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 |
|
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* |
13 |
|
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* This program is distributed in the hope that it will be useful, |
14 |
|
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* 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 |
|
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* |
18 |
|
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* 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 |
|
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#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 |
1.39 |
#define CEDE coroapi::cede_to_tick () |
32 |
root |
1.22 |
|
33 |
root |
1.34 |
static void symmetrize_layout (Layout maze, random_map_params *RP); |
34 |
|
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static void rotate_layout (Layout maze, int rotation); |
35 |
root |
1.33 |
|
36 |
root |
1.3 |
void |
37 |
root |
1.34 |
dump_layout (Layout layout) |
38 |
root |
1.3 |
{ |
39 |
root |
1.36 |
for (int j = 0; j < layout->h; j++) |
40 |
root |
1.34 |
{ |
41 |
root |
1.36 |
for (int i = 0; i < layout->w; i++) |
42 |
root |
1.34 |
putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
43 |
|
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|
44 |
|
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putc ('\n', stdout); |
45 |
|
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} |
46 |
root |
1.3 |
|
47 |
root |
1.34 |
putc ('\n', stdout); |
48 |
elmex |
1.1 |
} |
49 |
root |
1.8 |
|
50 |
root |
1.19 |
bool |
51 |
|
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maptile::generate_random_map (random_map_params *RP) |
52 |
root |
1.3 |
{ |
53 |
root |
1.32 |
char buf[16384]; |
54 |
root |
1.3 |
int i; |
55 |
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|
56 |
root |
1.24 |
RP->Xsize = RP->xsize; |
57 |
|
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RP->Ysize = RP->ysize; |
58 |
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|
59 |
root |
1.3 |
/* pick a random seed, or use the one from the input file */ |
60 |
root |
1.22 |
RP->random_seed = RP->random_seed |
61 |
|
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? RP->random_seed + RP->dungeon_level |
62 |
|
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: time (0); |
63 |
root |
1.39 |
|
64 |
|
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// we run "single-threaded" |
65 |
|
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rmg_rndm.seed (RP->random_seed); |
66 |
root |
1.3 |
|
67 |
|
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write_map_parameters_to_string (buf, RP); |
68 |
|
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|
69 |
|
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if (RP->difficulty == 0) |
70 |
|
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{ |
71 |
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RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
72 |
root |
1.6 |
|
73 |
root |
1.3 |
if (RP->difficulty_increase > 0.001) |
74 |
root |
1.6 |
RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
75 |
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|
76 |
|
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if (RP->difficulty < 1) |
77 |
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RP->difficulty = 1; |
78 |
elmex |
1.1 |
} |
79 |
root |
1.3 |
else |
80 |
|
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RP->difficulty_given = 1; |
81 |
elmex |
1.1 |
|
82 |
root |
1.3 |
if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
83 |
root |
1.39 |
RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
84 |
root |
1.6 |
|
85 |
root |
1.3 |
if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
86 |
root |
1.39 |
RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
87 |
elmex |
1.1 |
|
88 |
root |
1.22 |
if (RP->symmetry == SYMMETRY_RANDOM) |
89 |
root |
1.39 |
RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
90 |
root |
1.22 |
else |
91 |
|
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RP->symmetry_used = RP->symmetry; |
92 |
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|
93 |
|
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if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
94 |
|
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RP->Ysize = RP->Ysize / 2 + 1; |
95 |
root |
1.24 |
|
96 |
root |
1.22 |
if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
97 |
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RP->Xsize = RP->Xsize / 2 + 1; |
98 |
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|
