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