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elmex |
1.1 |
/* |
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* static char *rcsid_random_map_c = |
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root |
1.2 |
* "$Id: random_map.C,v 1.1 2006-08-13 17:16:03 elmex Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <time.h> |
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#include <stdio.h> |
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#include <global.h> |
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#include <maze_gen.h> |
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#include <room_gen.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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#include <sproto.h> |
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void dump_layout(char **layout,RMParms *RP) { |
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{ int i,j; |
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for(i=0;i<RP->Xsize;i++) { |
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for(j=0;j<RP->Ysize;j++) { |
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if(layout[i][j]==0) layout[i][j]=' '; |
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printf("%c",layout[i][j]); |
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if(layout[i][j]==' ') layout[i][j]=0; |
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} |
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printf("\n"); |
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}} |
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printf("\n"); |
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} |
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EXTERN FILE *logfile; |
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mapstruct *generate_random_map(const char *OutFileName, RMParms *RP) { |
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char **layout, buf[HUGE_BUF]; |
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mapstruct *theMap; |
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int i; |
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/* pick a random seed, or use the one from the input file */ |
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if(RP->random_seed == 0) |
58 |
root |
1.2 |
RP->random_seed=time(0); |
59 |
elmex |
1.1 |
|
60 |
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SRANDOM(RP->random_seed); |
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write_map_parameters_to_string(buf, RP); |
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64 |
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if(RP->difficulty==0) { |
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root |
1.2 |
RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
66 |
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if (RP->difficulty_increase > 0.001) { |
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RP->difficulty = (int)((float)RP->dungeon_level * RP->difficulty_increase); |
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if (RP->difficulty < 1) RP->difficulty=1; |
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} |
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elmex |
1.1 |
} |
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else |
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root |
1.2 |
RP->difficulty_given=1; |
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elmex |
1.1 |
|
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if(RP->Xsize<MIN_RANDOM_MAP_SIZE) RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; |
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if(RP->Ysize<MIN_RANDOM_MAP_SIZE) RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; |
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if(RP->expand2x > 0) { |
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root |
1.2 |
RP->Xsize /=2; |
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RP->Ysize /=2; |
80 |
elmex |
1.1 |
} |
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layout = layoutgen(RP); |
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#ifdef RMAP_DEBUG |
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dump_layout(layout,RP); |
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#endif |
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/* increment these for the current map */ |
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RP->dungeon_level+=1; |
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/* allow constant-difficulty maps. */ |
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/* difficulty+=1; */ |
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/* rotate the layout randomly */ |
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layout=rotate_layout(layout,RANDOM()%4,RP); |
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#ifdef RMAP_DEBUG |
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dump_layout(layout,RP); |
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#endif |
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/* allocate the map and set the floor */ |
