1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <time.h> |
25 | #include <time.h> |
25 | #include <stdio.h> |
26 | #include <stdio.h> |
26 | #include <global.h> |
27 | #include <global.h> |
27 | #include <maze_gen.h> |
28 | #include <maze_gen.h> |
28 | #include <room_gen.h> |
29 | #include <room_gen.h> |
29 | #include <random_map.h> |
30 | #include <random_map.h> |
30 | #include <rproto.h> |
31 | #include <rproto.h> |
31 | #include <sproto.h> |
32 | #include <sproto.h> |
32 | |
33 | |
|
|
34 | #define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); |
|
|
35 | |
33 | void |
36 | void |
34 | dump_layout (char **layout, random_map_params * RP) |
37 | dump_layout (char **layout, random_map_params *RP) |
35 | { |
38 | { |
36 | { |
39 | { |
37 | int i, j; |
40 | int i, j; |
38 | |
41 | |
39 | for (i = 0; i < RP->Xsize; i++) |
42 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
50 | } |
53 | } |
51 | } |
54 | } |
52 | printf ("\n"); |
55 | printf ("\n"); |
53 | } |
56 | } |
54 | |
57 | |
55 | extern FILE *logfile; |
58 | bool |
56 | |
59 | maptile::generate_random_map (random_map_params *RP) |
57 | maptile * |
|
|
58 | generate_random_map (const char *OutFileName, random_map_params * RP) |
|
|
59 | { |
60 | { |
60 | char **layout, buf[HUGE_BUF]; |
61 | char **layout, buf[16384]; |
61 | maptile *theMap; |
|
|
62 | int i; |
62 | int i; |
63 | |
63 | |
64 | /* pick a random seed, or use the one from the input file */ |
64 | /* pick a random seed, or use the one from the input file */ |
65 | if (RP->random_seed == 0) |
65 | RP->random_seed = RP->random_seed |
66 | RP->random_seed = time (0); |
66 | ? RP->random_seed + RP->dungeon_level |
67 | |
67 | : time (0); |
68 | SRANDOM (RP->random_seed); |
68 | CEDE; |
69 | |
69 | |
70 | write_map_parameters_to_string (buf, RP); |
70 | write_map_parameters_to_string (buf, RP); |
71 | |
71 | |
72 | if (RP->difficulty == 0) |
72 | if (RP->difficulty == 0) |
73 | { |
73 | { |
… | |
… | |
81 | } |
81 | } |
82 | else |
82 | else |
83 | RP->difficulty_given = 1; |
83 | RP->difficulty_given = 1; |
84 | |
84 | |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
87 | |
87 | |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
90 | |
|
|
91 | if (RP->expand2x > 0) |
|
|
92 | { |
|
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93 | RP->Xsize /= 2; |
|
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94 | RP->Ysize /= 2; |
|
|
95 | } |
|
|
96 | |
|
|
97 | layout = layoutgen (RP); |
|
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98 | |
|
|
99 | #ifdef RMAP_DEBUG |
|
|
100 | dump_layout (layout, RP); |
|
|
101 | #endif |
|
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102 | |
|
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103 | /* increment these for the current map */ |
|
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104 | RP->dungeon_level += 1; |
|
|
105 | /* allow constant-difficulty maps. */ |
|
|
106 | /* difficulty+=1; */ |
|
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107 | |
|
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108 | /* rotate the layout randomly */ |
|
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109 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
|
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110 | #ifdef RMAP_DEBUG |
|
|
111 | dump_layout (layout, RP); |
|
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112 | #endif |
|
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113 | |
|
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114 | /* allocate the map and set the floor */ |
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115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
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116 | |
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117 | /* set the name of the map. */ |
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118 | theMap->path = OutFileName; |
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119 | |
|
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120 | /* set region */ |
|
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121 | theMap->region = RP->region; |
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122 | |
|
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123 | /* create walls unless the wallstyle is "none" */ |
|
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124 | if (strcmp (RP->wallstyle, "none")) |
|
|
125 | { |
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126 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
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127 | |
|
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128 | /* place doors unless doorstyle or wallstyle is "none" */ |
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129 | if (strcmp (RP->doorstyle, "none")) |
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130 | put_doors (theMap, layout, RP->doorstyle, RP); |
