1 |
elmex |
1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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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. |
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root |
1.6 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 |
elmex |
1.1 |
*/ |
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24 |
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#include <global.h> |
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#include <random_map.h> |
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#include <sproto.h> |
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#include <rproto.h> |
28 |
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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 |
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find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) |
34 |
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{ |
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 |
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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++) |
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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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} |
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case 2: |
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{ /* Search from top right down/left */ |
68 |
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for (i = RP->Xsize - 2; i > 0; i--) |
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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; |
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return; |
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} |
77 |
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} |
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break; |
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} |
80 |
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case 3: |
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{ /* search from bottom-left up-right */ |
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for (i = 1; i < RP->Xsize - 1; i++) |
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for (j = RP->Ysize - 2; j > 0; j--) |
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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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} |
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case 4: |
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{ /* search from bottom-right up-left */ |
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for (i = RP->Xsize - 2; i > 0; i--) |
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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 |
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} |
109 |
elmex |
1.1 |
} |
110 |
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111 |
root |
1.4 |
|
112 |
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113 |
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114 |
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115 |
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116 |
elmex |
1.1 |
/* orientation: 0 means random, |
117 |
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1 means descending dungeon |
118 |
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2 means ascending dungeon |
119 |
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3 means rightward |
120 |
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4 means leftward |
121 |
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5 means northward |
122 |
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6 means southward |
123 |
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*/ |
124 |
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125 |
root |
1.4 |
void |
126 |
root |
1.7 |
place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) |
127 |
root |
1.4 |
{ |
128 |
elmex |
1.1 |
char styledirname[256]; |
129 |
root |
1.7 |
maptile *style_map_down = 0; /* harder maze */ |
130 |
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maptile *style_map_up = 0; /* easier maze */ |
131 |
elmex |
1.1 |
object *the_exit_down; /* harder maze */ |
132 |
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object *the_exit_up; /* easier maze */ |
133 |
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object *random_sign; /* magic mouth saying this is a random map. */ |
134 |
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char buf[512]; |
135 |
root |
1.4 |
int cx = -1, cy = -1; /* location of a map center */ |
136 |
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int upx = -1, upy = -1; /* location of up exit */ |
137 |
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int downx = -1, downy = -1; |
138 |
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int final_map_exit = 1; |
139 |
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140 |
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if (RP->exit_on_final_map) |
141 |
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{ |
142 |
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if (strstr (RP->exit_on_final_map, "no")) |
143 |
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final_map_exit = 0; |
144 |
elmex |
1.1 |
} |
145 |
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146 |
root |
1.4 |
if (orientation == 0) |
147 |
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orientation = RANDOM () % 6 + 1; |
148 |
elmex |
1.1 |
|
149 |
root |
1.4 |
switch (orientation) |
150 |
elmex |
1.1 |
{ |
151 |
root |
1.4 |
case 1: |
152 |
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{ |
153 |
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sprintf (styledirname, "/styles/exitstyles/up"); |
154 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
155 |
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sprintf (styledirname, "/styles/exitstyles/down"); |
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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case 2: |
160 |
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{ |
161 |
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sprintf (styledirname, "/styles/exitstyles/down"); |
162 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
163 |
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sprintf (styledirname, "/styles/exitstyles/up"); |
164 |
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style_map_down = find_style (styledirname, exitstyle, -1); |
165 |
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break; |
166 |
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} |
167 |
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default: |
168 |
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{ |
169 |
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sprintf (styledirname, "/styles/exitstyles/generic"); |
170 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
171 |
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style_map_down = style_map_up; |
172 |
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break; |
173 |
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} |
174 |
elmex |
1.1 |
} |
175 |
root |
1.4 |
if (style_map_up == 0) |
176 |
root |
1.5 |
the_exit_up = arch_to_object (archetype::find ("exit")); |
177 |
root |
1.4 |
else |
178 |
elmex |
1.1 |
{ |
179 |
root |
1.4 |
object *tmp; |
180 |
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181 |
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tmp = pick_random_object (style_map_up); |
182 |
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the_exit_up = arch_to_object (tmp->arch); |
183 |
elmex |
1.1 |
} |
184 |
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185 |
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/* we need a down exit only if we're recursing. */ |
186 |
root |
1.4 |
if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
187 |
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if (style_map_down == 0) |
188 |
root |
1.5 |
the_exit_down = arch_to_object (archetype::find ("exit")); |
189 |
root |
1.4 |
else |
190 |
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{ |
191 |
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object *tmp; |
192 |
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193 |
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tmp = pick_random_object (style_map_down); |
194 |
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the_exit_down = arch_to_object (tmp->arch); |
195 |
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} |
196 |
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else |
197 |
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the_exit_down = 0; |
198 |
elmex |
1.1 |
|
199 |
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/* set up the up exit */ |
200 |
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the_exit_up->stats.hp = RP->origin_x; |
201 |
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the_exit_up->stats.sp = RP->origin_y; |
202 |
root |
1.3 |
the_exit_up->slaying = RP->origin_map; |
203 |
elmex |
1.1 |
|
204 |
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/* figure out where to put the entrance */ |
205 |
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/* begin a logical block */ |
206 |
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{ |
207 |
root |
1.4 |
int i, j; |
208 |
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|
209 |
elmex |
1.1 |
/* First, look for a '<' char */ |
210 |
root |
1.4 |
find_in_layout (0, '<', &upx, &upy, maze, RP); |
211 |
elmex |
1.1 |
|
212 |
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/* next, look for a C, the map center. */ |
213 |
root |
1.4 |
find_in_layout (0, 'C', &cx, &cy, maze, RP); |
214 |
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|
215 |
elmex |
1.1 |
|
216 |
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/* if we didn't find an up, find an empty place far from the center */ |
217 |
root |
1.4 |
if (upx == -1 && cx != -1) |
218 |
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{ |
219 |
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if (cx > RP->Xsize / 2) |
220 |
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upx = 1; |
221 |
elmex |
1.1 |
else |
222 |
root |
1.4 |
upx = RP->Xsize - 2; |
223 |
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if (cy > RP->Ysize / 2) |
224 |
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upy = 1; |
225 |
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else |
226 |
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upy = RP->Ysize - 2; |
227 |
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/* find an empty place far from the center */ |
228 |
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if (upx == 1 && upy == 1) |
229 |
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find_in_layout (1, 0, &upx, &upy, maze, RP); |
230 |
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else if (upx == 1 && upy > 1) |
231 |
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find_in_layout (3, 0, &upx, &upy, maze, RP); |
232 |
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else if (upx > 1 && upy == 1) |
233 |
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find_in_layout (2, 0, &upx, &upy, maze, RP); |
234 |
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else if (upx > 1 && upy > 1) |
235 |
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find_in_layout (4, 0, &upx, &upy, maze, RP); |
236 |
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} |
237 |
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|
238 |
elmex |
1.1 |
/* no indication of where to place the exit, so just place it. */ |
239 |
root |
1.4 |
if (upx == -1) |
240 |
|
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find_in_layout (0, 0, &upx, &upy, maze, RP); |
241 |
elmex |
1.1 |
|
242 |
|
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the_exit_up->x = upx; |
243 |
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the_exit_up->y = upy; |
244 |
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|
245 |
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/* surround the exits with notices that this is a random map. */ |
246 |
root |
1.4 |
for (j = 1; j < 9; j++) |
247 |
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{ |
248 |
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if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
249 |
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{ |
250 |
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random_sign = get_archetype ("sign"); |
251 |
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random_sign->x = the_exit_up->x + freearr_x[j]; |
252 |
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random_sign->y = the_exit_up->y + freearr_y[j]; |
253 |
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254 |
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sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
255 |
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256 |
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random_sign->msg = buf; |
257 |
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insert_ob_in_map (random_sign, map, NULL, 0); |
258 |
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} |
259 |
elmex |
1.1 |
} |
260 |
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/* Block the exit so things don't get dumped on top of it. */ |
261 |
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the_exit_up->move_block = MOVE_ALL; |
262 |
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|
263 |
root |
1.4 |
insert_ob_in_map (the_exit_up, map, NULL, 0); |
264 |
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maze[the_exit_up->x][the_exit_up->y] = '<'; |
265 |
elmex |
1.1 |
|
266 |
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/* set the starting x,y for this map */ |
267 |
root |
1.4 |
MAP_ENTER_X (map) = the_exit_up->x; |
268 |
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MAP_ENTER_Y (map) = the_exit_up->y; |
269 |
elmex |
1.1 |
|
270 |
|
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/* first, look for a '>' character */ |
271 |
root |
1.4 |
find_in_layout (0, '>', &downx, &downy, maze, RP); |
272 |
elmex |
1.1 |
/* if no > is found use C */ |
273 |
root |
1.4 |
if (downx == -1) |
274 |
|
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{ |
275 |
|
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downx = cx; |
276 |
|
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downy = cy; |
277 |
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}; |
278 |
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|
279 |
elmex |
1.1 |
/* make the other exit far away from this one if |
280 |
|
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there's no center. */ |
281 |
root |
1.4 |
if (downx == -1) |
282 |
|
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{ |
283 |
|
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if (upx > RP->Xsize / 2) |
284 |
|
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downx = 1; |
285 |
elmex |
1.1 |
else |
286 |
root |
1.4 |
downx = RP->Xsize - 2; |
287 |
|
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if (upy > RP->Ysize / 2) |
288 |
|
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downy = 1; |
289 |
|
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else |
290 |
|
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downy = RP->Ysize - 2; |
291 |
|
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/* find an empty place far from the entrance */ |
292 |
|
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if (downx == 1 && downy == 1) |
293 |
|
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find_in_layout (1, 0, &downx, &downy, maze, RP); |
294 |
|
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else if (downx == 1 && downy > 1) |
295 |
|
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find_in_layout (3, 0, &downx, &downy, maze, RP); |
296 |
|
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else if (downx > 1 && downy == 1) |
297 |
|
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find_in_layout (2, 0, &downx, &downy, maze, RP); |
298 |
|
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else if (downx > 1 && downy > 1) |
299 |
|
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find_in_layout (4, 0, &downx, &downy, maze, RP); |
300 |
|
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|
301 |
|
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} |
302 |
elmex |
1.1 |
/* no indication of where to place the down exit, so just place it */ |
303 |
root |
1.4 |
if (downx == -1) |
304 |
|
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find_in_layout (0, 0, &downx, &downy, maze, RP); |
305 |
|
|
if (the_exit_down) |
306 |
|
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{ |
307 |
|
|
char buf[2048]; |
308 |
|
|
|
309 |
|
|
i = find_first_free_spot (the_exit_down, map, downx, downy); |
310 |
|
|
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 |
|
|
/* the identifier for making a random map. */ |
317 |
|
|
if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) |
318 |
|
|
{ |
319 |
root |
1.7 |
maptile *new_map; |
320 |
root |
1.4 |
object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
321 |
|
|
|
322 |
elmex |
1.1 |
#if 0 |
323 |
root |
1.4 |
/* I'm not sure if there was any reason to change the path to the |
324 |
|
|
* map other than to maybe make it more descriptive in the 'maps' |
325 |
|
|
* command. But changing the map name makes life more complicated, |
326 |
|
|
* (has_been_loaded needs to use the new name) |
327 |
|
|
*/ |
328 |
|
|
|
329 |
|
|
char new_map_name[MAX_BUF]; |
330 |
|
|
|
331 |
|
|
/* give the final map a name */ |
332 |
|
|
sprintf (new_map_name, "%sfinal_map", RP->final_map); |
333 |
|
|
/* set the exit down. */ |
334 |
elmex |
1.1 |
#endif |
335 |
root |
1.4 |
/* load it */ |
336 |
|
|
if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) |
337 |
|
|
return; |
338 |
|
|
|
339 |
|
|
the_exit_down->slaying = RP->final_map; |
340 |
|
|
strcpy (new_map->path, RP->final_map); |
341 |
|
|
|
342 |
|
|
for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) |
343 |
|
|
/* Remove exit back to previous random map. There should only be one |
344 |
|
|
* which is why we break out. To try to process more than one |
345 |
|
|
* would require keeping a 'next' pointer, ad free_object kills tmp, which |
346 |
|
|
* breaks the for loop. |
347 |
|
|
*/ |
348 |
|
|
if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) |
349 |
|
|
{ |
350 |
root |
1.8 |
tmp->remove (); |
351 |
|
|
tmp->destroy (0); |
352 |
root |
1.4 |
break; |
353 |
|
|
} |
354 |
|
|
|
355 |
|
|
if (final_map_exit == 1) |
356 |
|
|
{ |
357 |
|
|
/* setup the exit back */ |
358 |
|
|
the_exit_back->slaying = map->path; |
359 |
|
|
the_exit_back->stats.hp = the_exit_down->x; |
360 |
|
|
the_exit_back->stats.sp = the_exit_down->y; |
361 |
|
|
the_exit_back->x = MAP_ENTER_X (new_map); |
362 |
|
|
the_exit_back->y = MAP_ENTER_Y (new_map); |
363 |
|
|
|
364 |
|
|
insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
365 |
|
|
} |
366 |
|
|
|
367 |
|
|
set_map_timeout (new_map); /* So it gets swapped out */ |
368 |
|
|
} |
369 |
|
|
else |
370 |
|
|
the_exit_down->slaying = "/!"; |
371 |
elmex |
1.1 |
|
372 |
root |
1.4 |
/* Block the exit so things don't get dumped on top of it. */ |
373 |
|
|
the_exit_down->move_block = MOVE_ALL; |
374 |
|
|
insert_ob_in_map (the_exit_down, map, NULL, 0); |
375 |
|
|
maze[the_exit_down->x][the_exit_down->y] = '>'; |
376 |
elmex |
1.1 |
} |
377 |
root |
1.4 |
} |
378 |
root |
1.3 |
|
379 |
elmex |
1.1 |
} |
380 |
|
|
|
381 |
|
|
|
382 |
|
|
|
383 |
|
|
/* this function unblocks the exits. We blocked them to |
384 |
|
|
keep things from being dumped on them during the other |
385 |
|
|
phases of random map generation. */ |
386 |
root |
1.4 |
void |
387 |
root |
1.7 |
unblock_exits (maptile *map, char **maze, RMParms * RP) |
388 |
root |
1.4 |
{ |
389 |
|
|
int i = 0, j = 0; |
390 |
elmex |
1.1 |
object *walk; |
391 |
|
|
|
392 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
393 |
|
|
for (j = 0; j < RP->Ysize; j++) |
394 |
|
|
if (maze[i][j] == '>' || maze[i][j] == '<') |
395 |
|
|
{ |
396 |
|
|
for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) |
397 |
|
|
{ |
398 |
|
|
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
399 |
|
|
{ |
400 |
|
|
walk->move_block = MOVE_BLOCK_DEFAULT; |
401 |
|
|
update_object (walk, UP_OBJ_CHANGE); |
402 |
|
|
} |
403 |
|
|
} |
404 |
elmex |
1.1 |
} |
405 |
|
|
} |