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28 | #include <random_map.h> |
28 | #include <random_map.h> |
29 | #include <rproto.h> |
29 | #include <rproto.h> |
30 | #include <sproto.h> |
30 | #include <sproto.h> |
31 | |
31 | |
32 | #define CEDE coroapi::cede_to_tick () |
32 | #define CEDE coroapi::cede_to_tick () |
33 | |
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34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
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35 | static void rotate_layout (Layout maze, int rotation); |
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36 | |
33 | |
37 | noinline SV * |
34 | noinline SV * |
38 | random_map_params::get_sv (const char *option) const |
35 | random_map_params::get_sv (const char *option) const |
39 | { |
36 | { |
40 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
37 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
… | |
… | |
169 | random_map_params::~random_map_params () |
166 | random_map_params::~random_map_params () |
170 | { |
167 | { |
171 | SvREFCNT_dec (hv); |
168 | SvREFCNT_dec (hv); |
172 | } |
169 | } |
173 | |
170 | |
174 | /* takes a map and makes it symmetric: adjusts Xsize and |
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175 | * Ysize to produce a symmetric map. |
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176 | */ |
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177 | static void |
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178 | symmetrize_layout (Layout layout, random_map_params *RP) |
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179 | { |
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180 | if (RP->symmetry_used == SYMMETRY_NONE) |
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181 | return; |
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182 | |
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183 | Layout sym_layout ( |
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184 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
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185 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
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186 | ); |
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187 | |
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188 | if (RP->symmetry_used == SYMMETRY_X) |
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189 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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190 | for (int j = 0; j < sym_layout->h; j++) |
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191 | { |
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192 | sym_layout[i ][j] = |
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193 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
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194 | } |
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195 | |
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196 | if (RP->symmetry_used == SYMMETRY_Y) |
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197 | for (int i = 0; i < sym_layout->w; i++) |
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198 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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199 | { |
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200 | sym_layout[i][j ] = |
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201 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
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202 | } |
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203 | |
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204 | if (RP->symmetry_used == SYMMETRY_XY) |
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205 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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206 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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207 | { |
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208 | sym_layout[i ][j ] = |
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209 | sym_layout[i ][sym_layout->h - j - 1] = |
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210 | sym_layout[sym_layout->w - i - 1][j ] = |
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211 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
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212 | } |
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213 | |
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214 | layout.swap (sym_layout); |
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215 | sym_layout.free (); |
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216 | |
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217 | /* reconnect disjointed spirals */ |
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218 | /* reconnect disjointed nethacklayouts: the routine for |
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219 | spirals will do the trick? */ |
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220 | if (RP->map_layout_style == LAYOUT_SPIRAL |
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221 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
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222 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
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223 | } |
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224 | |
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225 | /* takes a map and rotates it. This completes the |
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226 | onion layouts, making them possibly centered on any wall. |
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227 | It'll modify Xsize and Ysize if they're swapped. |
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228 | */ |
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229 | static void |
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230 | rotate_layout (Layout layout, int rotation) |
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231 | { |
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232 | int w = layout->w; |
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233 | int h = layout->h; |
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234 | |
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235 | switch (rotation) |
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236 | { |
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237 | case 2: /* a reflection */ |
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238 | { |
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239 | Layout new_layout (w, h); |
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240 | |
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241 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
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242 | for (int j = 0; j < h; j++) |
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243 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
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244 | |
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245 | layout.swap (new_layout); |
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246 | new_layout.free (); |
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247 | } |
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248 | break; |
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249 | |
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250 | case 1: |
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251 | case 3: |
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252 | { |
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253 | Layout new_layout (h, w); |
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254 | |
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255 | if (rotation == 1) /* swap x and y */ |
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256 | for (int i = 0; i < w; i++) |
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257 | for (int j = 0; j < h; j++) |
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258 | new_layout[j][i] = layout[i][j]; |
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259 | |
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260 | if (rotation == 3) /* swap x and y */ |
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261 | for (int i = 0; i < w; i++) |
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262 | for (int j = 0; j < h; j++) |
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263 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
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264 | |
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265 | layout.swap (new_layout); |
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266 | new_layout.free (); |
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267 | } |
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268 | break; |
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269 | } |
