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28 | #include <rproto.h> |
28 | #include <rproto.h> |
29 | |
29 | |
30 | /* find a character in the maze. 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 | static void |
32 | static void |
33 | find_in_layout (int mode, char target, int *fx, int *fy, char **maze, random_map_params *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 = rmg_rndm (4) + 1; |
43 | M = rmg_rndm (4) + 1; |
44 | else |
44 | else |
… | |
… | |
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 (maze[i][j] == target) |
57 | if (maze[i][j] == target) |
58 | { |
58 | { |
59 | *fx = i; |
59 | fx = i; |
60 | *fy = j; |
60 | fy = j; |
61 | return; |
61 | return; |
62 | } |
62 | } |
63 | } |
63 | } |
64 | break; |
64 | break; |
65 | |
65 | |
66 | case 2: |
66 | case 2: |
67 | /* Search from top right down/left */ |
67 | /* Search from top right down/left */ |
68 | for (i = RP->Xsize - 2; i > 0; i--) |
68 | for (i = maze.w - 2; i > 0; i--) |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | for (j = 1; j < maze.h - 1; j++) |
70 | { |
70 | { |
71 | if (maze[i][j] == target) |
71 | if (maze[i][j] == target) |
72 | { |
72 | { |
73 | *fx = i; |
73 | fx = i; |
74 | *fy = j; |
74 | fy = j; |
75 | return; |
75 | return; |
76 | } |
76 | } |
77 | } |
77 | } |
78 | break; |
78 | break; |
79 | |
79 | |
80 | case 3: |
80 | case 3: |
81 | /* search from bottom-left up-right */ |
81 | /* search from bottom-left up-right */ |
82 | for (i = 1; i < RP->Xsize - 1; i++) |
82 | for (i = 1; i < maze.w - 1; i++) |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
83 | for (j = maze.h - 2; j > 0; j--) |
84 | { |
84 | { |
85 | if (maze[i][j] == target) |
85 | if (maze[i][j] == target) |
86 | { |
86 | { |
87 | *fx = i; |
87 | fx = i; |
88 | *fy = j; |
88 | fy = j; |
89 | return; |
89 | return; |
90 | } |
90 | } |
91 | } |
91 | } |
92 | break; |
92 | break; |
93 | |
93 | |
94 | case 4: |
94 | case 4: |
95 | /* search from bottom-right up-left */ |
95 | /* search from bottom-right up-left */ |
96 | for (i = RP->Xsize - 2; i > 0; i--) |
96 | for (i = maze.w - 2; i > 0; i--) |
97 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | for (j = maze.h - 2; j > 0; j--) |
98 | { |
98 | { |
99 | if (maze[i][j] == target) |
99 | if (maze[i][j] == target) |
100 | { |
100 | { |
101 | *fx = i; |
101 | fx = i; |
102 | *fy = j; |
102 | fy = j; |
103 | return; |
103 | return; |
104 | } |
104 | } |
105 | } |
105 | } |
106 | break; |
106 | break; |
107 | |
|
|
108 | } |
107 | } |
109 | } |
108 | } |
110 | |
109 | |
111 | /* orientation: 0 means random, |
110 | /* orientation: 0 means random, |
112 | 1 means descending dungeon |
111 | 1 means descending dungeon |
… | |
… | |
115 | 4 means leftward |
114 | 4 means leftward |
116 | 5 means northward |
115 | 5 means northward |
117 | 6 means southward |
116 | 6 means southward |
118 | */ |
117 | */ |
119 | void |
118 | void |
120 | place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP) |
119 | place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP) |
121 | { |
120 | { |
122 | maptile *style_map_down = 0; /* harder maze */ |
121 | maptile *style_map_down = 0; /* harder maze */ |
123 | maptile *style_map_up = 0; /* easier maze */ |
122 | maptile *style_map_up = 0; /* easier maze */ |
124 | object *the_exit_down; /* harder maze */ |
123 | object *the_exit_down; /* harder maze */ |
125 | object *the_exit_up; /* easier maze */ |
124 | object *the_exit_up; /* easier maze */ |
… | |
… | |
180 | |
179 | |
181 | /* figure out where to put the entrance */ |
180 | /* figure out where to put the entrance */ |
182 | /* begin a logical block */ |
181 | /* begin a logical block */ |
183 | { |
182 | { |
184 | /* First, look for a '<' char */ |
183 | /* First, look for a '<' char */ |
185 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
184 | find_in_layout (0, '<', upx, upy, maze); |
186 | |
185 | |
187 | /* next, look for a C, the map center. */ |
186 | /* next, look for a C, the map center. */ |
188 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
187 | find_in_layout (0, 'C', cx, cy, maze); |
189 | |
188 | |
190 | /* 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 */ |
191 | if (upx == -1 && cx != -1) |
190 | if (upx == -1 && cx != -1) |
192 | { |
191 | { |
193 | if (cx > RP->Xsize / 2) |
192 | if (cx > RP->Xsize / 2) |
… | |
… | |
200 | else |
199 | else |
201 | upy = RP->Ysize - 2; |
200 | upy = RP->Ysize - 2; |
202 | |
201 | |
203 | /* find an empty place far from the center */ |
202 | /* find an empty place far from the center */ |
204 | if (upx == 1 && upy == 1) |
