| 1 |
/* |
| 2 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
| 3 |
* |
| 4 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
| 5 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
| 6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
| 7 |
* |
| 8 |
* Crossfire TRT is free software: you can redistribute it and/or modify |
| 9 |
* it under the terms of the GNU General Public License as published by |
| 10 |
* the Free Software Foundation, either version 3 of the License, or |
| 11 |
* (at your option) any later version. |
| 12 |
* |
| 13 |
* This program is distributed in the hope that it will be useful, |
| 14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
* GNU General Public License for more details. |
| 17 |
* |
| 18 |
* You should have received a copy of the GNU General Public License |
| 19 |
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 20 |
* |
| 21 |
* The authors can be reached via e-mail to <crossfire@schmorp.de> |
| 22 |
*/ |
| 23 |
|
| 24 |
#include <time.h> |
| 25 |
#include <stdio.h> |
| 26 |
#include <global.h> |
| 27 |
#include <maze_gen.h> |
| 28 |
#include <room_gen.h> |
| 29 |
#include <random_map.h> |
| 30 |
#include <rproto.h> |
| 31 |
#include <sproto.h> |
| 32 |
|
| 33 |
#define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
| 34 |
|
| 35 |
void |
| 36 |
dump_layout (char **layout, random_map_params *RP) |
| 37 |
{ |
| 38 |
{ |
| 39 |
int i, j; |
| 40 |
|
| 41 |
for (i = 0; i < RP->Xsize; i++) |
| 42 |
{ |
| 43 |
for (j = 0; j < RP->Ysize; j++) |
| 44 |
{ |
| 45 |
if (layout[i][j] == 0) |
| 46 |
layout[i][j] = ' '; |
| 47 |
printf ("%c", layout[i][j]); |
| 48 |
if (layout[i][j] == ' ') |
| 49 |
layout[i][j] = 0; |
| 50 |
} |
| 51 |
printf ("\n"); |
| 52 |
} |
| 53 |
} |
| 54 |
printf ("\n"); |
| 55 |
} |
| 56 |
|
| 57 |
bool |
| 58 |
maptile::generate_random_map (random_map_params *RP) |
| 59 |
{ |
| 60 |
char **layout, buf[16384]; |
| 61 |
int i; |
| 62 |
|
| 63 |
RP->Xsize = RP->xsize; |
| 64 |
RP->Ysize = RP->ysize; |
| 65 |
|
| 66 |
/* pick a random seed, or use the one from the input file */ |
| 67 |
RP->random_seed = RP->random_seed |
| 68 |
? RP->random_seed + RP->dungeon_level |
| 69 |
: time (0); |
| 70 |
CEDE; |
| 71 |
|
| 72 |
write_map_parameters_to_string (buf, RP); |
| 73 |
|
| 74 |
if (RP->difficulty == 0) |
| 75 |
{ |
| 76 |
RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
| 77 |
|
| 78 |
if (RP->difficulty_increase > 0.001) |
| 79 |
RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
| 80 |
|
| 81 |
if (RP->difficulty < 1) |
| 82 |
RP->difficulty = 1; |
| 83 |
} |
| 84 |
else |
| 85 |
RP->difficulty_given = 1; |
| 86 |
|
| 87 |
if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
| 88 |
RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
| 89 |
|
| 90 |
if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
| 91 |
RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
| 92 |
|
| 93 |
if (RP->symmetry == SYMMETRY_RANDOM) |
| 94 |
RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
| 95 |
else |
| 96 |
RP->symmetry_used = RP->symmetry; |
| 97 |
|
| 98 |
if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
| 99 |
RP->Ysize = RP->Ysize / 2 + 1; |
| 100 |
|
| 101 |
if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
| 102 |
RP->Xsize = RP->Xsize / 2 + 1; |
| 103 |
|
| 104 |
if (RP->expand2x > 0) |
| 105 |
{ |
| 106 |
RP->Xsize /= 2; |
| 107 |
RP->Ysize /= 2; |
| 108 |
} |
| 109 |
|
| 110 |
RP->map_layout_style = LAYOUT_NONE; |
| 111 |
|
| 112 |
/* Redo this - there was a lot of redundant code of checking for preset |
| 113 |
* layout style and then random layout style. Instead, figure out |
| 114 |
* the numeric layoutstyle, so there is only one area that actually |
| 115 |
* calls the code to make the maps. |
| 116 |
*/ |
| 117 |
if (strstr (RP->layoutstyle, "onion")) |
