1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
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 | /* 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 |
30 | where to find the char. fx,fy = -1 if not found. */ |
31 | where to find the char. fx,fy = -1 if not found. */ |
31 | void |
32 | void |
32 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) |
33 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) |
33 | { |
34 | { |
34 | int M; |
35 | int M; |
35 | int i, j; |
36 | int i, j; |
36 | |
37 | |
37 | *fx = -1; |
38 | *fx = -1; |
… | |
… | |
46 | /* four different search starting points and methods so that |
47 | /* four different search starting points and methods so that |
47 | we can do something different for symmetrical maps instead of |
48 | we can do something different for symmetrical maps instead of |
48 | the same damned thing every time. */ |
49 | the same damned thing every time. */ |
49 | switch (M) |
50 | switch (M) |
50 | { |
51 | { |
51 | case 1: |
52 | case 1: |
52 | { /* search from top left down/right */ |
53 | { /* search from top left down/right */ |
53 | for (i = 1; i < RP->Xsize; i++) |
54 | for (i = 1; i < RP->Xsize; i++) |
54 | for (j = 1; j < RP->Ysize; j++) |
55 | for (j = 1; j < RP->Ysize; j++) |
55 | { |
56 | { |
56 | if (layout[i][j] == target) |
57 | if (layout[i][j] == target) |
57 | { |
58 | { |
58 | *fx = i; |
59 | *fx = i; |
59 | *fy = j; |
60 | *fy = j; |
60 | return; |
61 | return; |
61 | } |
62 | } |
62 | } |
63 | } |
63 | break; |
64 | break; |
64 | } |
65 | } |
65 | case 2: |
66 | case 2: |
66 | { /* Search from top right down/left */ |
67 | { /* Search from top right down/left */ |
67 | for (i = RP->Xsize - 2; i > 0; i--) |
68 | for (i = RP->Xsize - 2; i > 0; i--) |
68 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | { |
70 | { |
70 | if (layout[i][j] == target) |
71 | if (layout[i][j] == target) |
71 | { |
72 | { |
72 | *fx = i; |
73 | *fx = i; |
73 | *fy = j; |
74 | *fy = j; |
74 | return; |
75 | return; |
75 | } |
76 | } |
76 | } |
77 | } |
77 | break; |
78 | break; |
78 | } |
79 | } |
79 | case 3: |
80 | case 3: |
80 | { /* search from bottom-left up-right */ |
81 | { /* search from bottom-left up-right */ |
81 | for (i = 1; i < RP->Xsize - 1; i++) |
82 | for (i = 1; i < RP->Xsize - 1; i++) |
82 | for (j = RP->Ysize - 2; j > 0; j--) |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
83 | { |
84 | { |
84 | if (layout[i][j] == target) |
85 | if (layout[i][j] == target) |
85 | { |
86 | { |
86 | *fx = i; |
87 | *fx = i; |
87 | *fy = j; |
88 | *fy = j; |
88 | return; |
89 | return; |
89 | } |
90 | } |
90 | } |
91 | } |
91 | break; |
92 | break; |
92 | } |
93 | } |
93 | case 4: |
94 | case 4: |
94 | { /* search from bottom-right up-left */ |
95 | { /* search from bottom-right up-left */ |
95 | for (i = RP->Xsize - 2; i > 0; i--) |
96 | for (i = RP->Xsize - 2; i > 0; i--) |
96 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | { |
98 | { |
98 | if (layout[i][j] == target) |
99 | if (layout[i][j] == target) |
99 | { |
100 | { |
100 | *fx = i; |
101 | *fx = i; |
101 | *fy = j; |
102 | *fy = j; |
102 | return; |
103 | return; |
103 | } |
104 | } |
104 | } |
105 | } |
105 | break; |
106 | break; |
106 | } |
107 | } |
107 | } |
108 | } |
108 | } |
109 | } |
109 | |
110 | |
110 | /* orientation: 0 means random, |
111 | /* orientation: 0 means random, |
111 | 1 means descending dungeon |
112 | 1 means descending dungeon |
… | |
… | |
116 | 6 means southward |
117 | 6 means southward |
117 | */ |
118 | */ |
118 | void |
119 | void |
119 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
120 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
120 | { |
121 | { |
121 | char styledirname[256]; |
122 | char styledirname[1024]; |
122 | maptile *style_map_down = 0; /* harder maze */ |
123 | maptile *style_map_down = 0; /* harder maze */ |
123 | maptile *style_map_up = 0; /* easier maze */ |
124 | maptile *style_map_up = 0; /* easier maze */ |
124 | object *the_exit_down; /* harder maze */ |
125 | object *the_exit_down; /* harder maze */ |