99 |
root |
1.3 |
if (RP->expand2x > 0) |
100 |
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{ |
101 |
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RP->Xsize /= 2; |
102 |
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RP->Ysize /= 2; |
103 |
elmex |
1.1 |
} |
104 |
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|
105 |
root |
1.22 |
RP->map_layout_style = LAYOUT_NONE; |
106 |
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|
107 |
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/* Redo this - there was a lot of redundant code of checking for preset |
108 |
|
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* layout style and then random layout style. Instead, figure out |
109 |
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* the numeric layoutstyle, so there is only one area that actually |
110 |
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* calls the code to make the maps. |
111 |
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*/ |
112 |
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if (strstr (RP->layoutstyle, "onion")) |
113 |
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RP->map_layout_style = LAYOUT_ONION; |
114 |
root |
1.34 |
else if (strstr (RP->layoutstyle, "maze")) |
115 |
root |
1.22 |
RP->map_layout_style = LAYOUT_MAZE; |
116 |
root |
1.34 |
else if (strstr (RP->layoutstyle, "spiral")) |
117 |
root |
1.22 |
RP->map_layout_style = LAYOUT_SPIRAL; |
118 |
root |
1.34 |
else if (strstr (RP->layoutstyle, "rogue")) |
119 |
root |
1.22 |
RP->map_layout_style = LAYOUT_ROGUELIKE; |
120 |
root |
1.34 |
else if (strstr (RP->layoutstyle, "snake")) |
121 |
root |
1.22 |
RP->map_layout_style = LAYOUT_SNAKE; |
122 |
root |
1.34 |
else if (strstr (RP->layoutstyle, "squarespiral")) |
123 |
root |
1.22 |
RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
124 |
root |
1.34 |
else if (RP->map_layout_style == LAYOUT_NONE) |
125 |
root |
1.39 |
RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
126 |
root |
1.34 |
else |
127 |
|
|
abort (); |
128 |
root |
1.22 |
|
129 |
root |
1.34 |
Layout layout = layoutgen (RP); |
130 |
elmex |
1.1 |
|
131 |
|
|
#ifdef RMAP_DEBUG |
132 |
root |
1.36 |
dump_layout (layout); |
133 |
elmex |
1.1 |
#endif |
134 |
|
|
|
135 |
root |
1.3 |
/* increment these for the current map */ |
136 |
root |
1.36 |
++RP->dungeon_level; |
137 |
elmex |
1.1 |
|
138 |
root |
1.34 |
// need to patch RP becasue following code doesn't use the Layout object |
139 |
root |
1.33 |
RP->Xsize = layout->w; |
140 |
|
|
RP->Ysize = layout->h; |
141 |
|
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|
142 |
root |
1.3 |
/* allocate the map and set the floor */ |
143 |
root |
1.19 |
make_map_floor (layout, RP->floorstyle, RP); |
144 |
root |
1.3 |
|
145 |
|
|
/* set region */ |
146 |
root |
1.26 |
default_region = RP->region; |
147 |
root |
1.3 |
|
148 |
root |
1.22 |
CEDE; |
149 |
root |
1.19 |
|
150 |
root |
1.39 |
place_specials_in_map (this, layout, RP); |
151 |
|
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|
152 |
|
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CEDE; |
153 |
|
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|
154 |
root |
1.3 |
/* create walls unless the wallstyle is "none" */ |
155 |
|
|
if (strcmp (RP->wallstyle, "none")) |
156 |
|
|
{ |
157 |
root |
1.19 |
make_map_walls (this, layout, RP->wallstyle, RP); |
158 |
elmex |
1.1 |
|
159 |
root |
1.3 |
/* place doors unless doorstyle or wallstyle is "none" */ |
160 |
|
|
if (strcmp (RP->doorstyle, "none")) |
161 |
root |
1.19 |
put_doors (this, layout, RP->doorstyle, RP); |
162 |
root |
1.3 |
} |
163 |
|
|
|
164 |
root |
1.22 |
CEDE; |
165 |
root |
1.19 |
|
166 |
root |
1.3 |
/* create exits unless the exitstyle is "none" */ |
167 |
|
|
if (strcmp (RP->exitstyle, "none")) |
168 |
root |
1.19 |
place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
169 |
root |
1.3 |
|
170 |
root |
1.22 |
CEDE; |
171 |
root |
1.19 |
|
172 |
root |
1.3 |
/* create monsters unless the monsterstyle is "none" */ |
173 |
|
|
if (strcmp (RP->monsterstyle, "none")) |
174 |
root |
1.19 |
place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
175 |
root |
1.3 |
|
176 |
root |
1.22 |
CEDE; |
177 |
root |
1.19 |
|
178 |
root |
1.3 |
/* treasures needs to have a proper difficulty set for the map. */ |
179 |
root |
1.19 |
difficulty = estimate_difficulty (); |
180 |
root |
1.3 |
|
181 |
root |
1.22 |
CEDE; |
182 |
root |
1.19 |
|
183 |
root |
1.3 |
/* create treasure unless the treasurestyle is "none" */ |
184 |
root |
1.40 |
place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
185 |
root |
