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/* |
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* static char *rcsid_exit_c = |
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* "$Id: exit.C,v 1.2 2006-08-29 08:01:36 root Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <sproto.h> |
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#include <rproto.h> |
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|
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|
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/* find a character in the layout. fx and fy are pointers to |
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where to find the char. fx,fy = -1 if not found. */ |
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void find_in_layout(int mode, char target,int *fx,int *fy,char **layout,RMParms *RP) { |
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int M; |
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int i,j; |
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*fx=-1; |
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*fy=-1; |
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|
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/* if a starting point isn't given, pick one */ |
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if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; |
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else M = mode; |
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|
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/* four different search starting points and methods so that |
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we can do something different for symmetrical maps instead of |
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the same damned thing every time. */ |
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switch(M) { |
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case 1: { /* search from top left down/right */ |
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for(i=1;i<RP->Xsize;i++) |
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for(j=1;j<RP->Ysize;j++) { |
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if(layout[i][j]==target) { |
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*fx = i; *fy = j; |
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return; |
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} |
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} |
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break; |
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} |
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case 2: { /* Search from top right down/left */ |
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for(i=RP->Xsize-2;i>0;i--) |
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for(j=1;j<RP->Ysize-1;j++) { |
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if(layout[i][j]==target) { |
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*fx = i; *fy = j; |
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return; |
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} |
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} |
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break; |
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} |
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case 3: { /* search from bottom-left up-right */ |
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for(i=1;i<RP->Xsize-1;i++) |
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for(j=RP->Ysize-2;j>0;j--) { |
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if(layout[i][j]==target) { |
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*fx = i; *fy = j; |
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return; |
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} |
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} |
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break; |
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} |
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case 4: { /* search from bottom-right up-left */ |
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for(i=RP->Xsize-2;i>0;i--) |
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for(j=RP->Ysize-2;j>0;j--) { |
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if(layout[i][j]==target) { |
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*fx = i; *fy = j; |
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return; |
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} |
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} |
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break; |
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} |
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} |
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} |
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|
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|
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|
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|
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|
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|
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/* orientation: 0 means random, |
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1 means descending dungeon |
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2 means ascending dungeon |
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3 means rightward |
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4 means leftward |
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5 means northward |
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6 means southward |
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*/ |
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|
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void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { |
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char styledirname[256]; |
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mapstruct *style_map_down=0; /* harder maze */ |
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mapstruct *style_map_up=0; /* easier maze */ |
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object *the_exit_down; /* harder maze */ |
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object *the_exit_up; /* easier maze */ |
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object *random_sign; /* magic mouth saying this is a random map. */ |
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char buf[512]; |
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int cx=-1,cy=-1; /* location of a map center */ |
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int upx=-1,upy=-1; /* location of up exit */ |
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int downx=-1,downy=-1; |
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int final_map_exit=1; |
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|
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if(RP->exit_on_final_map){ |
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if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; |
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} |
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|
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if(orientation == 0) orientation = RANDOM() % 6 + 1; |
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|
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switch(orientation) { |
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case 1: |
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{ |
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sprintf(styledirname,"/styles/exitstyles/up"); |
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style_map_up = find_style(styledirname,exitstyle,-1); |
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sprintf(styledirname,"/styles/exitstyles/down"); |
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style_map_down = find_style(styledirname,exitstyle,-1); |
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break; |
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} |
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case 2: |
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{ |
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sprintf(styledirname,"/styles/exitstyles/down"); |
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style_map_up = find_style(styledirname,exitstyle,-1); |
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sprintf(styledirname,"/styles/exitstyles/up"); |
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style_map_down = find_style(styledirname,exitstyle,-1); |
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break; |
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} |
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default: |
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{ |
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sprintf(styledirname,"/styles/exitstyles/generic"); |
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style_map_up = find_style(styledirname,exitstyle,-1); |
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style_map_down = style_map_up; |
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break; |
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} |
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} |
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if(style_map_up == 0) the_exit_up =arch_to_object(find_archetype("exit")); |
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else { |
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object *tmp; |
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tmp = pick_random_object(style_map_up); |
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the_exit_up = arch_to_object(tmp->arch); |
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} |
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|
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/* we need a down exit only if we're recursing. */ |
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if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) |
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if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); |
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else { |
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object *tmp; |
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tmp = pick_random_object(style_map_down); |
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the_exit_down = arch_to_object(tmp->arch); |
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} |
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else the_exit_down = 0; |
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|
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/* set up the up exit */ |
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the_exit_up->stats.hp = RP->origin_x; |
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the_exit_up->stats.sp = RP->origin_y; |
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the_exit_up->slaying = RP->origin_map; |
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|
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/* figure out where to put the entrance */ |
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/* begin a logical block */ |
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{ |
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int i,j; |
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/* First, look for a '<' char */ |
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find_in_layout(0,'<',&upx,&upy,maze,RP); |
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|
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/* next, look for a C, the map center. */ |
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find_in_layout(0,'C',&cx,&cy,maze,RP); |
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|
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|
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/* if we didn't find an up, find an empty place far from the center */ |
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if(upx==-1 && cx!=-1) { |
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if(cx > RP->Xsize/2) upx = 1; |
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else upx = RP->Xsize -2; |
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if(cy > RP->Ysize/2) upy = 1; |
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else upy = RP->Ysize -2; |
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/* find an empty place far from the center */ |
