_exit_down->x][the_exit_down->y] = '>'; |
| 342 |
elmex |
1.1 |
} |
| 343 |
root |
1.4 |
} |
| 344 |
elmex |
1.1 |
} |
| 345 |
|
|
|
| 346 |
|
|
/* this function unblocks the exits. We blocked them to |
| 347 |
|
|
keep things from being dumped on them during the other |
| 348 |
|
|
phases of random map generation. */ |
| 349 |
root |
1.4 |
void |
| 350 |
root |
1.16 |
unblock_exits (maptile *map, char **maze, random_map_params *RP) |
| 351 |
root |
1.4 |
{ |
| 352 |
|
|
int i = 0, j = 0; |
| 353 |
elmex |
1.1 |
object *walk; |
| 354 |
|
|
|
| 355 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
| 356 |
|
|
for (j = 0; j < RP->Ysize; j++) |
| 357 |
|
|
if (maze[i][j] == '>' || maze[i][j] == '<') |
| 358 |
|
|
{ |
| 359 |
root |
1.10 |
for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
| 360 |
root |
1.4 |
{ |
| 361 |
|
|
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
| 362 |
|
|
{ |
| 363 |
elmex |
1.26 |
walk->move_block = 0; |
| 364 |
root |
1.4 |
update_object (walk, UP_OBJ_CHANGE); |
| 365 |
|
|
} |
| 366 |
|
|
} |
| 367 |
elmex |
1.1 |
} |
| 368 |
|
|
} |
| 369 |
root |
1.17 |
|