1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_exit_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: exit.C,v 1.4 2006/09/10 16:06:37 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
5 | */ |
23 | */ |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
24 | |
30 | #include <global.h> |
25 | #include <global.h> |
31 | #include <random_map.h> |
26 | #include <random_map.h> |
32 | #include <sproto.h> |
27 | #include <sproto.h> |
33 | #include <rproto.h> |
28 | #include <rproto.h> |
34 | |
29 | |
35 | |
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36 | /* find a character in the layout. fx and fy are pointers to |
30 | /* find a character in the maze. fx and fy are pointers to |
37 | where to find the char. fx,fy = -1 if not found. */ |
31 | where to find the char. fx,fy = -1 if not found. */ |
38 | void |
32 | static void |
39 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) |
33 | find_in_layout (int mode, char target, int *fx, int *fy, char **maze, random_map_params *RP) |
40 | { |
34 | { |
41 | int M; |
35 | int M; |
42 | int i, j; |
36 | int i, j; |
43 | |
37 | |
44 | *fx = -1; |
38 | *fx = -1; |
45 | *fy = -1; |
39 | *fy = -1; |
46 | |
40 | |
47 | /* if a starting point isn't given, pick one */ |
41 | /* if a starting point isn't given, pick one */ |
48 | if (mode < 1 || mode > 4) |
42 | if (mode < 1 || mode > 4) |
49 | M = RANDOM () % 4 + 1; |
43 | M = rmg_rndm (4) + 1; |
50 | else |
44 | else |
51 | M = mode; |
45 | M = mode; |
52 | |
46 | |
53 | /* four different search starting points and methods so that |
47 | /* four different search starting points and methods so that |
54 | we can do something different for symmetrical maps instead of |
48 | we can do something different for symmetrical maps instead of |
55 | the same damned thing every time. */ |
49 | the same damned thing every time. */ |
56 | switch (M) |
50 | switch (M) |
57 | { |
51 | { |
58 | case 1: |
52 | case 1: |
59 | { /* search from top left down/right */ |
53 | /* search from top left down/right */ |
60 | for (i = 1; i < RP->Xsize; i++) |
54 | for (i = 1; i < RP->Xsize; i++) |
61 | for (j = 1; j < RP->Ysize; j++) |
55 | for (j = 1; j < RP->Ysize; j++) |
62 | { |
56 | { |
63 | if (layout[i][j] == target) |
57 | if (maze[i][j] == target) |
64 | { |
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65 | *fx = i; |
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66 | *fy = j; |
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67 | return; |
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68 | } |
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69 | } |
58 | { |
70 | break; |
59 | *fx = i; |
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60 | *fy = j; |
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61 | return; |
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62 | } |
71 | } |
63 | } |
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64 | break; |
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65 | |
72 | case 2: |
66 | case 2: |
73 | { /* Search from top right down/left */ |
67 | /* Search from top right down/left */ |
74 | for (i = RP->Xsize - 2; i > 0; i--) |
68 | for (i = RP->Xsize - 2; i > 0; i--) |
75 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
76 | { |
70 | { |
77 | if (layout[i][j] == target) |
71 | if (maze[i][j] == target) |
78 | { |
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79 | *fx = i; |
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80 | *fy = j; |
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81 | return; |
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82 | } |
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83 | } |
72 | { |
84 | break; |
73 | *fx = i; |
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74 | *fy = j; |
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75 | return; |
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76 | } |
85 | } |
77 | } |
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78 | break; |
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79 | |
86 | case 3: |
80 | case 3: |
87 | { /* search from bottom-left up-right */ |
81 | /* search from bottom-left up-right */ |
88 | for (i = 1; i < RP->Xsize - 1; i++) |
82 | for (i = 1; i < RP->Xsize - 1; i++) |
89 | for (j = RP->Ysize - 2; j > 0; j--) |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
90 | { |
84 | { |
91 | if (layout[i][j] == target) |
85 | if (maze[i][j] == target) |
92 | { |
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93 | *fx = i; |
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94 | *fy = j; |
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95 | return; |
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96 | } |
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97 | } |
86 | { |
98 | break; |
87 | *fx = i; |
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88 | *fy = j; |
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89 | return; |
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90 | } |
99 | } |
91 | } |
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92 | break; |
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93 | |
100 | case 4: |
94 | case 4: |
101 | { /* search from bottom-right up-left */ |
95 | /* search from bottom-right up-left */ |
102 | for (i = RP->Xsize - 2; i > 0; i--) |
96 | for (i = RP->Xsize - 2; i > 0; i--) |
103 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | for (j = RP->Ysize - 2; j > 0; j--) |
