1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_random_map_c = |
2 | * CrossFire, A Multiplayer game for X-windows |
4 | * "$Id: random_map.C,v 1.3 2006/09/10 16:06:37 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
5 | */ |
23 | */ |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
24 | |
30 | #include <time.h> |
25 | #include <time.h> |
31 | #include <stdio.h> |
26 | #include <stdio.h> |
32 | #include <global.h> |
27 | #include <global.h> |
33 | #include <maze_gen.h> |
28 | #include <maze_gen.h> |
34 | #include <room_gen.h> |
29 | #include <room_gen.h> |
35 | #include <random_map.h> |
30 | #include <random_map.h> |
36 | #include <rproto.h> |
31 | #include <rproto.h> |
37 | #include <sproto.h> |
32 | #include <sproto.h> |
38 | |
33 | |
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34 | #define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
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35 | |
39 | void |
36 | void |
40 | dump_layout (char **layout, RMParms * RP) |
37 | dump_layout (char **layout, random_map_params *RP) |
41 | { |
38 | { |
42 | { |
39 | { |
43 | int i, j; |
40 | int i, j; |
44 | |
41 | |
45 | for (i = 0; i < RP->Xsize; i++) |
42 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
55 | printf ("\n"); |
52 | printf ("\n"); |
56 | } |
53 | } |
57 | } |
54 | } |
58 | printf ("\n"); |
55 | printf ("\n"); |
59 | } |
56 | } |
60 | EXTERN FILE *logfile; |
57 | |
61 | mapstruct * |
58 | bool |
62 | generate_random_map (const char *OutFileName, RMParms * RP) |
59 | maptile::generate_random_map (random_map_params *RP) |
63 | { |
60 | { |
64 | char **layout, buf[HUGE_BUF]; |
61 | char **layout, buf[16384]; |
65 | mapstruct *theMap; |
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66 | int i; |
62 | int i; |
67 | |
63 | |
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64 | RP->Xsize = RP->xsize; |
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65 | RP->Ysize = RP->ysize; |
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66 | |
68 | /* pick a random seed, or use the one from the input file */ |
67 | /* pick a random seed, or use the one from the input file */ |
69 | if (RP->random_seed == 0) |
68 | RP->random_seed = RP->random_seed |
70 | RP->random_seed = time (0); |
69 | ? RP->random_seed + RP->dungeon_level |
71 | |
70 | : time (0); |
72 | SRANDOM (RP->random_seed); |
71 | CEDE; |
73 | |
72 | |
74 | write_map_parameters_to_string (buf, RP); |
73 | write_map_parameters_to_string (buf, RP); |
75 | |
74 | |
76 | if (RP->difficulty == 0) |
75 | if (RP->difficulty == 0) |
77 | { |
76 | { |
78 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
77 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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78 | |
79 | if (RP->difficulty_increase > 0.001) |
79 | if (RP->difficulty_increase > 0.001) |
80 | { |
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81 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
80 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
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81 | |
82 | if (RP->difficulty < 1) |
82 | if (RP->difficulty < 1) |
83 | RP->difficulty = 1; |
83 | RP->difficulty = 1; |
84 | } |
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85 | } |
84 | } |
86 | else |
85 | else |
87 | RP->difficulty_given = 1; |
86 | RP->difficulty_given = 1; |
88 | |
87 | |
89 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
88 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
90 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
89 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
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90 | |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
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93 | |
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94 | if (RP->symmetry == SYMMETRY_RANDOM) |
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95 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
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96 | else |
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97 | RP->symmetry_used = RP->symmetry; |
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98 | |
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99 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
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100 | RP->Ysize = RP->Ysize / 2 + 1; |
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101 | |
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102 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
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103 | RP->Xsize = RP->Xsize / 2 + 1; |
93 | |
104 | |
94 | if (RP->expand2x > 0) |
105 | if (RP->expand2x > 0) |
95 | { |
106 | { |
96 | RP->Xsize /= 2; |
107 | RP->Xsize /= 2; |
97 | RP->Ysize /= 2; |
108 | RP->Ysize /= 2; |
98 | } |
109 | } |
99 | |
110 | |
100 | layout = layoutgen (RP); |
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101 | |
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102 | #ifdef RMAP_DEBUG |
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103 | dump_layout (layout, RP); |
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104 | #endif |
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105 | |
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106 | /* increment these for the current map */ |
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107 | RP->dungeon_level += 1; |
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108 | /* allow constant-difficulty maps. */ |
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109 | /* difficulty+=1; */ |
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110 | |
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111 | /* rotate the layout randomly */ |
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112 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
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113 | #ifdef RMAP_DEBUG |
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114 | dump_layout (layout, RP); |
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115 | #endif |
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116 | |
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117 | /* allocate the map and set the floor */ |