| 118 |
RP->map_layout_style = LAYOUT_ONION; |
| 119 |
|
| 120 |
if (strstr (RP->layoutstyle, "maze")) |
| 121 |
RP->map_layout_style = LAYOUT_MAZE; |
| 122 |
|
| 123 |
if (strstr (RP->layoutstyle, "spiral")) |
| 124 |
RP->map_layout_style = LAYOUT_SPIRAL; |
| 125 |
|
| 126 |
if (strstr (RP->layoutstyle, "rogue")) |
| 127 |
RP->map_layout_style = LAYOUT_ROGUELIKE; |
| 128 |
|
| 129 |
if (strstr (RP->layoutstyle, "snake")) |
| 130 |
RP->map_layout_style = LAYOUT_SNAKE; |
| 131 |
|
| 132 |
if (strstr (RP->layoutstyle, "squarespiral")) |
| 133 |
RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
| 134 |
|
| 135 |
/* No style found - choose one randomly */ |
| 136 |
if (RP->map_layout_style == LAYOUT_NONE) |
| 137 |
RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
| 138 |
|
| 139 |
layout = layoutgen (RP); |
| 140 |
|
| 141 |
#ifdef RMAP_DEBUG |
| 142 |
dump_layout (layout, RP); |
| 143 |
#endif |
| 144 |
|
| 145 |
/* increment these for the current map */ |
| 146 |
RP->dungeon_level += 1; |
| 147 |
/* allow constant-difficulty maps. */ |
| 148 |
/* difficulty+=1; */ |
| 149 |
|
| 150 |
/* rotate the layout randomly */ |
| 151 |
layout = rotate_layout (layout, rndm (4), RP); |
| 152 |
#ifdef RMAP_DEBUG |
| 153 |
dump_layout (layout, RP); |
| 154 |
#endif |
| 155 |
|
| 156 |
/* allocate the map and set the floor */ |
| 157 |
make_map_floor (layout, RP->floorstyle, RP); |
| 158 |
|
| 159 |
/* set region */ |
| 160 |
default_region = RP->region; |
| 161 |
|
| 162 |
CEDE; |
| 163 |
|
| 164 |
/* create walls unless the wallstyle is "none" */ |
| 165 |
if (strcmp (RP->wallstyle, "none")) |
| 166 |
{ |
| 167 |
make_map_walls (this, layout, RP->wallstyle, RP); |
| 168 |
|
| 169 |
/* place doors unless doorstyle or wallstyle is "none" */ |
| 170 |
if (strcmp (RP->doorstyle, "none")) |
| 171 |
put_doors (this, layout, RP->doorstyle, RP); |
| 172 |
} |
| 173 |
|
| 174 |
CEDE; |
| 175 |
|
| 176 |
/* create exits unless the exitstyle is "none" */ |
| 177 |
if (strcmp (RP->exitstyle, "none")) |
| 178 |
place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
| 179 |
|
| 180 |
CEDE; |
| 181 |
|
| 182 |
place_specials_in_map (this, layout, RP); |
| 183 |
|
| 184 |
CEDE; |
| 185 |
|
| 186 |
/* create monsters unless the monsterstyle is "none" */ |
| 187 |
if (strcmp (RP->monsterstyle, "none")) |
| 188 |
place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
| 189 |
|
| 190 |
CEDE; |
| 191 |
|
| 192 |
/* treasures needs to have a proper difficulty set for the map. */ |
| 193 |
difficulty = estimate_difficulty (); |
| 194 |
|
| 195 |
CEDE; |
| 196 |
|
| 197 |
/* create treasure unless the treasurestyle is "none" */ |
| 198 |
if (strcmp (RP->treasurestyle, "none")) |
| 199 |
place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
| 200 |
|
| 201 |
CEDE; |
| 202 |
|
| 203 |
/* create decor unless the decorstyle is "none" */ |
| 204 |
if (strcmp (RP->decorstyle, "none")) |
| 205 |
put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
| 206 |
|
| 207 |
CEDE; |
| 208 |
|
| 209 |
/* generate treasures, etc. */ |
| 210 |
fix_auto_apply (); |
| 211 |
|
| 212 |
CEDE; |
| 213 |
|
| 214 |
unblock_exits (this, layout, RP); |
| 215 |
|
| 216 |
/* free the layout */ |
| 217 |
for (i = 0; i < RP->Xsize; i++) |
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free (layout[i]); |
| 219 |
|
| 220 |
free (layout); |
| 221 |
|
| 222 |
msg = strdup (buf); |
| 223 |
in_memory = MAP_IN_MEMORY; |
| 224 |
|
| 225 |
CEDE; |
| 226 |
|
| 227 |
return 1; |
| 228 |
} |
| 229 |
|
| 230 |
/* function selects the layout function and gives it whatever |
| 231 |
arguments it needs. */ |
| 232 |
char ** |
| 233 |
layoutgen (random_map_params *RP) |
| 234 |
{ |
| 235 |
char **maze = 0; |
| 236 |
int oxsize = RP->Xsize, oysize = RP->Ysize; |
| 237 |
|
| 238 |