1.3 |
|
186 |
root |
1.22 |
CEDE; |
187 |
root |
1.19 |
|
188 |
root |
1.3 |
/* create decor unless the decorstyle is "none" */ |
189 |
|
|
if (strcmp (RP->decorstyle, "none")) |
190 |
root |
1.19 |
put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
191 |
root |
1.3 |
|
192 |
root |
1.22 |
CEDE; |
193 |
root |
1.19 |
|
194 |
root |
1.3 |
/* generate treasures, etc. */ |
195 |
root |
1.19 |
fix_auto_apply (); |
196 |
root |
1.3 |
|
197 |
root |
1.22 |
CEDE; |
198 |
|
|
|
199 |
root |
1.19 |
unblock_exits (this, layout, RP); |
200 |
root |
1.3 |
|
201 |
root |
1.19 |
msg = strdup (buf); |
202 |
root |
1.35 |
in_memory = MAP_ACTIVE; |
203 |
root |
1.3 |
|
204 |
root |
1.22 |
CEDE; |
205 |
|
|
|
206 |
root |
1.19 |
return 1; |
207 |
elmex |
1.1 |
} |
208 |
|
|
|
209 |
|
|
/* function selects the layout function and gives it whatever |
210 |
|
|
arguments it needs. */ |
211 |
root |
1.34 |
Layout |
212 |
root |
1.13 |
layoutgen (random_map_params *RP) |
213 |
root |
1.3 |
{ |
214 |
root |
1.34 |
Layout layout (RP); |
215 |
elmex |
1.1 |
|
216 |
root |
1.3 |
switch (RP->map_layout_style) |
217 |
|
|
{ |
218 |
root |
1.11 |
case LAYOUT_ONION: |
219 |
root |
1.34 |
map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
220 |
root |
1.32 |
|
221 |
root |
1.39 |
if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
222 |
root |
1.34 |
roomify_layout (layout, RP); |
223 |
root |
1.32 |
|
224 |
root |
1.11 |
break; |
225 |
|
|
|
226 |
|
|
case LAYOUT_MAZE: |
227 |
root |
1.39 |
maze_gen (layout, rmg_rndm (2)); |
228 |
root |
1.32 |
|
229 |
root |
1.39 |
if (!(rmg_rndm (2))) |
230 |
root |
1.34 |
doorify_layout (layout, RP); |
231 |
root |
1.32 |
|
232 |
root |
1.11 |
break; |
233 |
|
|
|
234 |
|
|
case LAYOUT_SPIRAL: |
235 |
root |
1.34 |
map_gen_spiral (layout, RP->layoutoptions1); |
236 |
root |
1.32 |
|
237 |
root |
1.39 |
if (!(rmg_rndm (2))) |
238 |
root |
1.34 |
doorify_layout (layout, RP); |
239 |
root |
1.32 |
|
240 |
root |
1.11 |
break; |
241 |
|
|
|
242 |
|
|
case LAYOUT_ROGUELIKE: |
243 |
|
|
/* Don't put symmetry in rogue maps. There isn't much reason to |
244 |
|
|
* do so in the first place (doesn't make it any more interesting), |
245 |
|
|
* but more importantly, the symmetry code presumes we are symmetrizing |
246 |
|
|
* spirals, or maps with lots of passages - making a symmetric rogue |
247 |
|
|
* map fails because its likely that the passages the symmetry process |
248 |
|
|
* creates may not connect the rooms. |
249 |
|
|
*/ |
250 |
|
|
RP->symmetry_used = SYMMETRY_NONE; |
251 |
root |
1.34 |
roguelike_layout_gen (layout, RP->layoutoptions1); |
252 |
root |
1.11 |
/* no doorifying... done already */ |
253 |
|
|
break; |
254 |
|
|
|
255 |
|
|
case LAYOUT_SNAKE: |
256 |
root |
1.34 |
make_snake_layout (layout, RP->layoutoptions1); |
257 |
root |
1.32 |
|
258 |
root |
1.39 |
if (rmg_rndm (2)) |
259 |
root |
1.34 |
roomify_layout (layout, RP); |
260 |
root |
1.32 |
|
261 |
root |
1.11 |
break; |
262 |
|
|
|
263 |
|
|
case LAYOUT_SQUARE_SPIRAL: |
264 |
root |
1.34 |
make_square_spiral_layout (layout, RP->layoutoptions1); |
265 |
root |
1.32 |
|
266 |
root |
1.39 |
if (rmg_rndm (2)) |
267 |
root |
1.34 |
roomify_layout (layout, RP); |
268 |
root |
1.32 |
|
269 |
root |
1.11 |
break; |
270 |
root |
1.32 |
|
271 |
|
|
default: |
272 |
|
|
abort (); |
273 |
root |
1.3 |
} |
274 |
root |
1.2 |
|
275 |
root |
1.34 |
/* rotate the layout randomly */ |
276 |
root |
1.39 |
rotate_layout (layout, rmg_rndm (4)); |
277 |
root |
1.34 |
|
278 |
|
|
symmetrize_layout (layout, RP); |
279 |
root |
1.11 |
|
280 |
elmex |
1.1 |
#ifdef RMAP_DEBUG |
281 |
root |
1.34 |
dump_layout (layout); |
282 |
elmex |
1.1 |
#endif |
283 |
root |
1.11 |
|
284 |
root |
1.3 |
if (RP->expand2x) |
285 |
root |
1.34 |
expand2x (layout); |
286 |
root |
1.11 |
|
287 |
root |
1.34 |
return layout; |
288 |
elmex |
1.1 |
} |
289 |
|
|
|
290 |
root |
1.34 |
/* takes a map and makes it symmetric: adjusts Xsize and |
291 |
|
|
* Ysize to produce a symmetric map. |
292 |
|
|
*/ |
293 |
root |
1.33 |
static void |
294 |
root |
1.34 |
symmetrize_layout (Layout layout, random_map_params *RP) |
295 |
root |
1.3 |
{ |
296 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_NONE) |
297 |
|
|
return; |
298 |
root |
1.32 |
|
299 |
root |
1.34 |
Layout sym_layout ( |
300 |
|
|
RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
301 |
|
|
RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
302 |
root |
1.33 |
); |
303 |
root |
1.32 |
|
304 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_X) |
305 |
root |
1.34 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
306 |
|
|
