1 |
/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 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 <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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static void symmetrize_layout (Layout maze, random_map_params *RP); |
34 |
static void rotate_layout (Layout maze, int rotation); |
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|
36 |
void |
37 |
dump_layout (Layout layout) |
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{ |
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for (int j = 0; j < layout->h; j++) |
40 |
{ |
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for (int i = 0; i < layout->w; i++) |
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putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
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|
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putc ('\n', stdout); |
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} |
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|
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putc ('\n', stdout); |
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} |
49 |
|
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bool |
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maptile::generate_random_map (random_map_params *RP) |
52 |
{ |
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char buf[16384]; |
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int i; |
55 |
|
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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; |
64 |
|
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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 */ |
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|
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if (RP->difficulty_increase > 0.001) |
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RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
73 |
|
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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; |
79 |
|
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if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
82 |
|
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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; |
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|
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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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else if (strstr (RP->layoutstyle, "maze")) |
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RP->map_layout_style = LAYOUT_MAZE; |
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else if (strstr (RP->layoutstyle, "spiral")) |
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RP->map_layout_style = LAYOUT_SPIRAL; |
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else if (strstr (RP->layoutstyle, "rogue")) |
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RP->map_layout_style = LAYOUT_ROGUELIKE; |
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else if (strstr (RP->layoutstyle, "snake")) |
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RP->map_layout_style = LAYOUT_SNAKE; |
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else if (strstr (RP->layoutstyle, "squarespiral")) |
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RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
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else if (RP->map_layout_style == LAYOUT_NONE) |
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RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
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else |
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abort (); |
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|
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Layout layout = layoutgen (RP); |
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|
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#ifdef RMAP_DEBUG |
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dump_layout (layout); |
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#endif |
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|
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/* increment these for the current map */ |
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++RP->dungeon_level; |
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|
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// need to patch RP becasue following code doesn't use the Layout object |
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RP->Xsize = layout->w; |
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RP->Ysize = layout->h; |
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|
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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); |