switch (RP->map_layout_style) |
| 239 |
{ |
| 240 |
case LAYOUT_ONION: |
| 241 |
maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
| 242 |
if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
| 243 |
roomify_layout (maze, RP); |
| 244 |
break; |
| 245 |
|
| 246 |
case LAYOUT_MAZE: |
| 247 |
maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
| 248 |
if (!(rndm (2))) |
| 249 |
doorify_layout (maze, RP); |
| 250 |
break; |
| 251 |
|
| 252 |
case LAYOUT_SPIRAL: |
| 253 |
maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
| 254 |
if (!(rndm (2))) |
| 255 |
doorify_layout (maze, RP); |
| 256 |
break; |
| 257 |
|
| 258 |
case LAYOUT_ROGUELIKE: |
| 259 |
/* Don't put symmetry in rogue maps. There isn't much reason to |
| 260 |
* do so in the first place (doesn't make it any more interesting), |
| 261 |
* but more importantly, the symmetry code presumes we are symmetrizing |
| 262 |
* spirals, or maps with lots of passages - making a symmetric rogue |
| 263 |
* map fails because its likely that the passages the symmetry process |
| 264 |
* creates may not connect the rooms. |
| 265 |
*/ |
| 266 |
RP->symmetry_used = SYMMETRY_NONE; |
| 267 |
RP->Ysize = oysize; |
| 268 |
RP->Xsize = oxsize; |
| 269 |
maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
| 270 |
/* no doorifying... done already */ |
| 271 |
break; |
| 272 |
|
| 273 |
case LAYOUT_SNAKE: |
| 274 |
maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
| 275 |
if (rndm (2)) |
| 276 |
roomify_layout (maze, RP); |
| 277 |
break; |
| 278 |
|
| 279 |
case LAYOUT_SQUARE_SPIRAL: |
| 280 |
maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
| 281 |
if (rndm (2)) |
| 282 |
roomify_layout (maze, RP); |
| 283 |
break; |
| 284 |
} |
| 285 |
|
| 286 |
maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
| 287 |
|
| 288 |
#ifdef RMAP_DEBUG |
| 289 |
dump_layout (maze, RP); |
| 290 |
#endif |
| 291 |
|
| 292 |
if (RP->expand2x) |
| 293 |
{ |
| 294 |
maze = expand2x (maze, RP->Xsize, RP->Ysize); |
| 295 |
RP->Xsize = RP->Xsize * 2 - 1; |
| 296 |
RP->Ysize = RP->Ysize * 2 - 1; |
| 297 |
} |
| 298 |
|
| 299 |
return maze; |
| 300 |
} |
| 301 |
|
| 302 |
/* takes a map and makes it symmetric: adjusts Xsize and |
| 303 |
Ysize to produce a symmetric map. */ |
| 304 |
char ** |
| 305 |
symmetrize_layout (char **maze, int sym, random_map_params *RP) |
| 306 |
{ |
| 307 |
int i, j; |
| 308 |
char **sym_maze; |
| 309 |
int Xsize_orig, Ysize_orig; |
| 310 |
|
| 311 |
Xsize_orig = RP->Xsize; |
| 312 |
Ysize_orig = RP->Ysize; |
| 313 |
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
| 314 |
if (sym == SYMMETRY_NONE) |
| 315 |
{ |
| 316 |
RP->Xsize = Xsize_orig; |
| 317 |
RP->Ysize = Ysize_orig; |
| 318 |
return maze; |
| 319 |
} |
| 320 |
/* pick new sizes */ |
| 321 |
RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
| 322 |
RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
| 323 |
|
| 324 |
sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
| 325 |
for (i = 0; i < RP->Xsize; i++) |
| 326 |
sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
| 327 |
|
| 328 |
if (sym == SYMMETRY_X) |
| 329 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
| 330 |
for (j = 0; j < RP->Ysize; j++) |
| 331 |
{ |
| 332 |
sym_maze[i][j] = maze[i][j]; |
| 333 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
| 334 |
}; |
| 335 |
if (sym == SYMMETRY_Y) |
| 336 |
for (i = 0; i < RP->Xsize; i++) |
| 337 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
| 338 |
{ |
| 339 |
sym_maze[i][j] = maze[i][j]; |
| 340 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
| 341 |
} |
| 342 |
if (sym == SYMMETRY_XY) |
| 343 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
| 344 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
| 345 |
{ |
| 346 |
sym_maze[i][j] = maze[i][j]; |