104 | { |
98 | { |
105 | if (layout[i][j] == target) |
99 | if (maze[i][j] == target) |
106 | { |
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107 | *fx = i; |
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108 | *fy = j; |
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109 | return; |
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110 | } |
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111 | } |
100 | { |
112 | break; |
101 | *fx = i; |
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102 | *fy = j; |
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103 | return; |
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104 | } |
113 | } |
105 | } |
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106 | break; |
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107 | |
114 | } |
108 | } |
115 | } |
109 | } |
116 | |
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117 | |
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118 | |
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119 | |
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120 | |
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121 | |
110 | |
122 | /* orientation: 0 means random, |
111 | /* orientation: 0 means random, |
123 | 1 means descending dungeon |
112 | 1 means descending dungeon |
124 | 2 means ascending dungeon |
113 | 2 means ascending dungeon |
125 | 3 means rightward |
114 | 3 means rightward |
126 | 4 means leftward |
115 | 4 means leftward |
127 | 5 means northward |
116 | 5 means northward |
128 | 6 means southward |
117 | 6 means southward |
129 | */ |
118 | */ |
130 | |
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131 | void |
119 | void |
132 | place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP) |
120 | place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP) |
133 | { |
121 | { |
134 | char styledirname[256]; |
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135 | mapstruct *style_map_down = 0; /* harder maze */ |
122 | maptile *style_map_down = 0; /* harder maze */ |
136 | mapstruct *style_map_up = 0; /* easier maze */ |
123 | maptile *style_map_up = 0; /* easier maze */ |
137 | object *the_exit_down; /* harder maze */ |
124 | object *the_exit_down; /* harder maze */ |
138 | object *the_exit_up; /* easier maze */ |
125 | object *the_exit_up; /* easier maze */ |
139 | object *random_sign; /* magic mouth saying this is a random map. */ |
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140 | char buf[512]; |
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141 | int cx = -1, cy = -1; /* location of a map center */ |
126 | int cx = -1, cy = -1; /* location of a map center */ |
142 | int upx = -1, upy = -1; /* location of up exit */ |
127 | int upx = -1, upy = -1; /* location of up exit */ |
143 | int downx = -1, downy = -1; |
128 | int downx = -1, downy = -1; |
144 | int final_map_exit = 1; |
129 | int final_map_exit = 1; |
145 | |
130 | |
146 | if (RP->exit_on_final_map) |
131 | if (const char *eofm = RP->get_str ("exit_on_final_map", 0)) |
147 | { |
132 | if (strstr (eofm, "no")) |
148 | if (strstr (RP->exit_on_final_map, "no")) |
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149 | final_map_exit = 0; |
133 | final_map_exit = 0; |
150 | } |
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151 | |
134 | |
152 | if (orientation == 0) |
135 | if (!orientation) |
153 | orientation = RANDOM () % 6 + 1; |
136 | orientation = rmg_rndm (6) + 1; |
154 | |
137 | |
155 | switch (orientation) |
138 | switch (orientation) |
156 | { |
139 | { |
157 | case 1: |
140 | case 1: |
158 | { |
141 | { |
159 | sprintf (styledirname, "/styles/exitstyles/up"); |
142 | style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); |
160 | style_map_up = find_style (styledirname, exitstyle, -1); |
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161 | sprintf (styledirname, "/styles/exitstyles/down"); |
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162 | style_map_down = find_style (styledirname, exitstyle, -1); |
143 | style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); |
163 | break; |
144 | break; |
164 | } |
145 | } |
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146 | |
165 | case 2: |
147 | case 2: |
166 | { |
148 | { |
167 | sprintf (styledirname, "/styles/exitstyles/down"); |
149 | style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); |
168 | style_map_up = find_style (styledirname, exitstyle, -1); |
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169 | sprintf (styledirname, "/styles/exitstyles/up"); |
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170 | style_map_down = find_style (styledirname, exitstyle, -1); |
150 | style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); |
171 | break; |
151 | break; |
172 | } |
152 | } |
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153 | |
173 | default: |
154 | default: |
174 | { |
155 | { |
175 | sprintf (styledirname, "/styles/exitstyles/generic"); |
156 | style_map_up = |
176 | style_map_up = find_style (styledirname, exitstyle, -1); |
157 | style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty); |
177 | style_map_down = style_map_up; |
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178 | break; |
158 | break; |
179 | } |
159 | } |
180 | } |
160 | } |
181 | if (style_map_up == 0) |