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131 | |
|
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132 | } |
|
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133 | |
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134 | /* create exits unless the exitstyle is "none" */ |
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135 | if (strcmp (RP->exitstyle, "none")) |
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136 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
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137 | |
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138 | place_specials_in_map (theMap, layout, RP); |
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139 | |
|
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140 | /* create monsters unless the monsterstyle is "none" */ |
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141 | if (strcmp (RP->monsterstyle, "none")) |
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142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
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143 | |
|
|
144 | /* treasures needs to have a proper difficulty set for the map. */ |
|
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145 | theMap->difficulty = theMap->estimate_difficulty (); |
|
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146 | |
|
|
147 | /* create treasure unless the treasurestyle is "none" */ |
|
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148 | if (strcmp (RP->treasurestyle, "none")) |
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149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
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150 | |
|
|
151 | /* create decor unless the decorstyle is "none" */ |
|
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152 | if (strcmp (RP->decorstyle, "none")) |
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153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
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154 | |
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155 | /* generate treasures, etc. */ |
|
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156 | theMap->fix_auto_apply (); |
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157 | |
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158 | unblock_exits (theMap, layout, RP); |
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159 | |
|
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160 | /* free the layout */ |
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161 | for (i = 0; i < RP->Xsize; i++) |
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162 | free (layout[i]); |
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163 | |
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164 | free (layout); |
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165 | |
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166 | theMap->msg = strdup (buf); |
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167 | theMap->in_memory = MAP_IN_MEMORY; |
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168 | |
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169 | return theMap; |
|
|
170 | } |
|
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171 | |
|
|
172 | /* function selects the layout function and gives it whatever |
|
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173 | arguments it needs. */ |
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174 | char ** |
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175 | layoutgen (random_map_params * RP) |
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176 | { |
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177 | char **maze = 0; |
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178 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
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179 | |
90 | |
180 | if (RP->symmetry == SYMMETRY_RANDOM) |
91 | if (RP->symmetry == SYMMETRY_RANDOM) |
181 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
92 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
182 | else |
93 | else |
183 | RP->symmetry_used = RP->symmetry; |
94 | RP->symmetry_used = RP->symmetry; |
… | |
… | |
185 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
96 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
186 | RP->Ysize = RP->Ysize / 2 + 1; |
97 | RP->Ysize = RP->Ysize / 2 + 1; |
187 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
98 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
188 | RP->Xsize = RP->Xsize / 2 + 1; |
99 | RP->Xsize = RP->Xsize / 2 + 1; |
189 | |
100 | |
190 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
101 | if (RP->expand2x > 0) |
191 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
102 | { |
