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