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270 | } |
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271 | |
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272 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
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273 | (or vertical, dir == 1) |
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274 | here which ends up on other walls sensibly. */ |
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275 | static int |
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276 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
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277 | { |
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278 | int i1; |
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279 | int length = 0; |
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280 | |
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281 | /* dont make walls if we're on the edge. */ |
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282 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
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283 | return -1; |
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284 | |
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285 | /* don't make walls if we're ON a wall. */ |
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286 | if (maze[dx][dy] != 0) |
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287 | return -1; |
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288 | |
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289 | if (dir == 0) /* horizontal */ |
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290 | { |
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291 | int y = dy; |
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292 | |
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293 | for (i1 = dx - 1; i1 > 0; i1--) |
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294 | { |
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295 | int sindex = surround_flag2 (maze, i1, y, RP); |
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296 | |
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297 | if (sindex == 1) |
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298 | break; |
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299 | if (sindex != 0) |
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300 | return -1; /* can't make horiz. wall here */ |
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301 | if (maze[i1][y] != 0) |
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302 | return -1; /* can't make horiz. wall here */ |
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303 | length++; |
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304 | } |
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305 | |
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306 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
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307 | { |
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308 | int sindex = surround_flag2 (maze, i1, y, RP); |
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309 | |
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310 | if (sindex == 2) |
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311 | break; |
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312 | if (sindex != 0) |
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313 | return -1; /* can't make horiz. wall here */ |
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314 | if (maze[i1][y] != 0) |
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315 | return -1; /* can't make horiz. wall here */ |
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316 | length++; |
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317 | } |
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318 | return length; |
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319 | } |
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320 | else |
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321 | { /* vertical */ |
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322 | int x = dx; |
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323 | |
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324 | for (i1 = dy - 1; i1 > 0; i1--) |
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325 | { |
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326 | int sindex = surround_flag2 (maze, x, i1, RP); |
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327 | |
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328 | if (sindex == 4) |
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329 | break; |
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330 | if (sindex != 0) |
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331 | return -1; /* can't make vert. wall here */ |
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332 | if (maze[x][i1] != 0) |
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333 | return -1; /* can't make horiz. wall here */ |
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334 | length++; |
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335 | } |
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336 | |
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337 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
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338 | { |
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339 | int sindex = surround_flag2 (maze, x, i1, RP); |
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340 | |
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341 | if (sindex == 8) |
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342 | break; |
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343 | if (sindex != 0) |
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344 | return -1; /* can't make verti. wall here */ |
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345 | if (maze[x][i1] != 0) |
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346 | return -1; /* can't make horiz. wall here */ |
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347 | length++; |
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348 | } |
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349 | |
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350 | return length; |
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351 | } |
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352 | |
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353 | return -1; |
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354 | } |
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355 | |
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356 | /* take a layout and make some rooms in it. |
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357 | --works best on onions.*/ |
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358 | static void |
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359 | roomify_layout (char **maze, random_map_params *RP) |
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360 | { |
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361 | int tries = RP->Xsize * RP->Ysize / 30; |
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362 | |
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363 | for (int ti = 0; ti < tries; ti++) |
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364 | { |
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365 | /* starting location for looking at creating a door */ |
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366 | int dx = rmg_rndm (RP->Xsize); |
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367 | int dy = rmg_rndm (RP->Ysize); |
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368 | |
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369 | /* results of checking on creating walls. */ |
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370 | int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
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371 | int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
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372 | |
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373 | if (cx == -1) |
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374 | { |
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375 | if (cy != -1) |
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376 | make_wall (maze, dx, dy, 1); |
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377 | |
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378 | continue; |
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379 | } |
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380 | |
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381 | if (cy == -1) |
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382 | { |
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383 | make_wall (maze, dx, dy, 0); |
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384 | continue; |
