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905 lines
24 KiB
905 lines
24 KiB
/* $Id: map.c,v 1.28 2009/05/11 20:51:25 stpohle Exp $ */
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/* map handling, like generate and load maps. */
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#include "bomberclone.h"
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#include "player.h"
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_map map;
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// put the special items into the field
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void
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map_fillitems (int fieldtype, int num)
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{
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int nb_try = 100,
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d,
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x,
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y;
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/* this is the item factor we multiply it with this so we know
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how much items we want in the game */
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float fkt = ((float) (map.size.x * map.size.y)) / (25.0 * 17.0);
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for (d = 0; d < num * fkt; d++) {
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x = y = 0;
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while (map.field[x][y].type != FT_stone && map.field[x][y].special != FT_nothing) {
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x = ((float) rand () / (float) RAND_MAX) * (map.size.x - 1);
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y = ((float) rand () / (float) RAND_MAX) * (map.size.y - 1);
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nb_try--;
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if (nb_try < 0)
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break;
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}
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if (map.field[x][y].type != FT_tunnel)
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map.field[x][y].special = fieldtype;
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}
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}
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// loads or generate an map
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void
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map_new (char *filename)
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{
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int x,
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y;
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FILE *fmap;
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signed char old_maptype = map.type;
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int pl_cnt, pl;
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/* initialize the start_point array in the _map struct */
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map_init_start_points();
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if (filename) {
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fmap = fopen (filename, "r");
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/* if we can't open the given filename for any reason, reverting
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to default value else, load the file map */
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if (fmap)
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map_load (fmap);
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}
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else
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fmap = NULL;
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// Clean and create the field //
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if (fmap == NULL)
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map_genrandom ();
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/* Generate a More random map if requested */
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if (map.map_selection == MAPS_morerand)
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map_genmorerandom();
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if (map.type == -1)
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map.type = s_random (MAPT_max);
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if (map.type == MAPT_tunnel) {
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/* insert tunnels */
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for (x = 0; x < GAME_MAX_TUNNELS; x++)
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map.tunnel[x].x = map.tunnel[x].y = -1;
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map.field[3][3].type = FT_tunnel;
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map.field[3][3].special = 0;
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map.field[map.size.x - 4][map.size.y - 4].type = FT_tunnel;
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map.field[map.size.x - 4][map.size.y - 4].special = 1;
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if (map.size.y > 12) {
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map.field[map.size.x - 4][3].type = FT_tunnel;
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map.field[map.size.x - 4][3].special = 2;
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map.field[3][map.size.y - 4].type = FT_tunnel;
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map.field[3][map.size.y - 4].special = 3;
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map.tunnel[0].x = map.size.x - 4;
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map.tunnel[0].y = 3;
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map.tunnel[1].x = 3;
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map.tunnel[1].y = map.size.y - 4;
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map.tunnel[2].x = map.size.x - 4;
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map.tunnel[2].y = map.size.y - 4;
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map.tunnel[3].x = 3;
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map.tunnel[3].y = 3;
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}
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else {
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map.tunnel[0].x = map.size.x - 4;
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map.tunnel[0].y = map.size.y - 4;
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map.tunnel[1].x = 3;
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map.tunnel[1].y = 3;
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}
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}
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/* delete the bfield data */
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for (x = 0; x < MAX_FIELDSIZE_X; x++)
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for (y = 0; y < MAX_FIELDSIZE_Y; y++)
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map.bfield[x][y] = 0;
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/* count the number of players on this map so we know how many starting points
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* to find
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*/
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pl_cnt = 0;
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for (pl = 0; pl < MAX_PLAYERS; pl++) {
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if (PS_IS_used (players[pl].state)) {
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pl_cnt++;
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}
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}
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/* identify possible starting positions for players and store them in the
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* start_point array in the _map struct. This will always succeed. If
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* it cannot find starting points within the tolerance, it first attempts
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* to create start points within the tolerence and otherwise lowers the
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* tolerence until it can satisfy the proper number of start points.
