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elmex |
1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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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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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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root |
1.6 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
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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 <sproto.h> |
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#include <rproto.h> |
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| 30 |
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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. */ |
| 32 |
root |
1.4 |
void |
| 33 |
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find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) |
| 34 |
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{ |
| 35 |
elmex |
1.1 |
int M; |
| 36 |
root |
1.4 |
int i, j; |
| 37 |
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| 38 |
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*fx = -1; |
| 39 |
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*fy = -1; |
| 40 |
elmex |
1.1 |
|
| 41 |
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/* if a starting point isn't given, pick one */ |
| 42 |
root |
1.4 |
if (mode < 1 || mode > 4) |
| 43 |
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M = RANDOM () % 4 + 1; |
| 44 |
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else |
| 45 |
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M = mode; |
| 46 |
elmex |
1.1 |
|
| 47 |
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/* four different search starting points and methods so that |
| 48 |
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we can do something different for symmetrical maps instead of |
| 49 |
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the same damned thing every time. */ |
| 50 |
root |
1.4 |
switch (M) |
| 51 |
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{ |
| 52 |
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case 1: |
| 53 |
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{ /* search from top left down/right */ |
| 54 |
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for (i = 1; i < RP->Xsize; i++) |
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for (j = 1; j < RP->Ysize; j++) |
| 56 |
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{ |
| 57 |
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if (layout[i][j] == target) |
| 58 |
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{ |
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*fx = i; |
| 60 |
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*fy = j; |
| 61 |
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return; |
| 62 |
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} |
| 63 |
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} |
| 64 |
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break; |
| 65 |
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} |
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case 2: |
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{ /* Search from top right down/left */ |
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for (i = RP->Xsize - 2; i > 0; i--) |
| 69 |
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for (j = 1; j < RP->Ysize - 1; j++) |
| 70 |
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{ |
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if (layout[i][j] == target) |
| 72 |
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{ |
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*fx = i; |
| 74 |
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*fy = j; |
| 75 |
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return; |
| 76 |
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} |
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} |
| 78 |
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break; |
| 79 |
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} |
| 80 |
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case 3: |
| 81 |
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{ /* search from bottom-left up-right */ |
| 82 |
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for (i = 1; i < RP->Xsize - 1; i++) |
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for (j = RP->Ysize - 2; j > 0; j--) |
| 84 |
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{ |
| 85 |
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if (layout[i][j] == target) |
| 86 |
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{ |
| 87 |
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*fx = i; |
| 88 |
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*fy = j; |
| 89 |
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return; |
| 90 |
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} |
| 91 |
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} |
| 92 |
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break; |
| 93 |
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} |
| 94 |
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case 4: |
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{ /* 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--) |
| 98 |
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{ |
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if (layout[i][j] == target) |
| 100 |
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{ |
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*fx = i; |
| 102 |
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*fy = j; |
| 103 |
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return; |
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} |
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} |
| 106 |
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break; |
| 107 |
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} |
| 108 |
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} |
| 109 |
elmex |
1.1 |
} |
| 110 |
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root |
1.4 |
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| 115 |
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elmex |
