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/*
* static char *rcsid_exit_c =
* "$Id: exit.c 7666 2007-12-02 18:13:27Z ryo_saeba $";
*/
/*
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 <global.h>
#include <random_map.h>
#include <sproto.h>
#include <rproto.h>
/* 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;i<RP->Xsize;i++)
for(j=1;j<RP->Ysize;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;j<RP->Ysize-1;j++) {
if(layout[i][j]==target) {
*fx = i; *fy = j;
return;
}
}
break;
}
case 3: { /* search from bottom-left up-right */
for(i=1;i<RP->Xsize-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 = create_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);
EXIT_X(the_exit_down) = MAP_ENTER_X(new_map);
EXIT_Y(the_exit_down) = MAP_ENTER_Y(new_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;i<RP->Xsize;i++)
for(j=0;j<RP->Ysize;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);
}
}
}
}
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