1 |
elmex |
1.1 |
/* |
2 |
root |
1.31 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.20 |
* |
4 |
root |
1.32 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.30 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
pippijn |
1.20 |
* |
8 |
root |
1.31 |
* Deliantra is free software: you can redistribute it and/or modify |
9 |
pippijn |
1.20 |
* it under the terms of the GNU General Public License as published by |
10 |
root |
1.30 |
* the Free Software Foundation, either version 3 of the License, or |
11 |
pippijn |
1.20 |
* (at your option) any later version. |
12 |
|
|
* |
13 |
|
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* This program is distributed in the hope that it will be useful, |
14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
root |
1.30 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
pippijn |
1.20 |
* GNU General Public License for more details. |
17 |
|
|
* |
18 |
|
|
* You should have received a copy of the GNU General Public License |
19 |
root |
1.30 |
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
|
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* |
21 |
root |
1.31 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
pippijn |
1.20 |
*/ |
23 |
elmex |
1.1 |
|
24 |
|
|
#include <time.h> |
25 |
|
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#include <stdio.h> |
26 |
|
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#include <global.h> |
27 |
|
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#include <random_map.h> |
28 |
|
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#include <rproto.h> |
29 |
|
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#include <sproto.h> |
30 |
|
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|
31 |
root |
1.29 |
#define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
32 |
root |
1.22 |
|
33 |
root |
1.33 |
static void symmetrize_layout (Maze maze, random_map_params *RP); |
34 |
|
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static void rotate_layout (Maze maze, int rotation); |
35 |
|
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|
36 |
root |
1.3 |
void |
37 |
root |
1.13 |
dump_layout (char **layout, random_map_params *RP) |
38 |
root |
1.3 |
{ |
39 |
|
|
{ |
40 |
|
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int i, j; |
41 |
|
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|
42 |
|
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for (i = 0; i < RP->Xsize; i++) |
43 |
|
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{ |
44 |
|
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for (j = 0; j < RP->Ysize; j++) |
45 |
|
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{ |
46 |
|
|
if (layout[i][j] == 0) |
47 |
|
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layout[i][j] = ' '; |
48 |
|
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printf ("%c", layout[i][j]); |
49 |
|
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if (layout[i][j] == ' ') |
50 |
|
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layout[i][j] = 0; |
51 |
|
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} |
52 |
|
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printf ("\n"); |
53 |
|
|
} |
54 |
|
|
} |
55 |
|
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printf ("\n"); |
56 |
elmex |
1.1 |
} |
57 |
root |
1.8 |
|
58 |
root |
1.19 |
bool |
59 |
|
|
maptile::generate_random_map (random_map_params *RP) |
60 |
root |
1.3 |
{ |
61 |
root |
1.32 |
char buf[16384]; |
62 |
root |
1.3 |
int i; |
63 |
|
|
|
64 |
root |
1.24 |
RP->Xsize = RP->xsize; |
65 |
|
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RP->Ysize = RP->ysize; |
66 |
|
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|
67 |
root |
1.3 |
/* pick a random seed, or use the one from the input file */ |
68 |
root |
1.22 |
RP->random_seed = RP->random_seed |
69 |
|
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? RP->random_seed + RP->dungeon_level |
70 |
|
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: time (0); |
71 |
|
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CEDE; |
72 |
root |
1.3 |
|
73 |
|
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write_map_parameters_to_string (buf, RP); |
74 |
|
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|
75 |
|
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if (RP->difficulty == 0) |
76 |
|
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{ |
77 |
|
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RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
78 |
root |
1.6 |
|
79 |
root |
1.3 |
if (RP->difficulty_increase > 0.001) |
80 |
root |
1.6 |
RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
81 |
|
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|
82 |
|
