1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <random_map.h> |
26 | #include <rmg.h> |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
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. */ |
… | |
… | |
76 | } |
76 | } |
77 | } |
77 | } |
78 | break; |
78 | break; |
79 | |
79 | |
80 | case 3: |
80 | case 3: |
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81 | /* search from bottom-right up-left */ |
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82 | for (i = maze.w - 2; i > 0; i--) |
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83 | for (j = maze.h - 2; j > 0; j--) |
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84 | { |
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85 | if (maze[i][j] == target) |
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86 | { |
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87 | fx = i; |
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88 | fy = j; |
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89 | return; |
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90 | } |
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91 | } |
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92 | break; |
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93 | |
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94 | case 4: |
81 | /* search from bottom-left up-right */ |
95 | /* search from bottom-left up-right */ |
82 | for (i = 1; i < maze.w - 1; i++) |
96 | for (i = 1; i < maze.w - 1; i++) |
83 | for (j = maze.h - 2; j > 0; j--) |
97 | for (j = maze.h - 2; j > 0; j--) |
84 | { |
98 | { |
85 | if (maze[i][j] == target) |
99 | if (maze[i][j] == target) |
… | |
… | |
88 | fy = j; |
102 | fy = j; |
89 | return; |
103 | return; |
90 | } |
104 | } |
91 | } |
105 | } |
92 | break; |
106 | break; |
93 | |
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94 | case 4: |
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95 | /* search from bottom-right up-left */ |
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96 | for (i = maze.w - 2; i > 0; i--) |
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97 | for (j = maze.h - 2; j > 0; j--) |
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98 | { |
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99 | if (maze[i][j] == target) |
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100 | { |
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101 | fx = i; |
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102 | fy = j; |
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103 | return; |
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104 | } |
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105 | } |
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106 | break; |
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107 | } |
107 | } |
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108 | } |
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109 | |
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110 | point |
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111 | layout::find (char target, int mode) |
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112 | { |
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113 | int x, y; |
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114 | |
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115 | find_in_layout (mode, target, x, y, *this); |
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116 | |
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117 | return point (x, y); |
108 | } |
118 | } |
109 | |
119 | |
110 | /* orientation: 0 means random, |
120 | /* orientation: 0 means random, |
111 | 1 means descending dungeon |
121 | 1 means descending dungeon |
112 | 2 means ascending dungeon |
122 | 2 means ascending dungeon |
… | |
… | |
198 | upy = 1; |
208 | upy = 1; |
199 | else |
209 | else |
200 | upy = RP->Ysize - 2; |
210 | upy = RP->Ysize - 2; |
201 | |
211 | |
202 | /* find an empty place far from the center */ |
212 | /* find an empty place far from the center */ |
203 | if (upx == 1 && upy == 1) |
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204 | find_in_layout (1, 0, upx, upy, maze); |
213 | if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze); |
205 | else if (upx == 1 && upy > 1) |
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206 | find_in_layout (3, 0, upx, upy, maze); |
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207 | else if (upx > 1 && upy == 1) |
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208 | find_in_layout (2, 0, upx, upy, maze); |
214 | else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze); |
209 | else if (upx > 1 && upy > 1) |
215 | else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze); |
210 | find_in_layout (4, 0, upx, upy, maze); |
216 | else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze); |
211 | } |
217 | } |
212 | |
218 | |
213 | /* no indication of where to place the exit, so just place it. */ |
219 | /* no indication of where to place the exit, so just place it. */ |
214 | if (upx == -1) |
220 | if (upx == -1) |
215 | find_in_layout (0, 0, upx, upy, maze); |
221 | find_in_layout (0, 0, upx, upy, maze); |
… | |
… | |
259 | downy = 1; |
265 | downy = 1; |
260 | else |
266 | else |
261 | downy = RP->Ysize - 2; |
267 | downy = RP->Ysize - 2; |
262 | |
268 | |
263 | /* find an empty place far from the entrance */ |
269 | /* find an empty place far from the entrance */ |
264 | if (downx == 1 && downy == 1) |
270 | if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze); |
265 | find_in_layout (1, 0, downx, downy, maze); |
271 | else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze); |
266 | else if (downx == 1 && downy > 1) |
272 | else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze); |
267 | find_in_layout (3, 0, downx, downy, maze); |
273 | else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze); |
268 | else if (downx > 1 && downy == 1) |
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269 | find_in_layout (2, 0, downx, downy, maze); |
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270 | else if (downx > 1 && downy > 1) |
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271 | find_in_layout (4, 0, downx, downy, maze); |