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118 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
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119 | |
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120 | /* set the name of the map. */ |
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121 | strcpy (theMap->path, OutFileName); |
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122 | |
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123 | /* set region */ |
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124 | theMap->region = RP->region; |
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125 | |
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126 | /* create walls unless the wallstyle is "none" */ |
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127 | if (strcmp (RP->wallstyle, "none")) |
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128 | { |
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129 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
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130 | |
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131 | /* place doors unless doorstyle or wallstyle is "none" */ |
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132 | if (strcmp (RP->doorstyle, "none")) |
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133 | put_doors (theMap, layout, RP->doorstyle, RP); |
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134 | |
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135 | } |
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136 | |
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137 | /* create exits unless the exitstyle is "none" */ |
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138 | if (strcmp (RP->exitstyle, "none")) |
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139 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
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140 | |
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141 | place_specials_in_map (theMap, layout, RP); |
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142 | |
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143 | /* create monsters unless the monsterstyle is "none" */ |
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144 | if (strcmp (RP->monsterstyle, "none")) |
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145 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
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146 | |
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147 | /* treasures needs to have a proper difficulty set for the map. */ |
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148 | theMap->difficulty = calculate_difficulty (theMap); |
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149 | |
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150 | /* create treasure unless the treasurestyle is "none" */ |
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151 | if (strcmp (RP->treasurestyle, "none")) |
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152 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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153 | |
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154 | /* create decor unless the decorstyle is "none" */ |
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155 | if (strcmp (RP->decorstyle, "none")) |
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156 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
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157 | |
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158 | /* generate treasures, etc. */ |
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159 | fix_auto_apply (theMap); |
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160 | |
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161 | unblock_exits (theMap, layout, RP); |
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162 | |
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163 | /* free the layout */ |
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164 | for (i = 0; i < RP->Xsize; i++) |
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165 | free (layout[i]); |
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166 | free (layout); |
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167 | |
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168 | theMap->msg = strdup_local (buf); |
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169 | |
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170 | return theMap; |
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171 | } |
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172 | |
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173 | |
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174 | /* function selects the layout function and gives it whatever |
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175 | arguments it needs. */ |
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176 | char ** |
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177 | layoutgen (RMParms * RP) |
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178 | { |
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179 | char **maze = 0; |
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180 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
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181 | |
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182 | if (RP->symmetry == RANDOM_SYM) |
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183 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
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184 | else |
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185 | RP->symmetry_used = RP->symmetry; |
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186 | |
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187 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
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188 | RP->Ysize = RP->Ysize / 2 + 1; |
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189 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
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190 | RP->Xsize = RP->Xsize / 2 + 1; |
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191 | |
