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/* |
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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 () |
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|
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static void symmetrize_layout (Layout maze, random_map_params *RP); |
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static void rotate_layout (Layout maze, int rotation); |
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|
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void |
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dump_layout (Layout layout) |
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{ |
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for (int j = 0; j < layout->h; j++) |
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{ |
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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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} |
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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 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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|
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// we run "single-threaded" |
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rmg_rndm.seed (RP->random_seed); |
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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 */ |
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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); |
75 |
|
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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 + rmg_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 + rmg_rndm (25) + 5; |
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|
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if (RP->symmetry == SYMMETRY_RANDOM) |
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RP->symmetry_used = rmg_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 = rmg_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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place_specials_in_map (this, layout, RP); |
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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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/* 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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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; |
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|
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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; |
205 |
|
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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. */ |
211 |
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); |
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|
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if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
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roomify_layout (layout, RP); |
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|
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break; |
225 |
|
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case LAYOUT_MAZE: |
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maze_gen (layout, rmg_rndm (2)); |
228 |
|
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if (!(rmg_rndm (2))) |
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doorify_layout (layout, RP); |
231 |
|
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break; |
233 |
|
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case LAYOUT_SPIRAL: |
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map_gen_spiral (layout, RP->layoutoptions1); |
236 |
|
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if (!(rmg_rndm (2))) |
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doorify_layout (layout, RP); |
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|
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break; |
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|
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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 |
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* 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 |
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* creates may not connect the rooms. |
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*/ |
250 |
RP->symmetry_used = SYMMETRY_NONE; |
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roguelike_layout_gen (layout, RP->layoutoptions1); |
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/* no doorifying... done already */ |
253 |
break; |
254 |
|