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if (RP->difficulty < 1) |
83 |
|
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RP->difficulty = 1; |
84 |
elmex |
1.1 |
} |
85 |
root |
1.3 |
else |
86 |
|
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RP->difficulty_given = 1; |
87 |
elmex |
1.1 |
|
88 |
root |
1.3 |
if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
89 |
root |
1.21 |
RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
90 |
root |
1.6 |
|
91 |
root |
1.3 |
if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
92 |
root |
1.21 |
RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
93 |
elmex |
1.1 |
|
94 |
root |
1.22 |
if (RP->symmetry == SYMMETRY_RANDOM) |
95 |
root |
1.27 |
RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
96 |
root |
1.22 |
else |
97 |
|
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RP->symmetry_used = RP->symmetry; |
98 |
|
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|
99 |
|
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if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
100 |
|
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RP->Ysize = RP->Ysize / 2 + 1; |
101 |
root |
1.24 |
|
102 |
root |
1.22 |
if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
103 |
|
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RP->Xsize = RP->Xsize / 2 + 1; |
104 |
|
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|
105 |
root |
1.3 |
if (RP->expand2x > 0) |
106 |
|
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{ |
107 |
|
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RP->Xsize /= 2; |
108 |
|
|
RP->Ysize /= 2; |
109 |
elmex |
1.1 |
} |
110 |
|
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|
111 |
root |
1.22 |
RP->map_layout_style = LAYOUT_NONE; |
112 |
|
|
|
113 |
|
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/* Redo this - there was a lot of redundant code of checking for preset |
114 |
|
|
* layout style and then random layout style. Instead, figure out |
115 |
|
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* the numeric layoutstyle, so there is only one area that actually |
116 |
|
|
* calls the code to make the maps. |
117 |
|
|
*/ |
118 |
|
|
if (strstr (RP->layoutstyle, "onion")) |
119 |
|
|
RP->map_layout_style = LAYOUT_ONION; |
120 |
|
|
|
121 |
|
|
if (strstr (RP->layoutstyle, "maze")) |
122 |
|
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RP->map_layout_style = LAYOUT_MAZE; |
123 |
|
|
|
124 |
|
|
if (strstr (RP->layoutstyle, "spiral")) |
125 |
|
|
RP->map_layout_style = LAYOUT_SPIRAL; |
126 |
|
|
|
127 |
|
|
if (strstr (RP->layoutstyle, "rogue")) |
128 |
|
|
RP->map_layout_style = LAYOUT_ROGUELIKE; |
129 |
|
|
|
130 |
|
|
if (strstr (RP->layoutstyle, "snake")) |
131 |
|
|
RP->map_layout_style = LAYOUT_SNAKE; |
132 |
|
|
|
133 |
|
|
if (strstr (RP->layoutstyle, "squarespiral")) |
134 |
|
|
RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
135 |
|
|
|
136 |
|
|
/* No style found - choose one randomly */ |
137 |
|
|
if (RP->map_layout_style == LAYOUT_NONE) |
138 |
root |
1.27 |
RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
139 |
root |
1.22 |
|
140 |
root |
1.32 |
Maze layout = layoutgen (RP); |
141 |
elmex |
1.1 |
|
142 |
|
|
#ifdef RMAP_DEBUG |
143 |
root |
1.3 |
dump_layout (layout, RP); |
144 |
elmex |
1.1 |
#endif |
145 |
|
|
|
146 |
root |
1.3 |
/* increment these for the current map */ |
147 |
|
|
RP->dungeon_level += 1; |
148 |
|
|
/* allow constant-difficulty maps. */ |
149 |
|
|
/* difficulty+=1; */ |
150 |
elmex |
1.1 |
|
151 |
root |
1.3 |
/* rotate the layout randomly */ |
152 |
root |
1.33 |
rotate_layout (layout, rndm (4)); |
153 |
elmex |
1.1 |
#ifdef RMAP_DEBUG |
154 |
root |
1.3 |
dump_layout (layout, RP); |
155 |
elmex |
1.1 |
#endif |
156 |
|
|
|
157 |
root |
1.33 |
// need to patch RP becasue following code doesn't use the Maze object |
158 |
|
|
RP->Xsize = layout->w; |
159 |
|
|
RP->Ysize = layout->h; |
160 |
|
|
|
161 |
root |
1.3 |
/* allocate the map and set the floor */ |
162 |
root |
1.19 |
make_map_floor (layout, RP->floorstyle, RP); |
163 |
root |
1.3 |
|
164 |
|
|
/* set region */ |
165 |
root |
1.26 |
default_region = RP->region; |
166 |
root |
1.3 |
|
167 |
root |
1.22 |
CEDE; |
168 |
root |
1.19 |
|
169 |
root |
1.3 |
/* create walls unless the wallstyle is "none" */ |
170 |
|
|
if (strcmp (RP->wallstyle, "none")) |
171 |
|
|
{ |
172 |
root |
1.19 |
make_map_walls (this, layout, RP->wallstyle, RP); |
173 |
elmex |
1.1 |
|
174 |
root |
1.3 |
/* place doors unless doorstyle or wallstyle is "none" */ |
175 |
|
|
if (strcmp (RP->doorstyle, "none")) |
176 |
root |
1.19 |
put_doors (this, layout, RP->doorstyle, RP); |
177 |
root |
1.3 |
} |
178 |
|
|
|
179 |
root |
1.22 |
CEDE; |
180 |
root |
1.19 |
|
181 |
root |
1.3 |
/* create exits unless the exitstyle is "none" */ |