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* eventually the tolerence reaches 0, so it can, in the worst case, start
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* all players at the same start point.
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*/
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map_find_and_add_start_points(pl_cnt - map_num_defined_start_points(), MAP_POSITION_TOLERENCE);
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/* Set the Playerinformation */
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map_set_playerposition (fmap != NULL);
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/* put the fire powerups in the field */
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map_fillitems (FT_fire, map.fire);
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/* put the bomb powerups in the field */
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map_fillitems (FT_bomb, map.bombs);
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/* put the shoe powerup in the field */
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map_fillitems (FT_shoe, map.shoes);
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/* put the death ?powerups? in the field */
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map_fillitems (FT_death, map.death);
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/* put the mixed powerrup in the field */
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map_fillitems (FT_mixed, map.mixed);
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/* put the trigger special in the field */
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map_fillitems (FT_sp_trigger, map.sp_trigger);
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/* put the row special in the field */
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map_fillitems (FT_sp_row, map.sp_row);
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/* put the push special in the field */
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map_fillitems (FT_sp_push, map.sp_push);
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map_fillitems (FT_sp_liquid, map.sp_push);
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map_fillitems (FT_sp_moved, map.sp_push);
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/* put the push special in the field */
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map_fillitems(FT_sp_kick,map.sp_kick);
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map.type = old_maptype;
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}
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void
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map_genrandom ()
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{
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int x,
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y,
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d;
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/* if we can't load the map check first the fieldsize settings */
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if (map.size.x < MIN_FIELDSIZE_X)
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map.size.x = MIN_FIELDSIZE_X;
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if (map.size.x > MAX_FIELDSIZE_X)
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map.size.x = MAX_FIELDSIZE_X;
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for (x = 0; x < map.size.x; x++)
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for (y = 0; y < map.size.y; y++) {
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if ((y == 0) || (y == map.size.y - 1))
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map.field[x][y].type = FT_block;
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else if ((x == 0) || (x == map.size.x - 1))
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map.field[x][y].type = FT_block;
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else if (((x & 1) == 0) && ((y & 1) == 0))
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map.field[x][y].type = FT_block;
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else {
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// create random field
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if ((s_random (256) & 3) == 0)
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map.field[x][y].type = FT_nothing;
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else
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map.field[x][y].type = FT_stone;
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}
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for (d = 0; d < 4; d++)
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map.field[x][y].ex[d].frame = map.field[x][y].ex[d].count = 0;
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map.field[x][y].ex_nr = -1;
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map.field[x][y].frame = 0.0f;
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map.field[x][y].special = FT_nothing;
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}
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/* set the corners of the map to be valid start points */
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// map_ensure_corner_start_points();
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}
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void
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map_genmorerandom ()
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{
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int x,
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y,
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d,