| 347 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
| 348 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
| 349 |
sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
| 350 |
} |
| 351 |
/* delete the old maze */ |
| 352 |
for (i = 0; i < Xsize_orig; i++) |
| 353 |
free (maze[i]); |
| 354 |
free (maze); |
| 355 |
/* reconnect disjointed spirals */ |
| 356 |
if (RP->map_layout_style == LAYOUT_SPIRAL) |
| 357 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
| 358 |
/* reconnect disjointed nethackmazes: the routine for |
| 359 |
spirals will do the trick? */ |
| 360 |
if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
| 361 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
| 362 |
|
| 363 |
return sym_maze; |
| 364 |
} |
| 365 |
|
| 366 |
|
| 367 |
/* takes a map and rotates it. This completes the |
| 368 |
onion layouts, making them possibly centered on any wall. |
| 369 |
It'll modify Xsize and Ysize if they're swapped. |
| 370 |
*/ |
| 371 |
|
| 372 |
char ** |
| 373 |
rotate_layout (char **maze, int rotation, random_map_params *RP) |
| 374 |
{ |
| 375 |
char **new_maze; |
| 376 |
int i, j; |
| 377 |
|
| 378 |
switch (rotation) |
| 379 |
{ |
| 380 |
case 0: |
| 381 |
return maze; |
| 382 |
break; |
| 383 |
case 2: /* a reflection */ |
| 384 |
{ |
| 385 |
char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
| 386 |
|
| 387 |
for (i = 0; i < RP->Xsize; i++) |
| 388 |
{ /* make a copy */ |
| 389 |
for (j = 0; j < RP->Ysize; j++) |
| 390 |
{ |
| 391 |
newmaze[i * RP->Ysize + j] = maze[i][j]; |
| 392 |
} |
| 393 |
} |
| 394 |
for (i = 0; i < RP->Xsize; i++) |
| 395 |
{ /* copy a reflection back */ |
| 396 |
for (j = 0; j < RP->Ysize; j++) |
| 397 |
{ |
| 398 |
maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
| 399 |
} |
| 400 |
} |
| 401 |
free (newmaze); |
| 402 |
return maze; |
| 403 |
break; |
| 404 |
} |
| 405 |
case 1: |
| 406 |
case 3: |
| 407 |
{ |
| 408 |
int swap; |
| 409 |
new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
| 410 |
for (i = 0; i < RP->Ysize; i++) |
| 411 |
{ |
| 412 |
new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
| 413 |
} |
| 414 |
if (rotation == 1) /* swap x and y */ |
| 415 |
for (i = 0; i < RP->Xsize; i++) |
| 416 |
for (j = 0; j < RP->Ysize; j++) |
| 417 |
new_maze[j][i] = maze[i][j]; |
| 418 |
|
| 419 |
if (rotation == 3) |
| 420 |
{ /* swap x and y */ |
| 421 |
for (i = 0; i < RP->Xsize; i++) |
| 422 |
for (j = 0; j < RP->Ysize; j++) |
| 423 |
new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
| 424 |
} |
| 425 |
|
| 426 |
/* delete the old layout */ |
| 427 |
for (i = 0; i < RP->Xsize; i++) |
| 428 |
free (maze[i]); |
| 429 |
free (maze); |
| 430 |
|
| 431 |
swap = RP->Ysize; |
| 432 |
RP->Ysize = RP->Xsize; |
| 433 |
RP->Xsize = swap; |
| 434 |
return new_maze; |
| 435 |
break; |
| 436 |
} |
| 437 |
} |
| 438 |
return NULL; |
| 439 |
} |
| 440 |
|
| 441 |
/* take a layout and make some rooms in it. |
| 442 |
--works best on onions.*/ |
| 443 |
void |
| 444 |
roomify_layout (char **maze, random_map_params *RP) |
| 445 |
{ |
| 446 |
int tries = RP->Xsize * RP->Ysize / 30; |
| 447 |
int ti; |
| 448 |
|
| 449 |
for (ti = 0; ti < tries; ti++) |
| 450 |
{ |
| 451 |
int dx, dy; /* starting location for looking at creating a door */ |
| 452 |
int cx, cy; /* results of checking on creating walls. */ |
| 453 |
|
| 454 |
dx = rndm (RP->Xsize); |
| 455 |
dy = rndm (RP->Ysize); |
| 456 |
|
| 457 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
| 458 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
| 459 |
if (cx == -1) |
| 460 |
{ |
| 461 |
if (cy != -1) |
| 462 |
make_wall (maze, dx, dy, 1); |
| 463 |
|
| 464 |
continue; |
| 465 |
} |
| 466 |
|
| 467 |
if (cy == -1) |
| 468 |
{ |
| 469 |
make_wall (maze, dx, dy, 0); |
| 470 |
continue; |
| 471 |
} |
| 472 |
|
| 473 |
if (cx < cy) |
