/* * static char *rcsid_exit_c = * "$Id: exit.c,v 1.1.1.2 2006/03/15 14:05:33 elmex Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #include #include #include /* find a character in the layout. fx and fy are pointers to where to find the char. fx,fy = -1 if not found. */ void find_in_layout(int mode, char target,int *fx,int *fy,char **layout,RMParms *RP) { int M; int i,j; *fx=-1; *fy=-1; /* if a starting point isn't given, pick one */ if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; else M = mode; /* four different search starting points and methods so that we can do something different for symmetrical maps instead of the same damned thing every time. */ switch(M) { case 1: { /* search from top left down/right */ for(i=1;iXsize;i++) for(j=1;jYsize;j++) { if(layout[i][j]==target) { *fx = i; *fy = j; return; } } break; } case 2: { /* Search from top right down/left */ for(i=RP->Xsize-2;i>0;i--) for(j=1;jYsize-1;j++) { if(layout[i][j]==target) { *fx = i; *fy = j; return; } } break; } case 3: { /* search from bottom-left up-right */ for(i=1;iXsize-1;i++) for(j=RP->Ysize-2;j>0;j--) { if(layout[i][j]==target) { *fx = i; *fy = j; return; } } break; } case 4: { /* search from bottom-right up-left */ for(i=RP->Xsize-2;i>0;i--) for(j=RP->Ysize-2;j>0;j--) { if(layout[i][j]==target) { *fx = i; *fy = j; return; } } break; } } } /* orientation: 0 means random, 1 means descending dungeon 2 means ascending dungeon 3 means rightward 4 means leftward 5 means northward 6 means southward */ void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { char styledirname[256]; mapstruct *style_map_down=0; /* harder maze */ mapstruct *style_map_up=0; /* easier maze */ object *the_exit_down; /* harder maze */ object *the_exit_up; /* easier maze */ object *random_sign; /* magic mouth saying this is a random map. */ char buf[512]; int cx=-1,cy=-1; /* location of a map center */ int upx=-1,upy=-1; /* location of up exit */ int downx=-1,downy=-1; int final_map_exit=1; if(RP->exit_on_final_map){ if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; } if(orientation == 0) orientation = RANDOM() % 6 + 1; switch(orientation) { case 1: { sprintf(styledirname,"/styles/exitstyles/up"); style_map_up = find_style(styledirname,exitstyle,-1); sprintf(styledirname,"/styles/exitstyles/down"); style_map_down = find_style(styledirname,exitstyle,-1); break; } case 2: { sprintf(styledirname,"/styles/exitstyles/down"); style_map_up = find_style(styledirname,exitstyle,-1); sprintf(styledirname,"/styles/exitstyles/up"); style_map_down = find_style(styledirname,exitstyle,-1); break; } default: { sprintf(styledirname,"/styles/exitstyles/generic"); style_map_up = find_style(styledirname,exitstyle,-1); style_map_down = style_map_up; break; } } if(style_map_up == 0) the_exit_up =arch_to_object(find_archetype("exit")); else { object *tmp; tmp = pick_random_object(style_map_up); the_exit_up = arch_to_object(tmp->arch); } /* we need a down exit only if we're recursing. */ if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); else { object *tmp; tmp = pick_random_object(style_map_down); the_exit_down = arch_to_object(tmp->arch); } else the_exit_down = 0; /* set up the up exit */ the_exit_up->stats.hp = RP->origin_x; the_exit_up->stats.sp = RP->origin_y; the_exit_up->slaying = add_string(RP->origin_map); /* figure out where to put the entrance */ /* begin a logical block */ { int i,j; /* First, look for a '<' char */ find_in_layout(0,'<',&upx,&upy,maze,RP); /* next, look for a C, the map center. */ find_in_layout(0,'C',&cx,&cy,maze,RP); /* if we didn't find an up, find an empty place far from the center */ if(upx==-1 && cx!