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182 | the_exit_up = arch_to_object (find_archetype ("exit")); |
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183 | else |
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184 | { |
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185 | object *tmp; |
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186 | |
161 | |
187 | tmp = pick_random_object (style_map_up); |
162 | the_exit_up = style_map_up |
188 | the_exit_up = arch_to_object (tmp->arch); |
163 | ? style_map_up->pick_random_object (rmg_rndm)->clone () |
189 | } |
164 | : archetype::get (shstr_exit); |
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165 | |
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166 | const char *final_map = RP->get_str ("final_map", 0); |
190 | |
167 | |
191 | /* we need a down exit only if we're recursing. */ |
168 | /* we need a down exit only if we're recursing. */ |
192 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
169 | if (RP->dungeon_level < RP->dungeon_depth || final_map) |
193 | if (style_map_down == 0) |
170 | the_exit_down = style_map_down |
194 | the_exit_down = arch_to_object (find_archetype ("exit")); |
171 | ? style_map_down->pick_random_object (rmg_rndm)->clone () |
195 | else |
172 | : archetype::get (shstr_exit); |
196 | { |
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197 | object *tmp; |
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198 | |
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199 | tmp = pick_random_object (style_map_down); |
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200 | the_exit_down = arch_to_object (tmp->arch); |
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201 | } |
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202 | else |
173 | else |
203 | the_exit_down = 0; |
174 | the_exit_down = 0; |
204 | |
175 | |
205 | /* set up the up exit */ |
176 | /* set up the up exit */ |
206 | the_exit_up->stats.hp = RP->origin_x; |
177 | the_exit_up->stats.hp = RP->get_iv ("origin_x", -1); |
207 | the_exit_up->stats.sp = RP->origin_y; |
178 | the_exit_up->stats.sp = RP->get_iv ("origin_y", -1); |
208 | the_exit_up->slaying = RP->origin_map; |
179 | the_exit_up->slaying = RP->get_str ("origin_map", 0); |
209 | |
180 | |
210 | /* figure out where to put the entrance */ |
181 | /* figure out where to put the entrance */ |
211 | /* begin a logical block */ |
182 | /* begin a logical block */ |
212 | { |
183 | { |
213 | int i, j; |
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214 | |
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215 | /* First, look for a '<' char */ |
184 | /* First, look for a '<' char */ |
216 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
185 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
217 | |
186 | |
218 | /* next, look for a C, the map center. */ |
187 | /* next, look for a C, the map center. */ |
219 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
188 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
220 | |
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221 | |
189 | |
222 | /* if we didn't find an up, find an empty place far from the center */ |
190 | /* if we didn't find an up, find an empty place far from the center */ |
223 | if (upx == -1 && cx != -1) |
191 | if (upx == -1 && cx != -1) |
224 | { |
192 | { |
225 | if (cx > RP->Xsize / 2) |
193 | if (cx > RP->Xsize / 2) |
226 | upx = 1; |
194 | upx = 1; |
227 | else |
195 | else |
228 | upx = RP->Xsize - 2; |
196 | upx = RP->Xsize - 2; |
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197 | |
229 | if (cy > RP->Ysize / 2) |
198 | if (cy > RP->Ysize / 2) |
230 | upy = 1; |
199 | upy = 1; |
231 | else |
200 | else |
232 | upy = RP->Ysize - 2; |
201 | upy = RP->Ysize - 2; |
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202 | |
233 | /* find an empty place far from the center */ |
203 | /* find an empty place far from the center */ |
234 | if (upx == 1 && upy == 1) |
204 | if (upx == 1 && upy == 1) |
235 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
205 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
236 | else if (upx == 1 && upy > 1) |
206 | else if (upx == 1 && upy > 1) |
237 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
207 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
… | |
… | |
247 | |
217 | |
248 | the_exit_up->x = upx; |
218 | the_exit_up->x = upx; |
249 | the_exit_up->y = upy; |
219 | the_exit_up->y = upy; |
250 | |
220 | |
251 | /* surround the exits with notices that this is a random map. */ |
221 | /* surround the exits with notices that this is a random map. */ |
252 | for (j = 1; j < 9; j++) |
222 | for (int j = 1; j < 9; j++) |
253 | { |
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254 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
223 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
255 | { |
224 | { |
256 | random_sign = get_archetype ("sign"); |
225 | object *random_sign = archetype::get (shstr_sign); |
257 | random_sign->x = the_exit_up->x + freearr_x[j]; |
226 | random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth); |
258 | random_sign->y = the_exit_up->y + freearr_y[j]; |
227 | map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); |
259 | |
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260 | sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
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261 | |
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262 | random_sign->msg = buf; |
