1 |
root |
1.16 |
|
2 |
elmex |
1.1 |
/* |
3 |
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CrossFire, A Multiplayer game for X-windows |
4 |
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5 |
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
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22 |
root |
1.6 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 |
elmex |
1.1 |
*/ |
24 |
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25 |
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#include <global.h> |
26 |
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#include <random_map.h> |
27 |
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#include <sproto.h> |
28 |
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#include <rproto.h> |
29 |
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30 |
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/* find a character in the layout. fx and fy are pointers to |
31 |
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where to find the char. fx,fy = -1 if not found. */ |
32 |
root |
1.4 |
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 |
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|
38 |
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*fx = -1; |
39 |
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*fy = -1; |
40 |
elmex |
1.1 |
|
41 |
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/* if a starting point isn't given, pick one */ |
42 |
root |
1.4 |
if (mode < 1 || mode > 4) |
43 |
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M = RANDOM () % 4 + 1; |
44 |
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else |
45 |
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M = mode; |
46 |
elmex |
1.1 |
|
47 |
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/* four different search starting points and methods so that |
48 |
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we can do something different for symmetrical maps instead of |
49 |
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the same damned thing every time. */ |
50 |
root |
1.4 |
switch (M) |
51 |
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{ |
52 |
root |
1.16 |
case 1: |
53 |
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{ /* search from top left down/right */ |
54 |
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for (i = 1; i < RP->Xsize; i++) |
55 |
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for (j = 1; j < RP->Ysize; j++) |
56 |
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{ |
57 |
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if (layout[i][j] == target) |
58 |
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{ |
59 |
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*fx = i; |
60 |
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*fy = j; |
61 |
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return; |
62 |
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} |
63 |
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} |
64 |
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break; |
65 |
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} |
66 |
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case 2: |
67 |
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{ /* Search from top right down/left */ |
68 |
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for (i = RP->Xsize - 2; i > 0; i--) |
69 |
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for (j = 1; j < RP->Ysize - 1; j++) |
70 |
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{ |
71 |
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if (layout[i][j] == target) |
72 |
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{ |
73 |
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*fx = i; |
74 |
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*fy = j; |
75 |
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return; |
76 |
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} |
77 |
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} |
78 |
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break; |
79 |
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} |
80 |
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case 3: |
81 |
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{ /* search from bottom-left up-right */ |
82 |
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for (i = 1; i < RP->Xsize - 1; i++) |
83 |
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for (j = RP->Ysize - 2; j > 0; j--) |
84 |
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{ |
85 |
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if (layout[i][j] == target) |
86 |
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{ |
87 |
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*fx = i; |
88 |
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*fy = j; |
89 |
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return; |
90 |
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} |
91 |
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} |
92 |
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break; |
93 |
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} |
94 |
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case 4: |
95 |
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{ /* search from bottom-right up-left */ |
96 |
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for (i = RP->Xsize - 2; i > 0; i--) |
97 |
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for (j = RP->Ysize - 2; j > 0; j--) |