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ra;
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/* This is an enhanced version of genrandom() used by "more random" */
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d_printf("genmorerandom: *** init ***\n");
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/* if we can't load the map check first the fieldsize settings */
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if (map.size.x < MIN_FIELDSIZE_X)
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map.size.x = MIN_FIELDSIZE_X;
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if (map.size.x > MAX_FIELDSIZE_X)
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map.size.x = MAX_FIELDSIZE_X;
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for (x = 0; x < map.size.x; x++) for (y = 0; y < map.size.y; y++) {
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if ((y == 0) || (y == map.size.y - 1))
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map.field[x][y].type = FT_block;
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else if ((x == 0) || (x == map.size.x - 1))
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map.field[x][y].type = FT_block;
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else {
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// create random field
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ra = s_random (256) & 3;
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d_printf("genmorerandom: ra = %i\n", ra);
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if (ra == 0)
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map.field[x][y].type = FT_nothing;
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else if (ra == 1)
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map.field[x][y].type = FT_block;
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else
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map.field[x][y].type = FT_stone;
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}
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for (d = 0; d < 4; d++)
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map.field[x][y].ex[d].frame = map.field[x][y].ex[d].count = 0;
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map.field[x][y].ex_nr = -1;
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map.field[x][y].frame = 0.0f;
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map.field[x][y].special = FT_nothing;
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}
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d_printf("genmorerandom: *** exit ***\n");
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/* set the corners of the map to be valid start points */
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// map_ensure_corner_start_points();
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}
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/* will set the playerposition but in a way that we won't start on a block */
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/* i am just too lazy to write this all again and again */
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void
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map_set_playerposition (int usermap)
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{
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int pl;
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d_printf ("map_set_playerposition\n");
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/* This is the new code that will set every player in a starting point
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* It should never fail, but if it does, it will fall through to the old method
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*/
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for (pl = 0; pl < MAX_PLAYERS; pl++) {
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if (PS_IS_used(players[pl].state)) {
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map_place_player(pl);
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}
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}
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}
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/* load a random map */
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wformat-overflow"
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#pragma GCC diagnostic ignored "-Wformat-truncation"
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#pragma GCC diagnostic ignored "-Wstringop-overflow"
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void
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map_random ()
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{
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_direntry *destart,
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*de,
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*desel;
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char path[LEN_PATHFILENAME];
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int max,
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sel;
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snprintf (path, LEN_PATHFILENAME, "%s/maps", bman.datapath);
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desel = destart = s_getdir (path);
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for (max = 0, de = destart; de != NULL; de = de->next)
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if ((de->flags & DF_file) == DF_file)
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max++;
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sel = s_random (max);
