|
|
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 |
… | |
… | |
27 | #include <rproto.h> |
28 | #include <rproto.h> |
28 | |
29 | |
29 | /* 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 |
30 | where to find the char. fx,fy = -1 if not found. */ |
31 | where to find the char. fx,fy = -1 if not found. */ |
31 | void |
32 | void |
32 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) |
33 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) |
33 | { |
34 | { |
34 | int M; |
35 | int M; |
35 | int i, j; |
36 | int i, j; |
36 | |
37 | |
37 | *fx = -1; |
38 | *fx = -1; |
… | |
… | |
46 | /* four different search starting points and methods so that |
47 | /* four different search starting points and methods so that |
47 | we can do something different for symmetrical maps instead of |
48 | we can do something different for symmetrical maps instead of |
48 | the same damned thing every time. */ |
49 | the same damned thing every time. */ |
49 | switch (M) |
50 | switch (M) |
50 | { |
51 | { |
51 | case 1: |
52 | case 1: |
52 | { /* search from top left down/right */ |
53 | { /* search from top left down/right */ |
53 | for (i = 1; i < RP->Xsize; i++) |
54 | for (i = 1; i < RP->Xsize; i++) |
54 | for (j = 1; j < RP->Ysize; j++) |
55 | for (j = 1; j < RP->Ysize; j++) |
55 | { |
56 | { |
56 | if (layout[i][j] == target) |
57 | if (layout[i][j] == target) |
57 | { |
58 | { |
58 | *fx = i; |
59 | *fx = i; |
59 | *fy = j; |
60 | *fy = j; |
60 | return; |
61 | return; |
61 | } |
62 | } |
62 | } |
63 | } |
63 | break; |
64 | break; |
64 | } |
65 | } |
65 | case 2: |
66 | case 2: |
66 | { /* Search from top right down/left */ |
67 | { /* Search from top right down/left */ |
67 | for (i = RP->Xsize - 2; i > 0; i--) |
68 | for (i = RP->Xsize - 2; i > 0; i--) |
68 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | { |
70 | { |
70 | if (layout[i][j] == target) |
71 | if (layout[i][j] == target) |
71 | { |
72 | { |
72 | *fx = i; |
73 | *fx = i; |
73 | *fy = j; |
74 | *fy = j; |
74 | return; |
75 | return; |
75 | } |
76 | } |
76 | } |
77 | } |
77 | break; |
78 | break; |
78 | } |
79 | } |
79 | case 3: |
80 | case 3: |
80 | { /* search from bottom-left up-right */ |
81 | { /* search from bottom-left up-right */ |
81 | for (i = 1; i < RP->Xsize - 1; i++) |
82 | for (i = 1; i < RP->Xsize - 1; i++) |
82 | for (j = RP->Ysize - 2; j > 0; j--) |
83 | for (j = RP->Ysize - 2; j > 0; j--) |
83 | { |
84 | { |
84 | if (layout[i][j] == target) |
85 | if (layout[i][j] == target) |
85 | { |
86 | { |
86 | *fx = i; |
87 | *fx = i; |
87 | *fy = j; |
88 | *fy = j; |
88 | return; |
89 | return; |
89 | } |
90 | } |
90 | } |
91 | } |
91 | break; |
92 | break; |
92 | } |
93 | } |
93 | case 4: |
94 | case 4: |
94 | { /* search from bottom-right up-left */ |
95 | { /* search from bottom-right up-left */ |
95 | for (i = RP->Xsize - 2; i > 0; i--) |
96 | for (i = RP->Xsize - 2; i > 0; i--) |
96 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | { |
98 | { |
98 | if (layout[i][j] == target) |
99 | if (layout[i][j] == target) |
99 | { |
100 | { |
100 | *fx = i; |
101 | *fx = i; |
101 | *fy = j; |
102 | *fy = j; |
102 | return; |
103 | return; |
103 | } |
104 | } |
104 | } |
105 | } |
105 | break; |
106 | break; |
106 | } |
107 | } |
107 | } |
108 | } |
108 | } |
109 | } |
109 | |
110 | |