182 |
|
|
if (strcmp (RP->exitstyle, "none")) |
183 |
root |
1.19 |
place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
184 |
root |
1.3 |
|
185 |
root |
1.22 |
CEDE; |
186 |
root |
1.19 |
|
187 |
|
|
place_specials_in_map (this, layout, RP); |
188 |
root |
1.3 |
|
189 |
root |
1.22 |
CEDE; |
190 |
root |
1.19 |
|
191 |
root |
1.3 |
/* create monsters unless the monsterstyle is "none" */ |
192 |
|
|
if (strcmp (RP->monsterstyle, "none")) |
193 |
root |
1.19 |
place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
194 |
root |
1.3 |
|
195 |
root |
1.22 |
CEDE; |
196 |
root |
1.19 |
|
197 |
root |
1.3 |
/* treasures needs to have a proper difficulty set for the map. */ |
198 |
root |
1.19 |
difficulty = estimate_difficulty (); |
199 |
root |
1.3 |
|
200 |
root |
1.22 |
CEDE; |
201 |
root |
1.19 |
|
202 |
root |
1.3 |
/* create treasure unless the treasurestyle is "none" */ |
203 |
|
|
if (strcmp (RP->treasurestyle, "none")) |
204 |
root |
1.19 |
place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
205 |
root |
1.3 |
|
206 |
root |
1.22 |
CEDE; |
207 |
root |
1.19 |
|
208 |
root |
1.3 |
/* create decor unless the decorstyle is "none" */ |
209 |
|
|
if (strcmp (RP->decorstyle, "none")) |
210 |
root |
1.19 |
put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
211 |
root |
1.3 |
|
212 |
root |
1.22 |
CEDE; |
213 |
root |
1.19 |
|
214 |
root |
1.3 |
/* generate treasures, etc. */ |
215 |
root |
1.19 |
fix_auto_apply (); |
216 |
root |
1.3 |
|
217 |
root |
1.22 |
CEDE; |
218 |
|
|
|
219 |
root |
1.19 |
unblock_exits (this, layout, RP); |
220 |
root |
1.3 |
|
221 |
root |
1.32 |
layout.free (); |
222 |
root |
1.3 |
|
223 |
root |
1.19 |
msg = strdup (buf); |
224 |
|
|
in_memory = MAP_IN_MEMORY; |
225 |
root |
1.3 |
|
226 |
root |
1.22 |
CEDE; |
227 |
|
|
|
228 |
root |
1.19 |
return 1; |
229 |
elmex |
1.1 |
} |
230 |
|
|
|
231 |
|
|
/* function selects the layout function and gives it whatever |
232 |
|
|
arguments it needs. */ |
233 |
root |
1.32 |
Maze |
234 |
root |
1.13 |
layoutgen (random_map_params *RP) |
235 |
root |
1.3 |
{ |
236 |
root |
1.33 |
Maze maze (RP); |
237 |
elmex |
1.1 |
|
238 |
root |
1.3 |
switch (RP->map_layout_style) |
239 |
|
|
{ |
240 |
root |
1.11 |
case LAYOUT_ONION: |
241 |
root |
1.33 |
map_gen_onion (maze, RP->layoutoptions1, RP->layoutoptions2); |
242 |
root |
1.32 |
|
243 |
root |
1.21 |
if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
244 |
root |
1.11 |
roomify_layout (maze, RP); |
245 |
root |
1.32 |
|
246 |
root |
1.11 |
break; |
247 |
|
|
|
248 |
|
|
case LAYOUT_MAZE: |
249 |
root |
1.33 |
maze_gen (maze, rndm (2)); |
250 |
root |
1.32 |
|
251 |
root |
1.21 |
if (!(rndm (2))) |
252 |
root |
1.11 |
doorify_layout (maze, RP); |
253 |
root |
1.32 |
|
254 |
root |
1.11 |
break; |
255 |
|
|
|
256 |
|
|
case LAYOUT_SPIRAL: |
257 |
root |
1.33 |
map_gen_spiral (maze, RP->layoutoptions1); |
258 |
root |
1.32 |
|
259 |
root |
1.21 |
if (!(rndm (2))) |
260 |
root |
1.11 |
doorify_layout (maze, RP); |
261 |
root |
1.32 |
|
262 |
root |
1.11 |
break; |
263 |
|
|
|
264 |
|
|
case LAYOUT_ROGUELIKE: |
265 |
|
|
/* Don't put symmetry in rogue maps. There isn't much reason to |
266 |
|
|
* do so in the first place (doesn't make it any more interesting), |
267 |
|
|
* but more importantly, the symmetry code presumes we are symmetrizing |
268 |
|
|
* spirals, or maps with lots of passages - making a symmetric rogue |
269 |
|
|
* map fails because its likely that the passages the symmetry process |
270 |
|
|
* creates may not connect the rooms. |
271 |
|
|
*/ |
272 |
|
|
RP->symmetry_used = SYMMETRY_NONE; |
273 |
root |
1.33 |
roguelike_layout_gen (maze, RP->layoutoptions1); |
274 |
root |
1.11 |
/* no doorifying... done already */ |
275 |
|
|
break; |
276 |
|
|
|
277 |
|
|
case LAYOUT_SNAKE: |
278 |
root |
1.33 |
make_snake_layout (maze, RP->layoutoptions1); |
279 |
root |
1.32 |
|
280 |
root |
1.21 |
if (rndm (2)) |
281 |
root |
1.11 |
roomify_layout (maze, RP); |
282 |
root |
1.32 |
|
283 |
root |
1.11 |
break; |
284 |
|
|
|
285 |
|
|
case LAYOUT_SQUARE_SPIRAL: |
286 |
root |
1.33 |
make_square_spiral_layout (maze, RP->layoutoptions1); |
287 |
root |
1.32 |
|
288 |
root |
1.21 |
if (rndm (2)) |
289 |
root |
1.11 |
roomify_layout (maze, RP); |
290 |
root |
1.32 |
|
291 |
root |
1.11 |
break; |
292 |
root |
1.32 |
|
293 |
|
|
default: |
294 |
|
|
abort (); |
295 |
root |
1.3 |
} |
296 |
root |
1.2 |
|
297 |
root |
1.33 |
symmetrize_layout (maze, RP); |
298 |
root |
1.11 |
|
299 |
elmex |
1.1 |
#ifdef RMAP_DEBUG |
300 |
root |
1.3 |
dump_layout (maze, RP); |
301 |
elmex |
1.1 |
#endif |
302 |
root |
1.11 |
|
303 |
root |
1.3 |
if (RP->expand2x) |
304 |
root |
1.33 |
expand2x (maze); |
305 |
root |
1.11 |
|
306 |
root |
1.3 |
return maze; |
307 |
elmex |
1.1 |
} |
308 |
|
|
|
309 |
|
|
/* takes a map and makes it symmetric: adjusts Xsize and |
310 |
|
|
Ysize to produce a symmetric map. */ |
311 |
root |
1.33 |
static void |
312 |
|
|
symmetrize_layout (Maze maze, random_map_params *RP) |
313 |
root |
1.3 |
{ |
314 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_NONE) |
315 |
|
|
return; |
316 |
root |
1.32 |
|
317 |
root |
1.33 |
Maze sym_maze ( |
318 |
|
|
RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? maze->w * 2 - 3 : maze->w, |
319 |
|
|
RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? maze->h * 2 - 3 : maze->h |
320 |
|
|
); |
321 |
root |
1.32 |
|
322 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_X) |
323 |
|
|
for (int i = 0; i < sym_maze->w / 2 + 1; i++) |
324 |
|
|
for (int j = 0; j < sym_maze->h; j++) |
325 |
root |
1.3 |
{ |
326 |
root |
1.33 |
sym_maze[i ][j] = |
327 |
|
|
sym_maze[sym_maze->w - i - 1][j] = maze[i][j]; |
328 |
root |
1.32 |
} |
329 |
|
|
|
330 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_Y) |
331 |
|
|
for (int i = 0; i < sym_maze->w; i++) |
332 |
|
|
for (int j = 0; j < sym_maze->h / 2 + 1; j++) |
333 |
root |
1.3 |
{ |
334 |
root |
1.33 |
sym_maze[i][j ] = |
335 |
|
|
sym_maze[i][sym_maze->h - j - 1] = maze[i][j]; |
336 |
root |
1.3 |
} |
337 |
root |
1.32 |
|
338 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_XY) |
339 |
|
|
for (int i = 0; i < sym_maze->w / 2 + 1; i++) |
340 |
|
|
for (int j = 0; j < sym_maze->h / 2 + 1; j++) |
341 |
root |
1.3 |
{ |
342 |
root |
1.33 |
sym_maze[i ][j ] = |
343 |
|
|
sym_maze[i ][sym_maze->h - j - 1] = |
344 |
|
|
sym_maze[sym_maze->w - i - 1][j ] = |
345 |
|
|
sym_maze[sym_maze->w - i - 1][sym_maze->h - j - 1] = maze[i][j]; |
346 |
root |
1.3 |
} |
347 |
root |
1.32 |
|
348 |
root |
1.33 |
maze.swap (sym_maze); |
349 |
root |
1.32 |
|
350 |
elmex |
1.1 |
/* reconnect disjointed spirals */ |
351 |
|
|
/* reconnect disjointed nethackmazes: the routine for |
352 |
root |
1.3 |
spirals will do the trick? */ |
353 |
root |
1.33 |
if (RP->map_layout_style == LAYOUT_SPIRAL |
354 |
|
|
|| RP->map_layout_style == LAYOUT_ROGUELIKE) |
355 |
|
|
connect_spirals (maze->w, maze->h, RP->symmetry_used, maze); |
356 |
elmex |
1.1 |
} |
357 |
|
|
|
358 |
|
|
/* takes a map and rotates it. This completes the |
359 |
|
|
onion layouts, making them possibly centered on any wall. |
360 |
|
|
It'll modify Xsize and Ysize if they're swapped. |
361 |
|
|
*/ |
362 |
root |
1.33 |
static void |
363 |
|
|
rotate_layout (Maze maze, int rotation) |
364 |
root |
1.3 |
{ |
365 |
|
|
switch (rotation) |
366 |
|
|
{ |
367 |
root |
1.13 |
case 2: /* a reflection */ |
368 |
root |
1.11 |
{ |
369 |
root |
1.33 |
Maze new_maze (maze->w, maze->h); |
370 |
root |
1.32 |
|
371 |
root |
1.33 |
for (int i = 0; i < maze->w; i++) /* copy a reflection back */ |
372 |
|
|
for (int j = 0; j < maze->h; j++) |
373 |
|
|
new_maze[i][j] = maze[maze->w - i - 1][maze->h - j - 1]; |
374 |
root |
1.11 |
|
375 |
root |
1.33 |
maze.swap (new_maze); |
376 |
root |
1.11 |
} |
377 |
root |
1.32 |
|
378 |
root |
1.11 |
case 1: |
379 |
|
|
case 3: |
380 |
|
|
{ |
381 |
root |
1.33 |
Maze new_maze (maze->h, maze->w); |
382 |
root |
1.32 |
|
383 |
root |
1.13 |
if (rotation == 1) /* swap x and y */ |
384 |
root |
1.33 |
for (int i = 0; i < maze->w; i++) |
385 |
|
|
for (int j = 0; j < maze->h; j++) |
386 |
root |
1.11 |
new_maze[j][i] = maze[i][j]; |
387 |
root |
1.3 |
|
388 |
root |
1.32 |
if (rotation == 3) /* swap x and y */ |
389 |
root |
1.33 |
for (int i = 0; i < maze->w; i++) |
390 |
|
|
for (int j = 0; j < maze->h; j++) |
391 |
|
|
new_maze[j][i] = maze[maze->w - i - 1][maze->h - j - 1]; |
392 |
|
|
|
393 |
|
|
maze.swap (new_maze); |
394 |
root |
1.11 |
} |
395 |
elmex |
1.1 |
} |
396 |
|
|
} |
397 |
|
|
|
398 |
|
|
/* take a layout and make some rooms in it. |
399 |
|
|
--works best on onions.*/ |
400 |
root |
1.3 |
void |
401 |
root |
1.13 |
roomify_layout (char **maze, random_map_params *RP) |
402 |
root |
1.3 |
{ |
403 |
|
|
int tries = RP->Xsize * RP->Ysize / 30; |
404 |
elmex |
1.1 |
int ti; |
405 |
|
|
|
406 |
root |
1.3 |
for (ti = 0; ti < tries; ti++) |
407 |
|
|
{ |
408 |
|
|
int dx, dy; /* starting location for looking at creating a door */ |
409 |
|
|
int cx, cy; /* results of checking on creating walls. */ |
410 |
|
|
|
411 |
root |
1.27 |
dx = rndm (RP->Xsize); |
412 |
|
|
dy = rndm (RP->Ysize); |
413 |
|
|
|
414 |
root |
1.3 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
415 |
|
|
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
416 |
|
|
if (cx == -1) |
417 |
|
|
{ |
418 |
|
|
if (cy != -1) |
419 |
|
|
make_wall (maze, dx, dy, 1); |
420 |
root |
1.27 |
|
421 |
root |
1.3 |
continue; |
422 |
|
|
} |
423 |
root |
1.27 |
|
424 |
root |
1.3 |
if (cy == -1) |
425 |
|
|
{ |
426 |
|
|
make_wall (maze, dx, dy, 0); |
427 |
|
|