1.1 |
/* orientation: 0 means random, |
| 117 |
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1 means descending dungeon |
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2 means ascending dungeon |
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3 means rightward |
| 120 |
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4 means leftward |
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5 means northward |
| 122 |
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6 means southward |
| 123 |
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*/ |
| 124 |
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| 125 |
root |
1.4 |
void |
| 126 |
root |
1.7 |
place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) |
| 127 |
root |
1.4 |
{ |
| 128 |
elmex |
1.1 |
char styledirname[256]; |
| 129 |
root |
1.7 |
maptile *style_map_down = 0; /* harder maze */ |
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maptile *style_map_up = 0; /* easier maze */ |
| 131 |
elmex |
1.1 |
object *the_exit_down; /* harder maze */ |
| 132 |
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object *the_exit_up; /* easier maze */ |
| 133 |
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object *random_sign; /* magic mouth saying this is a random map. */ |
| 134 |
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char buf[512]; |
| 135 |
root |
1.4 |
int cx = -1, cy = -1; /* location of a map center */ |
| 136 |
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int upx = -1, upy = -1; /* location of up exit */ |
| 137 |
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int downx = -1, downy = -1; |
| 138 |
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int final_map_exit = 1; |
| 139 |
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| 140 |
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if (RP->exit_on_final_map) |
| 141 |
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{ |
| 142 |
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if (strstr (RP->exit_on_final_map, "no")) |
| 143 |
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final_map_exit = 0; |
| 144 |
elmex |
1.1 |
} |
| 145 |
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| 146 |
root |
1.4 |
if (orientation == 0) |
| 147 |
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orientation = RANDOM () % 6 + 1; |
| 148 |
elmex |
1.1 |
|
| 149 |
root |
1.4 |
switch (orientation) |
| 150 |
elmex |
1.1 |
{ |
| 151 |
root |
1.4 |
case 1: |
| 152 |
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{ |
| 153 |
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sprintf (styledirname, "/styles/exitstyles/up"); |
| 154 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
| 155 |
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sprintf (styledirname, "/styles/exitstyles/down"); |
| 156 |
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style_map_down = find_style (styledirname, exitstyle, -1); |
| 157 |
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break; |
| 158 |
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} |
| 159 |
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case 2: |
| 160 |
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{ |
| 161 |
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sprintf (styledirname, "/styles/exitstyles/down"); |
| 162 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
| 163 |
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sprintf (styledirname, "/styles/exitstyles/up"); |
| 164 |
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style_map_down = find_style (styledirname, exitstyle, -1); |
| 165 |
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break; |
| 166 |
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} |
| 167 |
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default: |
| 168 |
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{ |
| 169 |
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sprintf (styledirname, "/styles/exitstyles/generic"); |
| 170 |
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style_map_up = find_style (styledirname, exitstyle, -1); |
| 171 |
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style_map_down = style_map_up; |
| 172 |
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break; |
| 173 |
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} |
| 174 |
elmex |
1.1 |
} |
| 175 |
root |
1.4 |
if (style_map_up == 0) |
| 176 |
root |
1.5 |
the_exit_up = arch_to_object (archetype::find ("exit")); |
| 177 |
root |
1.4 |
else |
| 178 |
elmex |
1.1 |
{ |
| 179 |
root |
1.4 |
object *tmp; |
| 180 |
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| 181 |
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tmp = pick_random_object (style_map_up); |
| 182 |
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the_exit_up = arch_to_object (tmp->arch); |
| 183 |
elmex |
1.1 |
} |
| 184 |
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| 185 |
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/* we need a down exit only if we're recursing. */ |
| 186 |
root |
1.4 |
if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
| 187 |
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if (style_map_down == 0) |
| 188 |
root |
1.5 |
the_exit_down = arch_to_object (archetype::find ("exit")); |
| 189 |
root |
1.4 |
else |
| 190 |
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{ |
| 191 |
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object *tmp; |
| 192 |
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| 193 |
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tmp = pick_random_object (style_map_down); |
| 194 |
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the_exit_down = arch_to_object (tmp->arch); |
| 195 |
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} |
| 196 |
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else |
| 197 |
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the_exit_down = 0; |
| 198 |
elmex |
1.1 |
|
| 199 |
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/* set up the up exit */ |
| 200 |
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the_exit_up->stats.hp = RP->origin_x; |
| 201 |
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the_exit_up->stats.sp = RP->origin_y; |
| 202 |
root |
1.3 |
the_exit_up->slaying = RP->origin_map; |
| 203 |
elmex |
1.1 |