for (int j = 0; j < sym_layout->h; j++) |
307 |
root |
1.3 |
{ |
308 |
root |
1.34 |
sym_layout[i ][j] = |
309 |
|
|
sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
310 |
root |
1.32 |
} |
311 |
|
|
|
312 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_Y) |
313 |
root |
1.34 |
for (int i = 0; i < sym_layout->w; i++) |
314 |
|
|
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
315 |
root |
1.3 |
{ |
316 |
root |
1.34 |
sym_layout[i][j ] = |
317 |
|
|
sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
318 |
root |
1.3 |
} |
319 |
root |
1.32 |
|
320 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_XY) |
321 |
root |
1.34 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
322 |
|
|
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
323 |
root |
1.3 |
{ |
324 |
root |
1.34 |
sym_layout[i ][j ] = |
325 |
|
|
sym_layout[i ][sym_layout->h - j - 1] = |
326 |
|
|
sym_layout[sym_layout->w - i - 1][j ] = |
327 |
|
|
sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
328 |
root |
1.3 |
} |
329 |
root |
1.32 |
|
330 |
root |
1.34 |
layout.swap (sym_layout); |
331 |
|
|
sym_layout.free (); |
332 |
root |
1.32 |
|
333 |
elmex |
1.1 |
/* reconnect disjointed spirals */ |
334 |
root |
1.34 |
/* reconnect disjointed nethacklayouts: the routine for |
335 |
root |
1.3 |
spirals will do the trick? */ |
336 |
root |
1.33 |
if (RP->map_layout_style == LAYOUT_SPIRAL |
337 |
|
|
|| RP->map_layout_style == LAYOUT_ROGUELIKE) |
338 |
root |
1.34 |
connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
339 |
elmex |
1.1 |
} |
340 |
|
|
|
341 |
|
|
/* takes a map and rotates it. This completes the |
342 |
|
|
onion layouts, making them possibly centered on any wall. |
343 |
|
|
It'll modify Xsize and Ysize if they're swapped. |
344 |
|
|
*/ |
345 |
root |
1.33 |
static void |
346 |
root |
1.34 |
rotate_layout (Layout layout, int rotation) |
347 |
root |
1.3 |
{ |
348 |
root |
1.34 |
int w = layout->w; |
349 |
|
|
int h = layout->h; |
350 |
|
|
|
351 |
root |
1.3 |
switch (rotation) |
352 |
|
|
{ |
353 |
root |
1.13 |
case 2: /* a reflection */ |
354 |
root |
1.11 |
{ |
355 |
root |
1.34 |
Layout new_layout (w, h); |
356 |
root |
1.32 |
|
357 |
root |
1.34 |
for (int i = 0; i < w; i++) /* copy a reflection back */ |
358 |
|
|
for (int j = 0; j < h; j++) |
359 |
|
|
new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
360 |
root |
1.11 |
|
361 |
root |
1.34 |
layout.swap (new_layout); |
362 |
|
|
new_layout.free (); |
363 |
root |
1.11 |
} |
364 |
root |
1.34 |
break; |
365 |
root |
1.32 |
|
366 |
root |
1.11 |
case 1: |
367 |
|
|
case 3: |
368 |
|
|
{ |
369 |
root |
1.34 |
Layout new_layout (h, w); |
370 |
root |
1.32 |
|
371 |
root |
1.13 |
if (rotation == 1) /* swap x and y */ |
372 |
root |
1.34 |
for (int i = 0; i < w; i++) |
373 |
|
|
for (int j = 0; j < h; j++) |
374 |
|
|
new_layout[j][i] = layout[i][j]; |
375 |
root |
1.3 |
|
376 |
root |
1.32 |
if (rotation == 3) /* swap x and y */ |
377 |
root |
1.34 |
for (int i = 0; i < w; i++) |
378 |
|
|
for (int j = 0; j < h; j++) |
379 |
|
|
new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
380 |
root |
1.33 |
|
381 |
root |
1.34 |
layout.swap (new_layout); |
382 |
|
|
new_layout.free (); |
383 |
root |
1.11 |
} |
384 |
root |
1.34 |
break; |
385 |
elmex |
1.1 |
} |
386 |
|
|
} |
387 |
|
|
|
388 |
|
|
/* take a layout and make some rooms in it. |
389 |
|
|
--works best on onions.*/ |
390 |
root |
1.3 |
void |
391 |
root |
1.13 |
roomify_layout (char **maze, random_map_params *RP) |
392 |
root |
1.3 |
{ |
393 |
|
|
int tries = RP->Xsize * RP->Ysize / 30; |
394 |
elmex |
1.1 |
int ti; |
395 |
|
|
|
396 |
root |
1.3 |
for (ti = 0; ti < tries; ti++) |
397 |
|
|
{ |
398 |
|
|
int dx, dy; /* starting location for looking at creating a door */ |
399 |
|
|
int cx, cy; /* results of checking on creating walls. */ |
400 |
|
|
|
401 |
root |
1.39 |
dx = rmg_rndm (RP->Xsize); |
402 |
|
|
dy = rmg_rndm (RP->Ysize); |
403 |
root |
1.27 |
|
404 |
root |
1.3 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
405 |
|
|
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
406 |
|
|
if (cx == -1) |
407 |
|
|
{ |
408 |
|
|
if (cy != -1) |
409 |
|
|
make_wall (maze, dx, dy, 1); |
410 |
root |
1.27 |
|
411 |
root |
1.3 |
continue; |
412 |
|
|
} |
413 |
root |
1.27 |
|
414 |
root |
1.3 |
if (cy == -1) |
415 |
|
|
{ |
416 |
|
|
make_wall (maze, dx, dy, 0); |
417 |
|
|
continue; |
418 |
|
|
} |
419 |
root |
1.27 |
|
420 |
root |
1.3 |
if (cx < cy) |
421 |
|
|
make_wall (maze, dx, dy, 0); |
422 |
|
|
else |
423 |
|
|
make_wall (maze, dx, dy, 1); |
424 |
elmex |
1.1 |
} |
425 |
|
|
} |
426 |
|
|
|
427 |
|
|