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192 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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193 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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194 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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195 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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196 | RP->map_layout_style = 0; |
111 | RP->map_layout_style = LAYOUT_NONE; |
197 | |
112 | |
198 | /* Redo this - there was a lot of redundant code of checking for preset |
113 | /* Redo this - there was a lot of redundant code of checking for preset |
199 | * layout style and then random layout style. Instead, figure out |
114 | * layout style and then random layout style. Instead, figure out |
200 | * the numeric layoutstyle, so there is only one area that actually |
115 | * the numeric layoutstyle, so there is only one area that actually |
201 | * calls the code to make the maps. |
116 | * calls the code to make the maps. |
202 | */ |
117 | */ |
203 | if (strstr (RP->layoutstyle, "onion")) |
118 | if (strstr (RP->layoutstyle, "onion")) |
204 | { |
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205 | RP->map_layout_style = ONION_LAYOUT; |
119 | RP->map_layout_style = LAYOUT_ONION; |
206 | } |
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207 | |
120 | |
208 | if (strstr (RP->layoutstyle, "maze")) |
121 | if (strstr (RP->layoutstyle, "maze")) |
209 | { |
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210 | RP->map_layout_style = MAZE_LAYOUT; |
122 | RP->map_layout_style = LAYOUT_MAZE; |
211 | } |
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212 | |
123 | |
213 | if (strstr (RP->layoutstyle, "spiral")) |
124 | if (strstr (RP->layoutstyle, "spiral")) |
214 | { |
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215 | RP->map_layout_style = SPIRAL_LAYOUT; |
125 | RP->map_layout_style = LAYOUT_SPIRAL; |
216 | } |
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217 | |
126 | |
218 | if (strstr (RP->layoutstyle, "rogue")) |
127 | if (strstr (RP->layoutstyle, "rogue")) |
219 | { |
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220 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
128 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
221 | } |
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222 | |
129 | |
223 | if (strstr (RP->layoutstyle, "snake")) |
130 | if (strstr (RP->layoutstyle, "snake")) |
224 | { |
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225 | RP->map_layout_style = SNAKE_LAYOUT; |
131 | RP->map_layout_style = LAYOUT_SNAKE; |
226 | } |
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227 | |
132 | |
228 | if (strstr (RP->layoutstyle, "squarespiral")) |
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
229 | { |
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230 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
231 | } |
135 | |
232 | /* No style found - choose one ranomdly */ |
136 | /* No style found - choose one randomly */ |
233 | if (RP->map_layout_style == 0) |
137 | if (RP->map_layout_style == LAYOUT_NONE) |
234 | { |
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235 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
138 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
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139 | |
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140 | layout = layoutgen (RP); |
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141 | |
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142 | #ifdef RMAP_DEBUG |
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143 | dump_layout (layout, RP); |
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144 | #endif |
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145 | |
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146 | /* increment these for the current map */ |
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147 | RP->dungeon_level += 1; |
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148 | /* allow constant-difficulty maps. */ |
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149 | /* difficulty+=1; */ |
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150 | |
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151 | /* rotate the layout randomly */ |
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152 | layout = rotate_layout (layout, rndm (4), RP); |
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153 | #ifdef RMAP_DEBUG |
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154 | dump_layout (layout, RP); |
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155 | #endif |
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156 | |
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157 | /* allocate the map and set the floor */ |
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158 | make_map_floor (layout, RP->floorstyle, RP); |
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159 | |
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160 | /* set region */ |
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161 | default_region = RP->region; |
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162 | |
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163 | CEDE; |
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164 | |
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165 | /* create walls unless the wallstyle is "none" */ |
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166 | if (strcmp (RP->wallstyle, "none")) |
236 | } |
167 | { |
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168 | make_map_walls (this, layout, RP->wallstyle, RP); |
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169 | |
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170 | /* place doors unless doorstyle or wallstyle is "none" */ |
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171 | if (strcmp (RP->doorstyle, "none")) |
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172 | put_doors (this, layout, RP->doorstyle, RP); |
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173 | } |
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174 | |
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175 | CEDE; |