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272 | } |
274 | } |
273 | |
275 | |
274 | /* no indication of where to place the down exit, so just place it */ |
276 | /* no indication of where to place the down exit, so just place it */ |
275 | if (downx == -1) |
277 | if (downx == -1) |
276 | find_in_layout (0, 0, downx, downy, maze); |
278 | find_in_layout (0, 0, downx, downy, maze); |
277 | |
279 | |
278 | if (the_exit_down) |
280 | if (the_exit_down) |
279 | { |
281 | { |
280 | int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
282 | int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
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283 | |
281 | the_exit_down->x = downx + freearr_x[i]; |
284 | the_exit_down->x = downx + freearr_x[i]; |
282 | the_exit_down->y = downy + freearr_y[i]; |
285 | the_exit_down->y = downy + freearr_y[i]; |
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286 | |
283 | RP->set ("origin_x", (IV)the_exit_down->x); |
287 | RP->set ("origin_x", (IV)the_exit_down->x); |
284 | RP->set ("origin_y", (IV)the_exit_down->y); |
288 | RP->set ("origin_y", (IV)the_exit_down->y); |
285 | |
289 | |
286 | the_exit_down->msg = RP->as_shstr (); |
290 | the_exit_down->msg = RP->as_shstr (); |
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291 | the_exit_down->slaying = shstr_random_map_exit; |
287 | |
292 | |
288 | /* the identifier for making a random map. */ |
293 | /* the identifier for making a random map. */ |
289 | if (RP->dungeon_level >= RP->dungeon_depth && final_map) |
294 | if (RP->dungeon_level >= RP->dungeon_depth && final_map) |
290 | { |
295 | { |
291 | maptile *new_map; |
296 | the_exit_down->msg = 0; |
292 | object *the_exit_back = the_exit_up->arch->instance (); |
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293 | |
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294 | /* load it */ |
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295 | if (!(new_map = maptile::find_sync (final_map))) |
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296 | return; |
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297 | |
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298 | new_map->load_sync (); |
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299 | |
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300 | the_exit_down->slaying = final_map; |
297 | the_exit_down->slaying = final_map; |
301 | |
298 | |
302 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
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303 | /* Remove exit back to previous random map. There should only be one |
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304 | * which is why we break out. To try to process more than one |
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305 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
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306 | * breaks the for loop. |
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307 | */ |
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308 | if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
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309 | { |
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310 | tmp->destroy (); |
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311 | break; |
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312 | } |
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313 | |
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314 | if (final_map_exit) |
299 | if (final_map_exit) |
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300 | if (maptile *new_map = maptile::find_sync (final_map)) |
315 | { |
301 | { |
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302 | object *the_exit_back = the_exit_up->arch->instance (); |
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303 | |
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304 | new_map->load_sync (); |
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305 | |
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306 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
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307 | /* Remove exit back to previous random map. There should only be one |
|
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308 | * which is why we break out. To try to process more than one |
|
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309 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
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310 | * breaks the for loop. |
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311 | */ |
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312 | if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
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313 | { |
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314 | tmp->destroy (); |
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315 | break; |
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316 | } |
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317 | |
316 | /* setup the exit back */ |
318 | /* setup the exit back */ |
317 | the_exit_back->slaying = map->path; |
319 | the_exit_back->slaying = map->path; |
318 | the_exit_back->stats.hp = the_exit_down->x; |
320 | the_exit_back->stats.hp = the_exit_down->x; |
319 | the_exit_back->stats.sp = the_exit_down->y; |
321 | the_exit_back->stats.sp = the_exit_down->y; |
320 | the_exit_back->x = new_map->enter_x; |
322 | the_exit_back->x = new_map->enter_x; |
321 | the_exit_back->y = new_map->enter_y; |
323 | the_exit_back->y = new_map->enter_y; |
322 | |
324 | |
323 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
325 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
324 | } |
326 | } |
325 | } |
327 | } |
326 | else |
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327 | the_exit_down->slaying = shstr_random_map_exit; |
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328 | |
328 | |
329 | /* 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. */ |
330 | the_exit_down->move_block = MOVE_ALL; |
330 | the_exit_down->move_block = MOVE_ALL; |
331 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
331 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
332 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
332 | maze[the_exit_down->x][the_exit_down->y] = '>'; |