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263 | insert_ob_in_map (random_sign, map, NULL, 0); |
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264 | } |
228 | } |
265 | } |
229 | |
266 | /* Block the exit so things don't get dumped on top of it. */ |
230 | /* Block the exit so things don't get dumped on top of it. */ |
267 | the_exit_up->move_block = MOVE_ALL; |
231 | the_exit_up->move_block = MOVE_ALL; |
268 | |
232 | |
269 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
233 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
270 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
234 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
271 | |
235 | |
272 | /* set the starting x,y for this map */ |
236 | /* set the starting x,y for this map */ |
273 | MAP_ENTER_X (map) = the_exit_up->x; |
237 | map->enter_x = the_exit_up->x; |
274 | MAP_ENTER_Y (map) = the_exit_up->y; |
238 | map->enter_y = the_exit_up->y; |
275 | |
239 | |
276 | /* first, look for a '>' character */ |
240 | /* first, look for a '>' character */ |
277 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
241 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
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242 | |
278 | /* if no > is found use C */ |
243 | /* if no > is found use C */ |
279 | if (downx == -1) |
244 | if (downx == -1) |
280 | { |
245 | { |
281 | downx = cx; |
246 | downx = cx; |
282 | downy = cy; |
247 | downy = cy; |
… | |
… | |
288 | { |
253 | { |
289 | if (upx > RP->Xsize / 2) |
254 | if (upx > RP->Xsize / 2) |
290 | downx = 1; |
255 | downx = 1; |
291 | else |
256 | else |
292 | downx = RP->Xsize - 2; |
257 | downx = RP->Xsize - 2; |
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258 | |
293 | if (upy > RP->Ysize / 2) |
259 | if (upy > RP->Ysize / 2) |
294 | downy = 1; |
260 | downy = 1; |
295 | else |
261 | else |
296 | downy = RP->Ysize - 2; |
262 | downy = RP->Ysize - 2; |
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263 | |
297 | /* find an empty place far from the entrance */ |
264 | /* find an empty place far from the entrance */ |
298 | if (downx == 1 && downy == 1) |
265 | if (downx == 1 && downy == 1) |
299 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
266 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
300 | else if (downx == 1 && downy > 1) |
267 | else if (downx == 1 && downy > 1) |
301 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
268 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
302 | else if (downx > 1 && downy == 1) |
269 | else if (downx > 1 && downy == 1) |
303 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
270 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
304 | else if (downx > 1 && downy > 1) |
271 | else if (downx > 1 && downy > 1) |
305 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
272 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
306 | |
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307 | } |
273 | } |
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274 | |
308 | /* no indication of where to place the down exit, so just place it */ |
275 | /* no indication of where to place the down exit, so just place it */ |
309 | if (downx == -1) |
276 | if (downx == -1) |
310 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
277 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
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278 | |
311 | if (the_exit_down) |
279 | if (the_exit_down) |
312 | { |
280 | { |
313 | char buf[2048]; |
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314 | |
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315 | i = find_first_free_spot (the_exit_down, map, downx, downy); |
281 | int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
316 | the_exit_down->x = downx + freearr_x[i]; |
282 | the_exit_down->x = downx + freearr_x[i]; |
317 | the_exit_down->y = downy + freearr_y[i]; |
283 | the_exit_down->y = downy + freearr_y[i]; |
318 | RP->origin_x = the_exit_down->x; |
284 | RP->set ("origin_x", (IV)the_exit_down->x); |
319 | RP->origin_y = the_exit_down->y; |
285 | RP->set ("origin_y", (IV)the_exit_down->y); |
320 | write_map_parameters_to_string (buf, RP); |
286 | |
321 | the_exit_down->msg = buf; |
287 | the_exit_down->msg = RP->as_shstr (); |
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288 | |
322 | /* the identifier for making a random map. */ |
289 | /* the identifier for making a random map. */ |
323 | if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) |
290 | if (RP->dungeon_level >= RP->dungeon_depth && final_map) |
324 | { |
291 | { |
325 | mapstruct *new_map; |
292 | maptile *new_map; |
326 | object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
293 | object *the_exit_back = the_exit_up->arch->instance (); |
327 | |
294 | |
328 | #if 0 |
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329 | /* I'm not sure if there was any reason to change the path to the |
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330 | * map other than to maybe make it more descriptive in the 'maps' |
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331 | * command. But changing the map name makes life more complicated, |
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332 | * (has_been_loaded needs to use the new name) |
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333 | */ |
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334 | |