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|
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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); |
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} |
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|
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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; |
169 |
|
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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); |
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|
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CEDE; |
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|
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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); |
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|
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CEDE; |
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|
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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; |
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|
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/* generate treasures, etc. */ |
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fix_auto_apply (); |
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|
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CEDE; |
197 |
|
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unblock_exits (this, layout, RP); |
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|
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msg = strdup (buf); |
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in_memory = MAP_ACTIVE; |
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|
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CEDE; |
204 |
|
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return 1; |
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} |
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|
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/* function selects the layout function and gives it whatever |
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arguments it needs. */ |
210 |
Layout |
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layoutgen (random_map_params *RP) |
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{ |
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Layout layout (RP); |
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|
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switch (RP->map_layout_style) |
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{ |
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case LAYOUT_ONION: |
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map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
219 |
|
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if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
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roomify_layout (layout, RP); |
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|
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break; |
224 |
|
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case LAYOUT_MAZE: |
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maze_gen (layout, rndm (2)); |
227 |
|
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if (!(rndm (2))) |
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doorify_layout (layout, RP); |
230 |
|
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break; |
232 |
|
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case LAYOUT_SPIRAL: |
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map_gen_spiral (layout, RP->layoutoptions1); |
235 |
|
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if (!(rndm (2))) |
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doorify_layout (layout, RP); |
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|
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break; |
240 |
|
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case LAYOUT_ROGUELIKE: |
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/* Don't put symmetry in rogue maps. There isn't much reason to |
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* 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 |
245 |
* spirals, or maps with lots of passages - making a symmetric rogue |
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* map fails because its likely that the passages the symmetry process |
247 |
* creates may not connect the rooms. |
248 |
*/ |
249 |
RP->symmetry_used = SYMMETRY_NONE; |
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roguelike_layout_gen (layout, RP->layoutoptions1); |
251 |
/* no doorifying... done already */ |
252 |
break; |
253 |
|
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case LAYOUT_SNAKE: |
255 |
make_snake_layout (layout, RP->layoutoptions1); |