continue; |
428 |
|
|
} |
429 |
root |
1.27 |
|
430 |
root |
1.3 |
if (cx < cy) |
431 |
|
|
make_wall (maze, dx, dy, 0); |
432 |
|
|
else |
433 |
|
|
make_wall (maze, dx, dy, 1); |
434 |
elmex |
1.1 |
} |
435 |
|
|
} |
436 |
|
|
|
437 |
|
|
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
438 |
|
|
(or vertical, dir == 1) |
439 |
|
|
here which ends up on other walls sensibly. */ |
440 |
root |
1.3 |
|
441 |
|
|
int |
442 |
root |
1.13 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
443 |
root |
1.3 |
{ |
444 |
elmex |
1.1 |
int i1; |
445 |
root |
1.3 |
int length = 0; |
446 |
elmex |
1.1 |
|
447 |
|
|
/* dont make walls if we're on the edge. */ |
448 |
root |
1.3 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
449 |
|
|
return -1; |
450 |
elmex |
1.1 |
|
451 |
|
|
/* don't make walls if we're ON a wall. */ |
452 |
root |
1.3 |
if (maze[dx][dy] != 0) |
453 |
|
|
return -1; |
454 |
elmex |
1.1 |
|
455 |
root |
1.3 |
if (dir == 0) /* horizontal */ |
456 |
elmex |
1.1 |
{ |
457 |
|
|
int y = dy; |
458 |
root |
1.3 |
|
459 |
|
|
for (i1 = dx - 1; i1 > 0; i1--) |
460 |
|
|
{ |
461 |
|
|
int sindex = surround_flag2 (maze, i1, y, RP); |
462 |
|
|
|
463 |
|
|
if (sindex == 1) |
464 |
|
|
break; |
465 |
|
|
if (sindex != 0) |
466 |
|
|
return -1; /* can't make horiz. wall here */ |
467 |
|
|
if (maze[i1][y] != 0) |
468 |
|
|
return -1; /* can't make horiz. wall here */ |
469 |
|
|
length++; |
470 |
|
|
} |
471 |
|
|
|
472 |
|
|
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
473 |
|
|
{ |
474 |
|
|
int sindex = surround_flag2 (maze, i1, y, RP); |
475 |
|
|
|
476 |
|
|
if (sindex == 2) |
477 |
|
|
break; |
478 |
|
|
if (sindex != 0) |
479 |
|
|
return -1; /* can't make horiz. wall here */ |
480 |
|
|
if (maze[i1][y] != 0) |
481 |
|
|
return -1; /* can't make horiz. wall here */ |
482 |
|
|
length++; |
483 |
|
|
} |
484 |
elmex |
1.1 |
return length; |
485 |
|
|
} |
486 |
root |
1.3 |
else |
487 |
|
|
{ /* vertical */ |
488 |
|
|
int x = dx; |
489 |
|
|
|
490 |
|
|
for (i1 = dy - 1; i1 > 0; i1--) |
491 |
|
|
{ |
492 |
|
|
int sindex = surround_flag2 (maze, x, i1, RP); |
493 |
|
|
|
494 |
|
|
if (sindex == 4) |
495 |
|
|
break; |
496 |
|
|
if (sindex != 0) |
497 |
|
|
return -1; /* can't make vert. wall here */ |
498 |
|
|
if (maze[x][i1] != 0) |
499 |
|
|
return -1; /* can't make horiz. wall here */ |
500 |
|
|
length++; |
501 |
|
|
} |
502 |
|
|
|
503 |
|
|
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
504 |
|
|
{ |
505 |
|
|
int sindex = surround_flag2 (maze, x, i1, RP); |
506 |
|
|
|
507 |
|
|
if (sindex == 8) |
508 |
|
|
break; |
509 |
|
|
if (sindex != 0) |
510 |
|
|
return -1; /* can't make verti. wall here */ |
511 |
|
|
if (maze[x][i1] != 0) |
512 |
|
|
return -1; /* can't make horiz. wall here */ |
513 |
|
|
length++; |
514 |
|
|
} |
515 |
|
|
return length; |
516 |
elmex |
1.1 |
} |
517 |
root |
1.3 |
return -1; |
518 |
elmex |
1.1 |
} |
519 |
|
|
|
520 |
|
|
|
521 |
root |
1.3 |
int |
522 |
|
|
make_wall (char **maze, int x, int y, int dir) |
523 |
|
|
{ |
524 |
|
|
maze[x][y] = 'D'; /* mark a door */ |
525 |
|
|
switch (dir) |
526 |
elmex |
1.1 |
{ |
527 |
root |
1.13 |
case 0: /* horizontal */ |
528 |
|
|
{ |
529 |
|
|
int i1; |
530 |
root |
1.3 |
|
531 |
root |
1.13 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
532 |
|
|
maze[i1][y] = '#'; |
533 |
|
|
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
534 |
|
|
maze[i1][y] = '#'; |
535 |
|
|
break; |
536 |
|
|
} |
537 |
|
|
case 1: /* vertical */ |
538 |
|
|
{ |
539 |
|
|
int i1; |
540 |
root |
1.3 |
|
541 |
root |
1.13 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
542 |
|
|
maze[x][i1] = '#'; |
543 |
|
|
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
544 |
|
|
maze[x][i1] = '#'; |
545 |
|
|
break; |
546 |
|
|
} |
547 |
elmex |
1.1 |
} |
548 |
|
|
|
549 |
|
|
return 0; |
550 |
|
|
} |
551 |
|
|
|
552 |
|
|
/* puts doors at appropriate locations in a layout. */ |
553 |
root |
1.3 |
void |
554 |
root |
1.13 |
doorify_layout (char **maze, random_map_params *RP) |
555 |
root |
1.3 |
{ |
556 |
|
|
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
557 |
|
|
int doorlocs = 0; /* # of available doorlocations */ |
558 |
|
|
int i, j; |
559 |
|
|
|
560 |
root |
1.32 |
char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
561 |
|
|
char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
562 |
elmex |
1.1 |
|
563 |
|
|
/* make a list of possible door locations */ |
564 |
root |
1.3 |
for (i = 1; i < RP->Xsize - 1; i++) |
565 |
|
|
for (j = 1; j < RP->Ysize - 1; j++) |
566 |
|
|
{ |
567 |
|
|
int sindex = surround_flag (maze, i, j, RP); |
568 |
|
|
|
569 |
|
|
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
570 |
|
|
{ |
571 |
|
|
doorlist_x[doorlocs] = i; |
572 |
|
|
doorlist_y[doorlocs] = j; |
573 |
|
|
doorlocs++; |
