1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
4 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
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 2 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, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <random_map.h> |
26 | #include <random_map.h> |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
28 | #include <rproto.h> |
28 | #include <rproto.h> |
… | |
… | |
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 = RANDOM () % 4 + 1; |
43 | M = rndm (4) + 1; |
44 | else |
44 | else |
45 | M = mode; |
45 | M = mode; |
46 | |
46 | |
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 |
… | |
… | |
117 | 6 means southward |
117 | 6 means southward |
118 | */ |
118 | */ |
119 | void |
119 | void |
120 | 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) |
121 | { |
121 | { |
122 | char styledirname[256]; |
122 | char styledirname[1024]; |
123 | maptile *style_map_down = 0; /* harder maze */ |
123 | maptile *style_map_down = 0; /* harder maze */ |
124 | maptile *style_map_up = 0; /* easier maze */ |
124 | maptile *style_map_up = 0; /* easier maze */ |
125 | object *the_exit_down; /* harder maze */ |
125 | object *the_exit_down; /* harder maze */ |
126 | object *the_exit_up; /* easier maze */ |
126 | object *the_exit_up; /* easier maze */ |
127 | object *random_sign; /* magic mouth saying this is a random map. */ |
127 | object *random_sign; /* magic mouth saying this is a random map. */ |
128 | char buf[512]; |
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129 | int cx = -1, cy = -1; /* location of a map center */ |
128 | int cx = -1, cy = -1; /* location of a map center */ |
130 | int upx = -1, upy = -1; /* location of up exit */ |
129 | int upx = -1, upy = -1; /* location of up exit */ |
131 | int downx = -1, downy = -1; |
130 | int downx = -1, downy = -1; |
132 | int final_map_exit = 1; |
131 | int final_map_exit = 1; |
133 | |
132 | |
134 | if (RP->exit_on_final_map) |
133 | if (RP->exit_on_final_map) |
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 | |
136 | |
138 | if (!orientation) |
137 | if (!orientation) |
139 | orientation = RANDOM () % 6 + 1; |
138 | orientation = rndm (6) + 1; |
140 | |
139 | |
141 | switch (orientation) |
140 | switch (orientation) |
142 | { |
141 | { |
143 | case 1: |
142 | case 1: |
144 | { |
143 | { |
… | |
… | |
172 | |
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 = style_map_up->pick_random_object (); |
178 | the_exit_up = arch_to_object (tmp->arch); |
177 | the_exit_up = arch_to_object (tmp->arch); |
179 | } |
178 | } |
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) |
… | |
… | |
185 | |
184 | |
186 | else |
185 | else |
187 | { |
186 | { |
188 | object *tmp; |
187 | object *tmp; |
189 | |
188 | |
190 | tmp = pick_random_object (style_map_down); |
189 | tmp = style_map_down->pick_random_object (); |
191 | the_exit_down = arch_to_object (tmp->arch); |
190 | the_exit_down = arch_to_object (tmp->arch); |
192 | } |
191 | } |
193 | else |
192 | else |
194 | the_exit_down = 0; |
193 | the_exit_down = 0; |
195 | |
194 | |
196 | /* set up the up exit */ |
195 | /* set up the up exit */ |
197 | the_exit_up->stats.hp = RP->origin_x; |
196 | the_exit_up->stats.hp = RP->origin_x; |
198 | the_exit_up->stats.sp = RP->origin_y; |
197 | the_exit_up->stats.sp = RP->origin_y; |
199 | the_exit_up->slaying = RP->origin_map; |
198 | the_exit_up->slaying = RP->origin_map; |
200 | |
199 | |
201 | /* figure out where to put the entrance */ |
200 | /* figure out where to put the entrance */ |
202 | /* begin a logical block */ |
201 | /* begin a logical block */ |
203 | { |
202 | { |
204 | int i, j; |
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205 | |
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206 | /* First, look for a '<' char */ |
203 | /* First, look for a '<' char */ |
207 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
204 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
208 | |
205 | |
209 | /* next, look for a C, the map center. */ |
206 | /* next, look for a C, the map center. */ |
210 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
207 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
211 | |
208 | |
212 | |
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213 | /* 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 */ |
214 | if (upx == -1 && cx != -1) |
210 | if (upx == -1 && cx != -1) |
215 | { |
211 | { |
216 | if (cx > RP->Xsize / 2) |
212 | if (cx > RP->Xsize / 2) |
217 | upx = 1; |
213 | upx = 1; |
218 | else |
214 | else |
219 | upx = RP->Xsize - 2; |
215 | upx = RP->Xsize - 2; |
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216 | |
220 | if (cy > RP->Ysize / 2) |
217 | if (cy > RP->Ysize / 2) |
221 | upy = 1; |
218 | upy = 1; |
222 | else |
219 | else |
223 | upy = RP->Ysize - 2; |
220 | upy = RP->Ysize - 2; |
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221 | |
224 | /* find an empty place far from the center */ |
222 | /* find an empty place far from the center */ |
225 | if (upx == 1 && upy == 1) |
223 | if (upx == 1 && upy == 1) |
226 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
224 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
227 | else if (upx == 1 && upy > 1) |
225 | else if (upx == 1 && upy > 1) |
228 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
226 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
… | |
… | |
238 | |
236 | |
239 | the_exit_up->x = upx; |
237 | the_exit_up->x = upx; |
240 | the_exit_up->y = upy; |
238 | the_exit_up->y = upy; |
241 | |
239 | |
242 | /* surround the exits with notices that this is a random map. */ |
240 | /* surround the exits with notices that this is a random map. */ |
243 | for (j = 1; j < 9; j++) |
241 | for (int j = 1; j < 9; j++) |
244 | { |
242 | { |
245 | 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])) |
246 | { |
244 | { |
247 | random_sign = get_archetype ("sign"); |
245 | random_sign = get_archetype ("sign"); |
248 | random_sign->x = the_exit_up->x + freearr_x[j]; |
246 | random_sign->x = the_exit_up->x + freearr_x[j]; |
249 | random_sign->y = the_exit_up->y + freearr_y[j]; |
247 | random_sign->y = the_exit_up->y + freearr_y[j]; |
250 | |
248 | |