192 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
103 | RP->Xsize /= 2; |
193 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
104 | RP->Ysize /= 2; |
|
|
105 | } |
|
|
106 | |
194 | RP->map_layout_style = 0; |
107 | RP->map_layout_style = LAYOUT_NONE; |
195 | |
108 | |
196 | /* Redo this - there was a lot of redundant code of checking for preset |
109 | /* Redo this - there was a lot of redundant code of checking for preset |
197 | * layout style and then random layout style. Instead, figure out |
110 | * layout style and then random layout style. Instead, figure out |
198 | * the numeric layoutstyle, so there is only one area that actually |
111 | * the numeric layoutstyle, so there is only one area that actually |
199 | * calls the code to make the maps. |
112 | * calls the code to make the maps. |
… | |
… | |
214 | RP->map_layout_style = LAYOUT_SNAKE; |
127 | RP->map_layout_style = LAYOUT_SNAKE; |
215 | |
128 | |
216 | if (strstr (RP->layoutstyle, "squarespiral")) |
129 | if (strstr (RP->layoutstyle, "squarespiral")) |
217 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
130 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
218 | |
131 | |
219 | /* No style found - choose one ranomdly */ |
132 | /* No style found - choose one randomly */ |
220 | if (RP->map_layout_style == LAYOUT_NONE) |
133 | if (RP->map_layout_style == LAYOUT_NONE) |
221 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
134 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
222 | |
135 | |
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136 | layout = layoutgen (RP); |
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137 | |
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138 | #ifdef RMAP_DEBUG |
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139 | dump_layout (layout, RP); |
|
|
140 | #endif |
|
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141 | |
|
|
142 | /* increment these for the current map */ |
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143 | RP->dungeon_level += 1; |
|
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144 | /* allow constant-difficulty maps. */ |
|
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145 | /* difficulty+=1; */ |
|
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146 | |
|
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147 | /* rotate the layout randomly */ |
|
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148 | layout = rotate_layout (layout, rndm (4), RP); |
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149 | #ifdef RMAP_DEBUG |
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150 | dump_layout (layout, RP); |
|
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151 | #endif |
|
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152 | |
|
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153 | /* allocate the map and set the floor */ |
|
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154 | make_map_floor (layout, RP->floorstyle, RP); |
|
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155 | |
|
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156 | /* set region */ |
|
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157 | region = RP->region; |
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158 | |
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159 | CEDE; |
|
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160 | |
|
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161 | /* create walls unless the wallstyle is "none" */ |
|
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162 | if (strcmp (RP->wallstyle, "none")) |
|
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163 | { |
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164 | make_map_walls (this, layout, RP->wallstyle, RP); |
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165 | |
|
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166 | /* place doors unless doorstyle or wallstyle is "none" */ |
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167 | if (strcmp (RP->doorstyle, "none")) |
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168 | put_doors (this, layout, RP->doorstyle, RP); |
|
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169 | |
|
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170 | } |
|
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171 | |
|
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172 | CEDE; |
|
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173 | |
|
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174 | /* create exits unless the exitstyle is "none" */ |
|
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175 | if (strcmp (RP->exitstyle, "none")) |
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176 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
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177 | |
