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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2013 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
#include "global.h"
#include <stdlib.h>
#include <string.h>
#include "random_map.h"
#include "rproto.h"
#include "sproto.h"
/**
* @file
* Handle exit placement in map.
*/
/**
* Find a character in the layout.
* @param mode
* how to look:
* - 1: from top/left to bottom/right.
* - 2: from top/right to bottom/left.
* - 3: from bottom/left to top/right.
* - 4: from bottom/right to top/left.
* - other value: one random order is chosen.
* @param target
* character to search.
* @param fx
* @param fy
* position of character, or -1 if not found.
* @param layout
* maze.
* @param RP
* maze parameters.
*/
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 mode 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:
*/
/**
* Place exits in the map.
* @param map
* map to put exits into.
* @param maze
* map layout.
* @param exitstyle
* what style to use. If NULL uses a random one.
* @param orientation
* how exits should be oriented:
* - 0 means random.
* - 1 means descending dungeon.
* - 2 means ascending dungeon.
* - 3 means rightward.
* - 4 means leftward.
* - 5 means northward.
* - 6 means southward.
* @param RP
* map parameters.
* @note
* unblock_exits() should be called at some point, as exits will be blocking everything
* to avoid putting other objects on them.
* @todo
* add orientations 3-6 or fix previous comment.
*/
void place_exits(mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms *RP)
{
char styledirname[256];
mapstruct *style_map_down = NULL; /* harder maze */
mapstruct *style_map_up = NULL; /* 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;
int i, j;
if (strstr(RP->exit_on_final_map, "no")) {
final_map_exit = 0;
}
if (orientation == 0) {
orientation = RANDOM()%6+1;
}
switch (orientation) {
case 1: {
snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/up");
style_map_up = find_style(styledirname, exitstyle, -1);
snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/down");
style_map_down = find_style(styledirname, exitstyle, -1);
break;
}
case 2: {
snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/down");
style_map_up = find_style(styledirname, exitstyle, -1);
snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/up");
style_map_down = find_style(styledirname, exitstyle, -1);
break;
}
default: {
snprintf(styledirname, sizeof(styledirname), "/styles/exitstyles/generic");
style_map_up = find_style(styledirname, exitstyle, -1);
style_map_down = style_map_up;
break;
}
}
if (style_map_up == NULL) {
archetype *exit_arch = find_archetype("exit");
if (exit_arch == NULL) {
return;
}
the_exit_up = arch_to_object(exit_arch);
} 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 (RP->dungeon_level >= RP->dungeon_depth && RP->final_exit_archetype[0] != 0) {
archetype *arch = find_archetype(RP->final_exit_archetype);
if (arch == NULL) {
return;
}
the_exit_down = arch_to_object(arch);
} else if (style_map_down == NULL) {
archetype *arch = find_archetype("exit");
if (arch == NULL) {
return;
}
the_exit_down = arch_to_object(arch);
} else {
object *tmp;
tmp = pick_random_object(style_map_down);
the_exit_down = arch_to_object(tmp->arch);
}
else {
the_exit_down = NULL;
}
/* 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 */
/* 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 at any empty spot. */
if (upx == -1) {
find_in_layout(0, 0, &upx, &upy, maze, RP);
}
/* surround the exits with notices that this is a random map. */
for (j = 1; j < 9; j++) {
if (!wall_blocked(map, upx+freearr_x[j], upy+freearr_y[j])) {
random_sign = create_archetype("sign");
snprintf(buf, sizeof(buf), "This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1);
object_set_msg(random_sign, buf);
object_insert_in_map_at(random_sign, map, NULL, 0, upx+freearr_x[j], upy+freearr_y[j]);
}
}
/* Block the exit so things don't get dumped on top of it. */
the_exit_up->move_block = MOVE_ALL;
object_insert_in_map_at(the_exit_up, map, NULL, 0, upx, upy);
maze[upx][upy] = '<';
/* set the starting x,y for this map */
MAP_ENTER_X(map) = upx;
MAP_ENTER_Y(map) = upy;
/* 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 on an empty spot. */
if (downx == -1) {
find_in_layout(0, 0, &downx, &downy, maze, RP);
}
if (the_exit_down) {
char *buf;
i = object_find_first_free_spot(the_exit_down, map, downx, downy);
RP->origin_x = downx+freearr_x[i];
RP->origin_y = downy+freearr_y[i];
buf = stringbuffer_finish(write_map_parameters_to_string(RP));
object_set_msg(the_exit_down, buf);
free(buf);
/* the identifier for making a random map. */
if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) {
/* Next map is the final map, special case. */
mapstruct *new_map;
object *the_exit_back = arch_to_object(the_exit_up->arch);
/* load it */
if ((new_map = ready_map_name(RP->final_map, 0)) == NULL) {
return;
}
the_exit_down->slaying = add_string(RP->final_map);
EXIT_X(the_exit_down) = MAP_ENTER_X(new_map);
EXIT_Y(the_exit_down) = MAP_ENTER_Y(new_map);
strncpy(new_map->path, RP->final_map, sizeof(new_map->path));
FOR_MAP_PREPARE(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map), tmp)
/* 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, as object_free_drop_inventory() kills tmp, which
* breaks the for loop.
*/
if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp), "/random/", 8)) {
object_remove(tmp);
object_free_drop_inventory(tmp);
break;
}
FOR_MAP_FINISH();
if (final_map_exit == 1) {
/* setup the exit back */
the_exit_back->slaying = add_string(map->path);
the_exit_back->stats.hp = downx+freearr_x[i];
the_exit_back->stats.sp = downy+freearr_y[i];
object_insert_in_map_at(the_exit_back, new_map, NULL, 0, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map));
}
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;
object_insert_in_map_at(the_exit_down, map, NULL, 0, downx+freearr_x[i], downy+freearr_y[i]);
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.
* @param map
* map to alter.
* @param maze
* map layout.
* @param RP
* map generation parameters.
*/
void unblock_exits(mapstruct *map, char **maze, RMParms *RP)
{
int i = 0, j = 0;
for (i = 0; i < RP->Xsize; i++)
for (j = 0; j < RP->Ysize; j++)
if (maze[i][j] == '>' || maze[i][j] == '<') {
FOR_MAP_PREPARE(map, i, j, walk) {
if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) {
walk->move_block = MOVE_BLOCK_DEFAULT;
object_update(walk, UP_OBJ_CHANGE);
}
}
FOR_MAP_FINISH();
}
}
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