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theMap = make_map_floor(layout,RP->floorstyle,RP); |
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/* set the name of the map. */ |
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strcpy(theMap->path,OutFileName); |
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/* set region */ |
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theMap->region=RP->region; |
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108 |
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/* create walls unless the wallstyle is "none" */ |
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if (strcmp (RP->wallstyle, "none")) { |
110 |
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make_map_walls(theMap,layout,RP->wallstyle,RP); |
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/* place doors unless doorstyle or wallstyle is "none"*/ |
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if (strcmp (RP->doorstyle, "none")) |
114 |
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put_doors(theMap,layout,RP->doorstyle,RP); |
115 |
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116 |
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} |
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118 |
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/* create exits unless the exitstyle is "none" */ |
119 |
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if (strcmp (RP->exitstyle, "none")) |
120 |
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place_exits(theMap,layout,RP->exitstyle,RP->orientation,RP); |
121 |
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122 |
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place_specials_in_map(theMap,layout,RP); |
123 |
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124 |
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/* create monsters unless the monsterstyle is "none" */ |
125 |
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if (strcmp (RP->monsterstyle, "none")) |
126 |
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place_monsters(theMap,RP->monsterstyle,RP->difficulty,RP); |
127 |
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128 |
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/* treasures needs to have a proper difficulty set for the map. */ |
129 |
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theMap->difficulty=calculate_difficulty(theMap); |
130 |
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131 |
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/* create treasure unless the treasurestyle is "none" */ |
132 |
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if (strcmp (RP->treasurestyle, "none")) |
133 |
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place_treasure(theMap,layout,RP->treasurestyle,RP->treasureoptions,RP); |
134 |
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135 |
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/* create decor unless the decorstyle is "none" */ |
136 |
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if (strcmp (RP->decorstyle, "none")) |
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put_decor(theMap,layout,RP->decorstyle,RP->decoroptions,RP); |
138 |
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139 |
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/* generate treasures, etc. */ |
140 |
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fix_auto_apply(theMap); |
141 |
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142 |
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unblock_exits(theMap,layout,RP); |
143 |
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144 |
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/* free the layout */ |
145 |
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for(i=0;i<RP->Xsize;i++) |
146 |
root |
1.2 |
free(layout[i]); |
147 |
elmex |
1.1 |
free(layout); |
148 |
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149 |
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theMap->msg = strdup_local(buf); |
150 |
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151 |
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return theMap; |
152 |
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} |
153 |
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154 |
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155 |
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/* function selects the layout function and gives it whatever |
156 |
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arguments it needs. */ |
157 |
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char **layoutgen(RMParms *RP) { |
158 |
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char **maze=0; |
159 |
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int oxsize= RP->Xsize, oysize=RP->Ysize; |
160 |
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161 |
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if(RP->symmetry == RANDOM_SYM) |
162 |
root |
1.2 |
RP->symmetry_used = (RANDOM() % ( XY_SYM))+1; |
163 |
elmex |
1.1 |
else RP->symmetry_used = RP->symmetry; |