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178 | CEDE; |
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179 | |
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180 | place_specials_in_map (this, layout, RP); |
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181 | |
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182 | CEDE; |
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183 | |
|
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184 | /* create monsters unless the monsterstyle is "none" */ |
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185 | if (strcmp (RP->monsterstyle, "none")) |
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186 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
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187 | |
|
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188 | CEDE; |
|
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189 | |
|
|
190 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
191 | difficulty = estimate_difficulty (); |
|
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192 | |
|
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193 | CEDE; |
|
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194 | |
|
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195 | /* create treasure unless the treasurestyle is "none" */ |
|
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196 | if (strcmp (RP->treasurestyle, "none")) |
|
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197 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
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198 | |
|
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199 | CEDE; |
|
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200 | |
|
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201 | /* create decor unless the decorstyle is "none" */ |
|
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202 | if (strcmp (RP->decorstyle, "none")) |
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203 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
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204 | |
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205 | CEDE; |
|
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206 | |
|
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207 | /* generate treasures, etc. */ |
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208 | fix_auto_apply (); |
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209 | |
|
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210 | CEDE; |
|
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211 | |
|
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212 | unblock_exits (this, layout, RP); |
|
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213 | |
|
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214 | /* free the layout */ |
|
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215 | for (i = 0; i < RP->Xsize; i++) |
|
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216 | free (layout[i]); |
|
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217 | |
|
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218 | free (layout); |
|
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219 | |
|
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220 | msg = strdup (buf); |
|
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221 | in_memory = MAP_IN_MEMORY; |
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222 | |
|
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223 | CEDE; |
|
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224 | |
|
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225 | return 1; |
|
|
226 | } |
|
|
227 | |
|
|
228 | /* function selects the layout function and gives it whatever |
|
|
229 | arguments it needs. */ |
|
|
230 | char ** |
|
|
231 | layoutgen (random_map_params *RP) |
|
|
232 | { |
|
|
233 | char **maze = 0; |
|
|
234 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
|
235 | |
223 | switch (RP->map_layout_style) |
236 | switch (RP->map_layout_style) |
224 | { |
237 | { |
225 | case LAYOUT_ONION: |
238 | case LAYOUT_ONION: |
226 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
239 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
227 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
240 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
228 | roomify_layout (maze, RP); |
241 | roomify_layout (maze, RP); |
229 | break; |
242 | break; |
230 | |
243 | |
231 | case LAYOUT_MAZE: |
244 | case LAYOUT_MAZE: |
232 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
245 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
233 | if (!(RANDOM () % 2)) |
246 | if (!(rndm (2))) |
234 | doorify_layout (maze, RP); |
247 | doorify_layout (maze, RP); |
235 | break; |
248 | break; |
236 | |
249 | |
237 | case LAYOUT_SPIRAL: |