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for (max = 0, de = destart; max <= sel && de != NULL; de = de->next)
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if ((de->flags & DF_file) == DF_file) {
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desel = de;
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max++;
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}
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d_printf ("Random Map %s (%d on %d)\n", desel->name, sel, max);
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if (desel != NULL)
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snprintf (map.map, LEN_PATHFILENAME, "%s/maps/%s", bman.datapath, desel->name);
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}
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#pragma GCC diagnostic pop
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// Init the game according to options
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void
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init_map_tileset ()
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{
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if (GT_MP_PTPM || GT_SP) {
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switch (map.map_selection) {
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case (0):
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map_new (map.map);
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break;
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case (1):
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map_random ();
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map_new (map.map);
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break;
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case (2):
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map_new (NULL);
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case (3):
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map_new (NULL); /* for more random */
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break;
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}
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if (map.random_tileset)
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tileset_random ();
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}
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}
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/* read from an open file map, determine field.x and field.y
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and fill the field.
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(# correspond to a bloc and @ correspond to a stone,
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an espace is nothing ' '
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% are commentary at the beginning of the map */
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void
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map_load (FILE * fmap)
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{
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size_t length;
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char *currentline;
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char tmp[MAX_FIELDSIZE_X];
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int sizex = 0;
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int sizey = 0;
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int i;
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int d;
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while ((currentline = fgets (tmp, MAX_FIELDSIZE_X, fmap))) {
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length = strlen (currentline);
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if (currentline[0] == '%')
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continue;
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/* now each line correspond to the field */
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else if (strstr (currentline, "bombs") == currentline) // bombs
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map.bombs = atoi (strchr (currentline, '=') + 1);
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else if (strstr (currentline, "fire") == currentline) // fire
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map.fire = atoi (strchr (currentline, '=') + 1);
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else if (strstr (currentline, "shoes") == currentline) // shoes
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map.shoes = atoi (strchr (currentline, '=') + 1);
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else if (strstr (currentline, "mixed") == currentline) // mixed
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map.mixed = atoi (strchr (currentline, '=') + 1);
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else if (strstr (currentline, "death") == currentline) // death
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map.death = atoi (strchr (currentline, '=') + 1);
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else if (strstr (currentline, "sp_trigger") == currentline) // trigger special
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map.sp_trigger = atoi (strchr (currentline, '=') + 1);
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else if (strstr (currentline, "sp_push") == currentline) // push special
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map.sp_push = atoi (strchr (currentline, '=') + 1);
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else if (strstr (currentline, "sp_row") == currentline) // row special
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map.sp_row = atoi (strchr (currentline, '=') + 1);