164 |
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165 |
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if(RP->symmetry_used==Y_SYM||RP->symmetry_used==XY_SYM) RP->Ysize = RP->Ysize/2+1; |
166 |
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if(RP->symmetry_used==X_SYM||RP->symmetry_used==XY_SYM) RP->Xsize = RP->Xsize/2+1; |
167 |
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168 |
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if(RP->Xsize<MIN_RANDOM_MAP_SIZE) RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; |
169 |
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if(RP->Ysize<MIN_RANDOM_MAP_SIZE) RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; |
170 |
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RP->map_layout_style = 0; |
171 |
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172 |
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/* Redo this - there was a lot of redundant code of checking for preset |
173 |
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* layout style and then random layout style. Instead, figure out |
174 |
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* the numeric layoutstyle, so there is only one area that actually |
175 |
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* calls the code to make the maps. |
176 |
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*/ |
177 |
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if(strstr(RP->layoutstyle,"onion")) { |
178 |
root |
1.2 |
RP->map_layout_style = ONION_LAYOUT; |
179 |
elmex |
1.1 |
} |
180 |
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181 |
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if(strstr(RP->layoutstyle,"maze")) { |
182 |
root |
1.2 |
RP->map_layout_style = MAZE_LAYOUT; |
183 |
elmex |
1.1 |
} |
184 |
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185 |
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if(strstr(RP->layoutstyle,"spiral")) { |
186 |
root |
1.2 |
RP->map_layout_style = SPIRAL_LAYOUT; |
187 |
elmex |
1.1 |
} |
188 |
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189 |
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if(strstr(RP->layoutstyle,"rogue")) { |
190 |
root |
1.2 |
RP->map_layout_style = ROGUELIKE_LAYOUT; |
191 |
elmex |
1.1 |
} |
192 |
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193 |
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if(strstr(RP->layoutstyle,"snake")) { |
194 |
root |
1.2 |
RP->map_layout_style = SNAKE_LAYOUT; |
195 |
elmex |
1.1 |
} |
196 |
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197 |
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if(strstr(RP->layoutstyle,"squarespiral")) { |
198 |
root |
1.2 |
RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
199 |
elmex |
1.1 |
} |
200 |
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/* No style found - choose one ranomdly */ |
201 |
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if (RP->map_layout_style == 0) { |
202 |
root |
1.2 |
RP->map_layout_style = (RANDOM() % NROFLAYOUTS) + 1; |
203 |
elmex |
1.1 |
} |
204 |
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205 |
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switch(RP->map_layout_style) { |
206 |
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207 |
root |
1.2 |
case ONION_LAYOUT: |
208 |
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maze = map_gen_onion(RP->Xsize,RP->Ysize,RP->layoutoptions1,RP->layoutoptions2); |
209 |
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if(!(RANDOM()%3)&& !(RP->layoutoptions1 & OPT_WALLS_ONLY)) roomify_layout(maze,RP); |
210 |
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break; |
211 |
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212 |
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case MAZE_LAYOUT: |
213 |
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maze = maze_gen(RP->Xsize,RP->Ysize,RANDOM()%2); |
214 |
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if(!(RANDOM()%2)) doorify_layout(maze,RP); |
215 |
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break; |
216 |
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217 |
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case SPIRAL_LAYOUT: |
218 |
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maze = map_gen_spiral(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
219 |
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if(!(RANDOM()%2)) doorify_layout(maze,RP); |
220 |
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break; |
221 |
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222 |
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case ROGUELIKE_LAYOUT: |
223 |
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/* Don't put symmetry in rogue maps. There isn't much reason to |
224 |
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* do so in the first place (doesn't make it any more interesting), |
225 |
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* but more importantly, the symmetry code presumes we are symmetrizing |
226 |