250 | case LAYOUT_SPIRAL: |
238 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
251 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
239 | if (!(RANDOM () % 2)) |
252 | if (!(rndm (2))) |
240 | doorify_layout (maze, RP); |
253 | doorify_layout (maze, RP); |
241 | break; |
254 | break; |
242 | |
255 | |
243 | case LAYOUT_ROGUELIKE: |
256 | case LAYOUT_ROGUELIKE: |
244 | /* Don't put symmetry in rogue maps. There isn't much reason to |
257 | /* Don't put symmetry in rogue maps. There isn't much reason to |
… | |
… | |
255 | /* no doorifying... done already */ |
268 | /* no doorifying... done already */ |
256 | break; |
269 | break; |
257 | |
270 | |
258 | case LAYOUT_SNAKE: |
271 | case LAYOUT_SNAKE: |
259 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
272 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
260 | if (RANDOM () % 2) |
273 | if (rndm (2)) |
261 | roomify_layout (maze, RP); |
274 | roomify_layout (maze, RP); |
262 | break; |
275 | break; |
263 | |
276 | |
264 | case LAYOUT_SQUARE_SPIRAL: |
277 | case LAYOUT_SQUARE_SPIRAL: |
265 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
278 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
266 | if (RANDOM () % 2) |
279 | if (rndm (2)) |
267 | roomify_layout (maze, RP); |
280 | roomify_layout (maze, RP); |
268 | break; |
281 | break; |
269 | } |
282 | } |
270 | |
283 | |
271 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
284 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
… | |
… | |
285 | } |
298 | } |
286 | |
299 | |
287 | /* takes a map and makes it symmetric: adjusts Xsize and |
300 | /* takes a map and makes it symmetric: adjusts Xsize and |
288 | Ysize to produce a symmetric map. */ |
301 | Ysize to produce a symmetric map. */ |
289 | char ** |
302 | char ** |
290 | symmetrize_layout (char **maze, int sym, random_map_params * RP) |
303 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
291 | { |
304 | { |
292 | int i, j; |
305 | int i, j; |
293 | char **sym_maze; |
306 | char **sym_maze; |
294 | int Xsize_orig, Ysize_orig; |
307 | int Xsize_orig, Ysize_orig; |
295 | |
308 | |
… | |
… | |
353 | onion layouts, making them possibly centered on any wall. |
366 | onion layouts, making them possibly centered on any wall. |
354 | It'll modify Xsize and Ysize if they're swapped. |
367 | It'll modify Xsize and Ysize if they're swapped. |
355 | */ |
368 | */ |
356 | |
369 | |
357 | char ** |
370 | char ** |
358 | rotate_layout (char **maze, int rotation, random_map_params * RP) |
371 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
359 | { |
372 | { |
360 | char **new_maze; |
373 | char **new_maze; |
361 | int i, j; |
374 | int i, j; |
362 | |
375 | |
363 | switch (rotation) |
376 | switch (rotation) |
364 | { |
377 | { |
365 | case 0: |
378 | case 0: |
366 | return maze; |
379 | return maze; |
367 | break; |
380 | break; |
368 | case 2: /* a reflection */ |
381 | case 2: /* a reflection */ |
369 | { |
382 | { |
370 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
383 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
371 | |
384 | |
372 | for (i = 0; i < RP->Xsize; i++) |
385 | for (i = 0; i < RP->Xsize; i++) |
373 | { /* make a copy */ |
386 | { /* make a copy */ |
374 | for (j = 0; j < RP->Ysize; j++) |
387 | for (j = 0; j < RP->Ysize; j++) |
375 | { |
388 | { |
376 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
389 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
377 | } |
390 | } |
378 | } |
391 | } |
379 | for (i = 0; i < RP->Xsize; i++) |
392 | for (i = 0; i < RP->Xsize; i++) |
380 | { /* copy a reflection back */ |
393 | { /* copy a reflection back */ |
381 | for (j = 0; j < RP->Ysize; j++) |
394 | for (j = 0; j < RP->Ysize; j++) |
382 | { |
395 | { |
383 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
396 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
384 | } |
397 | } |
385 | } |
398 | } |
… | |
… | |
394 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
407 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
395 | for (i = 0; i < RP->Ysize; i++) |
408 | for (i = 0; i < RP->Ysize; i++) |
396 | { |
409 | { |
397 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
410 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
398 | } |
411 | } |
399 | if (rotation == 1) /* swap x and y */ |
412 | if (rotation == 1) /* swap x and y */ |
400 | for (i = 0; i < RP->Xsize; i++) |
413 | for (i = 0; i < RP->Xsize; i++) |
401 | for (j = 0; j < RP->Ysize; j++) |
414 | for (j = 0; j < RP->Ysize; j++) |
402 | new_maze[j][i] = maze[i][j]; |
415 | new_maze[j][i] = maze[i][j]; |
403 | |
416 | |
404 | if (rotation == 3) |
417 | if (rotation == 3) |
405 | { /* swap x and y */ |
418 | { /* swap x and y */ |
406 | for (i = 0; i < RP->Xsize; i++) |
419 | for (i = 0; i < RP->Xsize; i++) |
407 | for (j = 0; j < RP->Ysize; j++) |
420 | for (j = 0; j < RP->Ysize; j++) |
408 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
