1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | |
3 | * |
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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. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
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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> |
28 | #include <rproto.h> |
27 | #include <rproto.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 = RANDOM () % 4 + 1; |
42 | M = 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 |
… | |
… | |
133 | if (RP->exit_on_final_map) |
132 | if (RP->exit_on_final_map) |
134 | if (strstr (RP->exit_on_final_map, "no")) |
133 | if (strstr (RP->exit_on_final_map, "no")) |
135 | final_map_exit = 0; |
134 | final_map_exit = 0; |
136 | |
135 | |
137 | if (!orientation) |
136 | if (!orientation) |
138 | orientation = RANDOM () % 6 + 1; |
137 | orientation = rndm (6) + 1; |
139 | |
138 | |
140 | switch (orientation) |
139 | switch (orientation) |
141 | { |
140 | { |
142 | case 1: |
141 | case 1: |
143 | { |
142 | { |
… | |
… | |
171 | |
170 | |
172 | else |
171 | else |
173 | { |
172 | { |
174 | object *tmp; |
173 | object *tmp; |
175 | |
174 | |
176 | tmp = pick_random_object (style_map_up); |
175 | tmp = style_map_up->pick_random_object (); |
177 | the_exit_up = arch_to_object (tmp->arch); |
176 | the_exit_up = arch_to_object (tmp->arch); |
178 | } |
177 | } |
179 | |
178 | |
180 | /* we need a down exit only if we're recursing. */ |
179 | /* we need a down exit only if we're recursing. */ |
181 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
180 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
… | |
… | |
184 | |
183 | |
185 | else |
184 | else |
186 | { |
185 | { |
187 | object *tmp; |
186 | object *tmp; |
188 | |
187 | |
189 | tmp = pick_random_object (style_map_down); |
188 | tmp = style_map_down->pick_random_object (); |
190 | the_exit_down = arch_to_object (tmp->arch); |
189 | the_exit_down = arch_to_object (tmp->arch); |
191 | } |
190 | } |
192 | else |
191 | else |
193 | the_exit_down = 0; |
192 | the_exit_down = 0; |
194 | |
193 | |
… | |
… | |
302 | if (downx == -1) |
301 | if (downx == -1) |
303 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
302 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
304 | |
303 | |
305 | if (the_exit_down) |
304 | if (the_exit_down) |
306 | { |
305 | { |
307 | char buf[8192]; |
306 | char buf[16384]; |
308 | |
307 | |
309 | int i = find_first_free_spot (the_exit_down, map, downx, downy); |
308 | int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
310 | the_exit_down->x = downx + freearr_x[i]; |
309 | the_exit_down->x = downx + freearr_x[i]; |
311 | the_exit_down->y = downy + freearr_y[i]; |
310 | the_exit_down->y = downy + freearr_y[i]; |
312 | RP->origin_x = the_exit_down->x; |
311 | RP->origin_x = the_exit_down->x; |
313 | RP->origin_y = the_exit_down->y; |
312 | RP->origin_y = the_exit_down->y; |
314 | write_map_parameters_to_string (buf, RP); |
313 | write_map_parameters_to_string (buf, RP); |
… | |
… | |
378 | { |
377 | { |
379 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
378 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
380 | { |
379 | { |
381 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
380 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
382 | { |
381 | { |
383 | walk->move_block = MOVE_BLOCK_DEFAULT; |
382 | walk->move_block = 0; |
384 | update_object (walk, UP_OBJ_CHANGE); |
383 | update_object (walk, UP_OBJ_CHANGE); |
385 | } |
384 | } |
386 | } |
385 | } |
387 | } |
386 | } |
388 | } |
387 | } |