125 | object *the_exit_up; /* easier maze */ |
126 | object *the_exit_up; /* easier maze */ |
126 | object *random_sign; /* magic mouth saying this is a random map. */ |
127 | object *random_sign; /* magic mouth saying this is a random map. */ |
127 | char buf[512]; |
|
|
128 | int cx = -1, cy = -1; /* location of a map center */ |
128 | int cx = -1, cy = -1; /* location of a map center */ |
129 | int upx = -1, upy = -1; /* location of up exit */ |
129 | int upx = -1, upy = -1; /* location of up exit */ |
130 | int downx = -1, downy = -1; |
130 | int downx = -1, downy = -1; |
131 | int final_map_exit = 1; |
131 | int final_map_exit = 1; |
132 | |
132 | |
133 | if (RP->exit_on_final_map) |
133 | if (RP->exit_on_final_map) |
134 | { |
|
|
135 | if (strstr (RP->exit_on_final_map, "no")) |
134 | if (strstr (RP->exit_on_final_map, "no")) |
136 | final_map_exit = 0; |
135 | final_map_exit = 0; |
137 | } |
|
|
138 | |
136 | |
139 | if (orientation == 0) |
137 | if (!orientation) |
140 | orientation = RANDOM () % 6 + 1; |
138 | orientation = RANDOM () % 6 + 1; |
141 | |
139 | |
142 | switch (orientation) |
140 | switch (orientation) |
143 | { |
141 | { |
144 | case 1: |
142 | case 1: |
… | |
… | |
168 | } |
166 | } |
169 | } |
167 | } |
170 | |
168 | |
171 | if (style_map_up == 0) |
169 | if (style_map_up == 0) |
172 | the_exit_up = arch_to_object (archetype::find ("exit")); |
170 | the_exit_up = arch_to_object (archetype::find ("exit")); |
|
|
171 | |
173 | else |
172 | else |
174 | { |
173 | { |
175 | object *tmp; |
174 | object *tmp; |
176 | |
175 | |
177 | tmp = pick_random_object (style_map_up); |
176 | tmp = pick_random_object (style_map_up); |
… | |
… | |
180 | |
179 | |
181 | /* we need a down exit only if we're recursing. */ |
180 | /* we need a down exit only if we're recursing. */ |
182 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
181 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
183 | if (style_map_down == 0) |
182 | if (style_map_down == 0) |
184 | the_exit_down = arch_to_object (archetype::find ("exit")); |
183 | the_exit_down = arch_to_object (archetype::find ("exit")); |
|
|
184 | |
185 | else |
185 | else |
186 | { |
186 | { |
187 | object *tmp; |
187 | object *tmp; |
188 | |
188 | |
189 | tmp = pick_random_object (style_map_down); |
189 | tmp = pick_random_object (style_map_down); |
… | |
… | |
198 | the_exit_up->slaying = RP->origin_map; |
198 | the_exit_up->slaying = RP->origin_map; |
199 | |
199 | |
200 | /* figure out where to put the entrance */ |
200 | /* figure out where to put the entrance */ |
201 | /* begin a logical block */ |
201 | /* begin a logical block */ |
202 | { |
202 | { |
203 | int i, j; |
|
|
204 | |
|
|
205 | /* First, look for a '<' char */ |
203 | /* First, look for a '<' char */ |
206 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
204 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
207 | |
205 | |
208 | /* next, look for a C, the map center. */ |
206 | /* next, look for a C, the map center. */ |
209 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
207 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
210 | |
208 | |
211 | |
|
|
212 | /* if we didn't find an up, find an empty place far from the center */ |
209 | /* if we didn't find an up, find an empty place far from the center */ |
213 | if (upx == -1 && cx != -1) |
210 | if (upx == -1 && cx != -1) |
214 | { |
211 | { |
215 | if (cx > RP->Xsize / 2) |
212 | if (cx > RP->Xsize / 2) |
216 | upx = 1; |
213 | upx = 1; |
217 | else |
214 | else |
218 | upx = RP->Xsize - 2; |
215 | upx = RP->Xsize - 2; |
|
|
216 | |
219 | if (cy > RP->Ysize / 2) |
217 | if (cy > RP->Ysize / 2) |
220 | upy = 1; |
218 | upy = 1; |
221 | else |
219 | else |
222 | upy = RP->Ysize - 2; |
220 | upy = RP->Ysize - 2; |
|
|
221 | |
223 | /* find an empty place far from the center */ |
222 | /* find an empty place far from the center */ |
224 | if (upx == 1 && upy == 1) |
223 | if (upx == 1 && upy == 1) |
225 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