574 |
|
|
} |
575 |
|
|
} |
576 |
root |
1.12 |
|
577 |
root |
1.3 |
while (ndoors > 0 && doorlocs > 0) |
578 |
|
|
{ |
579 |
|
|
int di; |
580 |
|
|
int sindex; |
581 |
|
|
|
582 |
root |
1.27 |
di = rndm (doorlocs); |
583 |
root |
1.3 |
i = doorlist_x[di]; |
584 |
|
|
j = doorlist_y[di]; |
585 |
|
|
sindex = surround_flag (maze, i, j, RP); |
586 |
root |
1.27 |
|
587 |
root |
1.3 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
588 |
|
|
{ |
589 |
|
|
maze[i][j] = 'D'; |
590 |
|
|
ndoors--; |
591 |
elmex |
1.1 |
} |
592 |
root |
1.27 |
|
593 |
root |
1.3 |
/* reduce the size of the list */ |
594 |
|
|
doorlocs--; |
595 |
|
|
doorlist_x[di] = doorlist_x[doorlocs]; |
596 |
|
|
doorlist_y[di] = doorlist_y[doorlocs]; |
597 |
elmex |
1.1 |
} |
598 |
root |
1.12 |
|
599 |
root |
1.32 |
sfree (doorlist_x, RP->Xsize * RP->Ysize); |
600 |
|
|
sfree (doorlist_y, RP->Xsize * RP->Ysize); |
601 |
elmex |
1.1 |
} |
602 |
|
|
|
603 |
root |
1.3 |
void |
604 |
root |
1.13 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
605 |
root |
1.3 |
{ |
606 |
root |
1.18 |
char small_buf[16384]; |
607 |
elmex |
1.1 |
|
608 |
root |
1.24 |
sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
609 |
root |
1.3 |
|
610 |
|
|
if (RP->wallstyle[0]) |
611 |
|
|
{ |
612 |
|
|
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
613 |
|
|
strcat (buf, small_buf); |
614 |
|
|
} |
615 |
|
|
|
616 |
|
|
if (RP->floorstyle[0]) |
617 |
|
|
{ |
618 |
|
|
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
619 |
|
|
strcat (buf, small_buf); |
620 |
|
|
} |
621 |
|
|
|
622 |
|
|
if (RP->monsterstyle[0]) |
623 |
|
|
{ |
624 |
|
|
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
625 |
|
|
strcat (buf, small_buf); |
626 |
|
|
} |
627 |
elmex |
1.1 |
|
628 |
root |
1.3 |
if (RP->treasurestyle[0]) |
629 |
|
|
{ |
630 |
|
|
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
631 |
|
|
strcat (buf, small_buf); |
632 |
|
|
} |
633 |
elmex |
1.1 |
|
634 |
root |
1.3 |
if (RP->layoutstyle[0]) |
635 |
|
|
{ |
636 |
|
|
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
637 |
|
|
strcat (buf, small_buf); |
638 |
|
|
} |
639 |
elmex |
1.1 |
|
640 |
root |
1.3 |
if (RP->decorstyle[0]) |
641 |
|
|
{ |
642 |
|
|
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
643 |
|
|
strcat (buf, small_buf); |
644 |
|
|
} |
645 |
elmex |
1.1 |
|
646 |
root |
1.3 |
if (RP->doorstyle[0]) |
647 |
|
|
{ |
648 |
|
|
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
649 |
|
|
strcat (buf, small_buf); |
650 |
|
|
} |
651 |
elmex |
1.1 |
|
652 |
root |
1.3 |
if (RP->exitstyle[0]) |
653 |
|
|
{ |
654 |
|
|
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
655 |
|
|
strcat (buf, small_buf); |
656 |
|
|
} |
657 |
elmex |
1.1 |
|
658 |
root |
1.14 |
if (RP->final_map.length ()) |
659 |
root |
1.3 |
{ |
660 |
root |
1.14 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
661 |
root |
1.3 |
strcat (buf, small_buf); |
662 |
|
|
} |
663 |
elmex |
1.1 |
|
664 |
root |
1.3 |
if (RP->exit_on_final_map[0]) |
665 |
|
|
{ |
666 |
|
|
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
667 |
|
|
strcat (buf, small_buf); |
668 |
|
|
} |
669 |
elmex |
1.1 |
|
670 |
root |
1.14 |
if (RP->this_map.length ()) |
671 |
root |
1.3 |
{ |
672 |
root |
1.14 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
673 |
root |
1.3 |
strcat (buf, small_buf); |
674 |
|
|
} |
675 |
elmex |
1.1 |
|
676 |
root |
1.3 |
if (RP->expand2x) |
677 |
|
|
{ |
678 |
|
|
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
679 |
|
|
strcat (buf, small_buf); |
680 |
|
|
} |
681 |
elmex |
1.1 |
|
682 |
root |
1.3 |
if (RP->layoutoptions1) |
683 |
|
|
{ |
684 |
|
|
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
685 |
|
|
strcat (buf, small_buf); |
686 |
|
|
} |
687 |
elmex |
1.1 |
|
688 |
root |
1.3 |
if (RP->layoutoptions2) |
689 |
|
|
{ |
690 |
|
|
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
691 |
|
|
strcat (buf, small_buf); |
692 |
|
|
} |
693 |
elmex |
1.1 |
|
694 |
root |
1.3 |
if (RP->layoutoptions3) |
695 |
|
|
{ |
696 |
|
|
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
697 |
|
|
strcat (buf, small_buf); |
698 |
|
|
} |
699 |
elmex |
1.1 |
|
700 |
root |
1.3 |
if (RP->symmetry) |
701 |
|
|
{ |
702 |
|
|
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
703 |
|
|
strcat (buf, small_buf); |
704 |
|
|
} |
705 |
elmex |
1.1 |
|
706 |
root |
1.3 |
if (RP->difficulty && RP->difficulty_given) |
707 |
|
|
{ |
708 |
|
|
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
709 |
|
|
strcat (buf, small_buf); |
710 |
|
|
} |
711 |
elmex |
1.1 |
|
712 |
root |
1.3 |
if (RP->difficulty_increase != 1.0) |
713 |
|
|
{ |
714 |
|
|
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
715 |
|
|
strcat (buf, small_buf); |
716 |
|
|
} |
717 |
elmex |
1.1 |
|
718 |
root |