110 | /* orientation: 0 means random, |
111 | /* orientation: 0 means random, |
111 | 1 means descending dungeon |
112 | 1 means descending dungeon |
… | |
… | |
117 | */ |
118 | */ |
118 | void |
119 | void |
119 | 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) |
120 | { |
121 | { |
121 | char styledirname[256]; |
122 | char styledirname[256]; |
122 | maptile *style_map_down = 0; /* harder maze */ |
123 | maptile *style_map_down = 0; /* harder maze */ |
123 | maptile *style_map_up = 0; /* easier maze */ |
124 | maptile *style_map_up = 0; /* easier maze */ |
124 | object *the_exit_down; /* harder maze */ |
125 | object *the_exit_down; /* harder maze */ |
125 | object *the_exit_up; /* easier maze */ |
126 | object *the_exit_up; /* easier maze */ |
126 | object *random_sign; /* magic mouth saying this is a random map. */ |
127 | object *random_sign; /* magic mouth saying this is a random map. */ |
127 | char buf[512]; |
128 | char buf[512]; |
128 | int cx = -1, cy = -1; /* location of a map center */ |
129 | int cx = -1, cy = -1; /* location of a map center */ |
129 | int upx = -1, upy = -1; /* location of up exit */ |
130 | int upx = -1, upy = -1; /* location of up exit */ |
130 | int downx = -1, downy = -1; |
131 | int downx = -1, downy = -1; |
131 | int final_map_exit = 1; |
132 | int final_map_exit = 1; |
132 | |
133 | |
133 | if (RP->exit_on_final_map) |
134 | if (RP->exit_on_final_map) |
134 | { |
|
|
135 | if (strstr (RP->exit_on_final_map, "no")) |
135 | if (strstr (RP->exit_on_final_map, "no")) |
136 | final_map_exit = 0; |
136 | final_map_exit = 0; |
137 | } |
|
|
138 | |
137 | |
139 | if (orientation == 0) |
138 | if (!orientation) |
140 | orientation = RANDOM () % 6 + 1; |
139 | orientation = RANDOM () % 6 + 1; |
141 | |
140 | |
142 | switch (orientation) |
141 | switch (orientation) |
143 | { |
142 | { |
144 | case 1: |
143 | case 1: |
… | |
… | |
168 | } |
167 | } |
169 | } |
168 | } |
170 | |
169 | |
171 | if (style_map_up == 0) |
170 | if (style_map_up == 0) |
172 | the_exit_up = arch_to_object (archetype::find ("exit")); |
171 | the_exit_up = arch_to_object (archetype::find ("exit")); |
|
|
172 | |
173 | else |
173 | else |
174 | { |
174 | { |
175 | object *tmp; |
175 | object *tmp; |
176 | |
176 | |
177 | tmp = pick_random_object (style_map_up); |
177 | tmp = pick_random_object (style_map_up); |
… | |
… | |
180 | |
180 | |
181 | /* we need a down exit only if we're recursing. */ |
181 | /* we need a down exit only if we're recursing. */ |
182 | 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) |
183 | if (style_map_down == 0) |
183 | if (style_map_down == 0) |
184 | the_exit_down = arch_to_object (archetype::find ("exit")); |
184 | the_exit_down = arch_to_object (archetype::find ("exit")); |
|
|
185 | |
185 | else |
186 | else |
186 | { |
187 | { |
187 | object *tmp; |
188 | object *tmp; |
188 | |
189 | |
189 | tmp = pick_random_object (style_map_down); |
190 | tmp = pick_random_object (style_map_down); |
… | |
… | |
193 | the_exit_down = 0; |
194 | the_exit_down = 0; |
194 | |
195 | |
195 | /* set up the up exit */ |
196 | /* set up the up exit */ |
196 | the_exit_up->stats.hp = RP->origin_x; |
197 | the_exit_up->stats.hp = RP->origin_x; |
197 | the_exit_up->stats.sp = RP->origin_y; |
198 | the_exit_up->stats.sp = RP->origin_y; |
198 | the_exit_up->slaying = RP->origin_map; |