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176 | |
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177 | /* create exits unless the exitstyle is "none" */ |
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178 | if (strcmp (RP->exitstyle, "none")) |
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179 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
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180 | |
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181 | CEDE; |
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182 | |
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183 | place_specials_in_map (this, layout, RP); |
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184 | |
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185 | CEDE; |
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186 | |
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187 | /* create monsters unless the monsterstyle is "none" */ |
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188 | if (strcmp (RP->monsterstyle, "none")) |
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189 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
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190 | |
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191 | CEDE; |
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192 | |
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193 | /* treasures needs to have a proper difficulty set for the map. */ |
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194 | difficulty = estimate_difficulty (); |
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195 | |
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196 | CEDE; |
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197 | |
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198 | /* create treasure unless the treasurestyle is "none" */ |
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199 | if (strcmp (RP->treasurestyle, "none")) |
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200 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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201 | |
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202 | CEDE; |
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203 | |
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204 | /* create decor unless the decorstyle is "none" */ |
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205 | if (strcmp (RP->decorstyle, "none")) |
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206 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
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207 | |
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208 | CEDE; |
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209 | |
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210 | /* generate treasures, etc. */ |
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211 | fix_auto_apply (); |
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212 | |
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213 | CEDE; |
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214 | |
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215 | unblock_exits (this, layout, RP); |
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216 | |
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217 | /* free the layout */ |
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218 | for (i = 0; i < RP->Xsize; i++) |
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219 | free (layout[i]); |
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220 | |
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221 | free (layout); |
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222 | |
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223 | msg = strdup (buf); |
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224 | in_memory = MAP_IN_MEMORY; |
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225 | |
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226 | CEDE; |
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227 | |
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228 | return 1; |
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229 | } |
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230 | |
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231 | /* function selects the layout function and gives it whatever |
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232 | arguments it needs. */ |
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233 | char ** |
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234 | layoutgen (random_map_params *RP) |
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235 | { |
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236 | char **maze = 0; |
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237 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
237 | |
238 | |
238 | switch (RP->map_layout_style) |
239 | switch (RP->map_layout_style) |
239 | { |
240 | { |
240 | |
241 | case LAYOUT_ONION: |
241 | case ONION_LAYOUT: |
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242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
243 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
244 | roomify_layout (maze, RP); |
244 | roomify_layout (maze, RP); |
245 | break; |
245 | break; |
246 | |
246 | |
247 | case MAZE_LAYOUT: |
247 | case LAYOUT_MAZE: |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
249 | if (!(RANDOM () % 2)) |
249 | if (!(rndm (2))) |
250 | doorify_layout (maze, RP); |
250 | doorify_layout (maze, RP); |
251 | break; |
251 | break; |
252 | |
252 | |
253 | case SPIRAL_LAYOUT: |
253 | case LAYOUT_SPIRAL: |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
255 | if (!(RANDOM () % 2)) |
255 | if (!(rndm (2))) |
256 | doorify_layout (maze, RP); |
256 | doorify_layout (maze, RP); |
257 | break; |
257 | break; |
258 | |
258 | |
259 | case ROGUELIKE_LAYOUT: |
259 | case LAYOUT_ROGUELIKE: |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
261 | * do so in the first place (doesn't make it any more interesting), |
261 | * do so in the first place (doesn't make it any more interesting), |
262 | * but more importantly, the symmetry code presumes we are symmetrizing |