256 |
|
257 |
if (rndm (2)) |
258 |
roomify_layout (layout, RP); |
259 |
|
260 |
break; |
261 |
|
262 |
case LAYOUT_SQUARE_SPIRAL: |
263 |
make_square_spiral_layout (layout, RP->layoutoptions1); |
264 |
|
265 |
if (rndm (2)) |
266 |
roomify_layout (layout, RP); |
267 |
|
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break; |
269 |
|
270 |
default: |
271 |
abort (); |
272 |
} |
273 |
|
274 |
/* rotate the layout randomly */ |
275 |
rotate_layout (layout, rndm (4)); |
276 |
|
277 |
symmetrize_layout (layout, RP); |
278 |
|
279 |
#ifdef RMAP_DEBUG |
280 |
dump_layout (layout); |
281 |
#endif |
282 |
|
283 |
if (RP->expand2x) |
284 |
expand2x (layout); |
285 |
|
286 |
return layout; |
287 |
} |
288 |
|
289 |
/* takes a map and makes it symmetric: adjusts Xsize and |
290 |
* Ysize to produce a symmetric map. |
291 |
*/ |
292 |
static void |
293 |
symmetrize_layout (Layout layout, random_map_params *RP) |
294 |
{ |
295 |
if (RP->symmetry_used == SYMMETRY_NONE) |
296 |
return; |
297 |
|
298 |
Layout sym_layout ( |
299 |
RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
300 |
RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
301 |
); |
302 |
|
303 |
if (RP->symmetry_used == SYMMETRY_X) |
304 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
305 |
for (int j = 0; j < sym_layout->h; j++) |
306 |
{ |
307 |
sym_layout[i ][j] = |
308 |
sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
309 |
} |
310 |
|
311 |
if (RP->symmetry_used == SYMMETRY_Y) |
312 |
for (int i = 0; i < sym_layout->w; i++) |
313 |
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
314 |
{ |
315 |
sym_layout[i][j ] = |
316 |
sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
317 |
} |
318 |
|
319 |
if (RP->symmetry_used == SYMMETRY_XY) |
320 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
321 |
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
322 |
{ |
323 |
sym_layout[i ][j ] = |
324 |
sym_layout[i ][sym_layout->h - j - 1] = |
325 |
sym_layout[sym_layout->w - i - 1][j ] = |
326 |
sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
327 |
} |
328 |
|
329 |
layout.swap (sym_layout); |
330 |
sym_layout.free (); |
331 |
|
332 |
/* reconnect disjointed spirals */ |
333 |
/* reconnect disjointed nethacklayouts: the routine for |
334 |
spirals will do the trick? */ |
335 |
if (RP->map_layout_style == LAYOUT_SPIRAL |
336 |
|| RP->map_layout_style == LAYOUT_ROGUELIKE) |
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connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
338 |
} |
339 |
|
340 |
/* takes a map and rotates it. This completes the |
341 |
onion layouts, making them possibly centered on any wall. |
342 |
It'll modify Xsize and Ysize if they're swapped. |
343 |
*/ |
344 |
static void |
345 |
rotate_layout (Layout layout, int rotation) |
346 |
{ |
347 |
int w = layout->w; |
348 |
int h = layout->h; |
349 |
|
350 |
switch (rotation) |
351 |
{ |
352 |
case 2: /* a reflection */ |
353 |
{ |
354 |
Layout new_layout (w, h); |
355 |
|
356 |
for (int i = 0; i < w; i++) /* copy a reflection back */ |
357 |
for (int j = 0; j < h; j++) |
358 |
new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
359 |
|
360 |
layout.swap (new_layout); |
361 |
new_layout.free (); |
362 |
} |
363 |
break; |
364 |
|
365 |
case 1: |
366 |
case 3: |
367 |
{ |
368 |
Layout new_layout (h, w); |
369 |
|
370 |
if (rotation == 1) /* swap x and y */ |
371 |
for (int i = 0; i < w; i++) |
372 |
for (int j = 0; j < h; j++) |
373 |
new_layout[j][i] = layout[i][j]; |
374 |
|
375 |
if (rotation == 3) /* swap x and y */ |
376 |
for (int i = 0; i < w; i++) |
377 |
for (int j = 0; j < h; j++) |
378 |
new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
379 |
|
380 |
layout.swap (new_layout); |
381 |
new_layout.free (); |
382 |
} |
383 |
break; |
384 |
} |
385 |
} |
386 |
|
387 |
/* take a layout and make some rooms in it. |
388 |
--works best on onions.*/ |
389 |
void |
390 |
roomify_layout (char **maze, random_map_params *RP) |
391 |
{ |
392 |
int tries = RP->Xsize * RP->Ysize / 30; |
393 |
int ti; |
394 |
|
395 |
for (ti = 0; ti < tries; ti++) |
396 |
{ |
397 |
int dx, dy; /* starting location for looking at creating a door */ |
398 |
int cx, cy; /* results of checking on creating walls. */ |
399 |
|
400 |
dx = rndm (RP->Xsize); |
401 |
dy = rndm (RP->Ysize); |
402 |
|
403 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
404 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
405 |
if (cx == -1) |
406 |
{ |
407 |
if (cy != -1) |
408 |
make_wall (maze, dx, dy, 1); |
409 |
|
410 |
continue; |
411 |
} |
412 |
|
413 |
if (cy == -1) |
414 |
{ |
415 |
make_wall (maze, dx, dy, 0); |
416 |
continue; |
417 |
} |
418 |
|
419 |
if (cx < cy) |
420 |
make_wall (maze, dx, dy, 0); |
421 |
else |
422 |
make_wall (maze, dx, dy, 1); |
423 |
} |
424 |
} |
425 |
|
426 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
427 |
(or vertical, dir == 1) |
428 |
here which ends up on other walls sensibly. */ |