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case LAYOUT_SNAKE: |
256 |
make_snake_layout (layout, RP->layoutoptions1); |
257 |
|
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if (rmg_rndm (2)) |
259 |
roomify_layout (layout, RP); |
260 |
|
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break; |
262 |
|
263 |
case LAYOUT_SQUARE_SPIRAL: |
264 |
make_square_spiral_layout (layout, RP->layoutoptions1); |
265 |
|
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if (rmg_rndm (2)) |
267 |
roomify_layout (layout, RP); |
268 |
|
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break; |
270 |
|
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default: |
272 |
abort (); |
273 |
} |
274 |
|
275 |
/* rotate the layout randomly */ |
276 |
rotate_layout (layout, rmg_rndm (4)); |
277 |
|
278 |
symmetrize_layout (layout, RP); |
279 |
|
280 |
#ifdef RMAP_DEBUG |
281 |
dump_layout (layout); |
282 |
#endif |
283 |
|
284 |
if (RP->expand2x) |
285 |
expand2x (layout); |
286 |
|
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return layout; |
288 |
} |
289 |
|
290 |
/* takes a map and makes it symmetric: adjusts Xsize and |
291 |
* Ysize to produce a symmetric map. |
292 |
*/ |
293 |
static void |
294 |
symmetrize_layout (Layout layout, random_map_params *RP) |
295 |
{ |
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if (RP->symmetry_used == SYMMETRY_NONE) |
297 |
return; |
298 |
|
299 |
Layout sym_layout ( |
300 |
RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
301 |
RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
302 |
); |
303 |
|
304 |
if (RP->symmetry_used == SYMMETRY_X) |
305 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
306 |
for (int j = 0; j < sym_layout->h; j++) |
307 |
{ |
308 |
sym_layout[i ][j] = |
309 |
sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
310 |
} |
311 |
|
312 |
if (RP->symmetry_used == SYMMETRY_Y) |
313 |
for (int i = 0; i < sym_layout->w; i++) |
314 |
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
315 |
{ |
316 |
sym_layout[i][j ] = |
317 |
sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
318 |
} |
319 |
|
320 |
if (RP->symmetry_used == SYMMETRY_XY) |
321 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
322 |
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
323 |
{ |
324 |
sym_layout[i ][j ] = |
325 |
sym_layout[i ][sym_layout->h - j - 1] = |
326 |
sym_layout[sym_layout->w - i - 1][j ] = |
327 |
sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
328 |
} |
329 |
|
330 |
layout.swap (sym_layout); |
331 |
sym_layout.free (); |
332 |
|
333 |
/* reconnect disjointed spirals */ |
334 |
/* reconnect disjointed nethacklayouts: the routine for |
335 |
spirals will do the trick? */ |
336 |
if (RP->map_layout_style == LAYOUT_SPIRAL |
337 |
|| RP->map_layout_style == LAYOUT_ROGUELIKE) |
338 |
connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
339 |
} |
340 |
|
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/* takes a map and rotates it. This completes the |
342 |
onion layouts, making them possibly centered on any wall. |
343 |
It'll modify Xsize and Ysize if they're swapped. |
344 |
*/ |
345 |
static void |
346 |
rotate_layout (Layout layout, int rotation) |
347 |
{ |
348 |
int w = layout->w; |
349 |
int h = layout->h; |
350 |
|
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switch (rotation) |
352 |
{ |
353 |
case 2: /* a reflection */ |
354 |
{ |
355 |
Layout new_layout (w, h); |
356 |
|
357 |
for (int i = 0; i < w; i++) /* copy a reflection back */ |
358 |
for (int j = 0; j < h; j++) |
359 |
new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
360 |
|
361 |
layout.swap (new_layout); |
362 |
new_layout.free (); |
363 |
} |
364 |
break; |
365 |
|
366 |
case 1: |
367 |
case 3: |
368 |
{ |
369 |
Layout new_layout (h, w); |
370 |
|
371 |
if (rotation == 1) /* swap x and y */ |
372 |
for (int i = 0; i < w; i++) |
373 |
for (int j = 0; j < h; j++) |
374 |
new_layout[j][i] = layout[i][j]; |
375 |
|
376 |
if (rotation == 3) /* swap x and y */ |
377 |
for (int i = 0; i < w; i++) |
378 |
for (int j = 0; j < h; j++) |
379 |
new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
380 |
|
381 |
layout.swap (new_layout); |
382 |
new_layout.free (); |
383 |
} |
384 |
break; |
385 |
} |
386 |
} |
387 |
|
388 |
/* take a layout and make some rooms in it. |
389 |
--works best on onions.*/ |
390 |
void |
391 |
roomify_layout (char **maze, random_map_params *RP) |
392 |
{ |
393 |
int tries = RP->Xsize * RP->Ysize / 30; |
394 |
int ti; |
395 |
|
396 |
for (ti = 0; ti < tries; ti++) |
397 |
{ |
398 |
int dx, dy; /* starting location for looking at creating a door */ |
399 |
int cx, cy; /* results of checking on creating walls. */ |
400 |
|
401 |
dx = rmg_rndm (RP->Xsize); |
402 |
dy = rmg_rndm (RP->Ysize); |
403 |
|
404 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