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249 | char buf[8192]; |
251 | 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); |
252 | |
251 | |
253 | random_sign->msg = buf; |
252 | random_sign->msg = buf; |
254 | insert_ob_in_map (random_sign, map, NULL, 0); |
253 | insert_ob_in_map (random_sign, map, NULL, 0); |
255 | } |
254 | } |
256 | } |
255 | } |
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256 | |
257 | /* 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. */ |
258 | the_exit_up->move_block = MOVE_ALL; |
258 | the_exit_up->move_block = MOVE_ALL; |
259 | |
259 | |
260 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
260 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
261 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
261 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
… | |
… | |
279 | { |
279 | { |
280 | if (upx > RP->Xsize / 2) |
280 | if (upx > RP->Xsize / 2) |
281 | downx = 1; |
281 | downx = 1; |
282 | else |
282 | else |
283 | downx = RP->Xsize - 2; |
283 | downx = RP->Xsize - 2; |
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284 | |
284 | if (upy > RP->Ysize / 2) |
285 | if (upy > RP->Ysize / 2) |
285 | downy = 1; |
286 | downy = 1; |
286 | else |
287 | else |
287 | downy = RP->Ysize - 2; |
288 | downy = RP->Ysize - 2; |
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289 | |
288 | /* find an empty place far from the entrance */ |
290 | /* find an empty place far from the entrance */ |
289 | if (downx == 1 && downy == 1) |
291 | if (downx == 1 && downy == 1) |
290 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
292 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
291 | else if (downx == 1 && downy > 1) |
293 | else if (downx == 1 && downy > 1) |
292 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
294 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
293 | else if (downx > 1 && downy == 1) |
295 | else if (downx > 1 && downy == 1) |
294 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
296 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
295 | else if (downx > 1 && downy > 1) |
297 | else if (downx > 1 && downy > 1) |
296 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
298 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
297 | |
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298 | } |
299 | } |
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300 | |
299 | /* 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 */ |
300 | if (downx == -1) |
302 | if (downx == -1) |
301 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
303 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
302 | |
304 | |
303 | if (the_exit_down) |
305 | if (the_exit_down) |
304 | { |
306 | { |
305 | char buf[2048]; |
307 | char buf[16384]; |
306 | |
308 | |
307 | 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); |
308 | the_exit_down->x = downx + freearr_x[i]; |
310 | the_exit_down->x = downx + freearr_x[i]; |
309 | the_exit_down->y = downy + freearr_y[i]; |
311 | the_exit_down->y = downy + freearr_y[i]; |
310 | RP->origin_x = the_exit_down->x; |
312 | RP->origin_x = the_exit_down->x; |
311 | RP->origin_y = the_exit_down->y; |
313 | RP->origin_y = the_exit_down->y; |
312 | write_map_parameters_to_string (buf, RP); |
314 | write_map_parameters_to_string (buf, RP); |
… | |
… | |
314 | |
316 | |
315 | /* the identifier for making a random map. */ |
317 | /* the identifier for making a random map. */ |
316 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
318 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
317 | { |
319 | { |
318 | maptile *new_map; |
320 | maptile *new_map; |
319 | object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
321 | object *the_exit_back = arch_to_object (the_exit_up->arch); |
320 | |
322 | |
321 | /* load it */ |
323 | /* load it */ |
322 | if (!(new_map = maptile::load_map_sync (RP->final_map))) |
324 | if (!(new_map = maptile::find_sync (RP->final_map))) |
323 | return; |
325 | return; |
324 | |
326 | |
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327 | new_map->load_sync (); |
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328 | |
325 | the_exit_down->slaying = RP->final_map; |
329 | the_exit_down->slaying = RP->final_map; |
326 | |
330 | |
327 | 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) |
328 | /* 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 |
329 | * 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 |
330 | * 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 |
331 | * breaks the for loop. |
335 | * breaks the for loop. |
332 | */ |
336 | */ |
333 | 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)) |
334 | { |
338 | { |
335 | tmp->destroy (); |
339 | tmp->destroy (); |
336 | break; |
340 | break; |
337 | } |
341 | } |
338 | |
342 | |
… | |
… | |
355 | the_exit_down->move_block = MOVE_ALL; |
359 | the_exit_down->move_block = MOVE_ALL; |
356 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
360 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
357 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
361 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
358 | } |
362 | } |
359 | } |
363 | } |
360 | |
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|
361 | } |
364 | } |
362 | |
365 | |
363 | /* this function unblocks the exits. We blocked them to |
366 | /* this function unblocks the exits. We blocked them to |
364 | keep things from being dumped on them during the other |
367 | keep things from being dumped on them during the other |
365 | phases of random map generation. */ |
368 | phases of random map generation. */ |
… | |
… | |
375 | { |
378 | { |
376 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
379 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
377 | { |
380 | { |
378 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
381 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
379 | { |
382 | { |
380 | walk->move_block = MOVE_BLOCK_DEFAULT; |
383 | walk->move_block = 0; |
381 | update_object (walk, UP_OBJ_CHANGE); |
384 | update_object (walk, UP_OBJ_CHANGE); |
382 | } |
385 | } |
383 | } |
386 | } |
384 | } |
387 | } |
385 | } |
388 | } |
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389 | |