1.3 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
719 |
|
|
strcat (buf, small_buf); |
720 |
elmex |
1.1 |
|
721 |
root |
1.3 |
if (RP->dungeon_depth) |
722 |
|
|
{ |
723 |
|
|
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
724 |
|
|
strcat (buf, small_buf); |
725 |
|
|
} |
726 |
elmex |
1.1 |
|
727 |
root |
1.3 |
if (RP->decoroptions) |
728 |
|
|
{ |
729 |
|
|
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
730 |
|
|
strcat (buf, small_buf); |
731 |
|
|
} |
732 |
elmex |
1.1 |
|
733 |
root |
1.3 |
if (RP->orientation) |
734 |
|
|
{ |
735 |
|
|
sprintf (small_buf, "orientation %d\n", RP->orientation); |
736 |
|
|
strcat (buf, small_buf); |
737 |
|
|
} |
738 |
elmex |
1.1 |
|
739 |
root |
1.3 |
if (RP->origin_x) |
740 |
|
|
{ |
741 |
|
|
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
742 |
|
|
strcat (buf, small_buf); |
743 |
|
|
} |
744 |
elmex |
1.1 |
|
745 |
root |
1.3 |
if (RP->origin_y) |
746 |
|
|
{ |
747 |
|
|
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
748 |
|
|
strcat (buf, small_buf); |
749 |
|
|
} |
750 |
root |
1.11 |
|
751 |
root |
1.3 |
if (RP->treasureoptions) |
752 |
|
|
{ |
753 |
|
|
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
754 |
|
|
strcat (buf, small_buf); |
755 |
|
|
} |
756 |
root |
1.14 |
|
757 |
|
|
if (RP->random_seed) |
758 |
|
|
{ |
759 |
root |
1.25 |
sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
760 |
root |
1.14 |
strcat (buf, small_buf); |
761 |
|
|
} |
762 |
root |
1.18 |
|
763 |
|
|
if (RP->custom) |
764 |
|
|
{ |
765 |
|
|
sprintf (small_buf, "custom %s\n", RP->custom); |
766 |
|
|
strcat (buf, small_buf); |
767 |
|
|
} |
768 |
elmex |
1.1 |
} |
769 |
|
|
|
770 |
root |
1.3 |
void |
771 |
|
|
write_parameters_to_string (char *buf, |
772 |
|
|
int xsize_n, |
773 |
|
|
int ysize_n, |
774 |
root |
1.28 |
const char *wallstyle_n, |
775 |
|
|
const char *floorstyle_n, |
776 |
|
|
const char *monsterstyle_n, |
777 |
|
|
const char *treasurestyle_n, |
778 |
|
|
const char *layoutstyle_n, |
779 |
|
|
const char *decorstyle_n, |
780 |
|
|
const char *doorstyle_n, |
781 |
|
|
const char *exitstyle_n, |
782 |
|
|
const char *final_map_n, |
783 |
|
|
const char *exit_on_final_map_n, |
784 |
|
|
const char *this_map_n, |
785 |
root |
1.3 |
int layoutoptions1_n, |
786 |
|
|
int layoutoptions2_n, |
787 |
|
|
int layoutoptions3_n, |
788 |
|
|
int symmetry_n, |
789 |
|
|
int dungeon_depth_n, |
790 |
|
|
int dungeon_level_n, |
791 |
|
|
int difficulty_n, |
792 |
|
|
int difficulty_given_n, |
793 |
|
|
int decoroptions_n, |
794 |
|
|
int orientation_n, |
795 |
root |
1.28 |
int origin_x_n, |
796 |
|
|
int origin_y_n, |
797 |
|
|
uint32_t random_seed_n, |
798 |
|
|
int treasureoptions_n, |
799 |
|
|
float difficulty_increase) |
800 |
elmex |
1.1 |
{ |
801 |
root |
1.18 |
char small_buf[16384]; |
802 |
elmex |
1.1 |
|
803 |
root |
1.3 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
804 |
|
|
|
805 |
|
|
if (wallstyle_n && wallstyle_n[0]) |
806 |
|
|
{ |
807 |
|
|
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
808 |
|
|
strcat (buf, small_buf); |
809 |
|
|
} |
810 |
|
|
|
811 |
|
|
if (floorstyle_n && floorstyle_n[0]) |
812 |
|
|
{ |
813 |
|
|
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
814 |
|
|
strcat (buf, small_buf); |
815 |
|
|
} |
816 |
elmex |
1.1 |
|
817 |
root |
1.3 |
if (monsterstyle_n && monsterstyle_n[0]) |
818 |
|
|
{ |
819 |
|
|
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
820 |
|
|
strcat (buf, small_buf); |
821 |
|
|
} |
822 |
elmex |
1.1 |
|
823 |
root |
1.3 |
if (treasurestyle_n && treasurestyle_n[0]) |
824 |
|
|
{ |
825 |
|
|
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
826 |
|
|
strcat (buf, small_buf); |
827 |
|
|
} |
828 |
elmex |
1.1 |
|
829 |
root |
1.3 |
if (layoutstyle_n && layoutstyle_n[0]) |
830 |
|
|
{ |
831 |
|
|
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
832 |
|
|
strcat (buf, small_buf); |
833 |
|
|
} |
834 |
elmex |
1.1 |
|
835 |
root |
1.3 |
if (decorstyle_n && decorstyle_n[0]) |
836 |
|
|
{ |
837 |
|
|
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
838 |
|
|
strcat (buf, small_buf); |
839 |
|
|
} |
840 |
elmex |
1.1 |
|
841 |
root |
1.3 |
if (doorstyle_n && doorstyle_n[0]) |
842 |
|
|
{ |
843 |
|
|
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
844 |
|
|
strcat (buf, small_buf); |
845 |
|
|
} |
846 |
elmex |
1.1 |
|
847 |
root |
1.3 |
if (exitstyle_n && exitstyle_n[0]) |
848 |
|
|
{ |
849 |
|
|
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
850 |
|
|
strcat (buf, small_buf); |
851 |
|
|
} |
852 |
elmex |
1.1 |
|
853 |
root |
1.3 |
if (final_map_n && final_map_n[0]) |
854 |
|
|
{ |
855 |
|
|
sprintf (small_buf, "final_map %s\n", final_map_n); |
856 |
|
|
strcat (buf, small_buf); |
857 |
|
|
} |
858 |
elmex |
1.1 |
|
859 |
root |
1.3 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