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else if (currentline[0] == '#') { /* the map itself */
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for (i = 0; i < length; i++) {
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switch (currentline[i]) {
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case '#':
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map.field[i][sizey].type = FT_block;
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break;
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case '@':
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map.field[i][sizey].type = FT_stone;
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break;
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case ' ':
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map.field[i][sizey].type = FT_nothing;
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default:
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break;
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}
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for (d = 0; d < 4; d++)
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map.field[i][sizey].ex[d].frame = map.field[i][sizey].ex[d].count = 0;
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map.field[i][sizey].ex_nr = -1;
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map.field[i][sizey].frame = 0.0f;
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map.field[i][sizey].special = FT_nothing;
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}
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sizey++;
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if (sizex < length)
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sizex = length;
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}
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}
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map.size.x = sizex - 1;
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map.size.y = sizey;
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/* darw the border so we know everything is right */
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for (i = 0; i < map.size.x; i++)
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map.field[i][0].type = map.field[i][map.size.y - 1].type = FT_block;
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for (i = 0; i < map.size.y; i++)
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map.field[0][i].type = map.field[map.size.x - 1][i].type = FT_block;
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fclose (fmap);
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};
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/* This is called for randomly generated maps. It clears out each corner of the map
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* to make sure that the 4 corners are legal start points.
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*/
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int
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map_ensure_corner_start_points ()
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{
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/* make sure all the corners are empty as well as the 1 field in the Y direction
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* and one in the X direction
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*/
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/* top left corner is safe start point */
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map.field[1][1].type = FT_nothing;
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map.field[1][2].type = FT_nothing;
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map.field[2][1].type = FT_nothing;
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map_add_start_point(1, 1);
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/* bottom left corner is safe start point */
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map.field[1][map.size.y - 2].type = FT_nothing;
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map.field[1][map.size.y - 3].type = FT_nothing;
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map.field[2][map.size.y - 2].type = FT_nothing;
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map_add_start_point(1, map.size.y - 2);
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/* top right corner is safe start point */
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map.field[map.size.x - 2][1].type = FT_nothing;
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map.field[map.size.x - 3][1].type = FT_nothing;
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map.field[map.size.x - 2][2].type = FT_nothing;
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map_add_start_point(map.size.x - 2, 1);
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/* bottom right corner is safe start point */
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map.field[map.size.x - 2][map.size.y - 2].type = FT_nothing;
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map.field[map.size.x - 2][map.size.y - 3].type = FT_nothing;
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map.field[map.size.x - 3][map.size.y - 2].type = FT_nothing;
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map_add_start_point(map.size.x - 2, map.size.y - 2);
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return 1;
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}
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/* initializes all the start points for the map to (-1,-1) and their used flag to 0 */
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int