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* spirals, or maps with lots of passages - making a symmetric rogue |
227 |
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* map fails because its likely that the passages the symmetry process |
228 |
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* creates may not connect the rooms. |
229 |
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*/ |
230 |
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RP->symmetry_used = NO_SYM; |
231 |
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RP->Ysize = oysize; |
232 |
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RP->Xsize = oxsize; |
233 |
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maze = roguelike_layout_gen(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
234 |
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/* no doorifying... done already */ |
235 |
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break; |
236 |
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237 |
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case SNAKE_LAYOUT: |
238 |
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maze = make_snake_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
239 |
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if(RANDOM()%2) roomify_layout(maze,RP); |
240 |
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break; |
241 |
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242 |
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case SQUARE_SPIRAL_LAYOUT: |
243 |
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maze = make_square_spiral_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
244 |
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if(RANDOM()%2) roomify_layout(maze,RP); |
245 |
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break; |
246 |
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} |
247 |
elmex |
1.1 |
|
248 |
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maze = symmetrize_layout(maze, RP->symmetry_used,RP); |
249 |
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#ifdef RMAP_DEBUG |
250 |
|
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dump_layout(maze,RP); |
251 |
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#endif |
252 |
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if(RP->expand2x) { |
253 |
root |
1.2 |
maze = expand2x(maze,RP->Xsize,RP->Ysize); |
254 |
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RP->Xsize = RP->Xsize * 2 -1; |
255 |
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RP->Ysize = RP->Ysize * 2 -1; |
256 |
elmex |
1.1 |
} |
257 |
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return maze; |
258 |
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} |
259 |
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260 |
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261 |
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/* takes a map and makes it symmetric: adjusts Xsize and |
262 |
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Ysize to produce a symmetric map. */ |
263 |
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264 |
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char **symmetrize_layout(char **maze, int sym,RMParms *RP) { |
265 |
|
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int i,j; |
266 |
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char **sym_maze; |
267 |
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int Xsize_orig,Ysize_orig; |
268 |
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Xsize_orig = RP->Xsize; |
269 |
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Ysize_orig = RP->Ysize; |
270 |
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RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used.*/ |
271 |
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if(sym == NO_SYM) { |
272 |
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RP->Xsize = Xsize_orig; |
273 |
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RP->Ysize = Ysize_orig; |
274 |
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return maze; |
275 |
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} |
276 |
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/* pick new sizes */ |
277 |
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RP->Xsize = ((sym==X_SYM||sym==XY_SYM)?RP->Xsize*2-3:RP->Xsize); |
278 |
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RP->Ysize = ((sym==Y_SYM||sym==XY_SYM)?RP->Ysize*2-3:RP->Ysize); |
279 |
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|
280 |
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sym_maze = (char **)calloc(sizeof(char*),RP->Xsize); |
281 |
|
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for(i=0;i<RP->Xsize;i++) |
282 |
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sym_maze[i] = (char *)calloc(sizeof(char),RP->Ysize); |
283 |
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284 |
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if(sym==X_SYM) |
285 |
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for(i=0;i<RP->Xsize/2+1;i++) |
286 |
|
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for(j=0;j<RP->Ysize;j++) { |