| 474 |
make_wall (maze, dx, dy, 0); |
| 475 |
else |
| 476 |
make_wall (maze, dx, dy, 1); |
| 477 |
} |
| 478 |
} |
| 479 |
|
| 480 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
| 481 |
(or vertical, dir == 1) |
| 482 |
here which ends up on other walls sensibly. */ |
| 483 |
|
| 484 |
int |
| 485 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
| 486 |
{ |
| 487 |
int i1; |
| 488 |
int length = 0; |
| 489 |
|
| 490 |
/* dont make walls if we're on the edge. */ |
| 491 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
| 492 |
return -1; |
| 493 |
|
| 494 |
/* don't make walls if we're ON a wall. */ |
| 495 |
if (maze[dx][dy] != 0) |
| 496 |
return -1; |
| 497 |
|
| 498 |
if (dir == 0) /* horizontal */ |
| 499 |
{ |
| 500 |
int y = dy; |
| 501 |
|
| 502 |
for (i1 = dx - 1; i1 > 0; i1--) |
| 503 |
{ |
| 504 |
int sindex = surround_flag2 (maze, i1, y, RP); |
| 505 |
|
| 506 |
if (sindex == 1) |
| 507 |
break; |
| 508 |
if (sindex != 0) |
| 509 |
return -1; /* can't make horiz. wall here */ |
| 510 |
if (maze[i1][y] != 0) |
| 511 |
return -1; /* can't make horiz. wall here */ |
| 512 |
length++; |
| 513 |
} |
| 514 |
|
| 515 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
| 516 |
{ |
| 517 |
int sindex = surround_flag2 (maze, i1, y, RP); |
| 518 |
|
| 519 |
if (sindex == 2) |
| 520 |
break; |
| 521 |
if (sindex != 0) |
| 522 |
return -1; /* can't make horiz. wall here */ |
| 523 |
if (maze[i1][y] != 0) |
| 524 |
return -1; /* can't make horiz. wall here */ |
| 525 |
length++; |
| 526 |
} |
| 527 |
return length; |
| 528 |
} |
| 529 |
else |
| 530 |
{ /* vertical */ |
| 531 |
int x = dx; |
| 532 |
|
| 533 |
for (i1 = dy - 1; i1 > 0; i1--) |
| 534 |
{ |
| 535 |
int sindex = surround_flag2 (maze, x, i1, RP); |
| 536 |
|
| 537 |
if (sindex == 4) |
| 538 |
break; |
| 539 |
if (sindex != 0) |
| 540 |
return -1; /* can't make vert. wall here */ |
| 541 |
if (maze[x][i1] != 0) |
| 542 |
return -1; /* can't make horiz. wall here */ |
| 543 |
length++; |
| 544 |
} |
| 545 |
|
| 546 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
| 547 |
{ |
| 548 |
int sindex = surround_flag2 (maze, x, i1, RP); |
| 549 |
|
| 550 |
if (sindex == 8) |
| 551 |
break; |
| 552 |
if (sindex != 0) |
| 553 |
return -1; /* can't make verti. wall here */ |
| 554 |
if (maze[x][i1] != 0) |
| 555 |
return -1; /* can't make horiz. wall here */ |
| 556 |
length++; |
| 557 |
} |
| 558 |
return length; |
| 559 |
} |
| 560 |
return -1; |
| 561 |
} |
| 562 |
|
| 563 |
|
| 564 |
int |
| 565 |
make_wall (char **maze, int x, int y, int dir) |
| 566 |
{ |
| 567 |
maze[x][y] = 'D'; /* mark a door */ |
| 568 |
switch (dir) |
| 569 |
{ |
| 570 |
case 0: /* horizontal */ |
| 571 |
{ |
| 572 |
int i1; |
| 573 |
|
| 574 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
| 575 |
maze[i1][y] = '#'; |
| 576 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
| 577 |
maze[i1][y] = '#'; |
| 578 |
break; |
| 579 |
} |
| 580 |
case 1: /* vertical */ |
| 581 |
{ |
| 582 |
int i1; |
| 583 |
|
| 584 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
| 585 |
maze[x][i1] = '#'; |
| 586 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
| 587 |
maze[x][i1] = '#'; |
| 588 |
break; |
| 589 |
} |
| 590 |
} |
| 591 |
|
| 592 |
return 0; |
| 593 |
} |
| 594 |
|
| 595 |
/* puts doors at appropriate locations in a layout. */ |
| 596 |
void |
| 597 |
doorify_layout (char **maze, random_map_params *RP) |
| 598 |
{ |
| 599 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
| 600 |
char *doorlist_x; |
| 601 |
char *doorlist_y; |
| 602 |
int doorlocs = 0; /* # of available doorlocations */ |
| 603 |
int i, j; |
| 604 |
|
| 605 |
doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
| 606 |
doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
| 607 |
|
| 608 |
|
| 609 |