405 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
406 |
if (cx == -1) |
407 |
{ |
408 |
if (cy != -1) |
409 |
make_wall (maze, dx, dy, 1); |
410 |
|
411 |
continue; |
412 |
} |
413 |
|
414 |
if (cy == -1) |
415 |
{ |
416 |
make_wall (maze, dx, dy, 0); |
417 |
continue; |
418 |
} |
419 |
|
420 |
if (cx < cy) |
421 |
make_wall (maze, dx, dy, 0); |
422 |
else |
423 |
make_wall (maze, dx, dy, 1); |
424 |
} |
425 |
} |
426 |
|
427 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
428 |
(or vertical, dir == 1) |
429 |
here which ends up on other walls sensibly. */ |
430 |
|
431 |
int |
432 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
433 |
{ |
434 |
int i1; |
435 |
int length = 0; |
436 |
|
437 |
/* dont make walls if we're on the edge. */ |
438 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
439 |
return -1; |
440 |
|
441 |
/* don't make walls if we're ON a wall. */ |
442 |
if (maze[dx][dy] != 0) |
443 |
return -1; |
444 |
|
445 |
if (dir == 0) /* horizontal */ |
446 |
{ |
447 |
int y = dy; |
448 |
|
449 |
for (i1 = dx - 1; i1 > 0; i1--) |
450 |
{ |
451 |
int sindex = surround_flag2 (maze, i1, y, RP); |
452 |
|
453 |
if (sindex == 1) |
454 |
break; |
455 |
if (sindex != 0) |
456 |
return -1; /* can't make horiz. wall here */ |
457 |
if (maze[i1][y] != 0) |
458 |
return -1; /* can't make horiz. wall here */ |
459 |
length++; |
460 |
} |
461 |
|
462 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
463 |
{ |
464 |
int sindex = surround_flag2 (maze, i1, y, RP); |
465 |
|
466 |
if (sindex == 2) |
467 |
break; |
468 |
if (sindex != 0) |
469 |
return -1; /* can't make horiz. wall here */ |
470 |
if (maze[i1][y] != 0) |
471 |
return -1; /* can't make horiz. wall here */ |
472 |
length++; |
473 |
} |
474 |
return length; |
475 |
} |
476 |
else |
477 |
{ /* vertical */ |
478 |
int x = dx; |
479 |
|
480 |
for (i1 = dy - 1; i1 > 0; i1--) |
481 |
{ |
482 |
int sindex = surround_flag2 (maze, x, i1, RP); |
483 |
|
484 |
if (sindex == 4) |
485 |
break; |
486 |
if (sindex != 0) |
487 |
return -1; /* can't make vert. wall here */ |
488 |
if (maze[x][i1] != 0) |
489 |
return -1; /* can't make horiz. wall here */ |
490 |
length++; |
491 |
} |
492 |
|
493 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
494 |
{ |
495 |
int sindex = surround_flag2 (maze, x, i1, RP); |
496 |
|
497 |
if (sindex == 8) |
498 |
break; |
499 |
if (sindex != 0) |
500 |
return -1; /* can't make verti. wall here */ |
501 |
if (maze[x][i1] != 0) |
502 |
return -1; /* can't make horiz. wall here */ |
503 |
length++; |
504 |
} |
505 |
return length; |
506 |
} |
507 |
return -1; |
508 |
} |
509 |
|
510 |
|
511 |
int |
512 |
make_wall (char **maze, int x, int y, int dir) |
513 |
{ |
514 |
maze[x][y] = 'D'; /* mark a door */ |
515 |
switch (dir) |
516 |
{ |
517 |
case 0: /* horizontal */ |
518 |
{ |
519 |
int i1; |
520 |
|
521 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
522 |
maze[i1][y] = '#'; |
523 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
524 |
maze[i1][y] = '#'; |
525 |
break; |
526 |
} |
527 |
case 1: /* vertical */ |
528 |
{ |
529 |
int i1; |
530 |
|
531 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
532 |
maze[x][i1] = '#'; |
533 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
534 |
maze[x][i1] = '#'; |
535 |
break; |
536 |
} |
537 |
} |
538 |
|
539 |
return 0; |
540 |
} |
541 |
|
542 |
/* puts doors at appropriate locations in a layout. */ |
543 |
void |
544 |
doorify_layout (char **maze, random_map_params *RP) |
545 |
{ |
546 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
547 |
int doorlocs = 0; /* # of available doorlocations */ |
548 |
|
549 |
uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
550 |
uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
551 |
|
552 |
/* make a list of possible door locations */ |
553 |
for (int i = 1; i < RP->Xsize - 1; i++) |
554 |
for (int 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 = rmg_rndm (doorlocs); |
569 |
int i = doorlist_x[di]; |
570 |
int j = doorlist_y[di]; |
571 |
int sindex = surround_flag (maze, i, j, RP); |
572 |
|
573 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
574 |
{ |
575 |
maze[i][j] = 'D'; |
576 |
ndoors--; |
577 |
} |
578 |
|
579 |
/* reduce the size of the list */ |
580 |
doorlocs--; |
581 |
doorlist_x[di] = doorlist_x[doorlocs]; |
582 |
doorlist_y[di] = doorlist_y[doorlocs]; |
583 |
} |
584 |
|
585 |
sfree (doorlist_x, RP->Xsize * RP->Ysize); |
586 |
sfree (doorlist_y, RP->Xsize * RP->Ysize); |
587 |
} |
588 |
|
589 |
void |
590 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
591 |
{ |
592 |
char small_buf[16384]; |
593 |
|
594 |
sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
595 |
|
596 |
if (RP->wallstyle[0]) |
597 |
{ |
598 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
599 |
strcat (buf, small_buf); |
600 |
} |
601 |
|
602 |
if (RP->floorstyle[0]) |
603 |