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
428 |
|
|
(or vertical, dir == 1) |
429 |
|
|
here which ends up on other walls sensibly. */ |
430 |
root |
1.3 |
|
431 |
|
|
int |
432 |
root |
1.13 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
433 |
root |
1.3 |
{ |
434 |
elmex |
1.1 |
int i1; |
435 |
root |
1.3 |
int length = 0; |
436 |
elmex |
1.1 |
|
437 |
|
|
/* dont make walls if we're on the edge. */ |
438 |
root |
1.3 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
439 |
|
|
return -1; |
440 |
elmex |
1.1 |
|
441 |
|
|
/* don't make walls if we're ON a wall. */ |
442 |
root |
1.3 |
if (maze[dx][dy] != 0) |
443 |
|
|
return -1; |
444 |
elmex |
1.1 |
|
445 |
root |
1.3 |
if (dir == 0) /* horizontal */ |
446 |
elmex |
1.1 |
{ |
447 |
|
|
int y = dy; |
448 |
root |
1.3 |
|
449 |
|
|
for (i1 = dx - 1; i1 > 0; i1--) |
450 |
|
|
{ |
451 |
|
|
int sindex = surround_flag2 (maze, i1, y, RP); |
452 |
|
|
|
453 |
|
|
if (sindex == 1) |
454 |
|
|
break; |
455 |
|
|
if (sindex != 0) |
456 |
|
|
return -1; /* can't make horiz. wall here */ |
457 |
|
|
if (maze[i1][y] != 0) |
458 |
|
|
return -1; /* can't make horiz. wall here */ |
459 |
|
|
length++; |
460 |
|
|
} |
461 |
|
|
|
462 |
|
|
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
463 |
|
|
{ |
464 |
|
|
int sindex = surround_flag2 (maze, i1, y, RP); |
465 |
|
|
|
466 |
|
|
if (sindex == 2) |
467 |
|
|
break; |
468 |
|
|
if (sindex != 0) |
469 |
|
|
return -1; /* can't make horiz. wall here */ |
470 |
|
|
if (maze[i1][y] != 0) |
471 |
|
|
return -1; /* can't make horiz. wall here */ |
472 |
|
|
length++; |
473 |
|
|
} |
474 |
elmex |
1.1 |
return length; |
475 |
|
|
} |
476 |
root |
1.3 |
else |
477 |
|
|
{ /* vertical */ |
478 |
|
|
int x = dx; |
479 |
|
|
|
480 |
|
|
for (i1 = dy - 1; i1 > 0; i1--) |
481 |
|
|
{ |
482 |
|
|
int sindex = surround_flag2 (maze, x, i1, RP); |
483 |
|
|
|
484 |
|
|
if (sindex == 4) |
485 |
|
|
break; |
486 |
|
|
if (sindex != 0) |
487 |
|
|
return -1; /* can't make vert. wall here */ |
488 |
|
|
if (maze[x][i1] != 0) |
489 |
|
|
return -1; /* can't make horiz. wall here */ |
490 |
|
|
length++; |
491 |
|
|
} |
492 |
|
|
|
493 |
|
|
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
494 |
|
|
{ |
495 |
|
|
int sindex = surround_flag2 (maze, x, i1, RP); |
496 |
|
|
|
497 |
|
|
if (sindex == 8) |
498 |
|
|
break; |
499 |
|
|
if (sindex != 0) |
500 |
|
|
return -1; /* can't make verti. wall here */ |
501 |
|
|
if (maze[x][i1] != 0) |
502 |
|
|
return -1; /* can't make horiz. wall here */ |
503 |
|
|
length++; |
504 |
|
|
} |
505 |
|
|
return length; |
506 |
elmex |
1.1 |
} |
507 |
root |
1.3 |
return -1; |
508 |
elmex |
1.1 |
} |
509 |
|
|
|
510 |
|
|
|
511 |
root |
1.3 |
int |
512 |
|
|
make_wall (char **maze, int x, int y, int dir) |
513 |
|
|
{ |
514 |
|
|
maze[x][y] = 'D'; /* mark a door */ |
515 |
|
|
switch (dir) |
516 |
elmex |
1.1 |
{ |
517 |
root |
1.13 |
case 0: /* horizontal */ |
518 |
|
|
{ |
519 |
|
|
int i1; |
520 |
root |
1.3 |
|
521 |
root |
1.13 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
522 |
|
|
maze[i1][y] = '#'; |
523 |
|
|
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
524 |
|
|
maze[i1][y] = '#'; |
525 |
|
|
break; |
526 |
|
|
} |
527 |
|
|
case 1: /* vertical */ |
528 |
|
|
{ |
529 |
|
|
int i1; |
530 |
root |
1.3 |
|
531 |
root |
1.13 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
532 |
|
|
maze[x][i1] = '#'; |
533 |
|
|
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
534 |
|
|
maze[x][i1] = '#'; |
535 |
|
|
break; |
536 |
|
|
} |
537 |
elmex |
1.1 |
} |
538 |
|
|
|
539 |
|
|
return 0; |
540 |
|
|
} |
541 |
|
|
|
542 |
|
|
/* puts doors at appropriate locations in a layout. */ |
543 |
root |
1.3 |
void |
544 |
root |
1.13 |
doorify_layout (char **maze, random_map_params *RP) |
545 |
root |
1.3 |
{ |
546 |
|
|
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
547 |
|
|
int doorlocs = 0; /* # of available doorlocations */ |
548 |
|
|
int i, j; |
549 |
|
|
|
550 |
root |
1.32 |
char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
551 |
|
|
char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
552 |
elmex |
1.1 |
|
553 |
|
|
/* make a list of possible door locations */ |
554 |
root |
1.3 |
for (i = 1; i < RP->Xsize - 1; i++) |
555 |
|
|
for (j = 1; j < RP->Ysize - 1; j++) |
556 |
|
|
{ |
557 |
|
|
int sindex = surround_flag (maze, i, j, RP); |
558 |
|
|
|
559 |
|
|
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
560 |
|
|
{ |
561 |
|
|
doorlist_x[doorlocs] = i; |
562 |
|
|
doorlist_y[doorlocs] = j; |
563 |
|
|
doorlocs++; |
564 |
|
|
} |
565 |
|
|
} |
566 |
root |
1.12 |
|
567 |
root |
1.3 |