=-1) { if(cx > RP->Xsize/2) upx = 1; else upx = RP->Xsize -2; if(cy > RP->Ysize/2) upy = 1; else upy = RP->Ysize -2; /* find an empty place far from the center */ if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); else if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); else if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); else if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); } /* no indication of where to place the exit, so just place it. */ if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); the_exit_up->x = upx; the_exit_up->y = upy; /* surround the exits with notices that this is a random map. */ for(j=1;j<9;j++) { if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { random_sign = get_archetype("sign"); random_sign->x = the_exit_up->x+freearr_x[j]; random_sign->y = the_exit_up->y+freearr_y[j]; sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); random_sign->msg = add_string(buf); insert_ob_in_map(random_sign,map,NULL,0); } } /* Block the exit so things don't get dumped on top of it. */ the_exit_up->move_block = MOVE_ALL; insert_ob_in_map(the_exit_up,map,NULL,0); maze[the_exit_up->x][the_exit_up->y]='<'; /* set the starting x,y for this map */ MAP_ENTER_X(map) = the_exit_up->x; MAP_ENTER_Y(map) = the_exit_up->y; /* first, look for a '>' character */ find_in_layout(0,'>',&downx,&downy,maze,RP); /* if no > is found use C */ if(downx==-1) { downx = cx; downy=cy;}; /* make the other exit far away from this one if there's no center. */ if(downx==-1) { if(upx > RP->Xsize/2) downx = 1; else downx = RP->Xsize -2; if(upy > RP->Ysize/2) downy = 1; else downy = RP->Ysize -2; /* find an empty place far from the entrance */ if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); else if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); else if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); else if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); } /* no indication of where to place the down exit, so just place it */ if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); if(the_exit_down) { char buf[2048]; i = find_first_free_spot(the_exit_down, map, downx, downy); the_exit_down->x = downx + freearr_x[i]; the_exit_down->y = downy + freearr_y[i]; RP->origin_x = the_exit_down->x; RP->origin_y = the_exit_down->y; write_map_parameters_to_string(buf,RP); the_exit_down->msg = add_string(buf); /* the identifier for making a random map. */ if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { mapstruct *new_map; object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; #if 0 /* I'm not sure if there was any reason to change the path to the * map other than to maybe make it more descriptive in the 'maps' * command. But changing the map name makes life more complicated, * (has_been_loaded needs to use the new name) */ char new_map_name[MAX_BUF]; /* give the final map a name */ sprintf(new_map_name,"%sfinal_map",RP->final_map); /* set the exit down. */ #endif /* load it */ if((new_map=ready_map_name(RP->final_map,0)) == NULL) return; the_exit_down->slaying = add_string(RP->final_map); strcpy(new_map->path,RP->final_map); for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) /* Remove exit back to previous random map. There should only be one * which is why we break out. To try to process more than one * would require keeping a 'next' pointer, ad free_object kills tmp, which * breaks the for loop. */ if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { remove_ob(tmp); free_object(tmp); break; } if (final_map_exit == 1) { /* setup the exit back */ the_exit_back->slaying = add_string(map->path); the_exit_back->stats.hp = the_exit_down->x; the_exit_back->stats.sp = the_exit_down->y; the_exit_back->x = MAP_ENTER_X(new_map); the_exit_back->y = MAP_ENTER_Y(new_map); insert_ob_in_map(the_exit_back,new_map,NULL,0); } set_map_timeout(new_map); /* So it gets swapped out */ } else the_exit_down->slaying = add_string("/!"); /* Block the exit so things don't get dumped on top of it. */ the_exit_down->move_block = MOVE_ALL; insert_ob_in_map(the_exit_down,map,NULL,0); maze[the_exit_down->x][the_exit_down->y]='>'; } } } /* this function unblocks the exits. We blocked them to keep things from being dumped on them during the other phases of random map generation. */ void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { int i=0,j=0; object *walk; for(i=0;iXsize;i++) for(j=0;jYsize;j++) if(maze[i][j]=='>' || maze[i][j]=='<') { for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { walk->move_block = MOVE_BLOCK_DEFAULT; update_object(walk,UP_OBJ_CHANGE); } } } }