429 |
|
430 |
int |
431 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
432 |
{ |
433 |
int i1; |
434 |
int length = 0; |
435 |
|
436 |
/* dont make walls if we're on the edge. */ |
437 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
438 |
return -1; |
439 |
|
440 |
/* don't make walls if we're ON a wall. */ |
441 |
if (maze[dx][dy] != 0) |
442 |
return -1; |
443 |
|
444 |
if (dir == 0) /* horizontal */ |
445 |
{ |
446 |
int y = dy; |
447 |
|
448 |
for (i1 = dx - 1; i1 > 0; i1--) |
449 |
{ |
450 |
int sindex = surround_flag2 (maze, i1, y, RP); |
451 |
|
452 |
if (sindex == 1) |
453 |
break; |
454 |
if (sindex != 0) |
455 |
return -1; /* can't make horiz. wall here */ |
456 |
if (maze[i1][y] != 0) |
457 |
return -1; /* can't make horiz. wall here */ |
458 |
length++; |
459 |
} |
460 |
|
461 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
462 |
{ |
463 |
int sindex = surround_flag2 (maze, i1, y, RP); |
464 |
|
465 |
if (sindex == 2) |
466 |
break; |
467 |
if (sindex != 0) |
468 |
return -1; /* can't make horiz. wall here */ |
469 |
if (maze[i1][y] != 0) |
470 |
return -1; /* can't make horiz. wall here */ |
471 |
length++; |
472 |
} |
473 |
return length; |
474 |
} |
475 |
else |
476 |
{ /* vertical */ |
477 |
int x = dx; |
478 |
|
479 |
for (i1 = dy - 1; i1 > 0; i1--) |
480 |
{ |
481 |
int sindex = surround_flag2 (maze, x, i1, RP); |
482 |
|
483 |
if (sindex == 4) |
484 |
break; |
485 |
if (sindex != 0) |
486 |
return -1; /* can't make vert. wall here */ |
487 |
if (maze[x][i1] != 0) |
488 |
return -1; /* can't make horiz. wall here */ |
489 |
length++; |
490 |
} |
491 |
|
492 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
493 |
{ |
494 |
int sindex = surround_flag2 (maze, x, i1, RP); |
495 |
|
496 |
if (sindex == 8) |
497 |
break; |
498 |
if (sindex != 0) |
499 |
return -1; /* can't make verti. wall here */ |
500 |
if (maze[x][i1] != 0) |
501 |
return -1; /* can't make horiz. wall here */ |
502 |
length++; |
503 |
} |
504 |
return length; |
505 |
} |
506 |
return -1; |
507 |
} |
508 |
|
509 |
|
510 |
int |
511 |
make_wall (char **maze, int x, int y, int dir) |
512 |
{ |
513 |
maze[x][y] = 'D'; /* mark a door */ |
514 |
switch (dir) |
515 |
{ |
516 |
case 0: /* horizontal */ |
517 |
{ |
518 |
int i1; |
519 |
|
520 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
521 |
maze[i1][y] = '#'; |
522 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
523 |
maze[i1][y] = '#'; |
524 |
break; |
525 |
} |
526 |
case 1: /* vertical */ |
527 |
{ |
528 |
int i1; |
529 |
|
530 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
531 |
maze[x][i1] = '#'; |
532 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
533 |
maze[x][i1] = '#'; |
534 |
break; |
535 |
} |
536 |
} |
537 |
|
538 |
return 0; |
539 |
} |
540 |
|
541 |
/* puts doors at appropriate locations in a layout. */ |
542 |
void |
543 |
doorify_layout (char **maze, random_map_params *RP) |
544 |
{ |
545 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
546 |
int doorlocs = 0; /* # of available doorlocations */ |
547 |
int i, j; |
548 |
|
549 |
char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
550 |
char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
551 |
|
552 |
/* make a list of possible door locations */ |
553 |
for (i = 1; i < RP->Xsize - 1; i++) |
554 |
for (j = 1; j < RP->Ysize - 1; j++) |
555 |
{ |
556 |
int sindex = surround_flag (maze, i, j, RP); |
557 |
|
558 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
559 |
{ |
560 |
doorlist_x[doorlocs] = i; |
561 |
doorlist_y[doorlocs] = j; |
562 |
doorlocs++; |
563 |
} |
564 |
} |
565 |
|
566 |
while (ndoors > 0 && doorlocs > 0) |
567 |
{ |
568 |
int di; |
569 |
int sindex; |
570 |
|
571 |
di = rndm (doorlocs); |
572 |
i = doorlist_x[di]; |
573 |
j = doorlist_y[di]; |
574 |
sindex = surround_flag (maze, i, j, RP); |
575 |
|
576 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
577 |
{ |
578 |
maze[i][j] = 'D'; |
579 |
ndoors--; |
580 |
} |
581 |
|
582 |
/* reduce the size of the list */ |
583 |
doorlocs--; |
584 |
doorlist_x[di] = doorlist_x[doorlocs]; |
585 |
doorlist_y[di] = doorlist_y[doorlocs]; |
586 |
} |
587 |
|
588 |
sfree (doorlist_x, RP->Xsize * RP->Ysize); |
589 |
sfree (doorlist_y, RP->Xsize * RP->Ysize); |
590 |
} |
591 |
|
592 |
void |
593 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
594 |
{ |
595 |
char small_buf[16384]; |
596 |
|
597 |
sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
598 |
|
599 |
if (RP->wallstyle[0]) |
600 |
{ |
601 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
602 |
strcat (buf, small_buf); |
603 |
} |
604 |
|
605 |
if (RP->floorstyle[0]) |
606 |
{ |
607 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
608 |
strcat (buf, small_buf); |
609 |
} |
610 |
|
611 |
if (RP->monsterstyle[0]) |
612 |
{ |
613 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
614 |
strcat (buf, small_buf); |
615 |
} |
616 |
|
617 |
