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1 | |
1 | /* |
2 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
3 | |
4 | |
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 |
… | |
… | |
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 | |
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30 | /* 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 |
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 | 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, char **layout, random_map_params *RP) |
34 | { |
34 | { |
35 | int M; |
35 | int M; |
36 | int i, j; |
36 | int i, j; |
37 | |
37 | |
38 | *fx = -1; |
38 | *fx = -1; |
… | |
… | |
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 < RP->Xsize; i++) |
55 | for (j = 1; j < RP->Ysize; j++) |
55 | for (j = 1; j < RP->Ysize; j++) |
56 | { |
56 | { |
57 | if (layout[i][j] == target) |
57 | if (layout[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 = RP->Xsize - 2; i > 0; i--) |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
70 | { |
70 | { |
71 | if (layout[i][j] == target) |
71 | if (layout[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 < RP->Xsize - 1; i++) |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
84 | { |
84 | { |
85 | if (layout[i][j] == target) |
85 | if (layout[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 = RP->Xsize - 2; i > 0; i--) |
97 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | for (j = RP->Ysize - 2; j > 0; j--) |
98 | { |
98 | { |
99 | if (layout[i][j] == target) |
99 | if (layout[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 | } |
107 | } |
108 | } |
108 | } |
109 | } |
109 | } |
110 | |
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111 | |
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112 | |
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113 | |
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114 | |
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115 | |
110 | |
116 | /* orientation: 0 means random, |
111 | /* orientation: 0 means random, |
117 | 1 means descending dungeon |
112 | 1 means descending dungeon |
118 | 2 means ascending dungeon |
113 | 2 means ascending dungeon |
119 | 3 means rightward |
114 | 3 means rightward |
120 | 4 means leftward |
115 | 4 means leftward |
121 | 5 means northward |
116 | 5 means northward |
122 | 6 means southward |
117 | 6 means southward |
123 | */ |
118 | */ |
124 | |
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125 | void |
119 | void |
126 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) |
120 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
127 | { |
121 | { |
128 | char styledirname[256]; |
122 | char styledirname[256]; |
129 | maptile *style_map_down = 0; /* harder maze */ |
123 | maptile *style_map_down = 0; /* harder maze */ |
130 | maptile *style_map_up = 0; /* easier maze */ |
124 | maptile *style_map_up = 0; /* easier maze */ |
131 | object *the_exit_down; /* harder maze */ |
125 | object *the_exit_down; /* harder maze */ |
132 | object *the_exit_up; /* easier maze */ |
126 | object *the_exit_up; /* easier maze */ |
133 | object *random_sign; /* magic mouth saying this is a random map. */ |
127 | object *random_sign; /* magic mouth saying this is a random map. */ |
134 | char buf[512]; |
128 | char buf[512]; |
135 | int cx = -1, cy = -1; /* location of a map center */ |
129 | int cx = -1, cy = -1; /* location of a map center */ |
136 | int upx = -1, upy = -1; /* location of up exit */ |
130 | int upx = -1, upy = -1; /* location of up exit */ |
137 | int downx = -1, downy = -1; |
131 | int downx = -1, downy = -1; |
138 | int final_map_exit = 1; |
132 | int final_map_exit = 1; |
139 | |
133 | |
140 | if (RP->exit_on_final_map) |
134 | if (RP->exit_on_final_map) |
141 | { |
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142 | if (strstr (RP->exit_on_final_map, "no")) |
135 | if (strstr (RP->exit_on_final_map, "no")) |
143 | final_map_exit = 0; |
136 | final_map_exit = 0; |
144 | } |
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145 | |
137 | |
146 | if (orientation == 0) |
138 | if (!orientation) |
147 | orientation = RANDOM () % 6 + 1; |
139 | orientation = RANDOM () % 6 + 1; |
148 | |
140 | |
149 | switch (orientation) |
141 | switch (orientation) |
150 | { |
142 | { |
151 | case 1: |
143 | case 1: |
152 | { |
144 | { |
153 | sprintf (styledirname, "/styles/exitstyles/up"); |
145 | sprintf (styledirname, "/styles/exitstyles/up"); |
154 | style_map_up = find_style (styledirname, exitstyle, -1); |
146 | style_map_up = find_style (styledirname, exitstyle, -1); |
155 | sprintf (styledirname, "/styles/exitstyles/down"); |