262 | * but more importantly, the symmetry code presumes we are symmetrizing |
263 | * spirals, or maps with lots of passages - making a symmetric rogue |
263 | * spirals, or maps with lots of passages - making a symmetric rogue |
264 | * map fails because its likely that the passages the symmetry process |
264 | * map fails because its likely that the passages the symmetry process |
265 | * creates may not connect the rooms. |
265 | * creates may not connect the rooms. |
266 | */ |
266 | */ |
267 | RP->symmetry_used = NO_SYM; |
267 | RP->symmetry_used = SYMMETRY_NONE; |
268 | RP->Ysize = oysize; |
268 | RP->Ysize = oysize; |
269 | RP->Xsize = oxsize; |
269 | RP->Xsize = oxsize; |
270 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
270 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
271 | /* no doorifying... done already */ |
271 | /* no doorifying... done already */ |
272 | break; |
272 | break; |
273 | |
273 | |
274 | case SNAKE_LAYOUT: |
274 | case LAYOUT_SNAKE: |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 | if (RANDOM () % 2) |
276 | if (rndm (2)) |
277 | roomify_layout (maze, RP); |
277 | roomify_layout (maze, RP); |
278 | break; |
278 | break; |
279 | |
279 | |
280 | case SQUARE_SPIRAL_LAYOUT: |
280 | case LAYOUT_SQUARE_SPIRAL: |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
282 | if (RANDOM () % 2) |
282 | if (rndm (2)) |
283 | roomify_layout (maze, RP); |
283 | roomify_layout (maze, RP); |
284 | break; |
284 | break; |
285 | } |
285 | } |
286 | |
286 | |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
288 | |
288 | #ifdef RMAP_DEBUG |
289 | #ifdef RMAP_DEBUG |
289 | dump_layout (maze, RP); |
290 | dump_layout (maze, RP); |
290 | #endif |
291 | #endif |
|
|
292 | |
291 | if (RP->expand2x) |
293 | if (RP->expand2x) |
292 | { |
294 | { |
293 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
295 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
294 | RP->Xsize = RP->Xsize * 2 - 1; |
296 | RP->Xsize = RP->Xsize * 2 - 1; |
295 | RP->Ysize = RP->Ysize * 2 - 1; |
297 | RP->Ysize = RP->Ysize * 2 - 1; |
296 | } |
298 | } |
|
|
299 | |
297 | return maze; |
300 | return maze; |
298 | } |
301 | } |
299 | |
|
|
300 | |
302 | |
301 | /* takes a map and makes it symmetric: adjusts Xsize and |
303 | /* takes a map and makes it symmetric: adjusts Xsize and |
302 | Ysize to produce a symmetric map. */ |
304 | Ysize to produce a symmetric map. */ |
303 | |
|
|
304 | char ** |
305 | char ** |
305 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
306 | { |
307 | { |
307 | int i, j; |
308 | int i, j; |
308 | char **sym_maze; |
309 | char **sym_maze; |
309 | int Xsize_orig, Ysize_orig; |
310 | int Xsize_orig, Ysize_orig; |
310 | |
311 | |
311 | Xsize_orig = RP->Xsize; |
312 | Xsize_orig = RP->Xsize; |
312 | Ysize_orig = RP->Ysize; |
313 | Ysize_orig = RP->Ysize; |
313 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
314 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
314 | if (sym == NO_SYM) |
315 | if (sym == SYMMETRY_NONE) |
315 | { |
316 | { |
316 | RP->Xsize = Xsize_orig; |
317 | RP->Xsize = Xsize_orig; |
317 | RP->Ysize = Ysize_orig; |
318 | RP->Ysize = Ysize_orig; |
318 | return maze; |
319 | return maze; |
319 | } |
320 | } |
320 | /* pick new sizes */ |
321 | /* pick new sizes */ |
321 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
322 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
322 | RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
323 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
323 | |
324 | |
324 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
325 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
325 | for (i = 0; i < RP->Xsize; i++) |
326 | for (i = 0; i < RP->Xsize; i++) |
326 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
327 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
327 | |
328 | |
328 | if (sym == X_SYM) |
329 | if (sym == SYMMETRY_X) |
329 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
330 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
330 | for (j = 0; j < RP->Ysize; j++) |
331 | for (j = 0; j < RP->Ysize; j++) |
331 | { |
332 | { |
332 | sym_maze[i][j] = maze[i][j]; |
333 | sym_maze[i][j] = maze[i][j]; |
333 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
334 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
334 | }; |
335 | }; |
335 | if (sym == Y_SYM) |
336 | if (sym == SYMMETRY_Y) |
336 | for (i = 0; i < RP->Xsize; i++) |
337 | for (i = 0; i < RP->Xsize; i++) |
337 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
338 | { |
339 | { |
339 | sym_maze[i][j] = maze[i][j]; |
340 | sym_maze[i][j] = maze[i][j]; |
340 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
341 | } |
342 | } |
342 | if (sym == XY_SYM) |
343 | if (sym == SYMMETRY_XY) |
343 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
344 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
344 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
345 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
345 | { |
346 | { |
346 | sym_maze[i][j] = maze[i][j]; |
347 | sym_maze[i][j] = maze[i][j]; |
347 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
348 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
351 | /* delete the old maze */ |
352 | /* delete the old maze */ |
352 | for (i = 0; i < Xsize_orig; i++) |
353 | for (i = 0; i < Xsize_orig; i++) |
353 | free (maze[i]); |
354 | free (maze[i]); |
354 | free (maze); |
355 | free (maze); |
355 | /* reconnect disjointed spirals */ |
356 | /* reconnect disjointed spirals */ |
356 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
357 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
358 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
358 | /* reconnect disjointed nethackmazes: the routine for |
359 | /* reconnect disjointed nethackmazes: the routine for |
359 | spirals will do the trick? */ |
360 | spirals will do the trick? */ |
360 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
361 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
361 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
362 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
362 | |
363 | |
363 | return sym_maze; |
364 | return sym_maze; |
364 | } |
365 | } |
365 | |
366 | |
… | |
… | |
368 | onion layouts, making them possibly centered on any wall. |
369 | onion layouts, making them possibly centered on any wall. |