287 |
|
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sym_maze[i][j] = maze[i][j]; |
288 |
|
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sym_maze[RP->Xsize - i-1][j] = maze[i][j]; |
289 |
|
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}; |
290 |
|
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if(sym==Y_SYM) |
291 |
|
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for(i=0;i<RP->Xsize;i++) |
292 |
|
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for(j=0;j<RP->Ysize/2+1;j++) { |
293 |
|
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sym_maze[i][j] = maze[i][j]; |
294 |
|
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sym_maze[i][RP->Ysize-j-1] = maze[i][j]; |
295 |
|
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} |
296 |
|
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if(sym==XY_SYM) |
297 |
|
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for(i=0;i<RP->Xsize/2+1;i++) |
298 |
|
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for(j=0;j<RP->Ysize/2+1;j++) { |
299 |
|
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sym_maze[i][j] = maze[i][j]; |
300 |
|
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sym_maze[i][RP->Ysize-j-1] = maze[i][j]; |
301 |
|
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sym_maze[RP->Xsize - i-1][j] = maze[i][j]; |
302 |
|
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sym_maze[RP->Xsize - i-1][RP->Ysize-j-1] = maze[i][j]; |
303 |
|
|
} |
304 |
|
|
/* delete the old maze */ |
305 |
|
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for(i=0;i<Xsize_orig;i++) |
306 |
|
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free(maze[i]); |
307 |
|
|
free(maze); |
308 |
|
|
/* reconnect disjointed spirals */ |
309 |
|
|
if(RP->map_layout_style==SPIRAL_LAYOUT) |
310 |
|
|
connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); |
311 |
|
|
/* reconnect disjointed nethackmazes: the routine for |
312 |
|
|
spirals will do the trick?*/ |
313 |
|
|
if(RP->map_layout_style==ROGUELIKE_LAYOUT) |
314 |
|
|
connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); |
315 |
|
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|
316 |
|
|
return sym_maze; |
317 |
|
|
} |
318 |
|
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|
319 |
|
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|
320 |
|
|
/* takes a map and rotates it. This completes the |
321 |
|
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onion layouts, making them possibly centered on any wall. |
322 |
|
|
It'll modify Xsize and Ysize if they're swapped. |
323 |
|
|
*/ |
324 |
|
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|
325 |
|
|
char ** rotate_layout(char **maze,int rotation,RMParms *RP) { |
326 |
|
|
char **new_maze; |
327 |
|
|
int i,j; |
328 |
|
|
|
329 |
|
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switch(rotation) { |
330 |
|
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case 0: |
331 |
|
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return maze; |
332 |
|
|
break; |
333 |
|
|
case 2: /* a reflection */ |
334 |
|
|
{ |
335 |
|
|
char *newmaze= (char *) malloc(sizeof(char) * RP->Xsize*RP->Ysize); |
336 |
|
|
for(i=0;i<RP->Xsize;i++) { /* make a copy */ |
337 |
|
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for(j=0;j<RP->Ysize;j++) { |
338 |
|
|
newmaze[i * RP->Ysize + j] = maze[i][j]; |
339 |
|
|
} |
340 |
|
|
} |
341 |
|
|
for(i=0;i<RP->Xsize;i++) { /* copy a reflection back */ |
342 |
|
|
for(j=0;j<RP->Ysize;j++) { |
343 |
|
|
maze[i][j]= newmaze[(RP->Xsize-i-1)*RP->Ysize + RP->Ysize-j-1]; |
344 |
|
|
} |
345 |
|
|
} |
346 |
|
|
free(newmaze); |
347 |
|
|
return maze; |
348 |
|
|
break; |
349 |
|
|
} |
350 |
|
|
case 1: |
351 |
|
|
case 3: |
352 |
|
|
{ int swap; |
353 |
|
|
new_maze = (char **) calloc(sizeof(char *),RP->Ysize); |
354 |
|
|
for(i=0;i<RP->Ysize;i++) { |
355 |
|
|
new_maze[i] = (char *) calloc(sizeof(char),RP->Xsize); |
356 |
|
|
} |
357 |
|
|
if(rotation == 1) /* swap x and y */ |
358 |
|
|
for(i=0;i<RP->Xsize;i++) |
359 |
|
|
for(j=0;j<RP->Ysize;j++) |
360 |
|
|
new_maze[j][i] = maze[i][j]; |
361 |
|
|
|
362 |
|
|
if(rotation == 3) { /* swap x and y */ |
363 |
|
|
for(i=0;i<RP->Xsize;i++) |
364 |
|
|
for(j=0;j<RP->Ysize;j++) |
365 |
|
|
new_maze[j][i] = maze[RP->Xsize -i-1][RP->Ysize - j-1]; |
366 |
|
|
} |
367 |
|
|
|
368 |
|
|
/* delete the old layout */ |
369 |
|
|
for(i=0;i<RP->Xsize;i++) |
370 |
|
|
free(maze[i]); |
371 |
|
|
free(maze); |
372 |
|
|
|
373 |
|
|
swap = RP->Ysize; |
374 |
|
|
RP->Ysize = RP->Xsize; |
375 |
|
|
RP->Xsize = swap; |
376 |
|
|
return new_maze; |
377 |
|
|
break; |
378 |
|
|
} |
379 |
|
|
} |
380 |
|
|
return NULL; |
381 |
|
|
} |
382 |
|
|
|
383 |
|
|
/* take a layout and make some rooms in it. |
384 |
|
|
--works best on onions.*/ |
385 |
|
|
void roomify_layout(char **maze,RMParms *RP) { |
386 |
|
|
int tries = RP->Xsize*RP->Ysize/30; |
387 |
|
|
int ti; |
388 |
|
|
|
389 |
|
|
for(ti=0;ti<tries;ti++) { |
390 |
|
|
int dx,dy; /* starting location for looking at creating a door */ |
391 |
|
|
int cx,cy; /* results of checking on creating walls. */ |