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if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); |
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else |
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if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); |
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else |
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if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); |
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else |
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if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); |
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} |
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|
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/* no indication of where to place the exit, so just place it. */ |
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if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); |
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|
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the_exit_up->x = upx; |
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the_exit_up->y = upy; |
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|
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/* surround the exits with notices that this is a random map. */ |
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for(j=1;j<9;j++) { |
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if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { |
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random_sign = get_archetype("sign"); |
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random_sign->x = the_exit_up->x+freearr_x[j]; |
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random_sign->y = the_exit_up->y+freearr_y[j]; |
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|
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sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); |
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|
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random_sign->msg = buf; |
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insert_ob_in_map(random_sign,map,NULL,0); |
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} |
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} |
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/* Block the exit so things don't get dumped on top of it. */ |
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the_exit_up->move_block = MOVE_ALL; |
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|
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insert_ob_in_map(the_exit_up,map,NULL,0); |
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maze[the_exit_up->x][the_exit_up->y]='<'; |
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|
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/* set the starting x,y for this map */ |
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MAP_ENTER_X(map) = the_exit_up->x; |
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MAP_ENTER_Y(map) = the_exit_up->y; |
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|
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/* first, look for a '>' character */ |
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find_in_layout(0,'>',&downx,&downy,maze,RP); |
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/* if no > is found use C */ |
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if(downx==-1) { downx = cx; downy=cy;}; |
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|
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/* make the other exit far away from this one if |
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there's no center. */ |
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if(downx==-1) { |
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if(upx > RP->Xsize/2) downx = 1; |
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else downx = RP->Xsize -2; |
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if(upy > RP->Ysize/2) downy = 1; |
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else downy = RP->Ysize -2; |
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/* find an empty place far from the entrance */ |
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if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); |
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else |
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if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); |
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else |
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if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); |
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else |
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if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); |
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|
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} |
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/* no indication of where to place the down exit, so just place it */ |
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if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); |
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if(the_exit_down) { |
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char buf[2048]; |
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i = find_first_free_spot(the_exit_down, map, downx, downy); |
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the_exit_down->x = downx + freearr_x[i]; |
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the_exit_down->y = downy + freearr_y[i]; |
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RP->origin_x = the_exit_down->x; |
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RP->origin_y = the_exit_down->y; |
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write_map_parameters_to_string(buf,RP); |
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the_exit_down->msg = buf; |
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/* the identifier for making a random map. */ |
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if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { |
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mapstruct *new_map; |
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object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; |
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#if 0 |
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/* I'm not sure if there was any reason to change the path to the |
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* map other than to maybe make it more descriptive in the 'maps' |
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* command. But changing the map name makes life more complicated, |
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* (has_been_loaded needs to use the new name) |
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*/ |
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|
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char new_map_name[MAX_BUF]; |
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/* give the final map a name */ |
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sprintf(new_map_name,"%sfinal_map",RP->final_map); |
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/* set the exit down. */ |
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#endif |
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/* load it */ |
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if((new_map=ready_map_name(RP->final_map,0)) == NULL) |
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return; |
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|
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the_exit_down->slaying = RP->final_map; |
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strcpy(new_map->path,RP->final_map); |
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|
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for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) |
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/* Remove exit back to previous random map. There should only be one |
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* which is why we break out. To try to process more than one |
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* would require keeping a 'next' pointer, ad free_object kills tmp, which |
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* breaks the for loop. |
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*/ |
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if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { |
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remove_ob(tmp); |
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free_object(tmp); |
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break; |
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} |
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|
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if (final_map_exit == 1) |
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{ |
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/* setup the exit back */ |
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the_exit_back->slaying = map->path; |
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the_exit_back->stats.hp = the_exit_down->x; |
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the_exit_back->stats.sp = the_exit_down->y; |
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the_exit_back->x = MAP_ENTER_X(new_map); |
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the_exit_back->y = MAP_ENTER_Y(new_map); |
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|
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insert_ob_in_map(the_exit_back,new_map,NULL,0); |
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} |
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|
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set_map_timeout(new_map); /* So it gets swapped out */ |
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} |
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else |
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the_exit_down->slaying = "/!"; |
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|
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/* Block the exit so things don't get dumped on top of it. */ |
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the_exit_down->move_block = MOVE_ALL; |
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insert_ob_in_map(the_exit_down,map,NULL,0); |
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maze[the_exit_down->x][the_exit_down->y]='>'; |
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} |
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} |
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|
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} |
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|
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|
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|
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/* this function unblocks the exits. We blocked them to |
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keep things from being dumped on them during the other |
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phases of random map generation. */ |
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void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { |
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int i=0,j=0; |
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object *walk; |
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|
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for(i=0;i<RP->Xsize;i++) |
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for(j=0;j<RP->Ysize;j++) |
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if(maze[i][j]=='>' || maze[i][j]=='<') { |
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for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { |
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if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { |
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walk->move_block = MOVE_BLOCK_DEFAULT; |
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update_object(walk,UP_OBJ_CHANGE); |
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} |
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} |
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} |
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} |