369 | It'll modify Xsize and Ysize if they're swapped. |
370 | It'll modify Xsize and Ysize if they're swapped. |
370 | */ |
371 | */ |
371 | |
372 | |
372 | char ** |
373 | char ** |
373 | rotate_layout (char **maze, int rotation, RMParms * RP) |
374 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
374 | { |
375 | { |
375 | char **new_maze; |
376 | char **new_maze; |
376 | int i, j; |
377 | int i, j; |
377 | |
378 | |
378 | switch (rotation) |
379 | switch (rotation) |
379 | { |
380 | { |
380 | case 0: |
381 | case 0: |
|
|
382 | return maze; |
|
|
383 | break; |
|
|
384 | case 2: /* a reflection */ |
|
|
385 | { |
|
|
386 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
387 | |
|
|
388 | for (i = 0; i < RP->Xsize; i++) |
|
|
389 | { /* make a copy */ |
|
|
390 | for (j = 0; j < RP->Ysize; j++) |
|
|
391 | { |
|
|
392 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
393 | } |
|
|
394 | } |
|
|
395 | for (i = 0; i < RP->Xsize; i++) |
|
|
396 | { /* copy a reflection back */ |
|
|
397 | for (j = 0; j < RP->Ysize; j++) |
|
|
398 | { |
|
|
399 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
400 | } |
|
|
401 | } |
|
|
402 | free (newmaze); |
381 | return maze; |
403 | return maze; |
382 | break; |
404 | break; |
383 | case 2: /* a reflection */ |
405 | } |
|
|
406 | case 1: |
|
|
407 | case 3: |
|
|
408 | { |
|
|
409 | int swap; |
|
|
410 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
411 | for (i = 0; i < RP->Ysize; i++) |
384 | { |
412 | { |
385 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
413 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
386 | |
414 | } |
|
|
415 | if (rotation == 1) /* swap x and y */ |
387 | for (i = 0; i < RP->Xsize; i++) |
416 | for (i = 0; i < RP->Xsize; i++) |
388 | { /* make a copy */ |
|
|
389 | for (j = 0; j < RP->Ysize; j++) |
417 | for (j = 0; j < RP->Ysize; j++) |
390 | { |
|
|
391 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
418 | new_maze[j][i] = maze[i][j]; |
392 | } |
419 | |
393 | } |
420 | if (rotation == 3) |
394 | for (i = 0; i < RP->Xsize; i++) |
421 | { /* swap x and y */ |
395 | { /* copy a reflection back */ |
|
|
396 | for (j = 0; j < RP->Ysize; j++) |
|
|
397 | { |
|
|
398 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
399 | } |
|
|
400 | } |
|
|
401 | free (newmaze); |
|
|
402 | return maze; |
|
|
403 | break; |
|
|
404 | } |
|
|
405 | case 1: |
|
|
406 | case 3: |
|
|
407 | { |
|
|
408 | int swap; |
|
|
409 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
410 | for (i = 0; i < RP->Ysize; i++) |
|
|
411 | { |
|
|
412 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
413 | } |
|
|
414 | if (rotation == 1) /* swap x and y */ |
|
|
415 | for (i = 0; i < RP->Xsize; i++) |
422 | for (i = 0; i < RP->Xsize; i++) |
416 | for (j = 0; j < RP->Ysize; j++) |
423 | for (j = 0; j < RP->Ysize; j++) |
417 | new_maze[j][i] = maze[i][j]; |
|
|
418 | |
|
|
419 | if (rotation == 3) |
|
|
420 | { /* swap x and y */ |
|
|
421 | for (i = 0; i < RP->Xsize; i++) |
|
|
422 | for (j = 0; j < RP->Ysize; j++) |
|
|
423 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
424 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
424 | } |
425 | } |
425 | |
426 | |
426 | /* delete the old layout */ |
427 | /* delete the old layout */ |
427 | for (i = 0; i < RP->Xsize; i++) |
428 | for (i = 0; i < RP->Xsize; i++) |
428 | free (maze[i]); |
429 | free (maze[i]); |
429 | free (maze); |
430 | free (maze); |
430 | |
431 | |
431 | swap = RP->Ysize; |
432 | swap = RP->Ysize; |
432 | RP->Ysize = RP->Xsize; |
433 | RP->Ysize = RP->Xsize; |
433 | RP->Xsize = swap; |
434 | RP->Xsize = swap; |
434 | return new_maze; |
435 | return new_maze; |
435 | break; |
436 | break; |
436 | } |
437 | } |
437 | } |
438 | } |
438 | return NULL; |
439 | return NULL; |
439 | } |
440 | } |
440 | |
441 | |
441 | /* take a layout and make some rooms in it. |
442 | /* take a layout and make some rooms in it. |
442 | --works best on onions.*/ |
443 | --works best on onions.*/ |
443 | void |
444 | void |
444 | roomify_layout (char **maze, RMParms * RP) |
445 | roomify_layout (char **maze, random_map_params *RP) |
445 | { |
446 | { |
446 | int tries = RP->Xsize * RP->Ysize / 30; |
447 | int tries = RP->Xsize * RP->Ysize / 30; |
447 | int ti; |
448 | int ti; |
448 | |
449 | |
449 | for (ti = 0; ti < tries; ti++) |
450 | for (ti = 0; ti < tries; ti++) |
450 | { |
451 | { |
451 | int dx, dy; /* starting location for looking at creating a door */ |
452 | int dx, dy; /* starting location for looking at creating a door */ |
452 | int cx, cy; /* results of checking on creating walls. */ |
453 | int cx, cy; /* results of checking on creating walls. */ |
453 | |
454 | |
454 | dx = RANDOM () % RP->Xsize; |
455 | dx = rndm (RP->Xsize); |
455 | dy = RANDOM () % RP->Ysize; |
456 | dy = rndm (RP->Ysize); |
|
|
457 | |
456 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
458 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
457 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
459 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
458 | if (cx == -1) |
460 | if (cx == -1) |
459 | { |
461 | { |
460 | if (cy != -1) |
462 | if (cy != -1) |
461 | make_wall (maze, dx, dy, 1); |
463 | make_wall (maze, dx, dy, 1); |
|
|
464 | |
462 | continue; |
465 | continue; |
463 | } |
466 | } |
|
|
467 | |
464 | if (cy == -1) |
468 | if (cy == -1) |
465 | { |
469 | { |
466 | make_wall (maze, dx, dy, 0); |
470 | make_wall (maze, dx, dy, 0); |
467 | continue; |
471 | continue; |
468 | } |
472 | } |
|
|
473 | |
469 | if (cx < cy) |
474 | if (cx < cy) |
470 | make_wall (maze, dx, dy, 0); |
475 | make_wall (maze, dx, dy, 0); |
471 | else |
476 | else |
472 | make_wall (maze, dx, dy, 1); |
477 | make_wall (maze, dx, dy, 1); |
473 | } |
478 | } |
… | |
… | |
476 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
481 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
477 | (or vertical, dir == 1) |
482 | (or vertical, dir == 1) |
478 | here which ends up on other walls sensibly. */ |
483 | here which ends up on other walls sensibly. */ |
479 | |
484 | |
480 | int |
485 | int |
481 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
486 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
482 | { |
487 | { |
483 | int i1; |
488 | int i1; |
484 | int length = 0; |
489 | int length = 0; |
485 | |
490 | |
