/* * static char *rcsid_exit_c = * "$Id: exit.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #include #include #include /** * @file * Handle exit placement in map. */ /** * Find a character in the layout. * @param mode * how to look: * - 1: from top/left to bottom/right. * - 2: from top/right to bottom/left. * - 3: from bottom/left to top/right. * - 4: from bottom/right to top/left. * - other value: one random order is chosen. * @param target * character to search. * @param fx * @param fy * position of character, or -1 if not found. * @param layout * maze. * @param RP * maze parameters. */ void find_in_layout(int mode, char target, int *fx, int *fy, char **layout, RMParms *RP) { int M; int i, j; *fx = -1; *fy = -1; /* if a starting mode isn't given, pick one */ if (mode < 1 || mode > 4) M = RANDOM()%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 < RP->Xsize; i++) for (j = 1; j < RP->Ysize; j++) { if (layout[i][j] == target) { *fx = i; *fy = j; return; } } break; } case 2: { /* Search from top right down/left */ for (i = RP->Xsize-2; i > 0; i--) for (j = 1; j < RP->Ysize-1; j++) { if (layout[i][j] == target) { *fx = i; *fy = j; return; } } break; } case 3: { /* search from bottom-left up-right */ for (i = 1; i < RP->Xsize-1; i++) for (j = RP->Ysize-2; j > 0; j--) { if (layout[i][j] == target) { *fx = i; *fy = j; return; } } break; } case 4: { /* search from bottom-right up-left */ for (i = RP->Xsize-2; i > 0; i--) for (j = RP->Ysize-2; j > 0; j--) { if (layout[i][j] == target) { *fx = i; *fy = j; return; } } break; } } } /* orientation: */ /** * Place exits in the map. * @param map * map to put exits into. * @param maze * map layout. * @param exitstyle * what style to use. If NULL uses a random one. * @param orientation * how exits should be oriented: * - 0 means random. * - 1 means descending dungeon. * - 2 means ascending dungeon. * - 3 means rightward. * - 4 means leftward. * - 5 means northward. * - 6 means southward. * @param RP * map parameters. * @note * unblock_exits() should be called at some point, as exits will be blocking everything * to avoid putting other objects on them. * @todo * add orientations 3-6 or fix previous comment. */ void place_exits(mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms *RP) { char styledirname[256]; mapstruct *style_map_down = NULL; /* harder maze */ mapstruct *style_map_up = NULL; /* easier maze */ object *the_exit_down; /* harder maze */ object *the_exit_up; /* easier maze */ object *random_sign; /* magic mouth saying this is a random map. */ char buf[512]; 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; int i, j; if (RP->exit_on_final_map) { if (strstr(RP->exit_on_final_map, "no")) final_map_exit = 0; } if (orientation == 0) orientation = RANDOM()%6+1; switch (orientation) { case 1: { snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/up"); style_map_up = find_style(styledirname, exitstyle, -1); snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/down"); style_map_down = find_style(styledirname, exitstyle, -1); break; } case 2: { snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/down"); style_map_up = find_style(styledirname, exitstyle, -1); snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/up"); style_map_down = find_style(styledirname, exitstyle, -1); break; } default: { snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/generic"); style_map_up = find_style(styledirname, exitstyle, -1); style_map_down = style_map_up; break; } } if (style_map_up == NULL) the_exit_up = arch_to_object(find_archetype("exit")); else { object *tmp; tmp = pick_random_object(style_map_up); the_exit_up = arch_to_object(tmp->arch); } /* we need a down exit only if we're recursing. */ if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) if (RP->dungeon_level >= RP->dungeon_depth && RP->final_exit_archetype[0] != 0) the_exit_down = arch_to_object(find_archetype(RP->final_exit_archetype)); else if (style_map_down == NULL) the_exit_down = arch_to_object(find_archetype("exit")); else { object *tmp; tmp = pick_random_object(style_map_down); the_exit_down = arch_to_object(tmp->arch); } else the_exit_down = NULL; /* set up the up exit */ the_exit_up->stats.hp = RP->origin_x; the_exit_up->stats.sp = RP->origin_y; the_exit_up->slaying = add_string(RP->origin_map); /* figure out where to put the entrance */ /* First, look for a '<' char */ find_in_layout(0, '<', &upx, &upy, maze, RP); /* next, look for a C, the map center. */ find_in_layout(0, 'C', &cx, &cy, maze, RP); /* 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, RP); else if (upx == 1 && upy > 1) find_in_layout(3, 0, &upx, &upy, maze, RP); else if (upx > 1 && upy == 1) find_in_layout(2, 0, &upx, &upy, maze, RP); else if (upx > 1 && upy > 1) find_in_layout(4, 0, &upx, &upy, maze, RP); } /* no indication of where to place the exit, so just place it at any empty spot. */ if (upx == -1) find_in_layout(0, 0, &upx, &upy, maze, RP); the_exit_up->x = upx; the_exit_up->y = upy; /* surround the exits with notices that this is a random map. */ for (j = 1; j < 9; j++) { if (!wall_blocked(map, the_exit_up->x+freearr_x[j], the_exit_up->y+freearr_y[j])) { random_sign = create_archetype("sign"); random_sign->x = the_exit_up->x+freearr_x[j]; random_sign->y = the_exit_up->y+freearr_y[j]; snprintf(buf, sizeof(buf), "This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); random_sign->msg = add_string(buf); insert_ob_in_map(random_sign, map, NULL, 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(map) = the_exit_up->x; MAP_ENTER_Y(map) = the_exit_up->y; /* first, look for a '>' character */ find_in_layout(0, '>', &downx, &downy, maze, RP); /* 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, RP); else if (downx == 1 && downy > 1) find_in_layout(3, 0, &downx, &downy, maze, RP); else if (downx > 1 && downy == 1) find_in_layout(2, 0, &downx, &downy, maze, RP); else if (downx > 1 && downy > 1) find_in_layout(4, 0, &downx, &downy, maze, RP); } /* no indication of where to place the down exit, so just place it on an empty spot. */ if (downx == -1) find_in_layout(0, 0, &downx, &downy, maze, RP); if (the_exit_down) { char buf[2048]; i = find_first_free_spot(the_exit_down, map, downx, downy); the_exit_down->x = downx+freearr_x[i]; the_exit_down->y = downy+freearr_y[i]; RP->origin_x = the_exit_down->x; RP->origin_y = the_exit_down->y; write_map_parameters_to_string(RP, buf, sizeof(buf)); the_exit_down->msg = add_string(buf); /* the identifier for making a random map. */ if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) { /* Next map is the final map, special case. */ mapstruct *new_map; object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; /* load it */ if ((new_map = ready_map_name(RP->final_map, 0)) == NULL) return; the_exit_down->slaying = add_string(RP->final_map); EXIT_X(the_exit_down) = MAP_ENTER_X(new_map); EXIT_Y(the_exit_down) = MAP_ENTER_Y(new_map); strncpy(new_map->path, RP->final_map, sizeof(new_map->path)); for (tmp = GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); 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, as free_object kills tmp, which * breaks the for loop. */ if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp), "/random/", 8)) { remove_ob(tmp); free_object(tmp); break; } if (final_map_exit == 1) { /* setup the exit back */ the_exit_back->slaying = add_string(map->path); the_exit_back->stats.hp = the_exit_down->x; the_exit_back->stats.sp = the_exit_down->y; the_exit_back->x = MAP_ENTER_X(new_map); the_exit_back->y = MAP_ENTER_Y(new_map); insert_ob_in_map(the_exit_back, new_map, NULL, 0); } set_map_timeout(new_map); /* So it gets swapped out */ } else the_exit_down->slaying = add_string("/!"); /* 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. * @param map * map to alter. * @param maze * map layout. * @param RP * map generation parameters. */ void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { int i = 0, j = 0; object *walk; for (i = 0; i < RP->Xsize; i++) for (j = 0; j < RP->Ysize; 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 = MOVE_BLOCK_DEFAULT; update_object(walk, UP_OBJ_CHANGE); } } } }