{ |
604 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
605 |
strcat (buf, small_buf); |
606 |
} |
607 |
|
608 |
if (RP->monsterstyle[0]) |
609 |
{ |
610 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
611 |
strcat (buf, small_buf); |
612 |
} |
613 |
|
614 |
if (RP->treasurestyle[0]) |
615 |
{ |
616 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
617 |
strcat (buf, small_buf); |
618 |
} |
619 |
|
620 |
if (RP->layoutstyle[0]) |
621 |
{ |
622 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
623 |
strcat (buf, small_buf); |
624 |
} |
625 |
|
626 |
if (RP->decorstyle[0]) |
627 |
{ |
628 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
629 |
strcat (buf, small_buf); |
630 |
} |
631 |
|
632 |
if (RP->doorstyle[0]) |
633 |
{ |
634 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
635 |
strcat (buf, small_buf); |
636 |
} |
637 |
|
638 |
if (RP->exitstyle[0]) |
639 |
{ |
640 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
641 |
strcat (buf, small_buf); |
642 |
} |
643 |
|
644 |
if (RP->final_map.length ()) |
645 |
{ |
646 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
647 |
strcat (buf, small_buf); |
648 |
} |
649 |
|
650 |
if (RP->exit_on_final_map[0]) |
651 |
{ |
652 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
653 |
strcat (buf, small_buf); |
654 |
} |
655 |
|
656 |
if (RP->this_map.length ()) |
657 |
{ |
658 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
659 |
strcat (buf, small_buf); |
660 |
} |
661 |
|
662 |
if (RP->expand2x) |
663 |
{ |
664 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
665 |
strcat (buf, small_buf); |
666 |
} |
667 |
|
668 |
if (RP->layoutoptions1) |
669 |
{ |
670 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
671 |
strcat (buf, small_buf); |
672 |
} |
673 |
|
674 |
if (RP->layoutoptions2) |
675 |
{ |
676 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
677 |
strcat (buf, small_buf); |
678 |
} |
679 |
|
680 |
if (RP->layoutoptions3) |
681 |
{ |
682 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
683 |
strcat (buf, small_buf); |
684 |
} |
685 |
|
686 |
if (RP->symmetry) |
687 |
{ |
688 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
689 |
strcat (buf, small_buf); |
690 |
} |
691 |
|
692 |
if (RP->difficulty && RP->difficulty_given) |
693 |
{ |
694 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
695 |
strcat (buf, small_buf); |
696 |
} |
697 |
|
698 |
if (RP->difficulty_increase != 1.0) |
699 |
{ |
700 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
701 |
strcat (buf, small_buf); |
702 |
} |
703 |
|
704 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
705 |
strcat (buf, small_buf); |
706 |
|
707 |
if (RP->dungeon_depth) |
708 |
{ |
709 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
710 |
strcat (buf, small_buf); |
711 |
} |
712 |
|
713 |
if (RP->decoroptions) |
714 |
{ |
715 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
716 |
strcat (buf, small_buf); |
717 |
} |
718 |
|
719 |
if (RP->orientation) |
720 |
{ |
721 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
722 |
strcat (buf, small_buf); |
723 |
} |
724 |
|
725 |
if (RP->origin_x) |
726 |
{ |
727 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
728 |
strcat (buf, small_buf); |
729 |
} |
730 |
|
731 |
if (RP->origin_y) |
732 |
{ |
733 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
734 |
strcat (buf, small_buf); |
735 |
} |
736 |
|
737 |
if (RP->treasureoptions) |
738 |
{ |
739 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
740 |
strcat (buf, small_buf); |
741 |
} |
742 |
|
743 |
if (RP->random_seed) |
744 |
{ |
745 |
sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
746 |
strcat (buf, small_buf); |
747 |
} |
748 |
|
749 |
if (RP->custom) |
750 |
{ |
751 |
sprintf (small_buf, "custom %s\n", RP->custom); |
752 |
strcat (buf, small_buf); |
753 |
} |
754 |
} |
755 |
|
756 |
void |
757 |
write_parameters_to_string (char *buf, |
758 |
int xsize_n, |
759 |
int ysize_n, |
760 |
const char *wallstyle_n, |
761 |
const char *floorstyle_n, |
762 |
const char *monsterstyle_n, |
763 |
const char *treasurestyle_n, |
764 |
const char *layoutstyle_n, |
765 |
const char *decorstyle_n, |
766 |
const char *doorstyle_n, |
767 |
const char *exitstyle_n, |
768 |
const char *final_map_n, |
769 |
const char *exit_on_final_map_n, |
770 |
const char *this_map_n, |
771 |
int layoutoptions1_n, |
772 |
int layoutoptions2_n, |
773 |
int layoutoptions3_n, |
774 |
int symmetry_n, |
775 |
int dungeon_depth_n, |
776 |
int dungeon_level_n, |
777 |
int difficulty_n, |
778 |
int difficulty_given_n, |
779 |
int decoroptions_n, |
780 |
int orientation_n, |
781 |
int origin_x_n, |
782 |
int origin_y_n, |
783 |
uint32_t random_seed_n, |
784 |
int treasureoptions_n, |
785 |
float difficulty_increase) |
786 |
{ |
787 |
char small_buf[16384]; |
788 |
|
789 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
