1 | /* |
1 | /* |
2 | * static char *rcsid_exit_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: exit.C,v 1.1 2006/08/13 17:16:03 elmex 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> |
4 | */ |
23 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #include <random_map.h> |
26 | #include <random_map.h> |
31 | #include <sproto.h> |
27 | #include <sproto.h> |
32 | #include <rproto.h> |
28 | #include <rproto.h> |
33 | |
29 | |
34 | |
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35 | /* find a character in the layout. fx and fy are pointers to |
30 | /* find a character in the layout. fx and fy are pointers to |
36 | where to find the char. fx,fy = -1 if not found. */ |
31 | where to find the char. fx,fy = -1 if not found. */ |
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32 | static void |
37 | void 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 **layout, random_map_params *RP) |
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34 | { |
38 | int M; |
35 | int M; |
39 | int i,j; |
36 | int i, j; |
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37 | |
40 | *fx=-1; |
38 | *fx = -1; |
41 | *fy=-1; |
39 | *fy = -1; |
42 | |
40 | |
43 | /* if a starting point isn't given, pick one */ |
41 | /* if a starting point isn't given, pick one */ |
44 | if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; |
42 | if (mode < 1 || mode > 4) |
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43 | M = rmg_rndm (4) + 1; |
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44 | else |
45 | else M = mode; |
45 | M = mode; |
46 | |
46 | |
47 | /* four different search starting points and methods so that |
47 | /* four different search starting points and methods so that |
48 | we can do something different for symmetrical maps instead of |
48 | we can do something different for symmetrical maps instead of |
49 | the same damned thing every time. */ |
49 | the same damned thing every time. */ |
50 | switch(M) { |
50 | switch (M) |
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51 | { |
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52 | case 1: |
51 | case 1: { /* search from top left down/right */ |
53 | /* search from top left down/right */ |
52 | for(i=1;i<RP->Xsize;i++) |
54 | for (i = 1; i < RP->Xsize; i++) |
53 | for(j=1;j<RP->Ysize;j++) { |
55 | for (j = 1; j < RP->Ysize; j++) |
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56 | { |
54 | if(layout[i][j]==target) { |
57 | if (layout[i][j] == target) |
55 | *fx = i; *fy = j; |
58 | { |
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59 | *fx = i; |
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60 | *fy = j; |
56 | return; |
61 | return; |
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62 | } |
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63 | } |
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64 | break; |
57 | } |
65 | |
58 | } |
66 | case 2: |
59 | break; |
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60 | } |
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61 | case 2: { /* Search from top right down/left */ |
67 | /* Search from top right down/left */ |
62 | for(i=RP->Xsize-2;i>0;i--) |
68 | for (i = RP->Xsize - 2; i > 0; i--) |
63 | for(j=1;j<RP->Ysize-1;j++) { |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
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70 | { |
64 | if(layout[i][j]==target) { |
71 | if (layout[i][j] == target) |
65 | *fx = i; *fy = j; |
72 | { |
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73 | *fx = i; |
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74 | *fy = j; |
66 | return; |
75 | return; |
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76 | } |
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77 | } |
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78 | break; |
67 | } |
79 | |
68 | } |
80 | case 3: |
69 | break; |
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70 | } |
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71 | case 3: { /* search from bottom-left up-right */ |
81 | /* search from bottom-left up-right */ |
72 | for(i=1;i<RP->Xsize-1;i++) |
82 | for (i = 1; i < RP->Xsize - 1; i++) |
73 | for(j=RP->Ysize-2;j>0;j--) { |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
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84 | { |
74 | if(layout[i][j]==target) { |
85 | if (layout[i][j] == target) |
75 | *fx = i; *fy = j; |
86 | { |
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87 | *fx = i; |
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88 | *fy = j; |
76 | return; |
89 | return; |
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90 | } |
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91 | } |
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92 | break; |
77 | } |
93 | |
78 | } |
94 | case 4: |
79 | break; |
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80 | } |
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81 | case 4: { /* search from bottom-right up-left */ |
95 | /* search from bottom-right up-left */ |
82 | for(i=RP->Xsize-2;i>0;i--) |
96 | for (i = RP->Xsize - 2; i > 0; i--) |
83 | for(j=RP->Ysize-2;j>0;j--) { |
97 | for (j = RP->Ysize - 2; j > 0; j--) |
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98 | { |
84 | if(layout[i][j]==target) { |
99 | if (layout[i][j] == target) |
85 | *fx = i; *fy = j; |
100 | { |
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101 | *fx = i; |
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102 | *fy = j; |
86 | return; |
103 | return; |
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104 | } |
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105 | } |
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106 | break; |
87 | } |
107 | |
88 | } |
108 | } |
89 | break; |
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90 | } |
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91 | } |
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92 | } |
109 | } |
93 | |
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94 | |
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95 | |