while (ndoors > 0 && doorlocs > 0) |
568 |
|
|
{ |
569 |
|
|
int di; |
570 |
|
|
int sindex; |
571 |
|
|
|
572 |
root |
1.39 |
di = rmg_rndm (doorlocs); |
573 |
root |
1.3 |
i = doorlist_x[di]; |
574 |
|
|
j = doorlist_y[di]; |
575 |
|
|
sindex = surround_flag (maze, i, j, RP); |
576 |
root |
1.27 |
|
577 |
root |
1.3 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
578 |
|
|
{ |
579 |
|
|
maze[i][j] = 'D'; |
580 |
|
|
ndoors--; |
581 |
elmex |
1.1 |
} |
582 |
root |
1.27 |
|
583 |
root |
1.3 |
/* reduce the size of the list */ |
584 |
|
|
doorlocs--; |
585 |
|
|
doorlist_x[di] = doorlist_x[doorlocs]; |
586 |
|
|
doorlist_y[di] = doorlist_y[doorlocs]; |
587 |
elmex |
1.1 |
} |
588 |
root |
1.12 |
|
589 |
root |
1.32 |
sfree (doorlist_x, RP->Xsize * RP->Ysize); |
590 |
|
|
sfree (doorlist_y, RP->Xsize * RP->Ysize); |
591 |
elmex |
1.1 |
} |
592 |
|
|
|
593 |
root |
1.3 |
void |
594 |
root |
1.13 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
595 |
root |
1.3 |
{ |
596 |
root |
1.18 |
char small_buf[16384]; |
597 |
elmex |
1.1 |
|
598 |
root |
1.24 |
sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
599 |
root |
1.3 |
|
600 |
|
|
if (RP->wallstyle[0]) |
601 |
|
|
{ |
602 |
|
|
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
603 |
|
|
strcat (buf, small_buf); |
604 |
|
|
} |
605 |
|
|
|
606 |
|
|
if (RP->floorstyle[0]) |
607 |
|
|
{ |
608 |
|
|
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
609 |
|
|
strcat (buf, small_buf); |
610 |
|
|
} |
611 |
|
|
|
612 |
|
|
if (RP->monsterstyle[0]) |
613 |
|
|
{ |
614 |
|
|
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
615 |
|
|
strcat (buf, small_buf); |
616 |
|
|
} |
617 |
elmex |
1.1 |
|
618 |
root |
1.3 |
if (RP->treasurestyle[0]) |
619 |
|
|
{ |
620 |
|
|
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
621 |
|
|
strcat (buf, small_buf); |
622 |
|
|
} |
623 |
elmex |
1.1 |
|
624 |
root |
1.3 |
if (RP->layoutstyle[0]) |
625 |
|
|
{ |
626 |
|
|
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
627 |
|
|
strcat (buf, small_buf); |
628 |
|
|
} |
629 |
elmex |
1.1 |
|
630 |
root |
1.3 |
if (RP->decorstyle[0]) |
631 |
|
|
{ |
632 |
|
|
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
633 |
|
|
strcat (buf, small_buf); |
634 |
|
|
} |
635 |
elmex |
1.1 |
|
636 |
root |
1.3 |
if (RP->doorstyle[0]) |
637 |
|
|
{ |
638 |
|
|
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
639 |
|
|
strcat (buf, small_buf); |
640 |
|
|
} |
641 |
elmex |
1.1 |
|
642 |
root |
1.3 |
if (RP->exitstyle[0]) |
643 |
|
|
{ |
644 |
|
|
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
645 |
|
|
strcat (buf, small_buf); |
646 |
|
|
} |
647 |
elmex |
1.1 |
|
648 |
root |
1.14 |
if (RP->final_map.length ()) |
649 |
root |
1.3 |
{ |
650 |
root |
1.14 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
651 |
root |
1.3 |
strcat (buf, small_buf); |
652 |
|
|
} |
653 |
elmex |
1.1 |
|
654 |
root |
1.3 |
if (RP->exit_on_final_map[0]) |
655 |
|
|
{ |
656 |
|
|
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
657 |
|
|
strcat (buf, small_buf); |
658 |
|
|
} |
659 |
elmex |
1.1 |
|
660 |
root |
1.14 |
if (RP->this_map.length ()) |
661 |
root |
1.3 |
{ |
662 |
root |
1.14 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
663 |
root |
1.3 |
strcat (buf, small_buf); |
664 |
|
|
} |
665 |
elmex |
1.1 |
|
666 |
root |
1.3 |
if (RP->expand2x) |
667 |
|
|
{ |
668 |
|
|
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
669 |
|
|
strcat (buf, small_buf); |
670 |
|
|
} |
671 |
elmex |
1.1 |
|
672 |
root |
1.3 |
if (RP->layoutoptions1) |
673 |
|
|
{ |
674 |
|
|
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
675 |
|
|
strcat (buf, small_buf); |
676 |
|
|
} |
677 |
elmex |
1.1 |
|
678 |
root |
1.3 |
if (RP->layoutoptions2) |
679 |
|
|
{ |
680 |
|
|
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
681 |
|
|
strcat (buf, small_buf); |
682 |
|
|
} |
683 |
elmex |
1.1 |
|
684 |
root |
1.3 |
if (RP->layoutoptions3) |
685 |
|
|
{ |
686 |
|
|
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
687 |
|
|
strcat (buf, small_buf); |
688 |
|
|
} |
689 |
elmex |
1.1 |
|
690 |
root |
1.3 |
if (RP->symmetry) |
691 |
|
|
{ |
692 |
|
|
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
693 |
|
|
strcat (buf, small_buf); |
694 |
|
|
} |
695 |
elmex |
1.1 |
|
696 |
root |
1.3 |
if (RP->difficulty && RP->difficulty_given) |
697 |
|
|
{ |
698 |
|
|
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
699 |
|
|
strcat (buf, small_buf); |
700 |
|
|
} |
701 |
elmex |
1.1 |
|
702 |
root |
1.3 |
if (RP->difficulty_increase != 1.0) |
703 |
|
|
{ |
704 |
|
|
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