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map_init_start_points()
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{
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int i;
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for (i = 0; i < MAX_PLAYERS; i++) {
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map.start_point[i].pos.x = -1;
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map.start_point[i].pos.y = -1;
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map.start_point[i].used = 0;
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}
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return 0;
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}
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/* blindly sets (x,y) as the idx'th start point in the map */
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int
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map_set_start_point(int idx, int x, int y)
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{
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map.start_point[idx].pos.x = x;
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map.start_point[idx].pos.y = y;
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return idx;
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}
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/* checks to see if all start points have been set, if not, sets (x,y) as a possible start point
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* returns 0 on successful set, -1 on failure
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*/
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int
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map_add_start_point(int x, int y)
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{
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int i;
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/* find the first unset start point */
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for (i = 0; i < MAX_PLAYERS; i++) {
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if ((map.start_point[i].pos.x == -1) && (map.start_point[i].pos.y == -1)) {
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map_set_start_point(i, x, y);
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return 0;
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}
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}
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|
|
/* if all start points are already set, do nothing and return -1 */
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
/* returns 0 if (x,y) is not already set as a start point in the current map, nonzero otherwise */
|
|
|
|
int
|
|
map_is_start_point(int x, int y)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_PLAYERS; i++) {
|
|
|
|
if ((map.start_point[i].pos.x == x) && (map.start_point[i].pos.y == y))
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* returns the number of start points set in the current map */
|
|
|
|
int
|
|
map_num_defined_start_points()
|
|
{
|
|
int pts = 0;
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_PLAYERS; i++) {
|
|
|
|
if ((map.start_point[i].pos.x != -1) && (map.start_point[i].pos.y != -1))
|
|
pts++;
|
|
}
|
|
|
|
return pts;
|
|
}
|
|
|
|
|
|
/* checks if the start point (x, y) is far enough away from all the other start points
|
|
* returns 1 if it is far enough, 0 otherwise
|
|
*/
|
|
|
|
int
|
|
map_check_start_point(int x, int y, int tol)
|
|
{
|
|
int i;
|
|
int dx, dy;
|
|
float dist;
|
|
|
|
for (i = 0; i < MAX_PLAYERS; i++) {
|
|
|
|
if ((map.start_point[i].pos.x != -1) && (map.start_point[i].pos.y != -1)) {
|
|
|
|
dx = map.start_point[i].pos.x - x;
|
|
dy = map.start_point[i].pos.y - y;
|
|
|
|
dist = sqrt(dx * dx + dy * dy);
|
|
|
|
if (dist < tol)
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
/* checks to see if there is an available start point and if (x, y) is sufficiently far from all
|
|
* defined start points and adds (x, y) as a start point if the conditions are met.
|
|
* returns 1 on success, 0 on failure
|
|
*/
|
|
|
|
int
|
|
map_check_and_add_start_point(int x, int y, int tol)
|
|
{
|
|
if ((map_num_defined_start_points() < MAX_PLAYERS) && (map_check_start_point(x, y, tol))) {
|
|
|
|
map_add_start_point(x, y);
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
/* locates and adds num start points to the current map. returns the number of start points added. */
|
|
|
|
int
|
|
map_find_and_add_start_points(int num, int tol)
|
|
{
|
|
int x;
|
|
int y;
|
|
int i;
|
|
int added = 0;
|
|
|
|
while ((added < num) && (tol >= 0)) {
|
|
for (x = 0; x < map.size.x; x++) {
|
|
|
|
for (y = 0; y < map.size.y; y++) {
|
|
|
|
if (map_is_possible_start_point(x, y)) {
|
|
|
|
added += map_check_and_add_start_point(x, y, tol);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < num - added; i++) {
|
|
|
|
added += map_create_and_add_start_point(tol);
|
|
}
|
|
|
|
tol--;
|
|
}
|
|
|
|
/* printf("Minimum Tolerance: %d\n", tol + 1); */
|
|
|
|
return added;
|
|
}
|
|
|
|
/* returns 1 if (x,y) is a feasible start point such that the player can safely lay a bomb and not die
|
|
* otherwise returns 0. Note: this is a quick check only checking immediately adjacent fields. It will not
|
|
* check secondary adjacencies, however, the idea is that when looking for possible start poitns, it will be run
|
|
* on every FT_nothing field so it will catch the secondary adjacencies when they become primary adjacencies
|
|
*/
|
|
|
|
int
|
|
map_is_possible_start_point(int x, int y)
|
|
{
|
|
|
|
int x_ok_pos;
|
|
int x_ok_neg;
|
|
int y_ok_pos;
|
|
int y_ok_neg;
|
|
|
|
int x_adj = 0;
|
|
int y_adj = 0;
|
|
int i;
|
|
|
|