147 | sprintf (styledirname, "/styles/exitstyles/down"); |
156 | style_map_down = find_style (styledirname, exitstyle, -1); |
148 | style_map_down = find_style (styledirname, exitstyle, -1); |
157 | break; |
149 | break; |
158 | } |
150 | } |
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151 | |
159 | case 2: |
152 | case 2: |
160 | { |
153 | { |
161 | sprintf (styledirname, "/styles/exitstyles/down"); |
154 | sprintf (styledirname, "/styles/exitstyles/down"); |
162 | style_map_up = find_style (styledirname, exitstyle, -1); |
155 | style_map_up = find_style (styledirname, exitstyle, -1); |
163 | sprintf (styledirname, "/styles/exitstyles/up"); |
156 | sprintf (styledirname, "/styles/exitstyles/up"); |
164 | style_map_down = find_style (styledirname, exitstyle, -1); |
157 | style_map_down = find_style (styledirname, exitstyle, -1); |
165 | break; |
158 | break; |
166 | } |
159 | } |
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160 | |
167 | default: |
161 | default: |
168 | { |
162 | { |
169 | sprintf (styledirname, "/styles/exitstyles/generic"); |
163 | sprintf (styledirname, "/styles/exitstyles/generic"); |
170 | style_map_up = find_style (styledirname, exitstyle, -1); |
164 | style_map_up = find_style (styledirname, exitstyle, -1); |
171 | style_map_down = style_map_up; |
165 | style_map_down = style_map_up; |
172 | break; |
166 | break; |
173 | } |
167 | } |
174 | } |
168 | } |
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169 | |
175 | if (style_map_up == 0) |
170 | if (style_map_up == 0) |
176 | the_exit_up = arch_to_object (archetype::find ("exit")); |
171 | the_exit_up = arch_to_object (archetype::find ("exit")); |
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172 | |
177 | else |
173 | else |
178 | { |
174 | { |
179 | object *tmp; |
175 | object *tmp; |
180 | |
176 | |
181 | tmp = pick_random_object (style_map_up); |
177 | tmp = pick_random_object (style_map_up); |
… | |
… | |
184 | |
180 | |
185 | /* we need a down exit only if we're recursing. */ |
181 | /* we need a down exit only if we're recursing. */ |
186 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
182 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
187 | if (style_map_down == 0) |
183 | if (style_map_down == 0) |
188 | the_exit_down = arch_to_object (archetype::find ("exit")); |
184 | the_exit_down = arch_to_object (archetype::find ("exit")); |
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185 | |
189 | else |
186 | else |
190 | { |
187 | { |
191 | object *tmp; |
188 | object *tmp; |
192 | |
189 | |
193 | tmp = pick_random_object (style_map_down); |
190 | tmp = pick_random_object (style_map_down); |
… | |
… | |
262 | |
259 | |
263 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
260 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
264 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
261 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
265 | |
262 | |
266 | /* set the starting x,y for this map */ |
263 | /* set the starting x,y for this map */ |
267 | MAP_ENTER_X (map) = the_exit_up->x; |
264 | map->enter_x = the_exit_up->x; |
268 | MAP_ENTER_Y (map) = the_exit_up->y; |
265 | map->enter_y = the_exit_up->y; |
269 | |
266 | |
270 | /* first, look for a '>' character */ |
267 | /* first, look for a '>' character */ |
271 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
268 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
272 | /* if no > is found use C */ |
269 | /* if no > is found use C */ |
273 | if (downx == -1) |
270 | if (downx == -1) |
… | |
… | |
300 | |
297 | |
301 | } |
298 | } |
302 | /* no indication of where to place the down exit, so just place it */ |
299 | /* no indication of where to place the down exit, so just place it */ |
303 | if (downx == -1) |
300 | if (downx == -1) |
304 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
301 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
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302 | |
305 | if (the_exit_down) |
303 | if (the_exit_down) |
306 | { |
304 | { |
307 | char buf[2048]; |
305 | char buf[2048]; |
308 | |
306 | |
309 | i = find_first_free_spot (the_exit_down, map, downx, downy); |
307 | i = find_first_free_spot (the_exit_down, map, downx, downy); |
… | |
… | |
311 | the_exit_down->y = downy + freearr_y[i]; |
309 | the_exit_down->y = downy + freearr_y[i]; |
312 | RP->origin_x = the_exit_down->x; |
310 | RP->origin_x = the_exit_down->x; |
313 | RP->origin_y = the_exit_down->y; |
311 | RP->origin_y = the_exit_down->y; |
314 | write_map_parameters_to_string (buf, RP); |
312 | write_map_parameters_to_string (buf, RP); |