224 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
226 | else if (upx == 1 && upy > 1) |
225 | else if (upx == 1 && upy > 1) |
227 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
226 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
… | |
… | |
237 | |
236 | |
238 | the_exit_up->x = upx; |
237 | the_exit_up->x = upx; |
239 | the_exit_up->y = upy; |
238 | the_exit_up->y = upy; |
240 | |
239 | |
241 | /* surround the exits with notices that this is a random map. */ |
240 | /* surround the exits with notices that this is a random map. */ |
242 | for (j = 1; j < 9; j++) |
241 | for (int j = 1; j < 9; j++) |
243 | { |
242 | { |
244 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
243 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
245 | { |
244 | { |
246 | random_sign = get_archetype ("sign"); |
245 | random_sign = get_archetype ("sign"); |
247 | random_sign->x = the_exit_up->x + freearr_x[j]; |
246 | random_sign->x = the_exit_up->x + freearr_x[j]; |
248 | random_sign->y = the_exit_up->y + freearr_y[j]; |
247 | random_sign->y = the_exit_up->y + freearr_y[j]; |
249 | |
248 | |
|
|
249 | char buf[8192]; |
250 | sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
250 | sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
251 | |
251 | |
252 | random_sign->msg = buf; |
252 | random_sign->msg = buf; |
253 | insert_ob_in_map (random_sign, map, NULL, 0); |
253 | insert_ob_in_map (random_sign, map, NULL, 0); |
254 | } |
254 | } |
255 | } |
255 | } |
|
|
256 | |
256 | /* Block the exit so things don't get dumped on top of it. */ |
257 | /* Block the exit so things don't get dumped on top of it. */ |
257 | the_exit_up->move_block = MOVE_ALL; |
258 | the_exit_up->move_block = MOVE_ALL; |
258 | |
259 | |
259 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
260 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
260 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
261 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
… | |
… | |
278 | { |
279 | { |
279 | if (upx > RP->Xsize / 2) |
280 | if (upx > RP->Xsize / 2) |
280 | downx = 1; |
281 | downx = 1; |
281 | else |
282 | else |
282 | downx = RP->Xsize - 2; |
283 | downx = RP->Xsize - 2; |
|
|
284 | |
283 | if (upy > RP->Ysize / 2) |
285 | if (upy > RP->Ysize / 2) |
284 | downy = 1; |
286 | downy = 1; |
285 | else |
287 | else |
286 | downy = RP->Ysize - 2; |
288 | downy = RP->Ysize - 2; |
|
|
289 | |
287 | /* find an empty place far from the entrance */ |
290 | /* find an empty place far from the entrance */ |
288 | if (downx == 1 && downy == 1) |
291 | if (downx == 1 && downy == 1) |
289 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
292 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
290 | else if (downx == 1 && downy > 1) |
293 | else if (downx == 1 && downy > 1) |
291 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
294 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
292 | else if (downx > 1 && downy == 1) |
295 | else if (downx > 1 && downy == 1) |
293 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
296 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
294 | else if (downx > 1 && downy > 1) |
297 | else if (downx > 1 && downy > 1) |
295 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
298 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
296 | |
|
|
297 | } |
299 | } |
|
|
300 | |
298 | /* no indication of where to place the down exit, so just place it */ |
301 | /* no indication of where to place the down exit, so just place it */ |
299 | if (downx == -1) |
302 | if (downx == -1) |
300 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
303 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
|
|
304 | |
301 | if (the_exit_down) |
305 | if (the_exit_down) |
302 | { |
306 | { |
303 | char buf[2048]; |
307 | char buf[16384]; |
304 | |
308 | |
305 | i = find_first_free_spot (the_exit_down, map, downx, downy); |
309 | int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
306 | the_exit_down->x = downx + freearr_x[i]; |
310 | the_exit_down->x = downx + freearr_x[i]; |