98 |
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{ |
99 |
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if (layout[i][j] == target) |
100 |
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{ |
101 |
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*fx = i; |
102 |
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*fy = j; |
103 |
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return; |
104 |
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} |
105 |
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} |
106 |
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break; |
107 |
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} |
108 |
root |
1.4 |
} |
109 |
elmex |
1.1 |
} |
110 |
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111 |
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/* orientation: 0 means random, |
112 |
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1 means descending dungeon |
113 |
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2 means ascending dungeon |
114 |
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3 means rightward |
115 |
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4 means leftward |
116 |
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5 means northward |
117 |
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6 means southward |
118 |
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*/ |
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 |
elmex |
1.1 |
char styledirname[256]; |
123 |
root |
1.16 |
maptile *style_map_down = 0; /* harder maze */ |
124 |
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maptile *style_map_up = 0; /* easier maze */ |
125 |
elmex |
1.1 |
object *the_exit_down; /* harder maze */ |
126 |
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object *the_exit_up; /* easier maze */ |
127 |
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object *random_sign; /* magic mouth saying this is a random map. */ |
128 |
root |
1.4 |
int cx = -1, cy = -1; /* location of a map center */ |
129 |
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int upx = -1, upy = -1; /* location of up exit */ |
130 |
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int downx = -1, downy = -1; |
131 |
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int final_map_exit = 1; |
132 |
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|
133 |
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if (RP->exit_on_final_map) |
134 |
root |
1.16 |
if (strstr (RP->exit_on_final_map, "no")) |
135 |
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final_map_exit = 0; |
136 |
elmex |
1.1 |
|
137 |
root |
1.16 |
if (!orientation) |
138 |
root |
1.4 |
orientation = RANDOM () % 6 + 1; |
139 |
elmex |
1.1 |
|
140 |
root |
1.4 |
switch (orientation) |
141 |
elmex |
1.1 |
{ |
142 |
root |
1.15 |
case 1: |
143 |
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{ |
144 |
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sprintf (styledirname, "/styles/exitstyles/up"); |
145 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
146 |
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sprintf (styledirname, "/styles/exitstyles/down"); |
147 |
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style_map_down = find_style (styledirname, exitstyle, -1); |
148 |
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break; |
149 |
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} |
150 |
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151 |
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case 2: |
152 |
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{ |
153 |
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sprintf (styledirname, "/styles/exitstyles/down"); |
154 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
155 |
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sprintf (styledirname, "/styles/exitstyles/up"); |
156 |
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style_map_down = find_style (styledirname, exitstyle, -1); |
157 |
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break; |
158 |
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} |
159 |
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160 |
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default: |
161 |
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{ |
162 |
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sprintf (styledirname, "/styles/exitstyles/generic"); |
163 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
164 |
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style_map_down = style_map_up; |
165 |
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break; |
166 |
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} |
167 |
elmex |
1.1 |
} |
168 |
root |
1.15 |
|
169 |
root |
1.4 |
if (style_map_up == 0) |
170 |
root |
1.5 |
the_exit_up = arch_to_object (archetype::find ("exit")); |
171 |
root |
1.16 |
|
172 |
root |
1.4 |
else |
173 |
elmex |
1.1 |
{ |
174 |
root |
1.4 |
object *tmp; |
175 |
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|
176 |
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tmp = pick_random_object (style_map_up); |
177 |
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the_exit_up = arch_to_object (tmp->arch); |
178 |
elmex |
1.1 |
} |
179 |
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|
180 |
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/* we need a down exit only if we're recursing. */ |
181 |
root |
1.4 |