/* make a list of possible door locations */ |
| 610 |
for (i = 1; i < RP->Xsize - 1; i++) |
| 611 |
for (j = 1; j < RP->Ysize - 1; j++) |
| 612 |
{ |
| 613 |
int sindex = surround_flag (maze, i, j, RP); |
| 614 |
|
| 615 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
| 616 |
{ |
| 617 |
doorlist_x[doorlocs] = i; |
| 618 |
doorlist_y[doorlocs] = j; |
| 619 |
doorlocs++; |
| 620 |
} |
| 621 |
} |
| 622 |
|
| 623 |
while (ndoors > 0 && doorlocs > 0) |
| 624 |
{ |
| 625 |
int di; |
| 626 |
int sindex; |
| 627 |
|
| 628 |
di = rndm (doorlocs); |
| 629 |
i = doorlist_x[di]; |
| 630 |
j = doorlist_y[di]; |
| 631 |
sindex = surround_flag (maze, i, j, RP); |
| 632 |
|
| 633 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
| 634 |
{ |
| 635 |
maze[i][j] = 'D'; |
| 636 |
ndoors--; |
| 637 |
} |
| 638 |
|
| 639 |
/* reduce the size of the list */ |
| 640 |
doorlocs--; |
| 641 |
doorlist_x[di] = doorlist_x[doorlocs]; |
| 642 |
doorlist_y[di] = doorlist_y[doorlocs]; |
| 643 |
} |
| 644 |
|
| 645 |
free (doorlist_x); |
| 646 |
free (doorlist_y); |
| 647 |
} |
| 648 |
|
| 649 |
void |
| 650 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
| 651 |
{ |
| 652 |
char small_buf[16384]; |
| 653 |
|
| 654 |
sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
| 655 |
|
| 656 |
if (RP->wallstyle[0]) |
| 657 |
{ |
| 658 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
| 659 |
strcat (buf, small_buf); |
| 660 |
} |
| 661 |
|
| 662 |
if (RP->floorstyle[0]) |
| 663 |
{ |
| 664 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
| 665 |
strcat (buf, small_buf); |
| 666 |
} |
| 667 |
|
| 668 |
if (RP->monsterstyle[0]) |
| 669 |
{ |
| 670 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
| 671 |
strcat (buf, small_buf); |
| 672 |
} |
| 673 |
|
| 674 |
if (RP->treasurestyle[0]) |
| 675 |
{ |
| 676 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
| 677 |
strcat (buf, small_buf); |
| 678 |
} |
| 679 |
|
| 680 |
if (RP->layoutstyle[0]) |
| 681 |
{ |
| 682 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
| 683 |
strcat (buf, small_buf); |
| 684 |
} |
| 685 |
|
| 686 |
if (RP->decorstyle[0]) |
| 687 |
{ |
| 688 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
| 689 |
strcat (buf, small_buf); |
| 690 |
} |
| 691 |
|
| 692 |
if (RP->doorstyle[0]) |
| 693 |
{ |
| 694 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
| 695 |
strcat (buf, small_buf); |
| 696 |
} |
| 697 |
|
| 698 |
if (RP->exitstyle[0]) |
| 699 |
{ |
| 700 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
| 701 |
strcat (buf, small_buf); |
| 702 |
} |
| 703 |
|
| 704 |
if (RP->final_map.length ()) |
| 705 |
{ |
| 706 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
| 707 |
strcat (buf, small_buf); |
| 708 |
} |
| 709 |
|
| 710 |
if (RP->exit_on_final_map[0]) |
| 711 |
{ |
| 712 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
| 713 |
strcat (buf, small_buf); |
| 714 |
} |
| 715 |
|
| 716 |
if (RP->this_map.length ()) |
| 717 |
{ |
| 718 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
| 719 |
strcat (buf, small_buf); |
| 720 |
} |
| 721 |
|
| 722 |
if (RP->expand2x) |
| 723 |
{ |
| 724 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
| 725 |
strcat (buf, small_buf); |
| 726 |
} |
| 727 |
|
| 728 |
if (RP->layoutoptions1) |
| 729 |
{ |
| 730 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
| 731 |
strcat (buf, small_buf); |
| 732 |
} |
| 733 |
|
| 734 |
if (RP->layoutoptions2) |
| 735 |
{ |
| 736 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
| 737 |
strcat (buf, small_buf); |
| 738 |
} |
| 739 |
|
| 740 |
if (RP->layoutoptions3) |
| 741 |
{ |
| 742 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
| 743 |
strcat (buf, small_buf); |
| 744 |
} |
| 745 |
|
| 746 |
if (RP->symmetry) |
| 747 |
{ |
| 748 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
| 749 |