if (RP->treasurestyle[0]) |
618 |
{ |
619 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
620 |
strcat (buf, small_buf); |
621 |
} |
622 |
|
623 |
if (RP->layoutstyle[0]) |
624 |
{ |
625 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
626 |
strcat (buf, small_buf); |
627 |
} |
628 |
|
629 |
if (RP->decorstyle[0]) |
630 |
{ |
631 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
632 |
strcat (buf, small_buf); |
633 |
} |
634 |
|
635 |
if (RP->doorstyle[0]) |
636 |
{ |
637 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
638 |
strcat (buf, small_buf); |
639 |
} |
640 |
|
641 |
if (RP->exitstyle[0]) |
642 |
{ |
643 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
644 |
strcat (buf, small_buf); |
645 |
} |
646 |
|
647 |
if (RP->final_map.length ()) |
648 |
{ |
649 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
650 |
strcat (buf, small_buf); |
651 |
} |
652 |
|
653 |
if (RP->exit_on_final_map[0]) |
654 |
{ |
655 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
656 |
strcat (buf, small_buf); |
657 |
} |
658 |
|
659 |
if (RP->this_map.length ()) |
660 |
{ |
661 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
662 |
strcat (buf, small_buf); |
663 |
} |
664 |
|
665 |
if (RP->expand2x) |
666 |
{ |
667 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
668 |
strcat (buf, small_buf); |
669 |
} |
670 |
|
671 |
if (RP->layoutoptions1) |
672 |
{ |
673 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
674 |
strcat (buf, small_buf); |
675 |
} |
676 |
|
677 |
if (RP->layoutoptions2) |
678 |
{ |
679 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
680 |
strcat (buf, small_buf); |
681 |
} |
682 |
|
683 |
if (RP->layoutoptions3) |
684 |
{ |
685 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
686 |
strcat (buf, small_buf); |
687 |
} |
688 |
|
689 |
if (RP->symmetry) |
690 |
{ |
691 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
692 |
strcat (buf, small_buf); |
693 |
} |
694 |
|
695 |
if (RP->difficulty && RP->difficulty_given) |
696 |
{ |
697 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
698 |
strcat (buf, small_buf); |
699 |
} |
700 |
|
701 |
if (RP->difficulty_increase != 1.0) |
702 |
{ |
703 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
704 |
strcat (buf, small_buf); |
705 |
} |
706 |
|
707 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
708 |
strcat (buf, small_buf); |
709 |
|
710 |
if (RP->dungeon_depth) |
711 |
{ |
712 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
713 |
strcat (buf, small_buf); |
714 |
} |
715 |
|
716 |
if (RP->decoroptions) |
717 |
{ |
718 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
719 |
strcat (buf, small_buf); |
720 |
} |
721 |
|
722 |
if (RP->orientation) |
723 |
{ |
724 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
725 |
strcat (buf, small_buf); |
726 |
} |
727 |
|
728 |
if (RP->origin_x) |
729 |
{ |
730 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
731 |
strcat (buf, small_buf); |
732 |
} |
733 |
|
734 |
if (RP->origin_y) |
735 |
{ |
736 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
737 |
strcat (buf, small_buf); |
738 |
} |
739 |
|
740 |
if (RP->treasureoptions) |
741 |
{ |
742 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
743 |
strcat (buf, small_buf); |
744 |
} |
745 |
|
746 |
if (RP->random_seed) |
747 |
{ |
748 |
sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
749 |
strcat (buf, small_buf); |
750 |
} |
751 |
|
752 |
if (RP->custom) |
753 |
{ |
754 |
sprintf (small_buf, "custom %s\n", RP->custom); |
755 |
strcat (buf, small_buf); |
756 |
} |
757 |
} |
758 |
|
759 |
void |
760 |
write_parameters_to_string (char *buf, |
761 |
int xsize_n, |
762 |
int ysize_n, |
763 |
const char *wallstyle_n, |
764 |
const char *floorstyle_n, |
765 |
const char *monsterstyle_n, |
766 |
const char *treasurestyle_n, |
767 |
const char *layoutstyle_n, |
768 |
const char *decorstyle_n, |
769 |
const char *doorstyle_n, |
770 |
const char *exitstyle_n, |
771 |
const char *final_map_n, |
772 |
const char *exit_on_final_map_n, |
773 |
const char *this_map_n, |
774 |
int layoutoptions1_n, |
775 |
int layoutoptions2_n, |
776 |
int layoutoptions3_n, |
777 |
int symmetry_n, |
778 |
int dungeon_depth_n, |
779 |
int dungeon_level_n, |
780 |
int difficulty_n, |
781 |
int difficulty_given_n, |
782 |
int decoroptions_n, |
783 |
int orientation_n, |
784 |
int origin_x_n, |
785 |
int origin_y_n, |
786 |
uint32_t random_seed_n, |
787 |
int treasureoptions_n, |
788 |
float difficulty_increase) |
789 |
{ |
790 |
char small_buf[16384]; |
791 |
|
792 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
793 |
|
794 |
if (wallstyle_n && wallstyle_n[0]) |
795 |
{ |
796 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
797 |
strcat (buf, small_buf); |
798 |
} |
799 |
|
800 |
if (floorstyle_n && floorstyle_n[0]) |
801 |
{ |
802 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
803 |
strcat (buf, small_buf); |
804 |
} |
805 |
|
806 |