392 |
|
|
dx = RANDOM() % RP->Xsize; |
393 |
|
|
dy = RANDOM() % RP->Ysize; |
394 |
|
|
cx = can_make_wall(maze,dx,dy,0,RP); /* horizontal */ |
395 |
|
|
cy = can_make_wall(maze,dx,dy,1,RP); /* vertical */ |
396 |
|
|
if(cx == -1) { |
397 |
|
|
if(cy != -1) |
398 |
|
|
make_wall(maze,dx,dy,1); |
399 |
|
|
continue; |
400 |
|
|
} |
401 |
|
|
if(cy == -1) { |
402 |
|
|
make_wall(maze,dx,dy,0); |
403 |
|
|
continue; |
404 |
|
|
} |
405 |
|
|
if(cx < cy) make_wall(maze,dx,dy,0); |
406 |
|
|
else make_wall(maze,dx,dy,1); |
407 |
|
|
} |
408 |
|
|
} |
409 |
|
|
|
410 |
|
|
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
411 |
|
|
(or vertical, dir == 1) |
412 |
|
|
here which ends up on other walls sensibly. */ |
413 |
|
|
|
414 |
|
|
int can_make_wall(char **maze,int dx,int dy,int dir,RMParms *RP) { |
415 |
|
|
int i1; |
416 |
|
|
int length=0; |
417 |
|
|
|
418 |
|
|
/* dont make walls if we're on the edge. */ |
419 |
|
|
if(dx == 0 || dx == (RP->Xsize -1) || dy == 0 || dy == (RP->Ysize-1)) return -1; |
420 |
|
|
|
421 |
|
|
/* don't make walls if we're ON a wall. */ |
422 |
|
|
if(maze[dx][dy]!=0) return -1; |
423 |
|
|
|
424 |
|
|
if(dir==0) /* horizontal */ |
425 |
|
|
{ |
426 |
|
|
int y = dy; |
427 |
|
|
for(i1=dx-1;i1>0;i1--) { |
428 |
|
|
int sindex=surround_flag2(maze,i1,y,RP); |
429 |
|
|
if(sindex == 1) break; |
430 |
|
|
if(sindex != 0) return -1; /* can't make horiz. wall here */ |
431 |
|
|
if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ |
432 |
|
|
length++; |
433 |
|
|
} |
434 |
root |
1.2 |
|
435 |
elmex |
1.1 |
for(i1=dx+1;i1<RP->Xsize-1;i1++) { |
436 |
|
|
int sindex=surround_flag2(maze,i1,y,RP); |
437 |
|
|
if(sindex == 2) break; |
438 |
|
|
if(sindex != 0) return -1; /* can't make horiz. wall here */ |
439 |
|
|
if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ |
440 |
|
|
length++; |
441 |
|
|
} |
442 |
|
|
return length; |
443 |
|
|
} |
444 |
|
|
else { /* vertical */ |
445 |
|
|
int x = dx; |
446 |
|
|
for(i1=dy-1;i1>0;i1--) { |
447 |
|
|
int sindex=surround_flag2(maze,x,i1,RP); |
448 |
|
|
if(sindex == 4) break; |
449 |
|
|
if(sindex != 0) return -1; /* can't make vert. wall here */ |
450 |
|
|
if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ |
451 |
|
|
length++; |
452 |
|
|
} |
453 |
root |
1.2 |
|
454 |
elmex |
1.1 |
for(i1=dy+1;i1<RP->Ysize-1;i1++) { |
455 |
|
|
int sindex=surround_flag2(maze,x,i1,RP); |
456 |
|
|
if(sindex == 8) break; |
457 |
|
|
if(sindex != 0) return -1; /* can't make verti. wall here */ |
458 |
|
|
if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ |
459 |
|
|
length++; |
460 |
|
|
} |
461 |
|
|
return length; |
462 |
|
|
} |
463 |
|
|
return -1; |
464 |
|
|
} |
465 |
|
|
|
466 |
|
|
|
467 |
|
|
int make_wall(char **maze,int x, int y, int dir){ |
468 |
|
|
maze[x][y] = 'D'; /* mark a door */ |
469 |
|
|
switch(dir) { |
470 |
|
|
case 0: /* horizontal */ |
471 |
|
|
{ |
472 |
|
|
int i1; |
473 |
|
|
for(i1 = x-1;maze[i1][y]==0;i1--) |
474 |
|
|
maze[i1][y]='#'; |
475 |
|
|
for(i1 = x+1;maze[i1][y]==0;i1++) |
476 |
|
|
maze[i1][y]='#'; |
477 |
|
|
break; |
478 |
|
|
} |
479 |
|
|
case 1: /* vertical */ |
480 |
|
|
{ |
481 |
|
|
int i1; |
482 |
|
|
for(i1 = y-1;maze[x][i1]==0;i1--) |
483 |
|
|
maze[x][i1]='#'; |
484 |
|
|
for(i1 = y+1;maze[x][i1]==0;i1++) |
485 |
|
|
maze[x][i1]='#'; |
486 |
|
|
break; |
487 |
|
|
} |
488 |
|
|
} |
489 |
|
|
|
490 |
|
|
return 0; |
491 |
|
|
} |
492 |
|
|
|
493 |
|
|
/* puts doors at appropriate locations in a layout. */ |
494 |
|
|
|
495 |
|
|
void doorify_layout(char **maze,RMParms *RP) { |
496 |
|
|
int ndoors = RP->Xsize*RP->Ysize/60; /* reasonable number of doors. */ |
497 |
|
|
char *doorlist_x; |
498 |
|
|
char *doorlist_y; |
499 |
|
|
int doorlocs = 0; /* # of available doorlocations */ |
500 |
|
|
int i,j; |
501 |
|
|
|
502 |
|
|
doorlist_x = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); |
503 |
|
|
doorlist_y = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); |
504 |
|
|
|
505 |
|
|
|
506 |
|
|
/* make a list of possible door locations */ |
507 |
|
|
for(i=1;i<RP->Xsize-1;i++) |
508 |
|
|
for(j=1;j<RP->Ysize-1;j++) { |
509 |
|
|
int sindex = surround_flag(maze,i,j,RP); |
510 |
|
|
if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ |
511 |
|
|
{ |
512 |
|
|
doorlist_x[doorlocs]=i; |
513 |
|
|
doorlist_y[doorlocs]=j; |
514 |
|
|
doorlocs++; |
515 |
|
|
} |
516 |
|
|
} |
517 |
|
|
while(ndoors > 0 && doorlocs > 0) { |
518 |
|
|
int di; |
519 |
|
|
int sindex; |
520 |
|
|
di = RANDOM() % doorlocs; |
521 |
|
|
i=doorlist_x[di]; |
522 |
|
|
j=doorlist_y[di]; |
523 |
|
|
sindex= surround_flag(maze,i,j,RP); |
524 |
|
|
if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ |
525 |
|
|
{ |
526 |
|
|
maze[i][j] = 'D'; |
527 |
|
|
ndoors--; |
528 |
|
|
} |
529 |
|
|
/* reduce the size of the list */ |
530 |
|
|
doorlocs--; |
531 |
|
|
doorlist_x[di]=doorlist_x[doorlocs]; |
532 |
|
|
doorlist_y[di]=doorlist_y[doorlocs]; |
533 |
|
|
} |
534 |
|
|
free(doorlist_x); |
535 |
|
|
free(doorlist_y); |
536 |
|
|
} |
537 |
|
|
|
538 |
|
|
|
539 |
|
|
void write_map_parameters_to_string(char *buf,RMParms *RP) { |
540 |
|
|
|
541 |
|
|
char small_buf[256]; |