860 |
|
|
{ |
861 |
|
|
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
862 |
|
|
strcat (buf, small_buf); |
863 |
|
|
} |
864 |
elmex |
1.1 |
|
865 |
root |
1.3 |
if (this_map_n && this_map_n[0]) |
866 |
|
|
{ |
867 |
|
|
sprintf (small_buf, "origin_map %s\n", this_map_n); |
868 |
|
|
strcat (buf, small_buf); |
869 |
|
|
} |
870 |
elmex |
1.1 |
|
871 |
root |
1.3 |
if (layoutoptions1_n) |
872 |
|
|
{ |
873 |
|
|
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
874 |
|
|
strcat (buf, small_buf); |
875 |
|
|
} |
876 |
elmex |
1.1 |
|
877 |
root |
1.3 |
if (layoutoptions2_n) |
878 |
|
|
{ |
879 |
|
|
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
880 |
|
|
strcat (buf, small_buf); |
881 |
|
|
} |
882 |
elmex |
1.1 |
|
883 |
|
|
|
884 |
root |
1.3 |
if (layoutoptions3_n) |
885 |
|
|
{ |
886 |
|
|
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
887 |
|
|
strcat (buf, small_buf); |
888 |
|
|
} |
889 |
elmex |
1.1 |
|
890 |
root |
1.3 |
if (symmetry_n) |
891 |
|
|
{ |
892 |
|
|
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
893 |
|
|
strcat (buf, small_buf); |
894 |
|
|
} |
895 |
elmex |
1.1 |
|
896 |
|
|
|
897 |
root |
1.3 |
if (difficulty_n && difficulty_given_n) |
898 |
|
|
{ |
899 |
|
|
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
900 |
|
|
strcat (buf, small_buf); |
901 |
|
|
} |
902 |
elmex |
1.1 |
|
903 |
root |
1.3 |
if (difficulty_increase > 0.001) |
904 |
|
|
{ |
905 |
|
|
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
906 |
|
|
strcat (buf, small_buf); |
907 |
|
|
} |
908 |
elmex |
1.1 |
|
909 |
root |
1.3 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
910 |
|
|
strcat (buf, small_buf); |
911 |
elmex |
1.1 |
|
912 |
root |
1.3 |
if (dungeon_depth_n) |
913 |
|
|
{ |
914 |
|
|
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
915 |
|
|
strcat (buf, small_buf); |
916 |
|
|
} |
917 |
elmex |
1.1 |
|
918 |
root |
1.3 |
if (decoroptions_n) |
919 |
|
|
{ |
920 |
|
|
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
921 |
|
|
strcat (buf, small_buf); |
922 |
|
|
} |
923 |
elmex |
1.1 |
|
924 |
root |
1.3 |
if (orientation_n) |
925 |
|
|
{ |
926 |
|
|
sprintf (small_buf, "orientation %d\n", orientation_n); |
927 |
|
|
strcat (buf, small_buf); |
928 |
|
|
} |
929 |
elmex |
1.1 |
|
930 |
root |
1.3 |
if (origin_x_n) |
931 |
|
|
{ |
932 |
|
|
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
933 |
|
|
strcat (buf, small_buf); |
934 |
|
|
} |
935 |
elmex |
1.1 |
|
936 |
root |
1.3 |
if (origin_y_n) |
937 |
|
|
{ |
938 |
|
|
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
939 |
|
|
strcat (buf, small_buf); |
940 |
|
|
} |
941 |
root |
1.11 |
|
942 |
root |
1.3 |
if (random_seed_n) |
943 |
|
|
{ |
944 |
|
|
/* Add one so that the next map is a bit different */ |
945 |
root |
1.25 |
sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
946 |
root |
1.3 |
strcat (buf, small_buf); |
947 |
|
|
} |
948 |
elmex |
1.1 |
|
949 |
root |
1.3 |
if (treasureoptions_n) |
950 |
|
|
{ |
951 |
|
|
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
952 |
|
|
strcat (buf, small_buf); |
953 |
|
|
} |
954 |
elmex |
1.1 |
} |
955 |
|
|
|
956 |
|
|
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
957 |
root |
1.3 |
void |
958 |
|
|
copy_object_with_inv (object *src_ob, object *dest_ob) |
959 |
|
|
{ |
960 |
|
|
object *walk, *tmp; |
961 |
elmex |
1.1 |
|
962 |
root |
1.7 |
src_ob->copy_to (dest_ob); |
963 |
elmex |
1.1 |
|
964 |
root |
1.14 |
for (walk = src_ob->inv; walk; walk = walk->below) |
965 |
root |
1.3 |
{ |
966 |
root |
1.7 |
tmp = object::create (); |
967 |
root |
1.13 |
|
968 |
root |
1.7 |
walk->copy_to (tmp); |
969 |
root |
1.3 |
insert_ob_in_ob (tmp, dest_ob); |
970 |
|
|
} |
971 |
elmex |
1.1 |
} |
972 |
root |
1.32 |
|
973 |
root |
1.33 |
MazeData::MazeData (int w, int h) |
974 |
|
|
: w(w), h(h) |
975 |
root |
1.32 |
{ |
976 |
root |
1.33 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
977 |
root |
1.32 |
|
978 |
root |
1.33 |
col = (char **)salloc<char> (size); |
979 |
root |
1.32 |
|
980 |
root |
1.33 |
char *data = (char *)(col + w); |
981 |
root |
1.32 |
|
982 |
root |
1.33 |
for (int x = w; x--; ) |
983 |
|
|
col [x] = data + x * h; |
984 |
root |
1.32 |
} |
985 |
|
|
|
986 |
|
|
MazeData::~MazeData () |
987 |
|
|
{ |
988 |
root |
1.33 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
989 |
|
|
|
990 |
root |
1.32 |
sfree ((char *)col, size); |
991 |
|
|
} |
992 |
|
|
|
993 |
root |
1.33 |
void MazeData::clear (char fill) |
994 |
|
|
{ |
995 |
|
|
memset (col [0], fill, w * h); |
996 |
|
|
} |
997 |
|
|
|
998 |
|
|
void MazeData::border (char fill) |
999 |
|
|
{ |
1000 |
|
|
for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
1001 |
|
|
for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
1002 |
|
|
} |
1003 |
|
|
|
1004 |
|
|
|