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335 | char new_map_name[MAX_BUF]; |
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336 | |
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337 | /* give the final map a name */ |
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338 | sprintf (new_map_name, "%sfinal_map", RP->final_map); |
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339 | /* set the exit down. */ |
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340 | #endif |
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341 | /* load it */ |
295 | /* load it */ |
342 | if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) |
296 | if (!(new_map = maptile::find_sync (final_map))) |
343 | return; |
297 | return; |
344 | |
298 | |
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299 | new_map->load_sync (); |
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300 | |
345 | the_exit_down->slaying = RP->final_map; |
301 | the_exit_down->slaying = final_map; |
346 | strcpy (new_map->path, RP->final_map); |
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347 | |
302 | |
348 | for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) |
303 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
349 | /* Remove exit back to previous random map. There should only be one |
304 | /* Remove exit back to previous random map. There should only be one |
350 | * which is why we break out. To try to process more than one |
305 | * which is why we break out. To try to process more than one |
351 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
306 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
352 | * breaks the for loop. |
307 | * breaks the for loop. |
353 | */ |
308 | */ |
354 | if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) |
309 | if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
355 | { |
310 | { |
356 | remove_ob (tmp); |
311 | tmp->destroy (); |
357 | free_object (tmp); |
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358 | break; |
312 | break; |
359 | } |
313 | } |
360 | |
314 | |
361 | if (final_map_exit == 1) |
315 | if (final_map_exit) |
362 | { |
316 | { |
363 | /* setup the exit back */ |
317 | /* setup the exit back */ |
364 | the_exit_back->slaying = map->path; |
318 | the_exit_back->slaying = map->path; |
365 | the_exit_back->stats.hp = the_exit_down->x; |
319 | the_exit_back->stats.hp = the_exit_down->x; |
366 | the_exit_back->stats.sp = the_exit_down->y; |
320 | the_exit_back->stats.sp = the_exit_down->y; |
367 | the_exit_back->x = MAP_ENTER_X (new_map); |
321 | the_exit_back->x = new_map->enter_x; |
368 | the_exit_back->y = MAP_ENTER_Y (new_map); |
322 | the_exit_back->y = new_map->enter_y; |
369 | |
323 | |
370 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
324 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
371 | } |
325 | } |
372 | |
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373 | set_map_timeout (new_map); /* So it gets swapped out */ |
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374 | } |
326 | } |
375 | else |
327 | else |
376 | the_exit_down->slaying = "/!"; |
328 | the_exit_down->slaying = shstr_random_map_exit; |
377 | |
329 | |
378 | /* Block the exit so things don't get dumped on top of it. */ |
330 | /* Block the exit so things don't get dumped on top of it. */ |
379 | the_exit_down->move_block = MOVE_ALL; |
331 | the_exit_down->move_block = MOVE_ALL; |
380 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
332 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
381 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
333 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
382 | } |
334 | } |
383 | } |
335 | } |
384 | |
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385 | } |
336 | } |
386 | |
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387 | |
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388 | |
337 | |
389 | /* this function unblocks the exits. We blocked them to |
338 | /* this function unblocks the exits. We blocked them to |
390 | keep things from being dumped on them during the other |
339 | keep things from being dumped on them during the other |
391 | phases of random map generation. */ |
340 | phases of random map generation. */ |
392 | void |
341 | void |
393 | unblock_exits (mapstruct *map, char **maze, RMParms * RP) |
342 | unblock_exits (maptile *map, char **maze, random_map_params *RP) |
394 | { |
343 | { |
395 | int i = 0, j = 0; |
344 | int i = 0, j = 0; |
396 | object *walk; |
345 | object *walk; |
397 | |
346 | |
398 | for (i = 0; i < RP->Xsize; i++) |
347 | for (i = 0; i < RP->Xsize; i++) |
399 | for (j = 0; j < RP->Ysize; j++) |
348 | for (j = 0; j < RP->Ysize; j++) |
400 | if (maze[i][j] == '>' || maze[i][j] == '<') |
349 | if (maze[i][j] == '>' || maze[i][j] == '<') |
401 | { |
350 | { |
402 | for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) |
351 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
403 | { |
352 | { |
404 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
353 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
405 | { |
354 | { |
406 | walk->move_block = MOVE_BLOCK_DEFAULT; |
355 | walk->move_block = 0; |
407 | update_object (walk, UP_OBJ_CHANGE); |
356 | update_object (walk, UP_OBJ_CHANGE); |
408 | } |
357 | } |
409 | } |
358 | } |
410 | } |
359 | } |
411 | } |
360 | } |
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361 | |