542 |
|
|
sprintf(buf,"xsize %d\nysize %d\n",RP->Xsize,RP->Ysize); |
543 |
|
|
|
544 |
|
|
if(RP->wallstyle[0]) { |
545 |
|
|
sprintf(small_buf,"wallstyle %s\n",RP->wallstyle); |
546 |
|
|
strcat(buf,small_buf); |
547 |
|
|
} |
548 |
|
|
|
549 |
|
|
if(RP->floorstyle[0]) { |
550 |
|
|
sprintf(small_buf,"floorstyle %s\n",RP->floorstyle); |
551 |
|
|
strcat(buf,small_buf); |
552 |
|
|
} |
553 |
|
|
|
554 |
|
|
if(RP->monsterstyle[0]) { |
555 |
|
|
sprintf(small_buf,"monsterstyle %s\n",RP->monsterstyle); |
556 |
|
|
strcat(buf,small_buf); |
557 |
|
|
} |
558 |
|
|
|
559 |
|
|
if(RP->treasurestyle[0]) { |
560 |
|
|
sprintf(small_buf,"treasurestyle %s\n",RP->treasurestyle); |
561 |
|
|
strcat(buf,small_buf); |
562 |
|
|
} |
563 |
|
|
|
564 |
|
|
if(RP->layoutstyle[0]) { |
565 |
|
|
sprintf(small_buf,"layoutstyle %s\n",RP->layoutstyle); |
566 |
|
|
strcat(buf,small_buf); |
567 |
|
|
} |
568 |
|
|
|
569 |
|
|
if(RP->decorstyle[0]) { |
570 |
|
|
sprintf(small_buf,"decorstyle %s\n",RP->decorstyle); |
571 |
|
|
strcat(buf,small_buf); |
572 |
|
|
} |
573 |
|
|
|
574 |
|
|
if(RP->doorstyle[0]) { |
575 |
|
|
sprintf(small_buf,"doorstyle %s\n",RP->doorstyle); |
576 |
|
|
strcat(buf,small_buf); |
577 |
|
|
} |
578 |
|
|
|
579 |
|
|
if(RP->exitstyle[0]) { |
580 |
|
|
sprintf(small_buf,"exitstyle %s\n",RP->exitstyle); |
581 |
|
|
strcat(buf,small_buf); |
582 |
|
|
} |
583 |
|
|
|
584 |
|
|
if(RP->final_map[0]) { |
585 |
|
|
sprintf(small_buf,"final_map %s\n",RP->final_map); |
586 |
|
|
strcat(buf,small_buf); |
587 |
|
|
} |
588 |
|
|
|
589 |
|
|
if(RP->exit_on_final_map[0]) { |
590 |
|
|
sprintf(small_buf,"exit_on_final_map %s\n",RP->exit_on_final_map); |
591 |
|
|
strcat(buf,small_buf); |
592 |
|
|
} |
593 |
|
|
|
594 |
|
|
if(RP->this_map[0]) { |
595 |
|
|
sprintf(small_buf,"origin_map %s\n",RP->this_map); |
596 |
|
|
strcat(buf,small_buf); |
597 |
|
|
} |
598 |
|
|
|
599 |
|
|
if(RP->expand2x) { |
600 |
|
|
sprintf(small_buf,"expand2x %d\n",RP->expand2x); |
601 |
|
|
strcat(buf,small_buf); |
602 |
|
|
} |
603 |
|
|
|
604 |
|
|
if(RP->layoutoptions1) { |
605 |
|
|
sprintf(small_buf,"layoutoptions1 %d\n",RP->layoutoptions1); |
606 |
|
|
strcat(buf,small_buf); |
607 |
|
|
} |
608 |
|
|
|
609 |
|
|
|
610 |
|
|
if(RP->layoutoptions2) { |
611 |
|
|
sprintf(small_buf,"layoutoptions2 %d\n",RP->layoutoptions2); |
612 |
|
|
strcat(buf,small_buf); |
613 |
|
|
} |
614 |
|
|
|
615 |
|
|
|
616 |
|
|
if(RP->layoutoptions3) { |
617 |
|
|
sprintf(small_buf,"layoutoptions3 %d\n",RP->layoutoptions3); |
618 |
|
|
strcat(buf,small_buf); |
619 |
|
|
} |
620 |
|
|
|
621 |
|
|
if(RP->symmetry) { |
622 |
|
|
sprintf(small_buf,"symmetry %d\n",RP->symmetry); |
623 |
|
|
strcat(buf,small_buf); |
624 |
|
|
} |
625 |
|
|
|
626 |
|
|
|
627 |
|
|
if(RP->difficulty && RP->difficulty_given ) { |
628 |
|
|
sprintf(small_buf,"difficulty %d\n",RP->difficulty); |
629 |
|
|
strcat(buf,small_buf); |
630 |
|
|
} |
631 |
|
|
|
632 |
|
|
if(RP->difficulty_increase != 1.0 ) { |
633 |
|
|
sprintf(small_buf,"difficulty_increase %f\n",RP->difficulty_increase); |
634 |
|
|
strcat(buf,small_buf); |
635 |
|
|
} |
636 |
|
|
|
637 |
|
|
sprintf(small_buf,"dungeon_level %d\n",RP->dungeon_level); |
638 |
|
|
strcat(buf,small_buf); |
639 |
|
|
|
640 |
|
|
if(RP->dungeon_depth) { |
641 |
|
|
sprintf(small_buf,"dungeon_depth %d\n",RP->dungeon_depth); |
642 |
|
|
strcat(buf,small_buf); |
643 |
|
|
} |
644 |
|
|
|
645 |
|
|
if(RP->decoroptions) { |
646 |
|
|
sprintf(small_buf,"decoroptions %d\n",RP->decoroptions); |
647 |
|
|
strcat(buf,small_buf); |
648 |
|
|
} |
649 |
|
|
|
650 |
|
|
if(RP->orientation) { |
651 |
|
|
sprintf(small_buf,"orientation %d\n",RP->orientation); |
652 |
|
|
strcat(buf,small_buf); |
653 |
|
|
} |
654 |
|
|
|
655 |
|
|
if(RP->origin_x) { |
656 |
|
|
sprintf(small_buf,"origin_x %d\n",RP->origin_x); |
657 |
|
|
strcat(buf,small_buf); |
658 |
|
|
} |
659 |
|
|
|
660 |
|
|
if(RP->origin_y) { |
661 |
|
|
sprintf(small_buf,"origin_y %d\n",RP->origin_y); |
662 |
|
|
strcat(buf,small_buf); |
663 |
|
|
} |
664 |
|
|
if(RP->random_seed) { |
665 |
|
|
/* Add one so that the next map is a bit different */ |
666 |
|
|
sprintf(small_buf,"random_seed %d\n",RP->random_seed + 1); |
667 |
|
|
strcat(buf,small_buf); |
668 |
|
|
} |
669 |
|
|
|
670 |
|
|
if(RP->treasureoptions) { |
671 |
|
|
sprintf(small_buf,"treasureoptions %d\n",RP->treasureoptions); |
672 |
|
|
strcat(buf,small_buf); |
673 |
|
|
} |
674 |
|
|
|
675 |
|
|
|
676 |
|
|
} |
677 |
|
|
|
678 |
|
|
void write_parameters_to_string(char *buf, |
679 |
|
|
int xsize_n, |
680 |
|
|
int ysize_n, |
681 |
|
|
char *wallstyle_n, |
682 |
|
|
char *floorstyle_n, |
683 |
|
|
char *monsterstyle_n, |
684 |
|
|
char *treasurestyle_n, |
685 |
|
|
char *layoutstyle_n, |
686 |
|
|
char *decorstyle_n, |
687 |
|
|
char *doorstyle_n, |
688 |
|
|
char *exitstyle_n, |
689 |
|
|
char *final_map_n, |
690 |
|
|
char *exit_on_final_map_n, |
691 |
|
|
char *this_map_n, |
692 |
|
|
int layoutoptions1_n, |
693 |
|
|
int layoutoptions2_n, |
694 |
|
|
int layoutoptions3_n, |
695 |
|
|
int symmetry_n, |
696 |
|
|
int dungeon_depth_n, |
697 |
|
|
int dungeon_level_n, |
698 |
|
|
int difficulty_n, |