790 |
|
791 |
if (wallstyle_n && wallstyle_n[0]) |
792 |
{ |
793 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
794 |
strcat (buf, small_buf); |
795 |
} |
796 |
|
797 |
if (floorstyle_n && floorstyle_n[0]) |
798 |
{ |
799 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
800 |
strcat (buf, small_buf); |
801 |
} |
802 |
|
803 |
if (monsterstyle_n && monsterstyle_n[0]) |
804 |
{ |
805 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
806 |
strcat (buf, small_buf); |
807 |
} |
808 |
|
809 |
if (treasurestyle_n && treasurestyle_n[0]) |
810 |
{ |
811 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
812 |
strcat (buf, small_buf); |
813 |
} |
814 |
|
815 |
if (layoutstyle_n && layoutstyle_n[0]) |
816 |
{ |
817 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
818 |
strcat (buf, small_buf); |
819 |
} |
820 |
|
821 |
if (decorstyle_n && decorstyle_n[0]) |
822 |
{ |
823 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
824 |
strcat (buf, small_buf); |
825 |
} |
826 |
|
827 |
if (doorstyle_n && doorstyle_n[0]) |
828 |
{ |
829 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
830 |
strcat (buf, small_buf); |
831 |
} |
832 |
|
833 |
if (exitstyle_n && exitstyle_n[0]) |
834 |
{ |
835 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
836 |
strcat (buf, small_buf); |
837 |
} |
838 |
|
839 |
if (final_map_n && final_map_n[0]) |
840 |
{ |
841 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
842 |
strcat (buf, small_buf); |
843 |
} |
844 |
|
845 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
846 |
{ |
847 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
848 |
strcat (buf, small_buf); |
849 |
} |
850 |
|
851 |
if (this_map_n && this_map_n[0]) |
852 |
{ |
853 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
854 |
strcat (buf, small_buf); |
855 |
} |
856 |
|
857 |
if (layoutoptions1_n) |
858 |
{ |
859 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
860 |
strcat (buf, small_buf); |
861 |
} |
862 |
|
863 |
if (layoutoptions2_n) |
864 |
{ |
865 |
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
866 |
strcat (buf, small_buf); |
867 |
} |
868 |
|
869 |
|
870 |
if (layoutoptions3_n) |
871 |
{ |
872 |
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
873 |
strcat (buf, small_buf); |
874 |
} |
875 |
|
876 |
if (symmetry_n) |
877 |
{ |
878 |
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
879 |
strcat (buf, small_buf); |
880 |
} |
881 |
|
882 |
|
883 |
if (difficulty_n && difficulty_given_n) |
884 |
{ |
885 |
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
886 |
strcat (buf, small_buf); |
887 |
} |
888 |
|
889 |
if (difficulty_increase > 0.001) |
890 |
{ |
891 |
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
892 |
strcat (buf, small_buf); |
893 |
} |
894 |
|
895 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
896 |
strcat (buf, small_buf); |
897 |
|
898 |
if (dungeon_depth_n) |
899 |
{ |
900 |
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
901 |
strcat (buf, small_buf); |
902 |
} |
903 |
|
904 |
if (decoroptions_n) |
905 |
{ |
906 |
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
907 |
strcat (buf, small_buf); |
908 |
} |
909 |
|
910 |
if (orientation_n) |
911 |
{ |
912 |
sprintf (small_buf, "orientation %d\n", orientation_n); |
913 |
strcat (buf, small_buf); |
914 |
} |
915 |
|
916 |
if (origin_x_n) |
917 |
{ |
918 |
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
919 |
strcat (buf, small_buf); |
920 |
} |
921 |
|
922 |
if (origin_y_n) |
923 |
{ |
924 |
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
925 |
strcat (buf, small_buf); |
926 |
} |
927 |
|
928 |
if (random_seed_n) |
929 |
{ |
930 |
/* Add one so that the next map is a bit different */ |
931 |
sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
932 |
strcat (buf, small_buf); |
933 |
} |
934 |
|
935 |
if (treasureoptions_n) |
936 |
{ |
937 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
938 |
strcat (buf, small_buf); |
939 |
} |
940 |
} |
941 |
|
942 |
///////////////////////////////////////////////////////////////////////////// |
943 |
|
944 |
LayoutData::LayoutData (int w, int h) |
945 |
: w(w), h(h) |
946 |
{ |
947 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
948 |
|
949 |
col = (char **)salloc<char> (size); |
950 |
|
951 |
char *data = (char *)(col + w); |
952 |
|
953 |
for (int x = w; x--; ) |
954 |
col [x] = data + x * h; |
955 |
} |
956 |
|
957 |
LayoutData::~LayoutData () |
958 |
{ |
959 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
960 |
|
961 |
sfree ((char *)col, size); |
962 |
} |
963 |
|
964 |
void LayoutData::clear (char fill) |
965 |
{ |
966 |
memset (col [0], fill, w * h); |
967 |
} |
968 |
|
969 |
void LayoutData::border (char fill) |
970 |
{ |
971 |
for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
972 |
for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
973 |
} |
974 |
|