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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <random_map.h> |
25 | #include <random_map.h> |
27 | #include <sproto.h> |
26 | #include <sproto.h> |
… | |
… | |
38 | *fx = -1; |
37 | *fx = -1; |
39 | *fy = -1; |
38 | *fy = -1; |
40 | |
39 | |
41 | /* if a starting point isn't given, pick one */ |
40 | /* if a starting point isn't given, pick one */ |
42 | if (mode < 1 || mode > 4) |
41 | if (mode < 1 || mode > 4) |
43 | M = rndm (4) + 1; |
42 | M = rmg_rndm (4) + 1; |
44 | else |
43 | else |
45 | M = mode; |
44 | M = mode; |
46 | |
45 | |
47 | /* four different search starting points and methods so that |
46 | /* four different search starting points and methods so that |
48 | we can do something different for symmetrical maps instead of |
47 | we can do something different for symmetrical maps instead of |
49 | the same damned thing every time. */ |
48 | the same damned thing every time. */ |
50 | switch (M) |
49 | switch (M) |
51 | { |
50 | { |
52 | case 1: |
51 | case 1: |
53 | { /* search from top left down/right */ |
52 | /* search from top left down/right */ |
54 | for (i = 1; i < RP->Xsize; i++) |
53 | for (i = 1; i < RP->Xsize; i++) |
55 | for (j = 1; j < RP->Ysize; j++) |
54 | for (j = 1; j < RP->Ysize; j++) |
56 | { |
55 | { |
57 | if (layout[i][j] == target) |
56 | if (layout[i][j] == target) |
58 | { |
57 | { |
59 | *fx = i; |
58 | *fx = i; |
60 | *fy = j; |
59 | *fy = j; |
61 | return; |
60 | return; |
62 | } |
61 | } |
63 | } |
62 | } |
64 | break; |
63 | break; |
65 | } |
64 | |
66 | case 2: |
65 | case 2: |
67 | { /* Search from top right down/left */ |
66 | /* Search from top right down/left */ |
68 | for (i = RP->Xsize - 2; i > 0; i--) |
67 | for (i = RP->Xsize - 2; i > 0; i--) |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
68 | for (j = 1; j < RP->Ysize - 1; j++) |
70 | { |
69 | { |
71 | if (layout[i][j] == target) |
70 | if (layout[i][j] == target) |
72 | { |
71 | { |
73 | *fx = i; |
72 | *fx = i; |
74 | *fy = j; |
73 | *fy = j; |
75 | return; |
74 | return; |
76 | } |
75 | } |
77 | } |
76 | } |
78 | break; |
77 | break; |
79 | } |
78 | |
80 | case 3: |
79 | case 3: |
81 | { /* search from bottom-left up-right */ |
80 | /* search from bottom-left up-right */ |
82 | for (i = 1; i < RP->Xsize - 1; i++) |
81 | for (i = 1; i < RP->Xsize - 1; i++) |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
82 | for (j = RP->Ysize - 2; j > 0; j--) |
84 | { |
83 | { |
85 | if (layout[i][j] == target) |
84 | if (layout[i][j] == target) |
86 | { |
85 | { |
87 | *fx = i; |
86 | *fx = i; |
88 | *fy = j; |
87 | *fy = j; |
89 | return; |
88 | return; |
90 | } |
89 | } |
91 | } |
90 | } |
92 | break; |
91 | break; |
93 | } |
92 | |
94 | case 4: |
93 | case 4: |
95 | { /* search from bottom-right up-left */ |
94 | /* search from bottom-right up-left */ |
96 | for (i = RP->Xsize - 2; i > 0; i--) |
95 | for (i = RP->Xsize - 2; i > 0; i--) |
97 | for (j = RP->Ysize - 2; j > 0; j--) |
96 | for (j = RP->Ysize - 2; j > 0; j--) |
98 | { |
97 | { |
99 | if (layout[i][j] == target) |
98 | if (layout[i][j] == target) |
100 | { |
99 | { |
101 | *fx = i; |
100 | *fx = i; |
102 | *fy = j; |
101 | *fy = j; |
103 | return; |
102 | return; |
104 | } |
103 | } |
105 | } |
104 | } |
106 | break; |
105 | break; |
107 | } |
106 | |
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 |
… | |
… | |
122 | char styledirname[1024]; |
121 | char styledirname[1024]; |
123 | maptile *style_map_down = 0; /* harder maze */ |
122 | maptile *style_map_down = 0; /* harder maze */ |
124 | maptile *style_map_up = 0; /* easier maze */ |
123 | maptile *style_map_up = 0; /* easier maze */ |
125 | object *the_exit_down; /* harder maze */ |
124 | object *the_exit_down; /* harder maze */ |
126 | object *the_exit_up; /* easier maze */ |
125 | object *the_exit_up; /* easier maze */ |
127 | object *random_sign; /* magic mouth saying this is a random map. */ |
|
|
128 | int cx = -1, cy = -1; /* location of a map center */ |
126 | int cx = -1, cy = -1; /* location of a map center */ |
129 | int upx = -1, upy = -1; /* location of up exit */ |
127 | int upx = -1, upy = -1; /* location of up exit */ |
130 | int downx = -1, downy = -1; |
128 | int downx = -1, downy = -1; |
131 | int final_map_exit = 1; |
129 | int final_map_exit = 1; |
132 | |
130 | |
133 | if (RP->exit_on_final_map) |
131 | if (RP->exit_on_final_map) |