699 |
|
|
int difficulty_given_n, |
700 |
|
|
int decoroptions_n, |
701 |
|
|
int orientation_n, |
702 |
|
|
int origin_x_n, |
703 |
|
|
int origin_y_n, |
704 |
|
|
int random_seed_n, |
705 |
|
|
int treasureoptions_n, |
706 |
root |
1.2 |
float difficulty_increase) |
707 |
elmex |
1.1 |
{ |
708 |
|
|
|
709 |
|
|
char small_buf[256]; |
710 |
|
|
sprintf(buf,"xsize %d\nysize %d\n",xsize_n,ysize_n); |
711 |
|
|
|
712 |
|
|
if(wallstyle_n && wallstyle_n[0]) { |
713 |
|
|
sprintf(small_buf,"wallstyle %s\n",wallstyle_n); |
714 |
|
|
strcat(buf,small_buf); |
715 |
|
|
} |
716 |
|
|
|
717 |
|
|
if(floorstyle_n && floorstyle_n[0]) { |
718 |
|
|
sprintf(small_buf,"floorstyle %s\n",floorstyle_n); |
719 |
|
|
strcat(buf,small_buf); |
720 |
|
|
} |
721 |
|
|
|
722 |
|
|
if(monsterstyle_n && monsterstyle_n[0]) { |
723 |
|
|
sprintf(small_buf,"monsterstyle %s\n",monsterstyle_n); |
724 |
|
|
strcat(buf,small_buf); |
725 |
|
|
} |
726 |
|
|
|
727 |
|
|
if(treasurestyle_n && treasurestyle_n[0]) { |
728 |
|
|
sprintf(small_buf,"treasurestyle %s\n",treasurestyle_n); |
729 |
|
|
strcat(buf,small_buf); |
730 |
|
|
} |
731 |
|
|
|
732 |
|
|
if(layoutstyle_n &&layoutstyle_n[0]) { |
733 |
|
|
sprintf(small_buf,"layoutstyle %s\n",layoutstyle_n); |
734 |
|
|
strcat(buf,small_buf); |
735 |
|
|
} |
736 |
|
|
|
737 |
|
|
if(decorstyle_n && decorstyle_n[0]) { |
738 |
|
|
sprintf(small_buf,"decorstyle %s\n",decorstyle_n); |
739 |
|
|
strcat(buf,small_buf); |
740 |
|
|
} |
741 |
|
|
|
742 |
|
|
if(doorstyle_n && doorstyle_n[0]) { |
743 |
|
|
sprintf(small_buf,"doorstyle %s\n",doorstyle_n); |
744 |
|
|
strcat(buf,small_buf); |
745 |
|
|
} |
746 |
|
|
|
747 |
|
|
if(exitstyle_n && exitstyle_n[0]) { |
748 |
|
|
sprintf(small_buf,"exitstyle %s\n",exitstyle_n); |
749 |
|
|
strcat(buf,small_buf); |
750 |
|
|
} |
751 |
|
|
|
752 |
|
|
if(final_map_n && final_map_n[0]) { |
753 |
|
|
sprintf(small_buf,"final_map %s\n",final_map_n); |
754 |
|
|
strcat(buf,small_buf); |
755 |
|
|
} |
756 |
|
|
|
757 |
|
|
if(exit_on_final_map_n && exit_on_final_map_n[0]) { |
758 |
|
|
sprintf(small_buf,"exit_on_final_map %s\n",exit_on_final_map_n); |
759 |
|
|
strcat(buf,small_buf); |
760 |
|
|
} |
761 |
|
|
|
762 |
|
|
if(this_map_n && this_map_n[0]) { |
763 |
|
|
sprintf(small_buf,"origin_map %s\n",this_map_n); |
764 |
|
|
strcat(buf,small_buf); |
765 |
|
|
} |
766 |
|
|
|
767 |
|
|
if(layoutoptions1_n) { |
768 |
|
|
sprintf(small_buf,"layoutoptions1 %d\n",layoutoptions1_n); |
769 |
|
|
strcat(buf,small_buf); |
770 |
|
|
} |
771 |
|
|
|
772 |
|
|
|
773 |
|
|
if(layoutoptions2_n) { |
774 |
|
|
sprintf(small_buf,"layoutoptions2 %d\n",layoutoptions2_n); |
775 |
|
|
strcat(buf,small_buf); |
776 |
|
|
} |
777 |
|
|
|
778 |
|
|
|
779 |
|
|
if(layoutoptions3_n) { |
780 |
|
|
sprintf(small_buf,"layoutoptions3 %d\n",layoutoptions3_n); |
781 |
|
|
strcat(buf,small_buf); |
782 |
|
|
} |
783 |
|
|
|
784 |
|
|
if(symmetry_n) { |
785 |
|
|
sprintf(small_buf,"symmetry %d\n",symmetry_n); |
786 |
|
|
strcat(buf,small_buf); |
787 |
|
|
} |
788 |
|
|
|
789 |
|
|
|
790 |
|
|
if(difficulty_n && difficulty_given_n ) { |
791 |
|
|
sprintf(small_buf,"difficulty %d\n",difficulty_n); |
792 |
|
|
strcat(buf,small_buf); |
793 |
|
|
} |
794 |
|
|
|
795 |
|
|
if(difficulty_increase > 0.001 ) { |
796 |
|
|
sprintf(small_buf,"difficulty_increase %f\n",difficulty_increase); |
797 |
|
|
strcat(buf,small_buf); |
798 |
|
|
} |
799 |
|
|
|
800 |
|
|
sprintf(small_buf,"dungeon_level %d\n",dungeon_level_n); |
801 |
|
|
strcat(buf,small_buf); |
802 |
|
|
|
803 |
|
|
if(dungeon_depth_n) { |
804 |
|
|
sprintf(small_buf,"dungeon_depth %d\n",dungeon_depth_n); |
805 |
|
|
strcat(buf,small_buf); |
806 |
|
|
} |
807 |
|
|
|
808 |
|
|
if(decoroptions_n) { |
809 |
|
|
sprintf(small_buf,"decoroptions %d\n",decoroptions_n); |
810 |
|
|
strcat(buf,small_buf); |
811 |
|
|
} |
812 |
|
|
|
813 |
|
|
if(orientation_n) { |
814 |
|
|
sprintf(small_buf,"orientation %d\n",orientation_n); |
815 |
|
|
strcat(buf,small_buf); |
816 |
|
|
} |
817 |
|
|
|
818 |
|
|
if(origin_x_n) { |
819 |
|
|
sprintf(small_buf,"origin_x %d\n",origin_x_n); |
820 |
|
|
strcat(buf,small_buf); |
821 |
|
|
} |
822 |
|
|
|
823 |
|
|
if(origin_y_n) { |
824 |
|
|
sprintf(small_buf,"origin_y %d\n",origin_y_n); |
825 |
|
|
strcat(buf,small_buf); |
826 |
|
|
} |
827 |
|
|
if(random_seed_n) { |
828 |
|
|
/* Add one so that the next map is a bit different */ |
829 |
|
|
sprintf(small_buf,"random_seed %d\n",random_seed_n + 1); |
830 |
|
|
strcat(buf,small_buf); |
831 |
|
|
} |
832 |
|
|
|
833 |
|
|
if(treasureoptions_n) { |
834 |
|
|
sprintf(small_buf,"treasureoptions %d\n",treasureoptions_n); |
835 |
|
|
strcat(buf,small_buf); |
836 |
|
|
} |
837 |
|
|
|
838 |
|
|
|
839 |
|
|
} |
840 |
|
|
|
841 |
|
|
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
842 |
|
|
void copy_object_with_inv(object *src_ob, object *dest_ob) { |
843 |
|
|
object *walk,*tmp; |
844 |
|
|
|
845 |
|
|
copy_object(src_ob,dest_ob); |
846 |
|
|
|
847 |
|
|
for(walk=src_ob->inv;walk!=NULL;walk=walk->below) { |
848 |
|
|
tmp=get_object(); |
849 |
|
|
copy_object(walk,tmp); |
850 |
|
|
insert_ob_in_ob(tmp,dest_ob); |
851 |
|
|
} |
852 |
|
|
} |