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385 | } |
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386 | |
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387 | if (cx < cy) |
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388 | make_wall (maze, dx, dy, 0); |
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389 | else |
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390 | make_wall (maze, dx, dy, 1); |
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391 | } |
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392 | } |
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393 | |
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394 | int |
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395 | make_wall (char **maze, int x, int y, int dir) |
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396 | { |
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397 | maze[x][y] = 'D'; /* mark a door */ |
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398 | |
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399 | switch (dir) |
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400 | { |
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401 | case 0: /* horizontal */ |
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402 | { |
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403 | for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
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404 | for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
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405 | break; |
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406 | } |
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407 | case 1: /* vertical */ |
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408 | { |
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409 | for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
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410 | for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
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411 | break; |
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412 | } |
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413 | } |
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414 | |
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415 | return 0; |
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416 | } |
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417 | |
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418 | /* puts doors at appropriate locations in a layout. */ |
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419 | static void |
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420 | doorify_layout (char **maze, random_map_params *RP) |
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421 | { |
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422 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
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423 | int doorlocs = 0; /* # of available doorlocations */ |
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424 | |
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425 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
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426 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
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427 | |
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428 | /* make a list of possible door locations */ |
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429 | for (int i = 1; i < RP->Xsize - 1; i++) |
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430 | for (int j = 1; j < RP->Ysize - 1; j++) |
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431 | { |
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432 | int sindex = surround_flag (maze, i, j, RP); |
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433 | |
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434 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
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435 | { |
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436 | doorlist_x[doorlocs] = i; |
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437 | doorlist_y[doorlocs] = j; |
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438 | doorlocs++; |
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439 | } |
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440 | } |
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441 | |
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442 | while (ndoors > 0 && doorlocs > 0) |
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443 | { |
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444 | int di = rmg_rndm (doorlocs); |
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445 | int i = doorlist_x[di]; |
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446 | int j = doorlist_y[di]; |
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447 | int sindex = surround_flag (maze, i, j, RP); |
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448 | |
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449 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
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450 | { |
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451 | maze[i][j] = 'D'; |
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452 | ndoors--; |
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453 | } |
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454 | |
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455 | /* reduce the size of the list */ |
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456 | doorlocs--; |
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457 | doorlist_x[di] = doorlist_x[doorlocs]; |
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458 | doorlist_y[di] = doorlist_y[doorlocs]; |
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459 | } |
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460 | |
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461 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
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462 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
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463 | } |
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464 | |
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465 | /* function selects the layout function and gives it whatever |
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466 | arguments it needs. */ |
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467 | static Layout |
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468 | layoutgen (random_map_params *RP) |
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469 | { |
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470 | Layout layout (RP); |
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471 | |
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472 | switch (RP->map_layout_style) |
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473 | { |
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474 | case LAYOUT_ONION: |
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475 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
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476 | |
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477 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
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478 | roomify_layout (layout, RP); |
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479 | |
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480 | break; |
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481 | |
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482 | case LAYOUT_MAZE: |
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483 | maze_gen (layout, RP->get_iv ("maze_type", rmg_rndm (4))); |
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484 | |
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485 | if (!(rmg_rndm (2))) |
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486 | doorify_layout (layout, RP); |
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487 | |
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488 | break; |
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489 | |
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490 | case LAYOUT_SPIRAL: |
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491 | map_gen_spiral (layout, RP->layoutoptions1); |
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492 | |
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493 | if (!(rmg_rndm (2))) |
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494 | doorify_layout (layout, RP); |
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495 | |
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496 | break; |
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497 | |
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498 | case LAYOUT_ROGUELIKE: |