134 | if (strstr (RP->exit_on_final_map, "no")) |
132 | if (strstr (RP->exit_on_final_map, "no")) |
135 | final_map_exit = 0; |
133 | final_map_exit = 0; |
136 | |
134 | |
137 | if (!orientation) |
135 | if (!orientation) |
138 | orientation = rndm (6) + 1; |
136 | orientation = rmg_rndm (6) + 1; |
139 | |
137 | |
140 | switch (orientation) |
138 | switch (orientation) |
141 | { |
139 | { |
142 | case 1: |
140 | case 1: |
143 | { |
141 | { |
… | |
… | |
164 | style_map_down = style_map_up; |
162 | style_map_down = style_map_up; |
165 | break; |
163 | break; |
166 | } |
164 | } |
167 | } |
165 | } |
168 | |
166 | |
169 | if (style_map_up == 0) |
167 | the_exit_up = style_map_up |
170 | the_exit_up = arch_to_object (archetype::find ("exit")); |
168 | ? style_map_up->pick_random_object (rmg_rndm)->clone () |
171 | |
169 | : archetype::get (shstr_exit); |
172 | else |
|
|
173 | { |
|
|
174 | object *tmp; |
|
|
175 | |
|
|
176 | tmp = style_map_up->pick_random_object (); |
|
|
177 | the_exit_up = arch_to_object (tmp->arch); |
|
|
178 | } |
|
|
179 | |
170 | |
180 | /* we need a down exit only if we're recursing. */ |
171 | /* we need a down exit only if we're recursing. */ |
181 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
172 | if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) |
182 | if (style_map_down == 0) |
173 | the_exit_down = style_map_down |
183 | the_exit_down = arch_to_object (archetype::find ("exit")); |
|
|
184 | |
|
|
185 | else |
|
|
186 | { |
|
|
187 | object *tmp; |
|
|
188 | |
|
|
189 | tmp = style_map_down->pick_random_object (); |
174 | ? style_map_down->pick_random_object (rmg_rndm)->clone () |
190 | the_exit_down = arch_to_object (tmp->arch); |
175 | : archetype::get (shstr_exit); |
191 | } |
|
|
192 | else |
176 | else |
193 | the_exit_down = 0; |
177 | the_exit_down = 0; |
194 | |
178 | |
195 | /* set up the up exit */ |
179 | /* set up the up exit */ |
196 | the_exit_up->stats.hp = RP->origin_x; |
180 | the_exit_up->stats.hp = RP->origin_x; |
… | |
… | |
240 | /* surround the exits with notices that this is a random map. */ |
224 | /* surround the exits with notices that this is a random map. */ |
241 | for (int j = 1; j < 9; j++) |
225 | for (int j = 1; j < 9; j++) |
242 | { |
226 | { |
243 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
227 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
244 | { |
228 | { |
245 | random_sign = get_archetype ("sign"); |
229 | object *random_sign = archetype::get (shstr_sign); |
246 | random_sign->x = the_exit_up->x + freearr_x[j]; |
230 | random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); |
247 | random_sign->y = the_exit_up->y + freearr_y[j]; |
231 | map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); |
248 | |
|
|
249 | char buf[8192]; |
|
|
250 | sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
|
|
251 | |
|
|
252 | random_sign->msg = buf; |
|
|
253 | insert_ob_in_map (random_sign, map, NULL, 0); |
|
|
254 | } |
232 | } |
255 | } |
233 | } |
256 | |
234 | |
257 | /* Block the exit so things don't get dumped on top of it. */ |
235 | /* Block the exit so things don't get dumped on top of it. */ |
258 | the_exit_up->move_block = MOVE_ALL; |
236 | the_exit_up->move_block = MOVE_ALL; |
… | |
… | |
264 | map->enter_x = the_exit_up->x; |
242 | map->enter_x = the_exit_up->x; |
265 | map->enter_y = the_exit_up->y; |
243 | map->enter_y = the_exit_up->y; |
266 | |
244 | |
267 | /* first, look for a '>' character */ |
245 | /* first, look for a '>' character */ |
268 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
246 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
|
|
247 | |
269 | /* if no > is found use C */ |
248 | /* if no > is found use C */ |
270 | if (downx == -1) |
249 | if (downx == -1) |
271 | { |
250 | { |
272 | downx = cx; |
251 | downx = cx; |
273 | downy = cy; |
252 | downy = cy; |
… | |
… | |
378 | { |
357 | { |
379 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
358 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
380 | { |
359 | { |
381 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
360 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
382 | { |
361 | { |
383 | walk->move_block = MOVE_BLOCK_DEFAULT; |
362 | walk->move_block = 0; |
384 | update_object (walk, UP_OBJ_CHANGE); |
363 | update_object (walk, UP_OBJ_CHANGE); |
385 | } |
364 | } |
386 | } |
365 | } |
387 | } |
366 | } |
388 | } |
367 | } |