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elmex |
1.1 |
/* |
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* static char *rcsid_special_c = |
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root |
1.3 |
* "$Id: special.C,v 1.2 2006-08-29 08:01:36 root Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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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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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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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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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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/* Specials in this file: |
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root |
1.2 |
included maps */ |
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elmex |
1.1 |
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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#define NUM_OF_SPECIAL_TYPES 4 |
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#define NO_SPECIAL 0 |
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#define SPECIAL_SUBMAP 1 |
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#define SPECIAL_FOUNTAIN 2 |
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#define SPECIAL_EXIT 3 |
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#define GLORY_HOLE 1 |
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#define ORC_ZONE 2 |
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#define MINING_ZONE 3 |
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#define NR_OF_HOLE_TYPES 3 |
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/* clear map completely of all objects: a rectangular area of xsize, ysize |
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is cleared with the top left corner at xstart, ystart */ |
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void nuke_map_region(mapstruct *map,int xstart,int ystart, int xsize, int ysize) { |
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int i,j; |
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object *tmp; |
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for(i=xstart;i<xstart + xsize;i++) |
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for(j=ystart;j<ystart +ysize;j++) { |
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for(tmp=get_map_ob(map,i,j);tmp!=NULL;tmp=tmp->above) { |
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if(!QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { |
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if(tmp->head) tmp=tmp->head; |
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remove_ob(tmp); |
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free_object(tmp); |
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tmp=get_map_ob(map,i,j); |
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} |
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if(tmp==NULL) break; |
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} |
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} |
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} |
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/* copy in_map into dest_map at point x,y */ |
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void include_map_in_map(mapstruct *dest_map, mapstruct *in_map,int x, int y) { |
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int i,j; |
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object *tmp; |
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object *new_ob; |
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/* First, splatter everything in the dest map at the location */ |
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nuke_map_region(dest_map,x,y,MAP_WIDTH(in_map),MAP_HEIGHT(in_map)); |
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root |
1.2 |
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elmex |
1.1 |
for(i=0;i<MAP_WIDTH(in_map);i++) |
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for(j=0;j<MAP_HEIGHT(in_map);j++) { |
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for(tmp=get_map_ob(in_map,i,j);tmp!=NULL;tmp=tmp->above) { |
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/* don't copy things with multiple squares: must be dealt with |
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specially. */ |
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if(tmp->head!=NULL) continue; |
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new_ob = arch_to_object(tmp->arch); |
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copy_object_with_inv(tmp,new_ob); |
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if(QUERY_FLAG(tmp,FLAG_IS_LINKED)) |
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add_button_link(new_ob,dest_map,tmp->path_attuned); |
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new_ob->x = i + x; |
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new_ob->y = j + y; |
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insert_multisquare_ob_in_map(new_ob,dest_map); |
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} |
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} |
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} |
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int find_spot_for_submap(mapstruct *map,char **layout,int *ix, int *iy,int xsize, int ysize) { |
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int tries; |
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int i=0,j=0; /* initialization may not be needed but prevents compiler warnings */ |
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int is_occupied=0; |
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int l,m; |
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/* don't even try to place a submap into a map if the big map isn't |
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sufficiently large. */ |
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if(2*xsize > MAP_WIDTH(map) || 2*ysize > MAP_HEIGHT(map)) return 0; |
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/* search a bit for a completely free spot. */ |
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for(tries=0;tries<20;tries++) { |
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/* pick a random location in the layout */ |
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i = RANDOM() % (MAP_WIDTH(map) - xsize-2)+1; |
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j = RANDOM() % (MAP_HEIGHT(map) - ysize-2)+1; |
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is_occupied=0; |
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for(l=i;l<i + xsize;l++) |
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for(m=j;m<j + ysize;m++) |
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is_occupied|=layout[l][m]; |
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if(!is_occupied) break; |
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} |
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root |
1.2 |
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elmex |
1.1 |
/* if we failed, relax the restrictions */ |
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if(is_occupied) { /* failure, try a relaxed placer. */ |
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/* pick a random location in the layout */ |
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for(tries=0;tries<10;tries++) { |
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i = RANDOM() % (MAP_WIDTH(map) - xsize-2)+1; |
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j = RANDOM() % (MAP_HEIGHT(map) - ysize-2)+1; |
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is_occupied=0; |
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for(l=i;l<i + xsize;l++) |
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for(m=j;m<j + ysize;m++) |
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if(layout[l][m]=='C' || layout[l][m]=='>' || layout[l][m]=='<') |
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is_occupied|=1; |
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} |
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} |
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if(is_occupied) return 0; |
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*ix=i; |
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*iy=j; |
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return 1; |
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} |
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void place_fountain_with_specials(mapstruct *map) { |
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int ix,iy,i=-1,tries=0; |
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mapstruct *fountain_style=find_style("/styles/misc","fountains",-1); |
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object *fountain=get_archetype("fountain"); |
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object *potion=get_object(); |
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copy_object(pick_random_object(fountain_style),potion); |
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while(i<0 && tries<10) { |
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ix = RANDOM() % (MAP_WIDTH(map) -2) +1; |
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iy = RANDOM() % (MAP_HEIGHT(map) -2) +1; |
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i = find_first_free_spot(fountain,map,ix,iy); |
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tries++; |