if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
182 |
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if (style_map_down == 0) |
183 |
root |
1.5 |
the_exit_down = arch_to_object (archetype::find ("exit")); |
184 |
root |
1.16 |
|
185 |
root |
1.4 |
else |
186 |
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{ |
187 |
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object *tmp; |
188 |
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|
189 |
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tmp = pick_random_object (style_map_down); |
190 |
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the_exit_down = arch_to_object (tmp->arch); |
191 |
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} |
192 |
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else |
193 |
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the_exit_down = 0; |
194 |
elmex |
1.1 |
|
195 |
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/* set up the up exit */ |
196 |
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the_exit_up->stats.hp = RP->origin_x; |
197 |
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the_exit_up->stats.sp = RP->origin_y; |
198 |
root |
1.17 |
the_exit_up->slaying = RP->origin_map; |
199 |
elmex |
1.1 |
|
200 |
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/* figure out where to put the entrance */ |
201 |
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/* begin a logical block */ |
202 |
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{ |
203 |
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/* First, look for a '<' char */ |
204 |
root |
1.4 |
find_in_layout (0, '<', &upx, &upy, maze, RP); |
205 |
elmex |
1.1 |
|
206 |
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/* next, look for a C, the map center. */ |
207 |
root |
1.4 |
find_in_layout (0, 'C', &cx, &cy, maze, RP); |
208 |
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|
209 |
elmex |
1.1 |
/* if we didn't find an up, find an empty place far from the center */ |
210 |
root |
1.4 |
if (upx == -1 && cx != -1) |
211 |
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{ |
212 |
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if (cx > RP->Xsize / 2) |
213 |
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upx = 1; |
214 |
elmex |
1.1 |
else |
215 |
root |
1.4 |
upx = RP->Xsize - 2; |
216 |
root |
1.17 |
|
217 |
root |
1.4 |
if (cy > RP->Ysize / 2) |
218 |
|
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upy = 1; |
219 |
|
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else |
220 |
|
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upy = RP->Ysize - 2; |
221 |
root |
1.17 |
|
222 |
root |
1.4 |
/* find an empty place far from the center */ |
223 |
|
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if (upx == 1 && upy == 1) |
224 |
|
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find_in_layout (1, 0, &upx, &upy, maze, RP); |
225 |
|
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else if (upx == 1 && upy > 1) |
226 |
|
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find_in_layout (3, 0, &upx, &upy, maze, RP); |
227 |
|
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else if (upx > 1 && upy == 1) |
228 |
|
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find_in_layout (2, 0, &upx, &upy, maze, RP); |
229 |
|
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else if (upx > 1 && upy > 1) |
230 |
|
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find_in_layout (4, 0, &upx, &upy, maze, RP); |
231 |
|
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} |
232 |
|
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|
233 |
elmex |
1.1 |
/* no indication of where to place the exit, so just place it. */ |
234 |
root |
1.4 |
if (upx == -1) |
235 |
|
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find_in_layout (0, 0, &upx, &upy, maze, RP); |
236 |
elmex |
1.1 |
|
237 |
|
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the_exit_up->x = upx; |
238 |
|
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the_exit_up->y = upy; |
239 |
|
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|
240 |
|
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/* surround the exits with notices that this is a random map. */ |
241 |
root |
1.17 |
for (int j = 1; j < 9; j++) |
242 |
root |
1.4 |
{ |
243 |
|
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if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
244 |
|
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{ |
245 |
|
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random_sign = get_archetype ("sign"); |
246 |
|
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random_sign->x = the_exit_up->x + freearr_x[j]; |
247 |
|
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random_sign->y = the_exit_up->y + freearr_y[j]; |
248 |
|
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|
249 |
root |
1.17 |
char buf[8192]; |
250 |
root |
1.4 |
sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
251 |
|
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|
252 |
|
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random_sign->msg = buf; |
253 |
|
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insert_ob_in_map (random_sign, map, NULL, 0); |
254 |
|
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} |
255 |
elmex |
1.1 |
} |
256 |
root |
1.17 |
|
257 |
elmex |
1.1 |
/* Block the exit so things don't get dumped on top of it. */ |
258 |
|
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the_exit_up->move_block = MOVE_ALL; |