if (monsterstyle_n && monsterstyle_n[0]) |
807 |
{ |
808 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
809 |
strcat (buf, small_buf); |
810 |
} |
811 |
|
812 |
if (treasurestyle_n && treasurestyle_n[0]) |
813 |
{ |
814 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
815 |
strcat (buf, small_buf); |
816 |
} |
817 |
|
818 |
if (layoutstyle_n && layoutstyle_n[0]) |
819 |
{ |
820 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
821 |
strcat (buf, small_buf); |
822 |
} |
823 |
|
824 |
if (decorstyle_n && decorstyle_n[0]) |
825 |
{ |
826 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
827 |
strcat (buf, small_buf); |
828 |
} |
829 |
|
830 |
if (doorstyle_n && doorstyle_n[0]) |
831 |
{ |
832 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
833 |
strcat (buf, small_buf); |
834 |
} |
835 |
|
836 |
if (exitstyle_n && exitstyle_n[0]) |
837 |
{ |
838 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
839 |
strcat (buf, small_buf); |
840 |
} |
841 |
|
842 |
if (final_map_n && final_map_n[0]) |
843 |
{ |
844 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
845 |
strcat (buf, small_buf); |
846 |
} |
847 |
|
848 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
849 |
{ |
850 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
851 |
strcat (buf, small_buf); |
852 |
} |
853 |
|
854 |
if (this_map_n && this_map_n[0]) |
855 |
{ |
856 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
857 |
strcat (buf, small_buf); |
858 |
} |
859 |
|
860 |
if (layoutoptions1_n) |
861 |
{ |
862 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
863 |
strcat (buf, small_buf); |
864 |
} |
865 |
|
866 |
if (layoutoptions2_n) |
867 |
{ |
868 |
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
869 |
strcat (buf, small_buf); |
870 |
} |
871 |
|
872 |
|
873 |
if (layoutoptions3_n) |
874 |
{ |
875 |
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
876 |
strcat (buf, small_buf); |
877 |
} |
878 |
|
879 |
if (symmetry_n) |
880 |
{ |
881 |
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
882 |
strcat (buf, small_buf); |
883 |
} |
884 |
|
885 |
|
886 |
if (difficulty_n && difficulty_given_n) |
887 |
{ |
888 |
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
889 |
strcat (buf, small_buf); |
890 |
} |
891 |
|
892 |
if (difficulty_increase > 0.001) |
893 |
{ |
894 |
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
895 |
strcat (buf, small_buf); |
896 |
} |
897 |
|
898 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
899 |
strcat (buf, small_buf); |
900 |
|
901 |
if (dungeon_depth_n) |
902 |
{ |
903 |
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
904 |
strcat (buf, small_buf); |
905 |
} |
906 |
|
907 |
if (decoroptions_n) |
908 |
{ |
909 |
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
910 |
strcat (buf, small_buf); |
911 |
} |
912 |
|
913 |
if (orientation_n) |
914 |
{ |
915 |
sprintf (small_buf, "orientation %d\n", orientation_n); |
916 |
strcat (buf, small_buf); |
917 |
} |
918 |
|
919 |
if (origin_x_n) |
920 |
{ |
921 |
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
922 |
strcat (buf, small_buf); |
923 |
} |
924 |
|
925 |
if (origin_y_n) |
926 |
{ |
927 |
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
928 |
strcat (buf, small_buf); |
929 |
} |
930 |
|
931 |
if (random_seed_n) |
932 |
{ |
933 |
/* Add one so that the next map is a bit different */ |
934 |
sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
935 |
strcat (buf, small_buf); |
936 |
} |
937 |
|
938 |
if (treasureoptions_n) |
939 |
{ |
940 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
941 |
strcat (buf, small_buf); |
942 |
} |
943 |
} |
944 |
|
945 |
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
946 |
void |
947 |
copy_object_with_inv (object *src_ob, object *dest_ob) |
948 |
{ |
949 |
object *walk, *tmp; |
950 |
|
951 |
src_ob->copy_to (dest_ob); |
952 |
|
953 |
for (walk = src_ob->inv; walk; walk = walk->below) |
954 |
{ |
955 |
tmp = object::create (); |
956 |
|
957 |
walk->copy_to (tmp); |
958 |
insert_ob_in_ob (tmp, dest_ob); |
959 |
} |
960 |
} |
961 |
|
962 |
///////////////////////////////////////////////////////////////////////////// |
963 |
|
964 |
LayoutData::LayoutData (int w, int h) |
965 |
: w(w), h(h) |
966 |
{ |
967 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
968 |
|
969 |
col = (char **)salloc<char> (size); |
970 |
|
971 |
char *data = (char *)(col + w); |
972 |
|
973 |
for (int x = w; x--; ) |
974 |
col [x] = data + x * h; |
975 |
} |
976 |
|
977 |
LayoutData::~LayoutData () |
978 |
{ |
979 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
980 |
|
981 |
sfree ((char *)col, size); |
982 |
} |
983 |
|
984 |
void LayoutData::clear (char fill) |
985 |
{ |
986 |
memset (col [0], fill, w * h); |
987 |
} |
988 |
|
989 |
void LayoutData::border (char fill) |
990 |
{ |
991 |
for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
992 |
for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
993 |
} |
994 |
|