|
| 204 |
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/* figure out where to put the entrance */ |
| 205 |
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/* begin a logical block */ |
| 206 |
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{ |
| 207 |
root |
1.4 |
int i, j; |
| 208 |
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| 209 |
elmex |
1.1 |
/* First, look for a '<' char */ |
| 210 |
root |
1.4 |
find_in_layout (0, '<', &upx, &upy, maze, RP); |
| 211 |
elmex |
1.1 |
|
| 212 |
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/* next, look for a C, the map center. */ |
| 213 |
root |
1.4 |
find_in_layout (0, 'C', &cx, &cy, maze, RP); |
| 214 |
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| 215 |
elmex |
1.1 |
|
| 216 |
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/* if we didn't find an up, find an empty place far from the center */ |
| 217 |
root |
1.4 |
if (upx == -1 && cx != -1) |
| 218 |
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{ |
| 219 |
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if (cx > RP->Xsize / 2) |
| 220 |
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upx = 1; |
| 221 |
elmex |
1.1 |
else |
| 222 |
root |
1.4 |
upx = RP->Xsize - 2; |
| 223 |
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if (cy > RP->Ysize / 2) |
| 224 |
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upy = 1; |
| 225 |
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else |
| 226 |
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upy = RP->Ysize - 2; |
| 227 |
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/* find an empty place far from the center */ |
| 228 |
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if (upx == 1 && upy == 1) |
| 229 |
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find_in_layout (1, 0, &upx, &upy, maze, RP); |
| 230 |
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else if (upx == 1 && upy > 1) |
| 231 |
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find_in_layout (3, 0, &upx, &upy, maze, RP); |
| 232 |
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else if (upx > 1 && upy == 1) |
| 233 |
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find_in_layout (2, 0, &upx, &upy, maze, RP); |
| 234 |
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else if (upx > 1 && upy > 1) |
| 235 |
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find_in_layout (4, 0, &upx, &upy, maze, RP); |
| 236 |
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} |
| 237 |
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| 238 |
elmex |
1.1 |
/* no indication of where to place the exit, so just place it. */ |
| 239 |
root |
1.4 |
if (upx == -1) |
| 240 |
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find_in_layout (0, 0, &upx, &upy, maze, RP); |
| 241 |
elmex |
1.1 |
|
| 242 |
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the_exit_up->x = upx; |
| 243 |
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the_exit_up->y = upy; |
| 244 |
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| 245 |
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/* surround the exits with notices that this is a random map. */ |
| 246 |
root |
1.4 |
for (j = 1; j < 9; j++) |
| 247 |
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{ |
| 248 |
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if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
| 249 |
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{ |
| 250 |
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random_sign = get_archetype ("sign"); |
| 251 |
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random_sign->x = the_exit_up->x + freearr_x[j]; |
| 252 |
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random_sign->y = the_exit_up->y + freearr_y[j]; |
| 253 |
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| 254 |
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sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
| 255 |
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| 256 |
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random_sign->msg = buf; |
| 257 |
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insert_ob_in_map (random_sign, map, NULL, 0); |
| 258 |
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} |
| 259 |
elmex |
1.1 |
} |
| 260 |
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/* Block the exit so things don't get dumped on top of it. */ |
| 261 |
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the_exit_up->move_block = MOVE_ALL; |
| 262 |
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| 263 |
root |
1.4 |
insert_ob_in_map (the_exit_up, map, NULL, 0); |
| 264 |
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maze[the_exit_up->x][the_exit_up->y] = '<'; |
| 265 |
elmex |
1.1 |
|
| 266 |
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/* set the starting x,y for this map */ |
| 267 |
root |
1.4 |
MAP_ENTER_X (map) = the_exit_up->x; |
| 268 |
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MAP_ENTER_Y (map) = the_exit_up->y; |
| 269 |
elmex |
1.1 |
|
| 270 |
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/* first, look for a '>' character */ |
| 271 |
root |
1.4 |
find_in_layout (0, '>', &downx, &downy, maze, RP); |
| 272 |
elmex |
1.1 |
/* if no > is found use C */ |
| 273 |
root |
1.4 |
if (downx == -1) |
| 274 |
|
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{ |
| 275 |
|
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downx = cx; |
| 276 |
|
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downy = cy; |
| 277 |
|
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}; |
| 278 |
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|
| 279 |
elmex |
1.1 |
/* make the other exit far away from this one if |
| 280 |
|
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there's no center. */ |
| 281 |
root |
1.4 |
if (downx == -1) |
| 282 |
|
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{ |
| 283 |
|
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if (upx > RP->Xsize / 2) |
| 284 |
|
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downx = 1; |
| 285 |
elmex |
1.1 |
else |
| 286 |
root |
1.4 |
downx = RP->Xsize - 2; |
| 287 |
|
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if (upy > RP->Ysize / 2) |
| 288 |
|
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downy = 1; |