421 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
409 | } |
422 | } |
410 | |
423 | |
… | |
… | |
424 | } |
437 | } |
425 | |
438 | |
426 | /* take a layout and make some rooms in it. |
439 | /* take a layout and make some rooms in it. |
427 | --works best on onions.*/ |
440 | --works best on onions.*/ |
428 | void |
441 | void |
429 | roomify_layout (char **maze, random_map_params * RP) |
442 | roomify_layout (char **maze, random_map_params *RP) |
430 | { |
443 | { |
431 | int tries = RP->Xsize * RP->Ysize / 30; |
444 | int tries = RP->Xsize * RP->Ysize / 30; |
432 | int ti; |
445 | int ti; |
433 | |
446 | |
434 | for (ti = 0; ti < tries; ti++) |
447 | for (ti = 0; ti < tries; ti++) |
… | |
… | |
461 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
474 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
462 | (or vertical, dir == 1) |
475 | (or vertical, dir == 1) |
463 | here which ends up on other walls sensibly. */ |
476 | here which ends up on other walls sensibly. */ |
464 | |
477 | |
465 | int |
478 | int |
466 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) |
479 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
467 | { |
480 | { |
468 | int i1; |
481 | int i1; |
469 | int length = 0; |
482 | int length = 0; |
470 | |
483 | |
471 | /* dont make walls if we're on the edge. */ |
484 | /* dont make walls if we're on the edge. */ |
… | |
… | |
546 | make_wall (char **maze, int x, int y, int dir) |
559 | make_wall (char **maze, int x, int y, int dir) |
547 | { |
560 | { |
548 | maze[x][y] = 'D'; /* mark a door */ |
561 | maze[x][y] = 'D'; /* mark a door */ |
549 | switch (dir) |
562 | switch (dir) |
550 | { |
563 | { |
551 | case 0: /* horizontal */ |
564 | case 0: /* horizontal */ |
552 | { |
565 | { |
553 | int i1; |
566 | int i1; |
554 | |
567 | |
555 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
568 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
556 | maze[i1][y] = '#'; |
569 | maze[i1][y] = '#'; |
557 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
570 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
558 | maze[i1][y] = '#'; |
571 | maze[i1][y] = '#'; |
559 | break; |
572 | break; |
560 | } |
573 | } |
561 | case 1: /* vertical */ |
574 | case 1: /* vertical */ |
562 | { |
575 | { |
563 | int i1; |
576 | int i1; |
564 | |
577 | |
565 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
578 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
566 | maze[x][i1] = '#'; |
579 | maze[x][i1] = '#'; |
567 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
580 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
568 | maze[x][i1] = '#'; |
581 | maze[x][i1] = '#'; |
569 | break; |
582 | break; |
570 | } |
583 | } |
571 | } |
584 | } |
572 | |
585 | |
573 | return 0; |
586 | return 0; |
574 | } |
587 | } |
575 | |
588 | |
576 | /* puts doors at appropriate locations in a layout. */ |
589 | /* puts doors at appropriate locations in a layout. */ |
577 | void |
590 | void |
578 | doorify_layout (char **maze, random_map_params * RP) |
591 | doorify_layout (char **maze, random_map_params *RP) |
579 | { |
592 | { |
580 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
593 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
581 | char *doorlist_x; |
594 | char *doorlist_x; |
582 | char *doorlist_y; |
595 | char *doorlist_y; |
583 | int doorlocs = 0; /* # of available doorlocations */ |
596 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
624 | free (doorlist_x); |
637 | free (doorlist_x); |
625 | free (doorlist_y); |
638 | free (doorlist_y); |
626 | } |
639 | } |
627 | |
640 | |
628 | void |
641 | void |
629 | write_map_parameters_to_string (char *buf, random_map_params * RP) |
642 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
630 | { |
643 | { |
631 | char small_buf[256]; |
644 | char small_buf[16384]; |
632 | |
645 | |
633 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
646 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
634 | |
647 | |
635 | if (RP->wallstyle[0]) |
648 | if (RP->wallstyle[0]) |
636 | { |
649 | { |
… | |
… | |
678 | { |
691 | { |
679 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
692 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
680 | strcat (buf, small_buf); |
693 | strcat (buf, small_buf); |
681 | } |
694 | } |
682 | |
695 | |
683 | if (RP->final_map[0]) |
696 | if (RP->final_map.length ()) |
684 | { |
697 | { |
685 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
698 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
686 | strcat (buf, small_buf); |
699 | strcat (buf, small_buf); |
687 | } |
700 | } |
688 | |
701 | |
689 | if (RP->exit_on_final_map[0]) |
702 | if (RP->exit_on_final_map[0]) |
690 | { |
703 | { |
691 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
704 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
692 | strcat (buf, small_buf); |
705 | strcat (buf, small_buf); |