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96 | |
110 | |
97 | |
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98 | |
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99 | /* orientation: 0 means random, |
111 | /* orientation: 0 means random, |
100 | 1 means descending dungeon |
112 | 1 means descending dungeon |
101 | 2 means ascending dungeon |
113 | 2 means ascending dungeon |
102 | 3 means rightward |
114 | 3 means rightward |
103 | 4 means leftward |
115 | 4 means leftward |
104 | 5 means northward |
116 | 5 means northward |
105 | 6 means southward |
117 | 6 means southward |
106 | */ |
118 | */ |
107 | |
119 | void |
108 | void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { |
120 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
109 | char styledirname[256]; |
121 | { |
110 | mapstruct *style_map_down=0; /* harder maze */ |
122 | maptile *style_map_down = 0; /* harder maze */ |
111 | mapstruct *style_map_up=0; /* easier maze */ |
123 | maptile *style_map_up = 0; /* easier maze */ |
112 | object *the_exit_down; /* harder maze */ |
124 | object *the_exit_down; /* harder maze */ |
113 | object *the_exit_up; /* easier maze */ |
125 | object *the_exit_up; /* easier maze */ |
114 | object *random_sign; /* magic mouth saying this is a random map. */ |
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115 | char buf[512]; |
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116 | int cx=-1,cy=-1; /* location of a map center */ |
126 | int cx = -1, cy = -1; /* location of a map center */ |
117 | int upx=-1,upy=-1; /* location of up exit */ |
127 | int upx = -1, upy = -1; /* location of up exit */ |
118 | int downx=-1,downy=-1; |
128 | int downx = -1, downy = -1; |
119 | int final_map_exit=1; |
129 | int final_map_exit = 1; |
120 | |
130 | |
121 | if(RP->exit_on_final_map){ |
131 | if (RP->exit_on_final_map) |
122 | if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; |
132 | if (strstr (RP->exit_on_final_map, "no")) |
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133 | final_map_exit = 0; |
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134 | |
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135 | if (!orientation) |
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136 | orientation = rmg_rndm (6) + 1; |
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137 | |
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138 | switch (orientation) |
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139 | { |
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140 | case 1: |
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141 | { |
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142 | style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, -1); |
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143 | style_map_down = find_style ("/styles/exitstyles/down", exitstyle, -1); |
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144 | break; |
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145 | } |
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146 | |
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147 | case 2: |
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148 | { |
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149 | style_map_up = find_style ("/styles/exitstyles/down", exitstyle, -1); |
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150 | style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, -1); |
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151 | break; |
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152 | } |
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153 | |
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154 | default: |
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155 | { |
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156 | style_map_up = |
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157 | style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, -1); |
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158 | break; |
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159 | } |
123 | } |
160 | } |
124 | |
161 | |
125 | if(orientation == 0) orientation = RANDOM() % 6 + 1; |
162 | the_exit_up = style_map_up |
126 | |
163 | ? style_map_up->pick_random_object (rmg_rndm)->clone () |
127 | switch(orientation) { |
164 | : archetype::get (shstr_exit); |
128 | case 1: |
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129 | { |
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130 | sprintf(styledirname,"/styles/exitstyles/up"); |
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131 | style_map_up = find_style(styledirname,exitstyle,-1); |
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132 | sprintf(styledirname,"/styles/exitstyles/down"); |
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133 | style_map_down = find_style(styledirname,exitstyle,-1); |
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134 | break; |
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135 | } |
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136 | case 2: |
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137 | { |
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138 | sprintf(styledirname,"/styles/exitstyles/down"); |
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139 | style_map_up = find_style(styledirname,exitstyle,-1); |
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140 | sprintf(styledirname,"/styles/exitstyles/up"); |
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141 | style_map_down = find_style(styledirname,exitstyle,-1); |
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142 | break; |
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143 | } |
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144 | default: |
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145 | { |
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146 | sprintf(styledirname,"/styles/exitstyles/generic"); |
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147 | style_map_up = find_style(styledirname,exitstyle,-1); |