199 | the_exit_up->slaying = RP->origin_map; |
199 | |
200 | |
200 | /* figure out where to put the entrance */ |
201 | /* figure out where to put the entrance */ |
201 | /* begin a logical block */ |
202 | /* begin a logical block */ |
202 | { |
203 | { |
203 | int i, j; |
204 | int i, j; |
… | |
… | |
296 | |
297 | |
297 | } |
298 | } |
298 | /* 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 */ |
299 | if (downx == -1) |
300 | if (downx == -1) |
300 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
301 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
|
|
302 | |
301 | if (the_exit_down) |
303 | if (the_exit_down) |
302 | { |
304 | { |
303 | char buf[2048]; |
305 | char buf[2048]; |
304 | |
306 | |
305 | i = find_first_free_spot (the_exit_down, map, downx, downy); |
307 | i = find_first_free_spot (the_exit_down, map, downx, downy); |
… | |
… | |
307 | the_exit_down->y = downy + freearr_y[i]; |
309 | the_exit_down->y = downy + freearr_y[i]; |
308 | RP->origin_x = the_exit_down->x; |
310 | RP->origin_x = the_exit_down->x; |
309 | RP->origin_y = the_exit_down->y; |
311 | RP->origin_y = the_exit_down->y; |
310 | write_map_parameters_to_string (buf, RP); |
312 | write_map_parameters_to_string (buf, RP); |
311 | the_exit_down->msg = buf; |
313 | the_exit_down->msg = buf; |
|
|
314 | |
312 | /* the identifier for making a random map. */ |
315 | /* the identifier for making a random map. */ |
313 | if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) |
316 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
314 | { |
317 | { |
315 | maptile *new_map; |
318 | maptile *new_map; |
316 | 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; |
317 | |
320 | |
318 | #if 0 |
|
|
319 | /* I'm not sure if there was any reason to change the path to the |
|
|
320 | * map other than to maybe make it more descriptive in the 'maps' |
|
|
321 | * command. But changing the map name makes life more complicated, |
|
|
322 | * (has_been_loaded needs to use the new name) |
|
|
323 | */ |
|
|
324 | |
|
|
325 | char new_map_name[MAX_BUF]; |
|
|
326 | |
|
|
327 | /* give the final map a name */ |
|
|
328 | sprintf (new_map_name, "%sfinal_map", RP->final_map); |
|
|
329 | /* set the exit down. */ |
|
|
330 | #endif |
|
|
331 | /* load it */ |
321 | /* load it */ |
332 | if (!(new_map = maptile::load_map_sync (RP->final_map))) |
322 | if (!(new_map = maptile::load_map_sync (RP->final_map))) |
333 | return; |
323 | return; |
334 | |
324 | |
335 | the_exit_down->slaying = RP->final_map; |
325 | the_exit_down->slaying = RP->final_map; |
… | |
… | |
372 | |
362 | |
373 | /* this function unblocks the exits. We blocked them to |
363 | /* this function unblocks the exits. We blocked them to |
374 | keep things from being dumped on them during the other |
364 | keep things from being dumped on them during the other |
375 | phases of random map generation. */ |
365 | phases of random map generation. */ |
376 | void |
366 | void |
377 | unblock_exits (maptile *map, char **maze, random_map_params * RP) |
367 | unblock_exits (maptile *map, char **maze, random_map_params *RP) |
378 | { |
368 | { |
379 | int i = 0, j = 0; |
369 | int i = 0, j = 0; |
380 | object *walk; |
370 | object *walk; |
381 | |
371 | |
382 | for (i = 0; i < RP->Xsize; i++) |
372 | for (i = 0; i < RP->Xsize; i++) |