307 | the_exit_down->y = downy + freearr_y[i]; |
311 | the_exit_down->y = downy + freearr_y[i]; |
308 | RP->origin_x = the_exit_down->x; |
312 | RP->origin_x = the_exit_down->x; |
309 | RP->origin_y = the_exit_down->y; |
313 | RP->origin_y = the_exit_down->y; |
310 | write_map_parameters_to_string (buf, RP); |
314 | write_map_parameters_to_string (buf, RP); |
311 | the_exit_down->msg = buf; |
315 | the_exit_down->msg = buf; |
|
|
316 | |
312 | /* the identifier for making a random map. */ |
317 | /* the identifier for making a random map. */ |
313 | if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) |
318 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
314 | { |
319 | { |
315 | maptile *new_map; |
320 | maptile *new_map; |
316 | object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
321 | object *the_exit_back = arch_to_object (the_exit_up->arch); |
317 | |
322 | |
318 | #if 0 |
|
|
319 | /* I'm not sure if there was any reason to change the path to the |
|
|
320 | * map other than to maybe make it more descriptive in the 'maps' |
|
|
321 | * command. But changing the map name makes life more complicated, |
|
|
322 | * (has_been_loaded needs to use the new name) |
|
|
323 | */ |
|
|
324 | |
|
|
325 | char new_map_name[MAX_BUF]; |
|
|
326 | |
|
|
327 | /* give the final map a name */ |
|
|
328 | sprintf (new_map_name, "%sfinal_map", RP->final_map); |
|
|
329 | /* set the exit down. */ |
|
|
330 | #endif |
|
|
331 | /* load it */ |
323 | /* load it */ |
332 | if (!(new_map = maptile::load_map_sync (RP->final_map))) |
324 | if (!(new_map = maptile::find_sync (RP->final_map))) |
333 | return; |
325 | return; |
334 | |
326 | |
|
|
327 | new_map->load_sync (); |
|
|
328 | |
335 | the_exit_down->slaying = RP->final_map; |
329 | the_exit_down->slaying = RP->final_map; |
336 | |
330 | |
337 | for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
331 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
338 | /* Remove exit back to previous random map. There should only be one |
332 | /* Remove exit back to previous random map. There should only be one |
339 | * which is why we break out. To try to process more than one |
333 | * which is why we break out. To try to process more than one |
340 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
334 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
341 | * breaks the for loop. |
335 | * breaks the for loop. |
342 | */ |
336 | */ |
343 | if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) |
337 | if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) |
344 | { |
338 | { |
345 | tmp->destroy (); |
339 | tmp->destroy (); |
346 | break; |
340 | break; |
347 | } |
341 | } |
348 | |
342 | |
… | |
… | |
365 | the_exit_down->move_block = MOVE_ALL; |
359 | the_exit_down->move_block = MOVE_ALL; |
366 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
360 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
367 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
361 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
368 | } |
362 | } |
369 | } |
363 | } |
370 | |
|
|
371 | } |
364 | } |
372 | |
365 | |
373 | /* this function unblocks the exits. We blocked them to |
366 | /* this function unblocks the exits. We blocked them to |
374 | keep things from being dumped on them during the other |
367 | keep things from being dumped on them during the other |
375 | phases of random map generation. */ |
368 | phases of random map generation. */ |
376 | void |
369 | void |
377 | unblock_exits (maptile *map, char **maze, random_map_params * RP) |
370 | unblock_exits (maptile *map, char **maze, random_map_params *RP) |
378 | { |
371 | { |
379 | int i = 0, j = 0; |
372 | int i = 0, j = 0; |
380 | object *walk; |
373 | object *walk; |
381 | |
374 | |
382 | for (i = 0; i < RP->Xsize; i++) |
375 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
391 | update_object (walk, UP_OBJ_CHANGE); |
384 | update_object (walk, UP_OBJ_CHANGE); |
392 | } |
385 | } |
393 | } |
386 | } |
394 | } |
387 | } |
395 | } |
388 | } |
|
|
389 | |