203 | if (upx == 1 && upy == 1) |
205 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
204 | find_in_layout (1, 0, upx, upy, maze); |
206 | else if (upx == 1 && upy > 1) |
205 | else if (upx == 1 && upy > 1) |
207 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
206 | find_in_layout (3, 0, upx, upy, maze); |
208 | else if (upx > 1 && upy == 1) |
207 | else if (upx > 1 && upy == 1) |
209 | find_in_layout (2, 0, &upx, &upy, maze, RP); |
208 | find_in_layout (2, 0, upx, upy, maze); |
210 | else if (upx > 1 && upy > 1) |
209 | else if (upx > 1 && upy > 1) |
211 | find_in_layout (4, 0, &upx, &upy, maze, RP); |
210 | find_in_layout (4, 0, upx, upy, maze); |
212 | } |
211 | } |
213 | |
212 | |
214 | /* 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. */ |
215 | if (upx == -1) |
214 | if (upx == -1) |
216 | find_in_layout (0, 0, &upx, &upy, maze, RP); |
215 | find_in_layout (0, 0, upx, upy, maze); |
217 | |
216 | |
218 | the_exit_up->x = upx; |
217 | the_exit_up->x = upx; |
219 | the_exit_up->y = upy; |
218 | the_exit_up->y = upy; |
220 | |
219 | |
221 | /* surround the exits with notices that this is a random map. */ |
220 | /* surround the exits with notices that this is a random map. */ |
… | |
… | |
236 | /* set the starting x,y for this map */ |
235 | /* set the starting x,y for this map */ |
237 | map->enter_x = the_exit_up->x; |
236 | map->enter_x = the_exit_up->x; |
238 | map->enter_y = the_exit_up->y; |
237 | map->enter_y = the_exit_up->y; |
239 | |
238 | |
240 | /* first, look for a '>' character */ |
239 | /* first, look for a '>' character */ |
241 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
240 | find_in_layout (0, '>', downx, downy, maze); |
242 | |
241 | |
243 | /* if no > is found use C */ |
242 | /* if no > is found use C */ |
244 | if (downx == -1) |
243 | if (downx == -1) |
245 | { |
244 | { |
246 | downx = cx; |
245 | downx = cx; |
… | |
… | |
261 | else |
260 | else |
262 | downy = RP->Ysize - 2; |
261 | downy = RP->Ysize - 2; |
263 | |
262 | |
264 | /* find an empty place far from the entrance */ |
263 | /* find an empty place far from the entrance */ |
265 | if (downx == 1 && downy == 1) |
264 | if (downx == 1 && downy == 1) |
266 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
265 | find_in_layout (1, 0, downx, downy, maze); |
267 | else if (downx == 1 && downy > 1) |
266 | else if (downx == 1 && downy > 1) |
268 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
267 | find_in_layout (3, 0, downx, downy, maze); |
269 | else if (downx > 1 && downy == 1) |
268 | else if (downx > 1 && downy == 1) |
270 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
269 | find_in_layout (2, 0, downx, downy, maze); |
271 | else if (downx > 1 && downy > 1) |
270 | else if (downx > 1 && downy > 1) |
272 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
271 | find_in_layout (4, 0, downx, downy, maze); |
273 | } |
272 | } |
274 | |
273 | |
275 | /* 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 */ |
276 | if (downx == -1) |
275 | if (downx == -1) |
277 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
276 | find_in_layout (0, 0, downx, downy, maze); |
278 | |
277 | |
279 | if (the_exit_down) |
278 | if (the_exit_down) |
280 | { |
279 | { |
281 | int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
280 | int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
282 | the_exit_down->x = downx + freearr_x[i]; |
281 | the_exit_down->x = downx + freearr_x[i]; |
… | |
… | |
337 | |
336 | |
338 | /* this function unblocks the exits. We blocked them to |
337 | /* this function unblocks the exits. We blocked them to |
339 | keep things from being dumped on them during the other |
338 | keep things from being dumped on them during the other |
340 | phases of random map generation. */ |
339 | phases of random map generation. */ |
341 | void |
340 | void |
342 | unblock_exits (maptile *map, char **maze, random_map_params *RP) |
341 | unblock_exits (maptile *map, layout &maze) |
343 | { |
342 | { |
344 | int i = 0, j = 0; |
343 | int i = 0, j = 0; |
345 | object *walk; |
344 | object *walk; |
346 | |
345 | |
347 | for (i = 0; i < RP->Xsize; i++) |
346 | for (i = 0; i < maze.w; i++) |
348 | for (j = 0; j < RP->Ysize; j++) |
347 | for (j = 0; j < maze.h; j++) |
349 | if (maze[i][j] == '>' || maze[i][j] == '<') |
348 | if (maze[i][j] == '>' || maze[i][j] == '<') |
350 | { |
349 | { |
351 | 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) |
352 | { |
351 | { |
353 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
352 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |