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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
|
|
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
8 | * |
7 | This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
12 | * option) any later version. |
11 | |
13 | * |
12 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
16 | |
18 | * |
17 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
20 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
20 | |
22 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | #include <global.h> |
26 | #include <global.h> |
25 | #include <random_map.h> |
27 | #include <rmg.h> |
26 | #include <sproto.h> |
28 | #include <sproto.h> |
27 | #include <rproto.h> |
29 | #include <rproto.h> |
28 | |
30 | |
29 | |
|
|
30 | /* find a character in the layout. fx and fy are pointers to |
31 | /* find a character in the maze. fx and fy are pointers to |
31 | where to find the char. fx,fy = -1 if not found. */ |
32 | where to find the char. fx,fy = -1 if not found. */ |
32 | void |
33 | static void |
33 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) |
34 | find_in_layout (int mode, char target, int &fx, int &fy, layout &maze) |
34 | { |
35 | { |
35 | int M; |
36 | int M; |
36 | int i, j; |
37 | int i, j; |
37 | |
38 | |
38 | *fx = -1; |
39 | fx = -1; |
39 | *fy = -1; |
40 | fy = -1; |
40 | |
41 | |
41 | /* if a starting point isn't given, pick one */ |
42 | /* if a starting point isn't given, pick one */ |
42 | if (mode < 1 || mode > 4) |
43 | if (mode < 1 || mode > 4) |
43 | M = RANDOM () % 4 + 1; |
44 | M = rmg_rndm (4) + 1; |
44 | else |
45 | else |
45 | M = mode; |
46 | M = mode; |
46 | |
47 | |
47 | /* four different search starting points and methods so that |
48 | /* four different search starting points and methods so that |
48 | we can do something different for symmetrical maps instead of |
49 | we can do something different for symmetrical maps instead of |
49 | the same damned thing every time. */ |
50 | the same damned thing every time. */ |
50 | switch (M) |
51 | switch (M) |
51 | { |
52 | { |
52 | case 1: |
53 | case 1: |
53 | { /* search from top left down/right */ |
54 | /* search from top left down/right */ |
54 | for (i = 1; i < RP->Xsize; i++) |
55 | for (i = 1; i < maze.w; i++) |
55 | for (j = 1; j < RP->Ysize; j++) |
56 | for (j = 1; j < maze.h; j++) |
56 | { |
57 | { |
57 | if (layout[i][j] == target) |
58 | if (maze[i][j] == target) |
58 | { |
|
|
59 | *fx = i; |
|
|
60 | *fy = j; |
|
|
61 | return; |
|
|
62 | } |
|
|
63 | } |
59 | { |
64 | break; |
60 | fx = i; |
65 | } |
61 | fy = j; |
66 | case 2: |
62 | return; |
67 | { /* Search from top right down/left */ |
|
|
68 | for (i = RP->Xsize - 2; i > 0; i--) |
|
|
69 | for (j = 1; j < RP->Ysize - 1; j++) |
|
|
70 | { |
63 | } |
|
|
64 | } |
|
|
65 | break; |
|
|
66 | |
|
|
67 | case 2: |
|
|
68 | /* Search from top right down/left */ |
|
|
69 | for (i = maze.w - 2; i > 0; i--) |
|
|
70 | for (j = 1; j < maze.h - 1; j++) |
|
|
71 | { |
71 | if (layout[i][j] == target) |
72 | if (maze[i][j] == target) |
72 | { |
|
|
73 | *fx = i; |
|
|
74 | *fy = j; |
|
|
75 | return; |
|
|
76 | } |
|
|
77 | } |
73 | { |
78 | break; |
74 | fx = i; |
79 | } |
75 | fy = j; |
80 | case 3: |
76 | return; |
81 | { /* search from bottom-left up-right */ |
|
|
82 | for (i = 1; i < RP->Xsize - 1; i++) |
|
|
83 | for (j = RP->Ysize - 2; j > 0; j--) |
|
|
84 | { |
77 | } |
|
|
78 | } |
|
|
79 | break; |
|
|
80 | |
|
|
81 | case 3: |
|
|
82 | /* search from bottom-right up-left */ |
|
|
83 | for (i = maze.w - 2; i > 0; i--) |
|
|
84 | for (j = maze.h - 2; j > 0; j--) |
|
|
85 | { |
85 | if (layout[i][j] == target) |
86 | if (maze[i][j] == target) |
86 | { |
|
|
87 | *fx = i; |
|
|
88 | *fy = j; |
|
|
89 | return; |
|
|
90 | } |
|
|
91 | } |
87 | { |
92 | break; |
88 | fx = i; |
93 | } |
89 | fy = j; |
94 | case 4: |
90 | return; |
95 | { /* search from bottom-right up-left */ |
|
|
96 | for (i = RP->Xsize - 2; i > 0; i--) |
|
|
97 | for (j = RP->Ysize - 2; j > 0; j--) |
|
|
98 | { |
91 | } |
|
|
92 | } |
|
|
93 | break; |
|
|
94 | |
|
|
95 | case 4: |
|
|
96 | /* search from bottom-left up-right */ |
|
|
97 | for (i = 1; i < maze.w - 1; i++) |
|
|
98 | for (j = maze.h - 2; j > 0; j--) |
|
|
99 | { |
99 | if (layout[i][j] == target) |
100 | if (maze[i][j] == target) |
100 | { |
|
|
101 | *fx = i; |
|
|
102 | *fy = j; |
|
|
103 | return; |
|
|
104 | } |
|
|
105 | } |
101 | { |
106 | break; |
102 | fx = i; |
|
|
103 | fy = j; |
|
|
104 | return; |
|
|
105 | } |
107 | } |
106 | } |
|
|
107 | break; |
108 | } |
108 | } |
|
|
109 | } |
|
|
110 | |
|
|
111 | point |
|
|
112 | layout::find (char target, int mode) |
|
|
113 | { |
|
|
114 | int x, y; |
|
|
115 | |
|
|
116 | find_in_layout (mode, target, x, y, *this); |
|
|
117 | |
|
|
118 | return point (x, y); |
109 | } |
119 | } |
110 | |
120 | |
111 | /* orientation: 0 means random, |
121 | /* orientation: 0 means random, |
112 | 1 means descending dungeon |
122 | 1 means descending dungeon |
113 | 2 means ascending dungeon |
123 | 2 means ascending dungeon |
… | |
… | |
115 | 4 means leftward |
125 | 4 means leftward |
116 | 5 means northward |
126 | 5 means northward |
117 | 6 means southward |
127 | 6 means southward |
118 | */ |
128 | */ |
119 | void |
129 | void |
120 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
130 | place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP) |
121 | { |
131 | { |
122 | char styledirname[256]; |
|
|
123 | maptile *style_map_down = 0; /* harder maze */ |
132 | maptile *style_map_down = 0; /* harder maze */ |
124 | maptile *style_map_up = 0; /* easier maze */ |
133 | maptile *style_map_up = 0; /* easier maze */ |
125 | object *the_exit_down; /* harder maze */ |
134 | object *the_exit_down; /* harder maze */ |
126 | object *the_exit_up; /* easier maze */ |
135 | object *the_exit_up; /* easier maze */ |
127 | object *random_sign; /* magic mouth saying this is a random map. */ |
|
|
128 | char buf[512]; |
|
|
129 | int cx = -1, cy = -1; /* location of a map center */ |
136 | int cx = -1, cy = -1; /* location of a map center */ |
130 | int upx = -1, upy = -1; /* location of up exit */ |
137 | int upx = -1, upy = -1; /* location of up exit */ |
131 | int downx = -1, downy = -1; |
138 | int downx = -1, downy = -1; |
132 | int final_map_exit = 1; |
139 | int final_map_exit = 1; |
133 | |
140 | |
134 | if (RP->exit_on_final_map) |
141 | if (const char *eofm = RP->get_str ("exit_on_final_map", 0)) |
135 | { |
142 | if (strstr (eofm, "no")) |
136 | if (strstr (RP->exit_on_final_map, "no")) |
|
|
137 | final_map_exit = 0; |
143 | final_map_exit = 0; |
138 | } |
|
|
139 | |
144 | |
140 | if (orientation == 0) |
145 | if (!orientation) |
141 | orientation = RANDOM () % 6 + 1; |
146 | orientation = rmg_rndm (6) + 1; |
142 | |
147 | |
143 | switch (orientation) |
148 | switch (orientation) |
144 | { |
149 | { |
145 | case 1: |
150 | case 1: |
146 | { |
151 | { |
147 | sprintf (styledirname, "/styles/exitstyles/up"); |
152 | style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); |
148 | style_map_up = find_style (styledirname, exitstyle, -1); |
|
|
149 | sprintf (styledirname, "/styles/exitstyles/down"); |
|
|
150 | style_map_down = find_style (styledirname, exitstyle, -1); |
153 | style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); |
151 | break; |
154 | break; |
152 | } |
155 | } |
|
|
156 | |
153 | case 2: |
157 | case 2: |
154 | { |
158 | { |
155 | sprintf (styledirname, "/styles/exitstyles/down"); |
159 | style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty); |
156 | style_map_up = find_style (styledirname, exitstyle, -1); |
|
|
157 | sprintf (styledirname, "/styles/exitstyles/up"); |
|
|
158 | style_map_down = find_style (styledirname, exitstyle, -1); |
160 | style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty); |
159 | break; |
161 | break; |
160 | } |
162 | } |
|
|
163 | |
161 | default: |
164 | default: |
162 | { |
165 | { |
163 | sprintf (styledirname, "/styles/exitstyles/generic"); |
166 | style_map_up = |
164 | style_map_up = find_style (styledirname, exitstyle, -1); |
167 | style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty); |
165 | style_map_down = style_map_up; |
|
|
166 | break; |
168 | break; |
167 | } |
169 | } |
168 | } |
170 | } |
169 | if (style_map_up == 0) |
|
|
170 | the_exit_up = arch_to_object (archetype::find ("exit")); |
|
|
171 | else |
|
|
172 | { |
|
|
173 | object *tmp; |
|
|
174 | |
171 | |
175 | tmp = pick_random_object (style_map_up); |
172 | the_exit_up = style_map_up |
176 | the_exit_up = arch_to_object (tmp->arch); |
173 | ? style_map_up->pick_random_object (rmg_rndm)->clone () |
177 | } |
174 | : archetype::get (shstr_exit); |
|
|
175 | |
|
|
176 | const char *final_map = RP->get_str ("final_map", 0); |
178 | |
177 | |
179 | /* we need a down exit only if we're recursing. */ |
178 | /* we need a down exit only if we're recursing. */ |
180 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
179 | if (RP->dungeon_level < RP->dungeon_depth || final_map) |
181 | if (style_map_down == 0) |
180 | the_exit_down = style_map_down |
182 | the_exit_down = arch_to_object (archetype::find ("exit")); |
181 | ? style_map_down->pick_random_object (rmg_rndm)->clone () |
183 | else |
182 | : archetype::get (shstr_exit); |
184 | { |
|
|
185 | object *tmp; |
|
|
186 | |
|
|
187 | tmp = pick_random_object (style_map_down); |
|
|
188 | the_exit_down = arch_to_object (tmp->arch); |
|
|
189 | } |
|
|
190 | else |
183 | else |
191 | the_exit_down = 0; |
184 | the_exit_down = 0; |
192 | |
185 | |
193 | /* set up the up exit */ |
186 | /* set up the up exit */ |
194 | the_exit_up->stats.hp = RP->origin_x; |
187 | the_exit_up->stats.hp = RP->get_iv ("origin_x", -1); |
195 | the_exit_up->stats.sp = RP->origin_y; |
188 | the_exit_up->stats.sp = RP->get_iv ("origin_y", -1); |
196 | the_exit_up->slaying = RP->origin_map; |
189 | the_exit_up->slaying = RP->get_str ("origin_map", 0); |
197 | |
190 | |
198 | /* figure out where to put the entrance */ |
191 | /* figure out where to put the entrance */ |
199 | /* begin a logical block */ |
192 | /* begin a logical block */ |
200 | { |
193 | { |
201 | int i, j; |
|
|
202 | |
|
|
203 | /* First, look for a '<' char */ |
194 | /* First, look for a '<' char */ |
204 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
195 | find_in_layout (0, '<', upx, upy, maze); |
205 | |
196 | |
206 | /* next, look for a C, the map center. */ |
197 | /* next, look for a C, the map center. */ |
207 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
198 | find_in_layout (0, 'C', cx, cy, maze); |
208 | |
|
|
209 | |
199 | |
210 | /* if we didn't find an up, find an empty place far from the center */ |
200 | /* if we didn't find an up, find an empty place far from the center */ |
211 | if (upx == -1 && cx != -1) |
201 | if (upx == -1 && cx != -1) |
212 | { |
202 | { |
213 | if (cx > RP->Xsize / 2) |
203 | if (cx > RP->Xsize / 2) |
214 | upx = 1; |
204 | upx = 1; |
215 | else |
205 | else |
216 | upx = RP->Xsize - 2; |
206 | upx = RP->Xsize - 2; |
|
|
207 | |
217 | if (cy > RP->Ysize / 2) |
208 | if (cy > RP->Ysize / 2) |
218 | upy = 1; |
209 | upy = 1; |
219 | else |
210 | else |
220 | upy = RP->Ysize - 2; |
211 | upy = RP->Ysize - 2; |
|
|
212 | |
221 | /* find an empty place far from the center */ |
213 | /* find an empty place far from the center */ |
222 | if (upx == 1 && upy == 1) |
214 | if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze); |
223 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
215 | else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze); |
224 | else if (upx == 1 && upy > 1) |
216 | else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze); |
225 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
217 | else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze); |
226 | else if (upx > 1 && upy == 1) |
|
|
227 | find_in_layout (2, 0, &upx, &upy, maze, RP); |
|
|
228 | else if (upx > 1 && upy > 1) |
|
|
229 | find_in_layout (4, 0, &upx, &upy, maze, RP); |
|
|
230 | } |
218 | } |
231 | |
219 | |
232 | /* no indication of where to place the exit, so just place it. */ |
220 | /* no indication of where to place the exit, so just place it. */ |
233 | if (upx == -1) |
221 | if (upx == -1) |
234 | find_in_layout (0, 0, &upx, &upy, maze, RP); |
222 | find_in_layout (0, 0, upx, upy, maze); |
235 | |
223 | |
236 | the_exit_up->x = upx; |
224 | the_exit_up->x = upx; |
237 | the_exit_up->y = upy; |
225 | the_exit_up->y = upy; |
238 | |
226 | |
239 | /* surround the exits with notices that this is a random map. */ |
227 | /* surround the exits with notices that this is a random map. */ |
240 | for (j = 1; j < 9; j++) |
228 | for (int j = 1; j < 9; j++) |
241 | { |
|
|
242 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
229 | if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j))) |
243 | { |
230 | { |
244 | random_sign = get_archetype ("sign"); |
231 | object *random_sign = archetype::get (shstr_sign); |
245 | random_sign->x = the_exit_up->x + freearr_x[j]; |
232 | random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth); |
246 | random_sign->y = the_exit_up->y + freearr_y[j]; |
233 | map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j), 0, 0); |
247 | |
|
|
248 | sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
|
|
249 | |
|
|
250 | random_sign->msg = buf; |
|
|
251 | insert_ob_in_map (random_sign, map, NULL, 0); |
|
|
252 | } |
234 | } |
253 | } |
235 | |
254 | /* Block the exit so things don't get dumped on top of it. */ |
236 | /* Block the exit so things don't get dumped on top of it. */ |
255 | the_exit_up->move_block = MOVE_ALL; |
237 | the_exit_up->move_block = MOVE_ALL; |
256 | |
238 | |
257 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
239 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
258 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
240 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
… | |
… | |
260 | /* set the starting x,y for this map */ |
242 | /* set the starting x,y for this map */ |
261 | map->enter_x = the_exit_up->x; |
243 | map->enter_x = the_exit_up->x; |
262 | map->enter_y = the_exit_up->y; |
244 | map->enter_y = the_exit_up->y; |
263 | |
245 | |
264 | /* first, look for a '>' character */ |
246 | /* first, look for a '>' character */ |
265 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
247 | find_in_layout (0, '>', downx, downy, maze); |
|
|
248 | |
266 | /* if no > is found use C */ |
249 | /* if no > is found use C */ |
267 | if (downx == -1) |
250 | if (downx == -1) |
268 | { |
251 | { |
269 | downx = cx; |
252 | downx = cx; |
270 | downy = cy; |
253 | downy = cy; |
… | |
… | |
276 | { |
259 | { |
277 | if (upx > RP->Xsize / 2) |
260 | if (upx > RP->Xsize / 2) |
278 | downx = 1; |
261 | downx = 1; |
279 | else |
262 | else |
280 | downx = RP->Xsize - 2; |
263 | downx = RP->Xsize - 2; |
|
|
264 | |
281 | if (upy > RP->Ysize / 2) |
265 | if (upy > RP->Ysize / 2) |
282 | downy = 1; |
266 | downy = 1; |
283 | else |
267 | else |
284 | downy = RP->Ysize - 2; |
268 | downy = RP->Ysize - 2; |
|
|
269 | |
285 | /* find an empty place far from the entrance */ |
270 | /* find an empty place far from the entrance */ |
286 | if (downx == 1 && downy == 1) |
271 | if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze); |
287 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
272 | else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze); |
288 | else if (downx == 1 && downy > 1) |
273 | else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze); |
289 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
274 | else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze); |
290 | else if (downx > 1 && downy == 1) |
|
|
291 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
|
|
292 | else if (downx > 1 && downy > 1) |
|
|
293 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
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294 | |
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295 | } |
275 | } |
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276 | |
296 | /* no indication of where to place the down exit, so just place it */ |
277 | /* no indication of where to place the down exit, so just place it */ |
297 | if (downx == -1) |
278 | if (downx == -1) |
298 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
279 | find_in_layout (0, 0, downx, downy, maze); |
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280 | |
299 | if (the_exit_down) |
281 | if (the_exit_down) |
300 | { |
282 | { |
301 | char buf[2048]; |
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302 | |
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303 | i = find_first_free_spot (the_exit_down, map, downx, downy); |
283 | int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
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284 | |
304 | the_exit_down->x = downx + freearr_x[i]; |
285 | the_exit_down->x = downx + DIRX (i); |
305 | the_exit_down->y = downy + freearr_y[i]; |
286 | the_exit_down->y = downy + DIRY (i); |
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287 | |
306 | RP->origin_x = the_exit_down->x; |
288 | RP->set ("origin_x", (IV)the_exit_down->x); |
307 | RP->origin_y = the_exit_down->y; |
289 | RP->set ("origin_y", (IV)the_exit_down->y); |
308 | write_map_parameters_to_string (buf, RP); |
290 | |
309 | the_exit_down->msg = buf; |
291 | the_exit_down->msg = RP->as_shstr (); |
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292 | the_exit_down->slaying = shstr_random_map_exit; |
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293 | |
310 | /* the identifier for making a random map. */ |
294 | /* the identifier for making a random map. */ |
311 | if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) |
295 | if (RP->dungeon_level >= RP->dungeon_depth && final_map) |
312 | { |
296 | { |
313 | maptile *new_map; |
297 | the_exit_down->msg = 0; |
314 | object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
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315 | |
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316 | #if 0 |
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317 | /* I'm not sure if there was any reason to change the path to the |
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318 | * map other than to maybe make it more descriptive in the 'maps' |
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319 | * command. But changing the map name makes life more complicated, |
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320 | * (has_been_loaded needs to use the new name) |
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321 | */ |
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322 | |
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323 | char new_map_name[MAX_BUF]; |
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324 | |
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325 | /* give the final map a name */ |
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326 | sprintf (new_map_name, "%sfinal_map", RP->final_map); |
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327 | /* set the exit down. */ |
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328 | #endif |
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329 | /* load it */ |
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330 | if (!(new_map = maptile::load_map_sync (RP->final_map))) |
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331 | return; |
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332 | |
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333 | the_exit_down->slaying = RP->final_map; |
298 | the_exit_down->slaying = final_map; |
334 | |
299 | |
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300 | if (final_map_exit) |
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301 | if (maptile *new_map = maptile::find_sync (final_map)) |
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302 | { |
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303 | object *the_exit_back = the_exit_up->arch->instance (); |
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304 | |
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305 | new_map->load_sync (); |
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306 | |
335 | for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
307 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
336 | /* Remove exit back to previous random map. There should only be one |
308 | /* Remove exit back to previous random map. There should only be one |
337 | * which is why we break out. To try to process more than one |
309 | * which is why we break out. To try to process more than one |
338 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
310 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
339 | * breaks the for loop. |
311 | * breaks the for loop. |
340 | */ |
312 | */ |
341 | if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) |
313 | if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/")) |
342 | { |
314 | { |
343 | tmp->destroy (); |
315 | tmp->destroy (); |
344 | break; |
316 | break; |
345 | } |
317 | } |
346 | |
318 | |
347 | if (final_map_exit == 1) |
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348 | { |
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349 | /* setup the exit back */ |
319 | /* setup the exit back */ |
350 | the_exit_back->slaying = map->path; |
320 | the_exit_back->slaying = map->path; |
351 | the_exit_back->stats.hp = the_exit_down->x; |
321 | the_exit_back->stats.hp = the_exit_down->x; |
352 | the_exit_back->stats.sp = the_exit_down->y; |
322 | the_exit_back->stats.sp = the_exit_down->y; |
353 | the_exit_back->x = new_map->enter_x; |
323 | the_exit_back->x = new_map->enter_x; |
354 | the_exit_back->y = new_map->enter_y; |
324 | the_exit_back->y = new_map->enter_y; |
355 | |
325 | |
356 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
326 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
357 | } |
327 | } |
358 | } |
328 | } |
359 | else |
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360 | the_exit_down->slaying = "/!"; |
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361 | |
329 | |
362 | /* Block the exit so things don't get dumped on top of it. */ |
330 | /* Block the exit so things don't get dumped on top of it. */ |
363 | the_exit_down->move_block = MOVE_ALL; |
331 | the_exit_down->move_block = MOVE_ALL; |
364 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
332 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
365 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
333 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
366 | } |
334 | } |
367 | } |
335 | } |
368 | |
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369 | } |
336 | } |
370 | |
337 | |
371 | /* this function unblocks the exits. We blocked them to |
338 | /* this function unblocks the exits. We blocked them to |
372 | keep things from being dumped on them during the other |
339 | keep things from being dumped on them during the other |
373 | phases of random map generation. */ |
340 | phases of random map generation. */ |
374 | void |
341 | void |
375 | unblock_exits (maptile *map, char **maze, random_map_params * RP) |
342 | unblock_exits (maptile *map, layout &maze) |
376 | { |
343 | { |
377 | int i = 0, j = 0; |
344 | int i = 0, j = 0; |
378 | object *walk; |
345 | object *walk; |
379 | |
346 | |
380 | for (i = 0; i < RP->Xsize; i++) |
347 | for (i = 0; i < maze.w; i++) |
381 | for (j = 0; j < RP->Ysize; j++) |
348 | for (j = 0; j < maze.h; j++) |
382 | if (maze[i][j] == '>' || maze[i][j] == '<') |
349 | if (maze[i][j] == '>' || maze[i][j] == '<') |
383 | { |
350 | { |
384 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
351 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
385 | { |
352 | { |
386 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
353 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
387 | { |
354 | { |
388 | walk->move_block = MOVE_BLOCK_DEFAULT; |
355 | walk->move_block = 0; |
389 | update_object (walk, UP_OBJ_CHANGE); |
356 | update_object (walk, UP_OBJ_CHANGE); |
390 | } |
357 | } |
391 | } |
358 | } |
392 | } |
359 | } |
393 | } |
360 | } |
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361 | |