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499 | /* Don't put symmetry in rogue maps. There isn't much reason to |
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500 | * do so in the first place (doesn't make it any more interesting), |
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501 | * but more importantly, the symmetry code presumes we are symmetrizing |
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502 | * spirals, or maps with lots of passages - making a symmetric rogue |
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503 | * map fails because its likely that the passages the symmetry process |
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504 | * creates may not connect the rooms. |
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505 | */ |
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506 | RP->symmetry_used = SYMMETRY_NONE; |
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507 | roguelike_layout_gen (layout, RP->layoutoptions1); |
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508 | /* no doorifying... done already */ |
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509 | break; |
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510 | |
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511 | case LAYOUT_SNAKE: |
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512 | make_snake_layout (layout, RP->layoutoptions1); |
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513 | |
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514 | if (rmg_rndm (2)) |
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515 | roomify_layout (layout, RP); |
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516 | |
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517 | break; |
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518 | |
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519 | case LAYOUT_SQUARE_SPIRAL: |
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520 | make_square_spiral_layout (layout, RP->layoutoptions1); |
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521 | |
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522 | if (rmg_rndm (2)) |
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523 | roomify_layout (layout, RP); |
|
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524 | |
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525 | break; |
|
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526 | |
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527 | case LAYOUT_CAVE: |
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528 | layout->gen_cave (RP->get_iv ("cave_type", rmg_rndm (4))); |
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529 | |
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530 | if (!(rmg_rndm (2))) |
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531 | doorify_layout (layout, RP); |
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532 | |
|
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533 | break; |
|
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534 | |
|
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535 | default: |
|
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536 | abort (); |
|
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537 | } |
|
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538 | |
|
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539 | /* rotate the layout randomly */ |
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540 | rotate_layout (layout, rmg_rndm (4)); |
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541 | |
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542 | symmetrize_layout (layout, RP); |
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543 | |
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544 | #ifdef RMAP_DEBUG |
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545 | dump_layout (layout); |
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546 | #endif |
|
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547 | |
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548 | if (RP->expand2x) |
|
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549 | expand2x (layout); |
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550 | |
|
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551 | return layout; |
|
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552 | } |
|
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553 | |
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554 | bool |
171 | bool |
555 | maptile::generate_random_map (random_map_params *RP) |
172 | maptile::generate_random_map (random_map_params *RP) |
556 | { |
173 | { |
557 | RP->Xsize = RP->xsize; |
174 | RP->Xsize = RP->xsize; |
558 | RP->Ysize = RP->ysize; |
175 | RP->Ysize = RP->ysize; |
… | |
… | |
584 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
201 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
585 | |
202 | |
586 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
203 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
587 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
204 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
588 | |
205 | |
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206 | min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE); |
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207 | min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE); |
|
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208 | |
589 | if (RP->symmetry == SYMMETRY_RANDOM) |
209 | if (RP->symmetry == SYMMETRY_RANDOM) |
590 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
210 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
591 | else |
211 | else |
592 | RP->symmetry_used = RP->symmetry; |
212 | RP->symmetry_used = RP->symmetry; |
593 | |
213 | |
… | |
… | |
601 | { |
221 | { |
602 | RP->Xsize /= 2; |
222 | RP->Xsize /= 2; |
603 | RP->Ysize /= 2; |
223 | RP->Ysize /= 2; |
604 | } |
224 | } |
605 | |
225 | |
606 | RP->map_layout_style = LAYOUT_NONE; |
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607 | |
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608 | /* Redo this - there was a lot of redundant code of checking for preset |
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609 | * layout style and then random layout style. Instead, figure out |
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610 | * the numeric layoutstyle, so there is only one area that actually |
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611 | * calls the code to make the maps. |
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612 | */ |
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613 | if (strstr (RP->layoutstyle, "onion")) |
226 | if (strstr (RP->layoutstyle, "onion")) |
614 | RP->map_layout_style = LAYOUT_ONION; |
227 | RP->map_layout_style = LAYOUT_ONION; |
615 | else if (strstr (RP->layoutstyle, "maze")) |
228 | else if (strstr (RP->layoutstyle, "maze")) |
616 | RP->map_layout_style = LAYOUT_MAZE; |
229 | RP->map_layout_style = LAYOUT_MAZE; |
617 | else if (strstr (RP->layoutstyle, "spiral")) |
230 | else if (strstr (RP->layoutstyle, "spiral")) |
… | |
… | |
622 | RP->map_layout_style = LAYOUT_SNAKE; |
235 | RP->map_layout_style = LAYOUT_SNAKE; |
623 | else if (strstr (RP->layoutstyle, "squarespiral")) |
236 | else if (strstr (RP->layoutstyle, "squarespiral")) |
624 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
237 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
625 | else if (strstr (RP->layoutstyle, "cave")) |
238 | else if (strstr (RP->layoutstyle, "cave")) |
626 | RP->map_layout_style = LAYOUT_CAVE; |
239 | RP->map_layout_style = LAYOUT_CAVE; |
627 | else if (RP->map_layout_style == LAYOUT_NONE) |
240 | else |
628 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
241 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
629 | else |
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630 | abort (); |
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631 | |
242 | |
632 | Layout layout = layoutgen (RP); |
243 | Layout layout (RP->Xsize, RP->Ysize); |
633 | |
244 | layout.generate (RP); |
634 | #ifdef RMAP_DEBUG |
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635 | dump_layout (layout); |
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636 | #endif |
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637 | |
245 | |
638 | /* increment these for the current map */ |
246 | /* increment these for the current map */ |
639 | ++RP->dungeon_level; |
247 | ++RP->dungeon_level; |
640 | |
248 | |
641 | // need to patch RP becasue following code doesn't use the Layout object |
249 | // need to patch RP becasue following code doesn't use the Layout object |
642 | RP->Xsize = layout->w; |
250 | RP->Xsize = layout.w; |
643 | RP->Ysize = layout->h; |
251 | RP->Ysize = layout.h; |
644 | |
252 | |
645 | /* allocate the map and set the floor */ |
253 | /* allocate the map and set the floor */ |
646 | make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); |
254 | make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); |
647 | |
255 | |
648 | /* set region */ |
256 | /* set region */ |