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148 | style_map_down = style_map_up; |
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149 | break; |
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150 | } |
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151 | } |
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152 | if(style_map_up == 0) the_exit_up =arch_to_object(find_archetype("exit")); |
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153 | else { |
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154 | object *tmp; |
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155 | tmp = pick_random_object(style_map_up); |
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156 | the_exit_up = arch_to_object(tmp->arch); |
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157 | } |
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158 | |
165 | |
159 | /* we need a down exit only if we're recursing. */ |
166 | /* we need a down exit only if we're recursing. */ |
160 | if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) |
167 | if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) |
161 | if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); |
168 | the_exit_down = style_map_down |
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169 | ? style_map_down->pick_random_object (rmg_rndm)->clone () |
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170 | : archetype::get (shstr_exit); |
162 | else { |
171 | else |
163 | object *tmp; |
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164 | tmp = pick_random_object(style_map_down); |
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165 | the_exit_down = arch_to_object(tmp->arch); |
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166 | } |
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167 | else the_exit_down = 0; |
172 | the_exit_down = 0; |
168 | |
173 | |
169 | /* set up the up exit */ |
174 | /* set up the up exit */ |
170 | the_exit_up->stats.hp = RP->origin_x; |
175 | the_exit_up->stats.hp = RP->origin_x; |
171 | the_exit_up->stats.sp = RP->origin_y; |
176 | the_exit_up->stats.sp = RP->origin_y; |
172 | the_exit_up->slaying = add_string(RP->origin_map); |
177 | the_exit_up->slaying = RP->origin_map; |
173 | |
178 | |
174 | /* figure out where to put the entrance */ |
179 | /* figure out where to put the entrance */ |
175 | /* begin a logical block */ |
180 | /* begin a logical block */ |
176 | { |
181 | { |
177 | int i,j; |
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178 | /* First, look for a '<' char */ |
182 | /* First, look for a '<' char */ |
179 | find_in_layout(0,'<',&upx,&upy,maze,RP); |
183 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
180 | |
184 | |
181 | /* next, look for a C, the map center. */ |
185 | /* next, look for a C, the map center. */ |
182 | find_in_layout(0,'C',&cx,&cy,maze,RP); |
186 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
183 | |
187 | |
184 | |
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185 | /* if we didn't find an up, find an empty place far from the center */ |
188 | /* if we didn't find an up, find an empty place far from the center */ |
186 | if(upx==-1 && cx!=-1) { |
189 | if (upx == -1 && cx != -1) |
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190 | { |
187 | if(cx > RP->Xsize/2) upx = 1; |
191 | if (cx > RP->Xsize / 2) |
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192 | upx = 1; |
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193 | else |
188 | else upx = RP->Xsize -2; |
194 | upx = RP->Xsize - 2; |
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195 | |
189 | if(cy > RP->Ysize/2) upy = 1; |
196 | if (cy > RP->Ysize / 2) |
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197 | upy = 1; |
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198 | else |
190 | else upy = RP->Ysize -2; |
199 | upy = RP->Ysize - 2; |
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200 | |
191 | /* find an empty place far from the center */ |
201 | /* find an empty place far from the center */ |
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202 | if (upx == 1 && upy == 1) |
192 | if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); |
203 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
193 | else |
204 | else if (upx == 1 && upy > 1) |
194 | if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); |
205 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
195 | else |
206 | else if (upx > 1 && upy == 1) |
196 | if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); |
207 | find_in_layout (2, 0, &upx, &upy, maze, RP); |
197 | else |
208 | else if (upx > 1 && upy > 1) |
198 | if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); |
209 | find_in_layout (4, 0, &upx, &upy, maze, RP); |
199 | } |
210 | } |
200 | |
211 | |
201 | /* no indication of where to place the exit, so just place it. */ |
212 | /* no indication of where to place the exit, so just place it. */ |
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213 | if (upx == -1) |
202 | if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); |
214 | find_in_layout (0, 0, &upx, &upy, maze, RP); |
203 | |
215 | |
204 | the_exit_up->x = upx; |
216 | the_exit_up->x = upx; |
205 | the_exit_up->y = upy; |
217 | the_exit_up->y = upy; |
206 | |
218 | |
207 | /* surround the exits with notices that this is a random map. */ |
219 | /* surround the exits with notices that this is a random map. */ |
208 | for(j=1;j<9;j++) { |
220 | for (int j = 1; j < 9; j++) |
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221 | { |
209 | if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { |
222 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
210 | random_sign = get_archetype("sign"); |
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211 | random_sign->x = the_exit_up->x+freearr_x[j]; |
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212 | random_sign->y = the_exit_up->y+freearr_y[j]; |
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213 | |
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214 | sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); |