705 |
|
|
strcat (buf, small_buf); |
706 |
|
|
} |
707 |
elmex |
1.1 |
|
708 |
root |
1.3 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
709 |
|
|
strcat (buf, small_buf); |
710 |
elmex |
1.1 |
|
711 |
root |
1.3 |
if (RP->dungeon_depth) |
712 |
|
|
{ |
713 |
|
|
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
714 |
|
|
strcat (buf, small_buf); |
715 |
|
|
} |
716 |
elmex |
1.1 |
|
717 |
root |
1.3 |
if (RP->decoroptions) |
718 |
|
|
{ |
719 |
|
|
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
720 |
|
|
strcat (buf, small_buf); |
721 |
|
|
} |
722 |
elmex |
1.1 |
|
723 |
root |
1.3 |
if (RP->orientation) |
724 |
|
|
{ |
725 |
|
|
sprintf (small_buf, "orientation %d\n", RP->orientation); |
726 |
|
|
strcat (buf, small_buf); |
727 |
|
|
} |
728 |
elmex |
1.1 |
|
729 |
root |
1.3 |
if (RP->origin_x) |
730 |
|
|
{ |
731 |
|
|
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
732 |
|
|
strcat (buf, small_buf); |
733 |
|
|
} |
734 |
elmex |
1.1 |
|
735 |
root |
1.3 |
if (RP->origin_y) |
736 |
|
|
{ |
737 |
|
|
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
738 |
|
|
strcat (buf, small_buf); |
739 |
|
|
} |
740 |
root |
1.11 |
|
741 |
root |
1.3 |
if (RP->treasureoptions) |
742 |
|
|
{ |
743 |
|
|
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
744 |
|
|
strcat (buf, small_buf); |
745 |
|
|
} |
746 |
root |
1.14 |
|
747 |
|
|
if (RP->random_seed) |
748 |
|
|
{ |
749 |
root |
1.25 |
sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
750 |
root |
1.14 |
strcat (buf, small_buf); |
751 |
|
|
} |
752 |
root |
1.18 |
|
753 |
|
|
if (RP->custom) |
754 |
|
|
{ |
755 |
|
|
sprintf (small_buf, "custom %s\n", RP->custom); |
756 |
|
|
strcat (buf, small_buf); |
757 |
|
|
} |
758 |
elmex |
1.1 |
} |
759 |
|
|
|
760 |
root |
1.3 |
void |
761 |
|
|
write_parameters_to_string (char *buf, |
762 |
|
|
int xsize_n, |
763 |
|
|
int ysize_n, |
764 |
root |
1.28 |
const char *wallstyle_n, |
765 |
|
|
const char *floorstyle_n, |
766 |
|
|
const char *monsterstyle_n, |
767 |
|
|
const char *treasurestyle_n, |
768 |
|
|
const char *layoutstyle_n, |
769 |
|
|
const char *decorstyle_n, |
770 |
|
|
const char *doorstyle_n, |
771 |
|
|
const char *exitstyle_n, |
772 |
|
|
const char *final_map_n, |
773 |
|
|
const char *exit_on_final_map_n, |
774 |
|
|
const char *this_map_n, |
775 |
root |
1.3 |
int layoutoptions1_n, |
776 |
|
|
int layoutoptions2_n, |
777 |
|
|
int layoutoptions3_n, |
778 |
|
|
int symmetry_n, |
779 |
|
|
int dungeon_depth_n, |
780 |
|
|
int dungeon_level_n, |
781 |
|
|
int difficulty_n, |
782 |
|
|
int difficulty_given_n, |
783 |
|
|
int decoroptions_n, |
784 |
|
|
int orientation_n, |
785 |
root |
1.28 |
int origin_x_n, |
786 |
|
|
int origin_y_n, |
787 |
|
|
uint32_t random_seed_n, |
788 |
|
|
int treasureoptions_n, |
789 |
|
|
float difficulty_increase) |
790 |
elmex |
1.1 |
{ |
791 |
root |
1.18 |
char small_buf[16384]; |
792 |
elmex |
1.1 |
|
793 |
root |
1.3 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
794 |
|
|
|
795 |
|
|
if (wallstyle_n && wallstyle_n[0]) |
796 |
|
|
{ |
797 |
|
|
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
798 |
|
|
strcat (buf, small_buf); |
799 |
|
|
} |
800 |
|
|
|
801 |
|
|
if (floorstyle_n && floorstyle_n[0]) |
802 |
|
|
{ |
803 |
|
|
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
804 |
|
|
strcat (buf, small_buf); |
805 |
|
|
} |
806 |
elmex |
1.1 |
|
807 |
root |
1.3 |
if (monsterstyle_n && monsterstyle_n[0]) |
808 |
|
|
{ |
809 |
|
|
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
810 |
|
|
strcat (buf, small_buf); |
811 |
|
|
} |
812 |
elmex |
1.1 |
|
813 |
root |
1.3 |
if (treasurestyle_n && treasurestyle_n[0]) |
814 |
|
|
{ |
815 |
|
|
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
816 |
|
|
strcat (buf, small_buf); |
817 |
|
|
} |
818 |
elmex |
1.1 |
|
819 |
root |
1.3 |
if (layoutstyle_n && layoutstyle_n[0]) |
820 |
|
|
{ |
821 |
|
|
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
822 |
|
|
strcat (buf, small_buf); |
823 |
|
|
} |
824 |
elmex |
1.1 |
|
825 |
root |
1.3 |
if (decorstyle_n && decorstyle_n[0]) |
826 |
|
|
{ |
827 |
|
|
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
828 |
|
|
strcat (buf, small_buf); |
829 |
|
|
} |
830 |
elmex |
1.1 |
|
831 |
root |
1.3 |
if (doorstyle_n && doorstyle_n[0]) |
832 |
|
|
{ |
833 |
|
|
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
834 |
|
|
strcat (buf, small_buf); |
835 |
|
|
} |
836 |
elmex |
1.1 |
|
837 |
root |
1.3 |
if (exitstyle_n && exitstyle_n[0]) |
838 |
|
|
{ |
839 |
|
|
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
840 |
|
|
strcat (buf, small_buf); |
841 |
|
|
} |
842 |