| 289 |
|
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else |
| 290 |
|
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downy = RP->Ysize - 2; |
| 291 |
|
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/* find an empty place far from the entrance */ |
| 292 |
|
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if (downx == 1 && downy == 1) |
| 293 |
|
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find_in_layout (1, 0, &downx, &downy, maze, RP); |
| 294 |
|
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else if (downx == 1 && downy > 1) |
| 295 |
|
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find_in_layout (3, 0, &downx, &downy, maze, RP); |
| 296 |
|
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else if (downx > 1 && downy == 1) |
| 297 |
|
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find_in_layout (2, 0, &downx, &downy, maze, RP); |
| 298 |
|
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else if (downx > 1 && downy > 1) |
| 299 |
|
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find_in_layout (4, 0, &downx, &downy, maze, RP); |
| 300 |
|
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|
| 301 |
|
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} |
| 302 |
elmex |
1.1 |
/* no indication of where to place the down exit, so just place it */ |
| 303 |
root |
1.4 |
if (downx == -1) |
| 304 |
|
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find_in_layout (0, 0, &downx, &downy, maze, RP); |
| 305 |
|
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if (the_exit_down) |
| 306 |
|
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{ |
| 307 |
|
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char buf[2048]; |
| 308 |
|
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|
| 309 |
|
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i = find_first_free_spot (the_exit_down, map, downx, downy); |
| 310 |
|
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the_exit_down->x = downx + freearr_x[i]; |
| 311 |
|
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the_exit_down->y = downy + freearr_y[i]; |
| 312 |
|
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RP->origin_x = the_exit_down->x; |
| 313 |
|
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RP->origin_y = the_exit_down->y; |
| 314 |
|
|
write_map_parameters_to_string (buf, RP); |
| 315 |
|
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the_exit_down->msg = buf; |
| 316 |
|
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/* the identifier for making a random map. */ |
| 317 |
|
|
if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) |
| 318 |
|
|
{ |
| 319 |
root |
1.7 |
maptile *new_map; |
| 320 |
root |
1.4 |
object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
| 321 |
|
|
|
| 322 |
elmex |
1.1 |
#if 0 |
| 323 |
root |
1.4 |
/* I'm not sure if there was any reason to change the path to the |
| 324 |
|
|
* map other than to maybe make it more descriptive in the 'maps' |
| 325 |
|
|
* command. But changing the map name makes life more complicated, |
| 326 |
|
|
* (has_been_loaded needs to use the new name) |
| 327 |
|
|
*/ |
| 328 |
|
|
|
| 329 |
|
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char new_map_name[MAX_BUF]; |
| 330 |
|
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|
| 331 |
|
|
/* give the final map a name */ |
| 332 |
|
|
sprintf (new_map_name, "%sfinal_map", RP->final_map); |
| 333 |
|
|
/* set the exit down. */ |
| 334 |
elmex |
1.1 |
#endif |
| 335 |
root |
1.4 |
/* load it */ |
| 336 |
|
|
if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) |
| 337 |
|
|
return; |
| 338 |
|
|
|
| 339 |
|
|
the_exit_down->slaying = RP->final_map; |
| 340 |
|
|
strcpy (new_map->path, RP->final_map); |
| 341 |
|
|
|
| 342 |
|
|
for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) |
| 343 |
|
|
/* Remove exit back to previous random map. There should only be one |
| 344 |
|
|
* which is why we break out. To try to process more than one |
| 345 |
|
|
* would require keeping a 'next' pointer, ad free_object kills tmp, which |
| 346 |
|
|
* breaks the for loop. |
| 347 |
|
|
*/ |
| 348 |
|
|
if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) |
| 349 |
|
|
{ |
| 350 |
root |
1.8 |
tmp->remove (); |
| 351 |
root |
1.9 |
tmp->destroy (); |
| 352 |
root |
1.4 |
break; |
| 353 |
|
|
} |
| 354 |
|
|
|
| 355 |
|
|
if (final_map_exit == 1) |
| 356 |
|
|
{ |
| 357 |
|
|
/* setup the exit back */ |
| 358 |
|
|
the_exit_back->slaying = map->path; |
| 359 |
|
|
the_exit_back->stats.hp = the_exit_down->x; |
| 360 |
|
|
the_exit_back->stats.sp = the_exit_down->y; |
| 361 |
|
|
the_exit_back->x = MAP_ENTER_X (new_map); |
| 362 |
|
|
the_exit_back->y = MAP_ENTER_Y (new_map); |
| 363 |
|
|
|
| 364 |
|
|
insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
| 365 |
|
|
} |
| 366 |
|
|
|
| 367 |
|
|
set_map_timeout (new_map); /* So it gets swapped out */ |
| 368 |
|
|
} |
| 369 |
|
|
else |
| 370 |
|
|
the_exit_down->slaying = "/!"; |
| 371 |
elmex |
1.1 |
|
| 372 |
root |
1.4 |
/* Block the exit so things don't get dumped on top of it. */ |
| 373 |
|
|
the_exit_down->move_block = MOVE_ALL; |
| 374 |
|
|
insert_ob_in_map (the_exit_down, map, NULL, 0); |
| 375 |
|
|
maze[the_exit_down->x][the_exit_down->y] = '>'; |
| 376 |
elmex |
1.1 |
} |
| 377 |
root |
1.4 |
} |
| 378 |
root |
1.3 |
|
| 379 |
elmex |
1.1 |
} |
| 380 |
|
|
|
| 381 |
|
|
|
| 382 |
|
|
|
| 383 |
|
|
/* this function unblocks the exits. We blocked them to |
| 384 |
|
|
keep things from being dumped on them during the other |
| 385 |
|
|
phases of random map generation. */ |
| 386 |
root |
1.4 |
void |
| 387 |
root |
1.7 |
unblock_exits (maptile *map, char **maze, RMParms * RP) |
| 388 |
root |
1.4 |
{ |
| 389 |
|
|
int i = 0, j = 0; |
| 390 |
elmex |
1.1 |
object *walk; |
| 391 |
|
|
|
| 392 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
| 393 |
|
|
for (j = 0; j < RP->Ysize; j++) |
| 394 |
|
|
if (maze[i][j] == '>' || maze[i][j] == '<') |
| 395 |
|
|
{ |
| 396 |
root |
1.10 |
for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
| 397 |
root |
1.4 |
{ |
| 398 |
|
|
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
| 399 |
|
|
{ |
| 400 |
|
|
walk->move_block = MOVE_BLOCK_DEFAULT; |
| 401 |
|
|
update_object (walk, UP_OBJ_CHANGE); |
| 402 |
|
|
} |
| 403 |
|
|
} |
| 404 |
elmex |
1.1 |
} |
| 405 |
|
|
} |