259 |
|
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|
260 |
root |
1.4 |
insert_ob_in_map (the_exit_up, map, NULL, 0); |
261 |
|
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maze[the_exit_up->x][the_exit_up->y] = '<'; |
262 |
elmex |
1.1 |
|
263 |
|
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/* set the starting x,y for this map */ |
264 |
root |
1.11 |
map->enter_x = the_exit_up->x; |
265 |
|
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map->enter_y = the_exit_up->y; |
266 |
elmex |
1.1 |
|
267 |
|
|
/* first, look for a '>' character */ |
268 |
root |
1.4 |
find_in_layout (0, '>', &downx, &downy, maze, RP); |
269 |
elmex |
1.1 |
/* if no > is found use C */ |
270 |
root |
1.4 |
if (downx == -1) |
271 |
|
|
{ |
272 |
|
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downx = cx; |
273 |
|
|
downy = cy; |
274 |
|
|
}; |
275 |
|
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|
276 |
elmex |
1.1 |
/* make the other exit far away from this one if |
277 |
|
|
there's no center. */ |
278 |
root |
1.4 |
if (downx == -1) |
279 |
|
|
{ |
280 |
|
|
if (upx > RP->Xsize / 2) |
281 |
|
|
downx = 1; |
282 |
elmex |
1.1 |
else |
283 |
root |
1.4 |
downx = RP->Xsize - 2; |
284 |
root |
1.17 |
|
285 |
root |
1.4 |
if (upy > RP->Ysize / 2) |
286 |
|
|
downy = 1; |
287 |
|
|
else |
288 |
|
|
downy = RP->Ysize - 2; |
289 |
root |
1.17 |
|
290 |
root |
1.4 |
/* find an empty place far from the entrance */ |
291 |
|
|
if (downx == 1 && downy == 1) |
292 |
|
|
find_in_layout (1, 0, &downx, &downy, maze, RP); |
293 |
|
|
else if (downx == 1 && downy > 1) |
294 |
|
|
find_in_layout (3, 0, &downx, &downy, maze, RP); |
295 |
|
|
else if (downx > 1 && downy == 1) |
296 |
|
|
find_in_layout (2, 0, &downx, &downy, maze, RP); |
297 |
|
|
else if (downx > 1 && downy > 1) |
298 |
|
|
find_in_layout (4, 0, &downx, &downy, maze, RP); |
299 |
root |
1.17 |
} |
300 |
root |
1.4 |
|
301 |
elmex |
1.1 |
/* no indication of where to place the down exit, so just place it */ |
302 |
root |
1.4 |
if (downx == -1) |
303 |
|
|
find_in_layout (0, 0, &downx, &downy, maze, RP); |
304 |
root |
1.16 |
|
305 |
root |
1.4 |
if (the_exit_down) |
306 |
|
|
{ |
307 |
root |
1.17 |
char buf[8192]; |
308 |
root |
1.4 |
|
309 |
root |
1.17 |
int i = find_first_free_spot (the_exit_down, map, downx, downy); |
310 |
root |
1.4 |
the_exit_down->x = downx + freearr_x[i]; |
311 |
|
|
the_exit_down->y = downy + freearr_y[i]; |
312 |
|
|
RP->origin_x = the_exit_down->x; |
313 |
|
|
RP->origin_y = the_exit_down->y; |
314 |
|
|
write_map_parameters_to_string (buf, RP); |
315 |
|
|
the_exit_down->msg = buf; |
316 |
root |
1.16 |
|
317 |
root |
1.4 |
/* the identifier for making a random map. */ |
318 |
root |
1.16 |
if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
319 |
root |
1.4 |
{ |
320 |
root |
1.7 |
maptile *new_map; |
321 |
root |
1.17 |
object *the_exit_back = arch_to_object (the_exit_up->arch); |
322 |
root |
1.4 |
|
323 |
|
|
/* load it */ |
324 |
root |
1.14 |
if (!(new_map = maptile::load_map_sync (RP->final_map))) |
325 |
root |
1.4 |
return; |
326 |
|
|
|
327 |
|
|
the_exit_down->slaying = RP->final_map; |
328 |
|
|
|
329 |
root |
1.17 |
for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
330 |
root |
1.4 |
/* Remove exit back to previous random map. There should only be one |
331 |
|
|
* which is why we break out. To try to process more than one |
332 |
|
|
* would require keeping a 'next' pointer, ad free_object kills tmp, which |
333 |
|
|
* breaks the for loop. |
334 |
|
|
*/ |
335 |
root |
1.17 |
if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) |
336 |
root |
1.4 |
{ |
337 |
root |
1.9 |
tmp->destroy (); |
338 |
root |
1.4 |
break; |
339 |
|
|
} |
340 |
|
|
|
341 |
|
|
if (final_map_exit == 1) |
342 |
|
|
{ |
343 |
|
|
/* setup the exit back */ |
344 |
|
|
the_exit_back->slaying = map->path; |
345 |
|
|
the_exit_back->stats.hp = the_exit_down->x; |
346 |
|
|
the_exit_back->stats.sp = the_exit_down->y; |
347 |
root |
1.11 |
the_exit_back->x = new_map->enter_x; |
348 |
|
|
the_exit_back->y = new_map->enter_y; |
349 |
root |
1.4 |
|
350 |
|
|
insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
351 |
|
|
} |
352 |
|
|
} |
353 |
|
|
else |
354 |
|
|
the_exit_down->slaying = "/!"; |
355 |
elmex |
1.1 |
|
356 |
root |
1.4 |
/* Block the exit so things don't get dumped on top of it. */ |
357 |
|
|
the_exit_down->move_block = MOVE_ALL; |
358 |
|
|
insert_ob_in_map (the_exit_down, map, NULL, 0); |
359 |
|
|
maze[the_exit_down->x][the_exit_down->y] = '>'; |
360 |
elmex |
1.1 |
} |
361 |
root |
1.4 |
} |
362 |
elmex |
1.1 |
} |
363 |
|
|
|
364 |
|
|
/* this function unblocks the exits. We blocked them to |
365 |
|
|
keep things from being dumped on them during the other |
366 |
|
|
phases of random map generation. */ |
367 |
root |
1.4 |
void |
368 |
root |
1.16 |
unblock_exits (maptile *map, char **maze, random_map_params *RP) |
369 |
root |
1.4 |
{ |
370 |
|
|
int i = 0, j = 0; |
371 |
elmex |
1.1 |
object *walk; |
372 |
|
|
|
373 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
374 |
|
|
for (j = 0; j < RP->Ysize; j++) |
375 |
|
|
if (maze[i][j] == '>' || maze[i][j] == '<') |
376 |
|
|
{ |
377 |
root |
1.10 |
for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
378 |
root |
1.4 |
{ |
379 |
|
|
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
380 |
|
|
{ |
381 |
|
|
walk->move_block = MOVE_BLOCK_DEFAULT; |
382 |
|
|
update_object (walk, UP_OBJ_CHANGE); |
383 |
|
|
} |
384 |
|
|
} |
385 |
elmex |
1.1 |
} |
386 |
|
|
} |
387 |
root |
1.17 |
|