elmex |
1.1 |
|
843 |
root |
1.3 |
if (final_map_n && final_map_n[0]) |
844 |
|
|
{ |
845 |
|
|
sprintf (small_buf, "final_map %s\n", final_map_n); |
846 |
|
|
strcat (buf, small_buf); |
847 |
|
|
} |
848 |
elmex |
1.1 |
|
849 |
root |
1.3 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
850 |
|
|
{ |
851 |
|
|
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
852 |
|
|
strcat (buf, small_buf); |
853 |
|
|
} |
854 |
elmex |
1.1 |
|
855 |
root |
1.3 |
if (this_map_n && this_map_n[0]) |
856 |
|
|
{ |
857 |
|
|
sprintf (small_buf, "origin_map %s\n", this_map_n); |
858 |
|
|
strcat (buf, small_buf); |
859 |
|
|
} |
860 |
elmex |
1.1 |
|
861 |
root |
1.3 |
if (layoutoptions1_n) |
862 |
|
|
{ |
863 |
|
|
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
864 |
|
|
strcat (buf, small_buf); |
865 |
|
|
} |
866 |
elmex |
1.1 |
|
867 |
root |
1.3 |
if (layoutoptions2_n) |
868 |
|
|
{ |
869 |
|
|
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
870 |
|
|
strcat (buf, small_buf); |
871 |
|
|
} |
872 |
elmex |
1.1 |
|
873 |
|
|
|
874 |
root |
1.3 |
if (layoutoptions3_n) |
875 |
|
|
{ |
876 |
|
|
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
877 |
|
|
strcat (buf, small_buf); |
878 |
|
|
} |
879 |
elmex |
1.1 |
|
880 |
root |
1.3 |
if (symmetry_n) |
881 |
|
|
{ |
882 |
|
|
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
883 |
|
|
strcat (buf, small_buf); |
884 |
|
|
} |
885 |
elmex |
1.1 |
|
886 |
|
|
|
887 |
root |
1.3 |
if (difficulty_n && difficulty_given_n) |
888 |
|
|
{ |
889 |
|
|
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
890 |
|
|
strcat (buf, small_buf); |
891 |
|
|
} |
892 |
elmex |
1.1 |
|
893 |
root |
1.3 |
if (difficulty_increase > 0.001) |
894 |
|
|
{ |
895 |
|
|
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
896 |
|
|
strcat (buf, small_buf); |
897 |
|
|
} |
898 |
elmex |
1.1 |
|
899 |
root |
1.3 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
900 |
|
|
strcat (buf, small_buf); |
901 |
elmex |
1.1 |
|
902 |
root |
1.3 |
if (dungeon_depth_n) |
903 |
|
|
{ |
904 |
|
|
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
905 |
|
|
strcat (buf, small_buf); |
906 |
|
|
} |
907 |
elmex |
1.1 |
|
908 |
root |
1.3 |
if (decoroptions_n) |
909 |
|
|
{ |
910 |
|
|
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
911 |
|
|
strcat (buf, small_buf); |
912 |
|
|
} |
913 |
elmex |
1.1 |
|
914 |
root |
1.3 |
if (orientation_n) |
915 |
|
|
{ |
916 |
|
|
sprintf (small_buf, "orientation %d\n", orientation_n); |
917 |
|
|
strcat (buf, small_buf); |
918 |
|
|
} |
919 |
elmex |
1.1 |
|
920 |
root |
1.3 |
if (origin_x_n) |
921 |
|
|
{ |
922 |
|
|
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
923 |
|
|
strcat (buf, small_buf); |
924 |
|
|
} |
925 |
elmex |
1.1 |
|
926 |
root |
1.3 |
if (origin_y_n) |
927 |
|
|
{ |
928 |
|
|
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
929 |
|
|
strcat (buf, small_buf); |
930 |
|
|
} |
931 |
root |
1.11 |
|
932 |
root |
1.3 |
if (random_seed_n) |
933 |
|
|
{ |
934 |
|
|
/* Add one so that the next map is a bit different */ |
935 |
root |
1.25 |
sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
936 |
root |
1.3 |
strcat (buf, small_buf); |
937 |
|
|
} |
938 |
elmex |
1.1 |
|
939 |
root |
1.3 |
if (treasureoptions_n) |
940 |
|
|
{ |
941 |
|
|
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
942 |
|
|
strcat (buf, small_buf); |
943 |
|
|
} |
944 |
elmex |
1.1 |
} |
945 |
|
|
|
946 |
root |
1.34 |
///////////////////////////////////////////////////////////////////////////// |
947 |
|
|
|
948 |
|
|
LayoutData::LayoutData (int w, int h) |
949 |
root |
1.33 |
: w(w), h(h) |
950 |
root |
1.32 |
{ |
951 |
root |
1.33 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
952 |
root |
1.32 |
|
953 |
root |
1.33 |
col = (char **)salloc<char> (size); |
954 |
root |
1.32 |
|
955 |
root |
1.33 |
char *data = (char *)(col + w); |
956 |
root |
1.32 |
|
957 |
root |
1.33 |
for (int x = w; x--; ) |
958 |
|
|
col [x] = data + x * h; |
959 |
root |
1.32 |
} |
960 |
|
|
|
961 |
root |
1.34 |
LayoutData::~LayoutData () |
962 |
root |
1.32 |
{ |
963 |
root |
1.33 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
964 |
|
|
|
965 |
root |
1.32 |
sfree ((char *)col, size); |
966 |
|
|
} |
967 |
|
|
|
968 |
root |
1.34 |
void LayoutData::clear (char fill) |
969 |
root |
1.33 |
{ |
970 |
|
|
memset (col [0], fill, w * h); |
971 |
|
|
} |
972 |
|
|
|
973 |
root |
1.34 |
void LayoutData::border (char fill) |
974 |
root |
1.33 |
{ |
975 |
|
|
for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
976 |
|
|
for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
977 |
|
|
} |
978 |
|
|
|