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215 | |
223 | { |
216 | random_sign->msg = add_string(buf); |
224 | object *random_sign = archetype::get (shstr_sign); |
217 | insert_ob_in_map(random_sign,map,NULL,0); |
225 | random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); |
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226 | map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); |
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227 | } |
218 | } |
228 | } |
219 | } |
229 | |
220 | /* 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. */ |
221 | the_exit_up->move_block = MOVE_ALL; |
231 | the_exit_up->move_block = MOVE_ALL; |
222 | |
232 | |
223 | insert_ob_in_map(the_exit_up,map,NULL,0); |
233 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
224 | maze[the_exit_up->x][the_exit_up->y]='<'; |
234 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
225 | |
235 | |
226 | /* set the starting x,y for this map */ |
236 | /* set the starting x,y for this map */ |
227 | MAP_ENTER_X(map) = the_exit_up->x; |
237 | map->enter_x = the_exit_up->x; |
228 | MAP_ENTER_Y(map) = the_exit_up->y; |
238 | map->enter_y = the_exit_up->y; |
229 | |
239 | |
230 | /* first, look for a '>' character */ |
240 | /* first, look for a '>' character */ |
231 | find_in_layout(0,'>',&downx,&downy,maze,RP); |
241 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
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242 | |
232 | /* if no > is found use C */ |
243 | /* if no > is found use C */ |
233 | if(downx==-1) { downx = cx; downy=cy;}; |
244 | if (downx == -1) |
234 | |
245 | { |
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246 | downx = cx; |
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247 | downy = cy; |
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248 | }; |
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249 | |
235 | /* make the other exit far away from this one if |
250 | /* make the other exit far away from this one if |
236 | there's no center. */ |
251 | there's no center. */ |
237 | if(downx==-1) { |
252 | if (downx == -1) |
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253 | { |
238 | if(upx > RP->Xsize/2) downx = 1; |
254 | if (upx > RP->Xsize / 2) |
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255 | downx = 1; |
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256 | else |
239 | else downx = RP->Xsize -2; |
257 | downx = RP->Xsize - 2; |
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258 | |
240 | if(upy > RP->Ysize/2) downy = 1; |
259 | if (upy > RP->Ysize / 2) |
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260 | downy = 1; |
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261 | else |
241 | else downy = RP->Ysize -2; |
262 | downy = RP->Ysize - 2; |
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263 | |
242 | /* find an empty place far from the entrance */ |
264 | /* find an empty place far from the entrance */ |
243 | if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); |
265 | if (downx == 1 && downy == 1) |
244 | else |
266 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
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267 | else if (downx == 1 && downy > 1) |
245 | if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); |
268 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
246 | else |
269 | else if (downx > 1 && downy == 1) |
247 | if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); |
270 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
248 | else |
271 | else if (downx > 1 && downy > 1) |
249 | if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); |
272 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
250 | |
273 | } |
251 | } |
274 | |
252 | /* 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 */ |
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276 | if (downx == -1) |
253 | if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); |
277 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
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278 | |
254 | if(the_exit_down) { |
279 | if (the_exit_down) |
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280 | { |
255 | char buf[2048]; |
281 | char buf[16384]; |
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282 | |
256 | i = find_first_free_spot(the_exit_down, map, downx, downy); |
283 | int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
257 | the_exit_down->x = downx + freearr_x[i]; |
284 | the_exit_down->x = downx + freearr_x[i]; |
258 | the_exit_down->y = downy + freearr_y[i]; |
285 | the_exit_down->y = downy + freearr_y[i]; |
259 | RP->origin_x = the_exit_down->x; |
286 | RP->origin_x = the_exit_down->x; |
260 | RP->origin_y = the_exit_down->y; |
287 | RP->origin_y = the_exit_down->y; |
261 | write_map_parameters_to_string(buf,RP); |
288 | write_map_parameters_to_string (buf, RP); |
262 | the_exit_down->msg = add_string(buf); |
289 | the_exit_down->msg = buf; |
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290 | |
263 | /* the identifier for making a random map. */ |
291 | /* the identifier for making a random map. */ |
264 | if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { |
292 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
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293 | { |
265 | mapstruct *new_map; |
294 | maptile *new_map; |
266 | object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; |
295 | object *the_exit_back = the_exit_up->arch->instance (); |
267 | #if 0 |
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268 | /* I'm not sure if there was any reason to change the path to the |
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269 | * map other than to maybe make it more descriptive in the 'maps' |
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270 | * command. But changing the map name makes life more complicated, |
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271 | * (has_been_loaded needs to use the new name) |
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272 | */ |
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273 | |
296 | |