315 | the_exit_down->msg = buf; |
313 | the_exit_down->msg = buf; |
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314 | |
316 | /* the identifier for making a random map. */ |
315 | /* the identifier for making a random map. */ |
317 | if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) |
316 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
318 | { |
317 | { |
319 | maptile *new_map; |
318 | maptile *new_map; |
320 | object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
319 | object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
321 | |
320 | |
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 */ |
321 | /* load it */ |
336 | if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) |
322 | if (!(new_map = maptile::load_map_sync (RP->final_map))) |
337 | return; |
323 | return; |
338 | |
324 | |
339 | the_exit_down->slaying = RP->final_map; |
325 | the_exit_down->slaying = RP->final_map; |
340 | strcpy (new_map->path, RP->final_map); |
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341 | |
326 | |
342 | for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) |
327 | for (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 |
328 | /* 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 |
329 | * 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 |
330 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
346 | * breaks the for loop. |
331 | * breaks the for loop. |
347 | */ |
332 | */ |
348 | if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) |
333 | if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) |
349 | { |
334 | { |
350 | tmp->remove (); |
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351 | tmp->destroy (0); |
335 | tmp->destroy (); |
352 | break; |
336 | break; |
353 | } |
337 | } |
354 | |
338 | |
355 | if (final_map_exit == 1) |
339 | if (final_map_exit == 1) |
356 | { |
340 | { |
357 | /* setup the exit back */ |
341 | /* setup the exit back */ |
358 | the_exit_back->slaying = map->path; |
342 | the_exit_back->slaying = map->path; |
359 | the_exit_back->stats.hp = the_exit_down->x; |
343 | the_exit_back->stats.hp = the_exit_down->x; |
360 | the_exit_back->stats.sp = the_exit_down->y; |
344 | the_exit_back->stats.sp = the_exit_down->y; |
361 | the_exit_back->x = MAP_ENTER_X (new_map); |
345 | the_exit_back->x = new_map->enter_x; |
362 | the_exit_back->y = MAP_ENTER_Y (new_map); |
346 | the_exit_back->y = new_map->enter_y; |
363 | |
347 | |
364 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
348 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
365 | } |
349 | } |
366 | |
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367 | set_map_timeout (new_map); /* So it gets swapped out */ |
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368 | } |
350 | } |
369 | else |
351 | else |
370 | the_exit_down->slaying = "/!"; |
352 | the_exit_down->slaying = "/!"; |
371 | |
353 | |
372 | /* Block the exit so things don't get dumped on top of it. */ |
354 | /* Block the exit so things don't get dumped on top of it. */ |
… | |
… | |
376 | } |
358 | } |
377 | } |
359 | } |
378 | |
360 | |
379 | } |
361 | } |
380 | |
362 | |
381 | |
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382 | |
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383 | /* this function unblocks the exits. We blocked them to |
363 | /* this function unblocks the exits. We blocked them to |
384 | keep things from being dumped on them during the other |
364 | keep things from being dumped on them during the other |
385 | phases of random map generation. */ |
365 | phases of random map generation. */ |
386 | void |
366 | void |
387 | unblock_exits (maptile *map, char **maze, RMParms * RP) |
367 | unblock_exits (maptile *map, char **maze, random_map_params *RP) |
388 | { |
368 | { |
389 | int i = 0, j = 0; |
369 | int i = 0, j = 0; |
390 | object *walk; |
370 | object *walk; |
391 | |
371 | |
392 | for (i = 0; i < RP->Xsize; i++) |
372 | for (i = 0; i < RP->Xsize; i++) |
393 | for (j = 0; j < RP->Ysize; j++) |
373 | for (j = 0; j < RP->Ysize; j++) |
394 | if (maze[i][j] == '>' || maze[i][j] == '<') |
374 | if (maze[i][j] == '>' || maze[i][j] == '<') |
395 | { |
375 | { |
396 | for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) |
376 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
397 | { |
377 | { |
398 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
378 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
399 | { |
379 | { |
400 | walk->move_block = MOVE_BLOCK_DEFAULT; |
380 | walk->move_block = MOVE_BLOCK_DEFAULT; |
401 | update_object (walk, UP_OBJ_CHANGE); |
381 | update_object (walk, UP_OBJ_CHANGE); |