486 | /* dont make walls if we're on the edge. */ |
491 | /* dont make walls if we're on the edge. */ |
… | |
… | |
561 | make_wall (char **maze, int x, int y, int dir) |
566 | make_wall (char **maze, int x, int y, int dir) |
562 | { |
567 | { |
563 | maze[x][y] = 'D'; /* mark a door */ |
568 | maze[x][y] = 'D'; /* mark a door */ |
564 | switch (dir) |
569 | switch (dir) |
565 | { |
570 | { |
566 | case 0: /* horizontal */ |
571 | case 0: /* horizontal */ |
567 | { |
572 | { |
568 | int i1; |
573 | int i1; |
569 | |
574 | |
570 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
575 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
571 | maze[i1][y] = '#'; |
576 | maze[i1][y] = '#'; |
572 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
577 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
573 | maze[i1][y] = '#'; |
578 | maze[i1][y] = '#'; |
574 | break; |
579 | break; |
575 | } |
580 | } |
576 | case 1: /* vertical */ |
581 | case 1: /* vertical */ |
577 | { |
582 | { |
578 | int i1; |
583 | int i1; |
579 | |
584 | |
580 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
585 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
581 | maze[x][i1] = '#'; |
586 | maze[x][i1] = '#'; |
582 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
587 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
583 | maze[x][i1] = '#'; |
588 | maze[x][i1] = '#'; |
584 | break; |
589 | break; |
585 | } |
590 | } |
586 | } |
591 | } |
587 | |
592 | |
588 | return 0; |
593 | return 0; |
589 | } |
594 | } |
590 | |
595 | |
591 | /* puts doors at appropriate locations in a layout. */ |
596 | /* puts doors at appropriate locations in a layout. */ |
592 | |
|
|
593 | void |
597 | void |
594 | doorify_layout (char **maze, RMParms * RP) |
598 | doorify_layout (char **maze, random_map_params *RP) |
595 | { |
599 | { |
596 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
600 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
597 | char *doorlist_x; |
601 | char *doorlist_x; |
598 | char *doorlist_y; |
602 | char *doorlist_y; |
599 | int doorlocs = 0; /* # of available doorlocations */ |
603 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
614 | doorlist_x[doorlocs] = i; |
618 | doorlist_x[doorlocs] = i; |
615 | doorlist_y[doorlocs] = j; |
619 | doorlist_y[doorlocs] = j; |
616 | doorlocs++; |
620 | doorlocs++; |
617 | } |
621 | } |
618 | } |
622 | } |
|
|
623 | |
619 | while (ndoors > 0 && doorlocs > 0) |
624 | while (ndoors > 0 && doorlocs > 0) |
620 | { |
625 | { |
621 | int di; |
626 | int di; |
622 | int sindex; |
627 | int sindex; |
623 | |
628 | |
624 | di = RANDOM () % doorlocs; |
629 | di = rndm (doorlocs); |
625 | i = doorlist_x[di]; |
630 | i = doorlist_x[di]; |
626 | j = doorlist_y[di]; |
631 | j = doorlist_y[di]; |
627 | sindex = surround_flag (maze, i, j, RP); |
632 | sindex = surround_flag (maze, i, j, RP); |
|
|
633 | |
628 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
634 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
629 | { |
635 | { |
630 | maze[i][j] = 'D'; |
636 | maze[i][j] = 'D'; |
631 | ndoors--; |
637 | ndoors--; |
632 | } |
638 | } |
|
|
639 | |
633 | /* reduce the size of the list */ |
640 | /* reduce the size of the list */ |
634 | doorlocs--; |
641 | doorlocs--; |
635 | doorlist_x[di] = doorlist_x[doorlocs]; |
642 | doorlist_x[di] = doorlist_x[doorlocs]; |
636 | doorlist_y[di] = doorlist_y[doorlocs]; |
643 | doorlist_y[di] = doorlist_y[doorlocs]; |
637 | } |
644 | } |
|
|
645 | |
638 | free (doorlist_x); |
646 | free (doorlist_x); |
639 | free (doorlist_y); |
647 | free (doorlist_y); |
640 | } |
648 | } |
641 | |
649 | |
642 | |
|
|
643 | void |
650 | void |
644 | write_map_parameters_to_string (char *buf, RMParms * RP) |
651 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
645 | { |
652 | { |
646 | |
|
|
647 | char small_buf[256]; |
653 | char small_buf[16384]; |
648 | |
654 | |
649 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
655 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
650 | |
656 | |
651 | if (RP->wallstyle[0]) |
657 | if (RP->wallstyle[0]) |
652 | { |
658 | { |
653 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
659 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
654 | strcat (buf, small_buf); |
660 | strcat (buf, small_buf); |
… | |
… | |
694 | { |
700 | { |
695 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
701 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
696 | strcat (buf, small_buf); |
702 | strcat (buf, small_buf); |
697 | } |
703 | } |
698 | |
704 | |
699 | if (RP->final_map[0]) |
705 | if (RP->final_map.length ()) |
700 | { |
706 | { |
701 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
707 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
702 | strcat (buf, small_buf); |
708 | strcat (buf, small_buf); |
703 | } |
709 | } |
704 | |
710 | |
705 | if (RP->exit_on_final_map[0]) |
711 | if (RP->exit_on_final_map[0]) |
706 | { |
712 | { |
707 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
713 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
708 | strcat (buf, small_buf); |
714 | strcat (buf, small_buf); |
709 | } |
715 | } |
710 | |
716 | |
711 | if (RP->this_map[0]) |
717 | if (RP->this_map.length ()) |
712 | { |
718 | { |
713 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
719 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
714 | strcat (buf, small_buf); |
720 | strcat (buf, small_buf); |
715 | } |
721 | } |
716 | |
722 | |
717 | if (RP->expand2x) |
723 | if (RP->expand2x) |
718 | { |
724 | { |
… | |
… | |
724 | { |
730 | { |
725 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
731 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
726 | strcat (buf, small_buf); |
732 | strcat (buf, small_buf); |
727 | } |
733 | } |
728 | |
734 | |
729 | |
|
|
730 | if (RP->layoutoptions2) |
735 | if (RP->layoutoptions2) |
731 | { |
736 | { |
732 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
737 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
733 | strcat (buf, small_buf); |
738 | strcat (buf, small_buf); |
734 | } |
739 | } |
735 | |
740 | |
736 | |
|
|
737 | if (RP->layoutoptions3) |
741 | if (RP->layoutoptions3) |
738 | { |
742 | { |
739 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
743 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
740 | strcat (buf, small_buf); |
744 | strcat (buf, small_buf); |