strcat (buf, small_buf); |
| 750 |
} |
| 751 |
|
| 752 |
if (RP->difficulty && RP->difficulty_given) |
| 753 |
{ |
| 754 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
| 755 |
strcat (buf, small_buf); |
| 756 |
} |
| 757 |
|
| 758 |
if (RP->difficulty_increase != 1.0) |
| 759 |
{ |
| 760 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
| 761 |
strcat (buf, small_buf); |
| 762 |
} |
| 763 |
|
| 764 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
| 765 |
strcat (buf, small_buf); |
| 766 |
|
| 767 |
if (RP->dungeon_depth) |
| 768 |
{ |
| 769 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
| 770 |
strcat (buf, small_buf); |
| 771 |
} |
| 772 |
|
| 773 |
if (RP->decoroptions) |
| 774 |
{ |
| 775 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
| 776 |
strcat (buf, small_buf); |
| 777 |
} |
| 778 |
|
| 779 |
if (RP->orientation) |
| 780 |
{ |
| 781 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
| 782 |
strcat (buf, small_buf); |
| 783 |
} |
| 784 |
|
| 785 |
if (RP->origin_x) |
| 786 |
{ |
| 787 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
| 788 |
strcat (buf, small_buf); |
| 789 |
} |
| 790 |
|
| 791 |
if (RP->origin_y) |
| 792 |
{ |
| 793 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
| 794 |
strcat (buf, small_buf); |
| 795 |
} |
| 796 |
|
| 797 |
if (RP->treasureoptions) |
| 798 |
{ |
| 799 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
| 800 |
strcat (buf, small_buf); |
| 801 |
} |
| 802 |
|
| 803 |
if (RP->random_seed) |
| 804 |
{ |
| 805 |
sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
| 806 |
strcat (buf, small_buf); |
| 807 |
} |
| 808 |
|
| 809 |
if (RP->custom) |
| 810 |
{ |
| 811 |
sprintf (small_buf, "custom %s\n", RP->custom); |
| 812 |
strcat (buf, small_buf); |
| 813 |
} |
| 814 |
} |
| 815 |
|
| 816 |
void |
| 817 |
write_parameters_to_string (char *buf, |
| 818 |
int xsize_n, |
| 819 |
int ysize_n, |
| 820 |
const char *wallstyle_n, |
| 821 |
const char *floorstyle_n, |
| 822 |
const char *monsterstyle_n, |
| 823 |
const char *treasurestyle_n, |
| 824 |
const char *layoutstyle_n, |
| 825 |
const char *decorstyle_n, |
| 826 |
const char *doorstyle_n, |
| 827 |
const char *exitstyle_n, |
| 828 |
const char *final_map_n, |
| 829 |
const char *exit_on_final_map_n, |
| 830 |
const char *this_map_n, |
| 831 |
int layoutoptions1_n, |
| 832 |
int layoutoptions2_n, |
| 833 |
int layoutoptions3_n, |
| 834 |
int symmetry_n, |
| 835 |
int dungeon_depth_n, |
| 836 |
int dungeon_level_n, |
| 837 |
int difficulty_n, |
| 838 |
int difficulty_given_n, |
| 839 |
int decoroptions_n, |
| 840 |
int orientation_n, |
| 841 |
int origin_x_n, |
| 842 |
int origin_y_n, |
| 843 |
uint32_t random_seed_n, |
| 844 |
int treasureoptions_n, |
| 845 |
float difficulty_increase) |
| 846 |
{ |
| 847 |
char small_buf[16384]; |
| 848 |
|
| 849 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
| 850 |
|
| 851 |
if (wallstyle_n && wallstyle_n[0]) |
| 852 |
{ |
| 853 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
| 854 |
strcat (buf, small_buf); |
| 855 |
} |
| 856 |
|
| 857 |
if (floorstyle_n && floorstyle_n[0]) |
| 858 |
{ |
| 859 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
| 860 |
strcat (buf, small_buf); |
| 861 |
} |
| 862 |
|
| 863 |
if (monsterstyle_n && monsterstyle_n[0]) |
| 864 |
{ |
| 865 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
| 866 |
strcat (buf, small_buf); |
| 867 |
} |
| 868 |
|
| 869 |
if (treasurestyle_n && treasurestyle_n[0]) |
| 870 |
{ |
| 871 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
| 872 |
strcat (buf, small_buf); |
| 873 |
} |
| 874 |
|
| 875 |
if (layoutstyle_n && layoutstyle_n[0]) |
| 876 |
{ |
| 877 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
| 878 |
strcat (buf, small_buf); |
| 879 |
} |
| 880 |
|
| 881 |
if (decorstyle_n && decorstyle_n[0]) |