/* if (x, y) is not FT_nothing, this is not a valid start point */
|
|
|
|
if (map.field[x][y].type != FT_nothing) {
|
|
|
|
return 0;
|
|
}
|
|
|
|
x_ok_pos = (x < map.size.x - 2) ? 1:0;
|
|
x_ok_neg = (x > 1) ? 1:0;
|
|
|
|
y_ok_pos = (y < map.size.y - 2) ? 1:0;
|
|
y_ok_neg = (y > 1) ? 1:0;
|
|
|
|
/* calculate the number of adjacent FT_nothing fields in the X and Y directions */
|
|
|
|
for (i = 1; i < bman.start_range + 2; i++) {
|
|
|
|
if (x_ok_pos) {
|
|
|
|
if (map.field[x+i][y].type == FT_nothing) {
|
|
|
|
x_adj++;
|
|
} else {
|
|
|
|
x_ok_pos = 0;
|
|
}
|
|
}
|
|
|
|
if (x_ok_neg) {
|
|
|
|
if (map.field[x-i][y].type == FT_nothing) {
|
|
|
|
x_adj++;
|
|
} else {
|
|
|
|
x_ok_neg = 0;
|
|
}
|
|
}
|
|
|
|
if (y_ok_pos) {
|
|
|
|
if (map.field[x][y+i].type == FT_nothing) {
|
|
|
|
y_adj++;
|
|
} else {
|
|
|
|
y_ok_pos = 0;
|
|
}
|
|
}
|
|
|
|
if (y_ok_neg) {
|
|
|
|
if (map.field[x][y-i].type == FT_nothing) {
|
|
|
|
y_adj++;
|
|
} else {
|
|
y_ok_neg = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((x_adj >= bman.start_range + 1) || (y_adj >= bman.start_range + 1)) {
|
|
|
|
return 1;
|
|
}
|
|
|
|
if ((x_adj >= 1) && (y_adj >= 1)) {
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
/* alters the map to create another start point at least tol units from any other
|
|
* start point. returns 1 on success, 0 on failure
|
|
*/
|
|
|
|
int
|
|
map_create_and_add_start_point(int tol)
|
|
{
|
|
int x;
|
|
int y;
|
|
int dx;
|
|
int dy;
|
|
|
|
int init_x;
|
|
int init_y;
|
|
int end_x;
|
|
int end_y;
|
|
int step_x;
|
|
int step_y;
|
|
|
|
/* this changes how we traverse the map when looking for a place to put
|
|
* a start point. this is so all the start points don't get stuck in one
|
|
* part of the map if the map is large enough
|
|
*/
|
|
|
|
if (s_random(100) % 2) {
|
|
|
|
init_x = 0;
|
|
end_x = map.size.x;
|
|
step_x = 1;
|
|
} else {
|
|
|
|
init_x = map.size.x - 1;
|
|
end_x = -1;
|
|
step_x = -1;
|
|
}
|
|
|
|
if (s_random(100) % 2) {
|
|
|
|
init_y = 0;
|
|
end_y = map.size.y;
|
|
step_y = 1;
|
|
} else {
|
|
|
|
init_y = map.size.y - 1;
|
|
end_y = -1;
|
|
step_y = -1;
|
|
}
|
|
|
|
|
|
/* first try only FT_nothing fields as start points */
|
|
|
|
for (x = init_x; x != end_x; x += step_x) {
|
|
|
|
for (y = init_y; y != end_y; y+= step_y) {
|
|
|
|
if ((map.field[x][y].type == FT_nothing) && (map_check_start_point(x, y, tol))) {
|
|
|
|
dx = (x >= map.size.x - 2) ? -1:1;
|
|
dy = (y >= map.size.y - 2) ? -1:1;
|
|
|
|
if ((map_is_removable_field(x+dx, y)) && (map_is_removable_field(x, y+dy))) {
|
|
|
|
/* printf("Creating Start Point (%d, %d).\n", x, y); */
|
|
|
|
map.field[x][y].type = FT_nothing;
|
|
|
|
map.field[x+dx][y].type = FT_nothing;
|
|
map.field[x][y+dy].type = FT_nothing;
|
|
|
|
map_add_start_point(x, y);
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* if we get here we didn't find a useful FT_nothing field, so check the FT_stone
|
|
* fields
|
|
*/
|
|
|
|
for (x = init_x; x != end_x; x += step_x) {
|
|
|
|
for (y = init_y; y != end_y; y+= step_y) {
|
|
|
|
if ((map.field[x][y].type == FT_stone) && (map_check_start_point(x, y, tol))) {
|
|
|
|
dx = (x >= map.size.x - 2) ? -1:1;
|
|
dy = (y >= map.size.y - 2) ? -1:1;
|
|
|
|
if ((map_is_removable_field(x+dx, y)) && (map_is_removable_field(x, y+dy))) {
|
|
|
|
/* printf("Creating Start Point (%d, %d).\n", x, y); */
|
|
|
|
map.field[x][y].type = FT_nothing;
|
|
|
|
map.field[x+dx][y].type = FT_nothing;
|
|
map.field[x][y+dy].type = FT_nothing;
|
|
|
|
map_add_start_point(x, y);
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* if we get to this point, we tried every field that we want to turn into a
|
|
* start point, so we return 0 indicating failure
|
|
*/
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
/* checks the type of the field at (x, y). if it is something we can remove without
|
|
* drastically altering the map (that is to say, not a FT_tunnel or FT_block) returns
|
|
* 1, returns 0 if this is not a field that we want to alter
|
|
*/
|
|
|
|
int
|
|
map_is_removable_field(int x, int y)
|
|
{
|
|
if ((map.field[x][y].type == FT_nothing) || (map.field[x][y].type == FT_stone)) {
|
|
|
|
return 1;
|
|
} else {
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
/* sets the players[pl] initial position to one of the start_points found in the map
|
|
* randomly selects the start point so the same players don't always start near each
|
|
* other
|
|
*/
|
|
|
|
int
|
|
map_place_player(int pl)
|
|
{
|
|
int index;
|
|
int start_points;
|
|
int idx;
|
|
int i;
|
|
|
|
start_points = map_num_defined_start_points();
|
|
index = (s_random(MAX_PLAYERS) + 1) % start_points;
|
|
|
|
for (i = 0; i < start_points; i++) {
|
|
|
|
idx = (index + i) % start_points;
|
|
|
|
if ((!map.start_point[idx].used) && (map.start_point[idx].pos.x != -1)
|
|
&& (map.start_point[idx].pos.y != -1)) {
|
|
|
|
players[pl].pos.x = map.start_point[idx].pos.x;
|
|
players[pl].pos.y = map.start_point[idx].pos.y;
|
|
map.start_point[idx].used = 1;
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
/* this will randomly select a start point, check to see if it is a safe place to
|
|
* respawn the player, and then set their position. It cannot fail unless there is
|
|
* no start point possible on the map (which would prevent the game from ever starting)
|
|
*/
|
|
|
|
/* note: this is not used yet, but could be used to respawn players instead of the old
|
|
* method
|
|
*/
|
|
|
|
int
|
|
map_respawn_player(int pl)
|
|
{
|
|
int x;
|
|
int y;
|
|
|
|
do {
|
|
|
|
x = s_random (map.size.x - 2) + 1;
|
|
y = s_random (map.size.y - 2) + 1;
|
|
} while (!map_is_possible_start_point(x, y));
|
|
|
|
players[pl].pos.x = x;
|
|
players[pl].pos.y = y;
|
|
|
|
return 1;
|
|
}
|