693 | } |
706 | } |
694 | |
707 | |
695 | if (RP->this_map[0]) |
708 | if (RP->this_map.length ()) |
696 | { |
709 | { |
697 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
710 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
698 | strcat (buf, small_buf); |
711 | strcat (buf, small_buf); |
699 | } |
712 | } |
700 | |
713 | |
701 | if (RP->expand2x) |
714 | if (RP->expand2x) |
702 | { |
715 | { |
… | |
… | |
708 | { |
721 | { |
709 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
722 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
710 | strcat (buf, small_buf); |
723 | strcat (buf, small_buf); |
711 | } |
724 | } |
712 | |
725 | |
713 | |
|
|
714 | if (RP->layoutoptions2) |
726 | if (RP->layoutoptions2) |
715 | { |
727 | { |
716 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
728 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
717 | strcat (buf, small_buf); |
729 | strcat (buf, small_buf); |
718 | } |
730 | } |
719 | |
731 | |
720 | |
|
|
721 | if (RP->layoutoptions3) |
732 | if (RP->layoutoptions3) |
722 | { |
733 | { |
723 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
734 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
724 | strcat (buf, small_buf); |
735 | strcat (buf, small_buf); |
725 | } |
736 | } |
… | |
… | |
727 | if (RP->symmetry) |
738 | if (RP->symmetry) |
728 | { |
739 | { |
729 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
740 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
730 | strcat (buf, small_buf); |
741 | strcat (buf, small_buf); |
731 | } |
742 | } |
732 | |
|
|
733 | |
743 | |
734 | if (RP->difficulty && RP->difficulty_given) |
744 | if (RP->difficulty && RP->difficulty_given) |
735 | { |
745 | { |
736 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
746 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
737 | strcat (buf, small_buf); |
747 | strcat (buf, small_buf); |
… | |
… | |
774 | { |
784 | { |
775 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
785 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
776 | strcat (buf, small_buf); |
786 | strcat (buf, small_buf); |
777 | } |
787 | } |
778 | |
788 | |
|
|
789 | if (RP->treasureoptions) |
|
|
790 | { |
|
|
791 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
792 | strcat (buf, small_buf); |
|
|
793 | } |
|
|
794 | |
779 | if (RP->random_seed) |
795 | if (RP->random_seed) |
780 | { |
796 | { |
781 | /* Add one so that the next map is a bit different */ |
|
|
782 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
797 | sprintf (small_buf, "random_seed %d\n", RP->random_seed); |
783 | strcat (buf, small_buf); |
798 | strcat (buf, small_buf); |
784 | } |
|
|
785 | |
|
|
786 | if (RP->treasureoptions) |
|
|
787 | { |
799 | } |
788 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
800 | |
|
|
801 | if (RP->custom) |
|
|
802 | { |
|
|
803 | sprintf (small_buf, "custom %s\n", RP->custom); |
789 | strcat (buf, small_buf); |
804 | strcat (buf, small_buf); |
790 | } |
805 | } |
791 | } |
806 | } |
792 | |
807 | |
793 | void |
808 | void |
… | |
… | |
815 | int difficulty_given_n, |
830 | int difficulty_given_n, |
816 | int decoroptions_n, |
831 | int decoroptions_n, |
817 | int orientation_n, |
832 | int orientation_n, |
818 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
833 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
819 | { |
834 | { |
820 | |
|
|
821 | char small_buf[256]; |
835 | char small_buf[16384]; |
822 | |
836 | |
823 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
837 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
824 | |
838 | |
825 | if (wallstyle_n && wallstyle_n[0]) |
839 | if (wallstyle_n && wallstyle_n[0]) |
826 | { |
840 | { |
… | |
… | |
969 | if (treasureoptions_n) |
983 | if (treasureoptions_n) |
970 | { |
984 | { |
971 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
985 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
972 | strcat (buf, small_buf); |
986 | strcat (buf, small_buf); |
973 | } |
987 | } |
974 | |
|
|
975 | |
|
|
976 | } |
988 | } |
977 | |
989 | |
978 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
990 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
979 | void |
991 | void |
980 | copy_object_with_inv (object *src_ob, object *dest_ob) |
992 | copy_object_with_inv (object *src_ob, object *dest_ob) |
981 | { |
993 | { |
982 | object *walk, *tmp; |
994 | object *walk, *tmp; |
983 | |
995 | |
984 | src_ob->copy_to (dest_ob); |
996 | src_ob->copy_to (dest_ob); |
985 | |
997 | |
986 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
998 | for (walk = src_ob->inv; walk; walk = walk->below) |
987 | { |
999 | { |
988 | tmp = object::create (); |
1000 | tmp = object::create (); |
|
|
1001 | |
989 | walk->copy_to (tmp); |
1002 | walk->copy_to (tmp); |
990 | insert_ob_in_ob (tmp, dest_ob); |
1003 | insert_ob_in_ob (tmp, dest_ob); |
991 | } |
1004 | } |
992 | } |
1005 | } |