| 882 |
{ |
| 883 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
| 884 |
strcat (buf, small_buf); |
| 885 |
} |
| 886 |
|
| 887 |
if (doorstyle_n && doorstyle_n[0]) |
| 888 |
{ |
| 889 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
| 890 |
strcat (buf, small_buf); |
| 891 |
} |
| 892 |
|
| 893 |
if (exitstyle_n && exitstyle_n[0]) |
| 894 |
{ |
| 895 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
| 896 |
strcat (buf, small_buf); |
| 897 |
} |
| 898 |
|
| 899 |
if (final_map_n && final_map_n[0]) |
| 900 |
{ |
| 901 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
| 902 |
strcat (buf, small_buf); |
| 903 |
} |
| 904 |
|
| 905 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
| 906 |
{ |
| 907 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
| 908 |
strcat (buf, small_buf); |
| 909 |
} |
| 910 |
|
| 911 |
if (this_map_n && this_map_n[0]) |
| 912 |
{ |
| 913 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
| 914 |
strcat (buf, small_buf); |
| 915 |
} |
| 916 |
|
| 917 |
if (layoutoptions1_n) |
| 918 |
{ |
| 919 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
| 920 |
strcat (buf, small_buf); |
| 921 |
} |
| 922 |
|
| 923 |
if (layoutoptions2_n) |
| 924 |
{ |
| 925 |
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
| 926 |
strcat (buf, small_buf); |
| 927 |
} |
| 928 |
|
| 929 |
|
| 930 |
if (layoutoptions3_n) |
| 931 |
{ |
| 932 |
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
| 933 |
strcat (buf, small_buf); |
| 934 |
} |
| 935 |
|
| 936 |
if (symmetry_n) |
| 937 |
{ |
| 938 |
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
| 939 |
strcat (buf, small_buf); |
| 940 |
} |
| 941 |
|
| 942 |
|
| 943 |
if (difficulty_n && difficulty_given_n) |
| 944 |
{ |
| 945 |
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
| 946 |
strcat (buf, small_buf); |
| 947 |
} |
| 948 |
|
| 949 |
if (difficulty_increase > 0.001) |
| 950 |
{ |
| 951 |
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
| 952 |
strcat (buf, small_buf); |
| 953 |
} |
| 954 |
|
| 955 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
| 956 |
strcat (buf, small_buf); |
| 957 |
|
| 958 |
if (dungeon_depth_n) |
| 959 |
{ |
| 960 |
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
| 961 |
strcat (buf, small_buf); |
| 962 |
} |
| 963 |
|
| 964 |
if (decoroptions_n) |
| 965 |
{ |
| 966 |
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
| 967 |
strcat (buf, small_buf); |
| 968 |
} |
| 969 |
|
| 970 |
if (orientation_n) |
| 971 |
{ |
| 972 |
sprintf (small_buf, "orientation %d\n", orientation_n); |
| 973 |
strcat (buf, small_buf); |
| 974 |
} |
| 975 |
|
| 976 |
if (origin_x_n) |
| 977 |
{ |
| 978 |
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
| 979 |
strcat (buf, small_buf); |
| 980 |
} |
| 981 |
|
| 982 |
if (origin_y_n) |
| 983 |
{ |
| 984 |
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
| 985 |
strcat (buf, small_buf); |
| 986 |
} |
| 987 |
|
| 988 |
if (random_seed_n) |
| 989 |
{ |
| 990 |
/* Add one so that the next map is a bit different */ |
| 991 |
sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
| 992 |
strcat (buf, small_buf); |
| 993 |
} |
| 994 |
|
| 995 |
if (treasureoptions_n) |
| 996 |
{ |
| 997 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
| 998 |
strcat (buf, small_buf); |
| 999 |
} |
| 1000 |
} |
| 1001 |
|
| 1002 |
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
| 1003 |
void |
| 1004 |
copy_object_with_inv (object *src_ob, object *dest_ob) |
| 1005 |
{ |
| 1006 |
object *walk, *tmp; |
| 1007 |
|
| 1008 |
src_ob->copy_to (dest_ob); |
| 1009 |
|
| 1010 |
for (walk = src_ob->inv; walk; walk = walk->below) |
| 1011 |
{ |
| 1012 |
tmp = object::create (); |
| 1013 |
|
| 1014 |
walk->copy_to (tmp); |
| 1015 |
insert_ob_in_ob (tmp, dest_ob); |
| 1016 |
} |
| 1017 |
} |