741 | } |
745 | } |
… | |
… | |
743 | if (RP->symmetry) |
747 | if (RP->symmetry) |
744 | { |
748 | { |
745 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
749 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
746 | strcat (buf, small_buf); |
750 | strcat (buf, small_buf); |
747 | } |
751 | } |
748 | |
|
|
749 | |
752 | |
750 | if (RP->difficulty && RP->difficulty_given) |
753 | if (RP->difficulty && RP->difficulty_given) |
751 | { |
754 | { |
752 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
755 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
753 | strcat (buf, small_buf); |
756 | strcat (buf, small_buf); |
… | |
… | |
789 | if (RP->origin_y) |
792 | if (RP->origin_y) |
790 | { |
793 | { |
791 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
794 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
792 | strcat (buf, small_buf); |
795 | strcat (buf, small_buf); |
793 | } |
796 | } |
|
|
797 | |
|
|
798 | if (RP->treasureoptions) |
|
|
799 | { |
|
|
800 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
801 | strcat (buf, small_buf); |
|
|
802 | } |
|
|
803 | |
794 | if (RP->random_seed) |
804 | if (RP->random_seed) |
795 | { |
805 | { |
796 | /* Add one so that the next map is a bit different */ |
|
|
797 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
806 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
798 | strcat (buf, small_buf); |
807 | strcat (buf, small_buf); |
799 | } |
|
|
800 | |
|
|
801 | if (RP->treasureoptions) |
|
|
802 | { |
808 | } |
803 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
809 | |
804 | strcat (buf, small_buf); |
810 | if (RP->custom) |
805 | } |
811 | { |
806 | |
812 | sprintf (small_buf, "custom %s\n", RP->custom); |
807 | |
813 | strcat (buf, small_buf); |
|
|
814 | } |
808 | } |
815 | } |
809 | |
816 | |
810 | void |
817 | void |
811 | write_parameters_to_string (char *buf, |
818 | write_parameters_to_string (char *buf, |
812 | int xsize_n, |
819 | int xsize_n, |
813 | int ysize_n, |
820 | int ysize_n, |
814 | char *wallstyle_n, |
821 | const char *wallstyle_n, |
815 | char *floorstyle_n, |
822 | const char *floorstyle_n, |
816 | char *monsterstyle_n, |
823 | const char *monsterstyle_n, |
817 | char *treasurestyle_n, |
824 | const char *treasurestyle_n, |
818 | char *layoutstyle_n, |
825 | const char *layoutstyle_n, |
819 | char *decorstyle_n, |
826 | const char *decorstyle_n, |
820 | char *doorstyle_n, |
827 | const char *doorstyle_n, |
821 | char *exitstyle_n, |
828 | const char *exitstyle_n, |
822 | char *final_map_n, |
829 | const char *final_map_n, |
823 | char *exit_on_final_map_n, |
830 | const char *exit_on_final_map_n, |
824 | char *this_map_n, |
831 | const char *this_map_n, |
825 | int layoutoptions1_n, |
832 | int layoutoptions1_n, |
826 | int layoutoptions2_n, |
833 | int layoutoptions2_n, |
827 | int layoutoptions3_n, |
834 | int layoutoptions3_n, |
828 | int symmetry_n, |
835 | int symmetry_n, |
829 | int dungeon_depth_n, |
836 | int dungeon_depth_n, |
830 | int dungeon_level_n, |
837 | int dungeon_level_n, |
831 | int difficulty_n, |
838 | int difficulty_n, |
832 | int difficulty_given_n, |
839 | int difficulty_given_n, |
833 | int decoroptions_n, |
840 | int decoroptions_n, |
834 | int orientation_n, |
841 | int orientation_n, |
835 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
842 | int origin_x_n, |
|
|
843 | int origin_y_n, |
|
|
844 | uint32_t random_seed_n, |
|
|
845 | int treasureoptions_n, |
|
|
846 | float difficulty_increase) |
836 | { |
847 | { |
837 | |
|
|
838 | char small_buf[256]; |
848 | char small_buf[16384]; |
839 | |
849 | |
840 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
850 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
841 | |
851 | |
842 | if (wallstyle_n && wallstyle_n[0]) |
852 | if (wallstyle_n && wallstyle_n[0]) |
843 | { |
853 | { |
… | |
… | |
908 | if (layoutoptions1_n) |
918 | if (layoutoptions1_n) |
909 | { |
919 | { |
910 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
920 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
911 | strcat (buf, small_buf); |
921 | strcat (buf, small_buf); |
912 | } |
922 | } |
913 | |
|
|
914 | |
923 | |
915 | if (layoutoptions2_n) |
924 | if (layoutoptions2_n) |
916 | { |
925 | { |
917 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
926 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
918 | strcat (buf, small_buf); |
927 | strcat (buf, small_buf); |
… | |
… | |
974 | if (origin_y_n) |
983 | if (origin_y_n) |
975 | { |
984 | { |
976 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
985 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
977 | strcat (buf, small_buf); |
986 | strcat (buf, small_buf); |
978 | } |
987 | } |
|
|
988 | |
979 | if (random_seed_n) |
989 | if (random_seed_n) |
980 | { |
990 | { |
981 | /* Add one so that the next map is a bit different */ |
991 | /* Add one so that the next map is a bit different */ |
982 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
992 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
983 | strcat (buf, small_buf); |
993 | strcat (buf, small_buf); |
984 | } |
994 | } |
985 | |
995 | |
986 | if (treasureoptions_n) |
996 | if (treasureoptions_n) |
987 | { |
997 | { |
988 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
998 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
989 | strcat (buf, small_buf); |
999 | strcat (buf, small_buf); |
990 | } |
1000 | } |
991 | |
|
|
992 | |
|
|
993 | } |
1001 | } |
994 | |
1002 | |
995 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
1003 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
996 | void |
1004 | void |
997 | copy_object_with_inv (object *src_ob, object *dest_ob) |
1005 | copy_object_with_inv (object *src_ob, object *dest_ob) |
998 | { |
1006 | { |
999 | object *walk, *tmp; |
1007 | object *walk, *tmp; |
1000 | |
1008 | |
1001 | copy_object (src_ob, dest_ob); |
1009 | src_ob->copy_to (dest_ob); |
1002 | |
1010 | |
1003 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
1011 | for (walk = src_ob->inv; walk; walk = walk->below) |
1004 | { |
1012 | { |
1005 | tmp = get_object (); |
1013 | tmp = object::create (); |
1006 | copy_object (walk, tmp); |
1014 | |
|
|
1015 | walk->copy_to (tmp); |
1007 | insert_ob_in_ob (tmp, dest_ob); |
1016 | insert_ob_in_ob (tmp, dest_ob); |
1008 | } |
1017 | } |
1009 | } |
1018 | } |