274 | char new_map_name[MAX_BUF]; |
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275 | /* give the final map a name */ |
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276 | sprintf(new_map_name,"%sfinal_map",RP->final_map); |
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277 | /* set the exit down. */ |
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278 | #endif |
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279 | /* load it */ |
297 | /* load it */ |
280 | if((new_map=ready_map_name(RP->final_map,0)) == NULL) |
298 | if (!(new_map = maptile::find_sync (RP->final_map))) |
281 | return; |
299 | return; |
282 | |
300 | |
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301 | new_map->load_sync (); |
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302 | |
283 | the_exit_down->slaying = add_string(RP->final_map); |
303 | the_exit_down->slaying = RP->final_map; |
284 | strcpy(new_map->path,RP->final_map); |
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285 | |
304 | |
286 | for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) |
305 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
287 | /* Remove exit back to previous random map. There should only be one |
306 | /* Remove exit back to previous random map. There should only be one |
288 | * which is why we break out. To try to process more than one |
307 | * which is why we break out. To try to process more than one |
289 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
308 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
290 | * breaks the for loop. |
309 | * breaks the for loop. |
291 | */ |
310 | */ |
292 | if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { |
311 | if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
293 | remove_ob(tmp); |
312 | { |
294 | free_object(tmp); |
313 | tmp->destroy (); |
295 | break; |
314 | break; |
296 | } |
315 | } |
297 | |
316 | |
298 | if (final_map_exit == 1) |
317 | if (final_map_exit == 1) |
299 | { |
318 | { |
300 | /* setup the exit back */ |
319 | /* setup the exit back */ |
301 | the_exit_back->slaying = add_string(map->path); |
320 | the_exit_back->slaying = map->path; |
302 | the_exit_back->stats.hp = the_exit_down->x; |
321 | the_exit_back->stats.hp = the_exit_down->x; |
303 | the_exit_back->stats.sp = the_exit_down->y; |
322 | the_exit_back->stats.sp = the_exit_down->y; |
304 | the_exit_back->x = MAP_ENTER_X(new_map); |
323 | the_exit_back->x = new_map->enter_x; |
305 | the_exit_back->y = MAP_ENTER_Y(new_map); |
324 | the_exit_back->y = new_map->enter_y; |
306 | |
325 | |
307 | insert_ob_in_map(the_exit_back,new_map,NULL,0); |
326 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
308 | } |
327 | } |
309 | |
328 | } |
310 | set_map_timeout(new_map); /* So it gets swapped out */ |
329 | else |
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330 | the_exit_down->slaying = shstr_random_map_exit; |
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331 | |
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332 | /* Block the exit so things don't get dumped on top of it. */ |
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333 | the_exit_down->move_block = MOVE_ALL; |
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334 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
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335 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
311 | } |
336 | } |
312 | else |
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313 | the_exit_down->slaying = add_string("/!"); |
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314 | /* Block the exit so things don't get dumped on top of it. */ |
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315 | the_exit_down->move_block = MOVE_ALL; |
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316 | insert_ob_in_map(the_exit_down,map,NULL,0); |
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317 | maze[the_exit_down->x][the_exit_down->y]='>'; |
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318 | } |
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319 | } |
337 | } |
320 | |
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321 | } |
338 | } |
322 | |
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323 | |
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324 | |
339 | |
325 | /* this function unblocks the exits. We blocked them to |
340 | /* this function unblocks the exits. We blocked them to |
326 | keep things from being dumped on them during the other |
341 | keep things from being dumped on them during the other |
327 | phases of random map generation. */ |
342 | phases of random map generation. */ |
328 | void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { |
343 | void |
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344 | unblock_exits (maptile *map, char **maze, random_map_params *RP) |
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345 | { |
329 | int i=0,j=0; |
346 | int i = 0, j = 0; |
330 | object *walk; |
347 | object *walk; |
331 | |
348 | |
332 | for(i=0;i<RP->Xsize;i++) |
349 | for (i = 0; i < RP->Xsize; i++) |
333 | for(j=0;j<RP->Ysize;j++) |
350 | for (j = 0; j < RP->Ysize; j++) |
334 | if(maze[i][j]=='>' || maze[i][j]=='<') { |
351 | if (maze[i][j] == '>' || maze[i][j] == '<') |
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352 | { |
335 | for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { |
353 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
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354 | { |
336 | if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { |
355 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
337 | walk->move_block = MOVE_BLOCK_DEFAULT; |
356 | { |
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357 | walk->move_block = 0; |
338 | update_object(walk,UP_OBJ_CHANGE); |
358 | update_object (walk, UP_OBJ_CHANGE); |
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359 | } |
339 | } |
360 | } |
340 | } |
361 | } |
341 | } |
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342 | } |
362 | } |
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363 | |