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}; |
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if(i==-1) { /* can't place fountain */ |
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free_object(fountain); |
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free_object(potion); |
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return; |
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} |
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ix += freearr_x[i]; |
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iy += freearr_y[i]; |
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potion->face=fountain->face; |
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SET_FLAG(potion,FLAG_NO_PICK); |
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SET_FLAG(potion,FLAG_IDENTIFIED); |
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root |
1.3 |
potion->name = potion->name_pl = "fountain"; |
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elmex |
1.1 |
potion->x = ix; |
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potion->y = iy; |
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potion->material=M_ADAMANT; |
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fountain->x = ix; |
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fountain->y = iy; |
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insert_ob_in_map(fountain,map,NULL,0); |
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insert_ob_in_map(potion,map,NULL,0); |
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} |
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void place_special_exit(mapstruct * map, int hole_type,RMParms *RP) { |
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int ix,iy,i=-1; |
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char buf[HUGE_BUF], *style, *decor, *mon; |
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mapstruct *exit_style=find_style("/styles/misc","obscure_exits",-1); |
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int g_xsize,g_ysize; |
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object *the_exit=get_object(); |
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if(!exit_style) return; |
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copy_object(pick_random_object(exit_style),the_exit); |
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while(i<0) { |
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root |
1.2 |
ix = RANDOM() % (MAP_WIDTH(map) -2) +1; |
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iy = RANDOM() % (MAP_HEIGHT(map) -2) +1; |
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i = find_first_free_spot(the_exit,map,ix,iy); |
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elmex |
1.1 |
} |
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ix += freearr_x[i]; |
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iy += freearr_y[i]; |
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the_exit->x = ix; |
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the_exit->y = iy; |
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if(!hole_type) hole_type = RANDOM() % NR_OF_HOLE_TYPES + 1 ; |
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switch(hole_type) { |
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root |
1.2 |
case GLORY_HOLE: /* treasures */ |
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{ |
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g_xsize = RANDOM() %3 + 4 + RP->difficulty/4; |
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g_ysize = RANDOM() %3 + 4 + RP->difficulty/4; |
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style = "onion"; |
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decor = "wealth2"; |
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mon = "none"; |
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break; |
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} |
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case ORC_ZONE: /* hole with orcs in it. */ |
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{ |
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g_xsize = RANDOM() %3 + 4 + RP->difficulty/4; |
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g_ysize = RANDOM() %3 + 4 + RP->difficulty/4; |
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style = "onion"; |
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decor = "wealth2"; |
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mon = "orc"; |
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break; |
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} |
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case MINING_ZONE: /* hole with orcs in it. */ |
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{ |
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g_xsize = RANDOM() %9 + 4 + RP->difficulty/4; |
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g_ysize = RANDOM() %9 + 4 + RP->difficulty/4; |
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style = "maze"; |
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decor = "minerals2"; |
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mon = "none"; |
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break; |
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} |
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default: /* undefined */ |
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LOG(llevError, "place_special_exit: undefined hole type %d\n", hole_type); |
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return; |
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break; |
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elmex |
1.1 |
} |
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/* Need to be at least this size, otherwise the load |
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* code will generate new size values which are too large. |
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*/ |
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if (g_xsize < MIN_RANDOM_MAP_SIZE) g_xsize = MIN_RANDOM_MAP_SIZE; |
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if (g_ysize < MIN_RANDOM_MAP_SIZE) g_ysize = MIN_RANDOM_MAP_SIZE; |
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write_parameters_to_string(buf, g_xsize, g_ysize,RP->wallstyle,RP->floorstyle,mon, |
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"none",style,decor,"none",RP->exitstyle,0,0,0, |
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OPT_WALLS_ONLY,0,0,1,RP->dungeon_level,RP->dungeon_level, |
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RP->difficulty,RP->difficulty,-1,1,0,0,0,0, RP->difficulty_increase); |
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root |
1.3 |
the_exit->slaying = "/!"; |
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the_exit->msg = buf; |
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elmex |
1.1 |
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insert_ob_in_map(the_exit,map,NULL,0); |
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} |
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root |
1.2 |
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elmex |
1.1 |
void place_specials_in_map(mapstruct *map, char **layout,RMParms *RP) { |
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mapstruct *special_map; |
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int ix,iy; /* map insertion locatons */ |
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int special_type; /* type of special to make */ |
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special_type = RANDOM() % NUM_OF_SPECIAL_TYPES; |
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switch(special_type) { |
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/* includes a special map into the random map being made. */ |
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case SPECIAL_SUBMAP: { |
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special_map = find_style("/styles/specialmaps",0,RP->difficulty); |
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if(special_map==NULL) return; |
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root |
1.2 |
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elmex |
1.1 |
if(find_spot_for_submap(map,layout,&ix,&iy,MAP_WIDTH(special_map),MAP_HEIGHT(special_map))) |
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include_map_in_map(map,special_map,ix,iy); |
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break; |
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} |
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/* Make a special fountain: an unpickable potion disguised as |
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a fountain, or rather, colocated with a fountain. */ |
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case SPECIAL_FOUNTAIN: { |
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place_fountain_with_specials(map); |
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break; |
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} |
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/* Make an exit to another random map, e.g. a gloryhole. */ |
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case SPECIAL_EXIT: { |
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place_special_exit(map,0,RP); |
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break; |
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} |
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} |
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} |