1 | |
|
|
2 | /* |
|
|
3 | * static char *rcsid_random_map_c = |
|
|
4 | * "$Id: random_map.C,v 1.3 2006/09/10 16:06:37 root Exp $"; |
|
|
5 | */ |
|
|
6 | |
|
|
7 | /* |
1 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
9 | |
3 | |
10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
22 | |
16 | |
23 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
20 | |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
22 | */ |
29 | |
23 | |
30 | #include <time.h> |
24 | #include <time.h> |
31 | #include <stdio.h> |
25 | #include <stdio.h> |
32 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
35 | #include <random_map.h> |
29 | #include <random_map.h> |
36 | #include <rproto.h> |
30 | #include <rproto.h> |
37 | #include <sproto.h> |
31 | #include <sproto.h> |
38 | |
32 | |
39 | void |
33 | void |
40 | dump_layout (char **layout, RMParms * RP) |
34 | dump_layout (char **layout, random_map_params * RP) |
41 | { |
35 | { |
42 | { |
36 | { |
43 | int i, j; |
37 | int i, j; |
44 | |
38 | |
45 | for (i = 0; i < RP->Xsize; i++) |
39 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
55 | printf ("\n"); |
49 | printf ("\n"); |
56 | } |
50 | } |
57 | } |
51 | } |
58 | printf ("\n"); |
52 | printf ("\n"); |
59 | } |
53 | } |
60 | EXTERN FILE *logfile; |
54 | |
61 | mapstruct * |
55 | extern FILE *logfile; |
|
|
56 | |
|
|
57 | maptile * |
62 | generate_random_map (const char *OutFileName, RMParms * RP) |
58 | generate_random_map (const char *OutFileName, random_map_params * RP) |
63 | { |
59 | { |
64 | char **layout, buf[HUGE_BUF]; |
60 | char **layout, buf[HUGE_BUF]; |
65 | mapstruct *theMap; |
61 | maptile *theMap; |
66 | int i; |
62 | int i; |
67 | |
63 | |
68 | /* 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 */ |
69 | if (RP->random_seed == 0) |
65 | if (RP->random_seed == 0) |
70 | RP->random_seed = time (0); |
66 | RP->random_seed = time (0); |
… | |
… | |
74 | write_map_parameters_to_string (buf, RP); |
70 | write_map_parameters_to_string (buf, RP); |
75 | |
71 | |
76 | if (RP->difficulty == 0) |
72 | if (RP->difficulty == 0) |
77 | { |
73 | { |
78 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
74 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
|
|
75 | |
79 | if (RP->difficulty_increase > 0.001) |
76 | if (RP->difficulty_increase > 0.001) |
80 | { |
|
|
81 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
77 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
|
|
78 | |
82 | if (RP->difficulty < 1) |
79 | if (RP->difficulty < 1) |
83 | RP->difficulty = 1; |
80 | RP->difficulty = 1; |
84 | } |
|
|
85 | } |
81 | } |
86 | else |
82 | else |
87 | RP->difficulty_given = 1; |
83 | RP->difficulty_given = 1; |
88 | |
84 | |
89 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
90 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
|
|
87 | |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
93 | |
90 | |
94 | if (RP->expand2x > 0) |
91 | if (RP->expand2x > 0) |
95 | { |
92 | { |
… | |
… | |
116 | |
113 | |
117 | /* allocate the map and set the floor */ |
114 | /* allocate the map and set the floor */ |
118 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
119 | |
116 | |
120 | /* set the name of the map. */ |
117 | /* set the name of the map. */ |
121 | strcpy (theMap->path, OutFileName); |
118 | theMap->path = OutFileName; |
122 | |
119 | |
123 | /* set region */ |
120 | /* set region */ |
124 | theMap->region = RP->region; |
121 | theMap->region = RP->region; |
125 | |
122 | |
126 | /* create walls unless the wallstyle is "none" */ |
123 | /* create walls unless the wallstyle is "none" */ |
… | |
… | |
143 | /* create monsters unless the monsterstyle is "none" */ |
140 | /* create monsters unless the monsterstyle is "none" */ |
144 | if (strcmp (RP->monsterstyle, "none")) |
141 | if (strcmp (RP->monsterstyle, "none")) |
145 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
146 | |
143 | |
147 | /* treasures needs to have a proper difficulty set for the map. */ |
144 | /* treasures needs to have a proper difficulty set for the map. */ |
148 | theMap->difficulty = calculate_difficulty (theMap); |
145 | theMap->difficulty = theMap->estimate_difficulty (); |
149 | |
146 | |
150 | /* create treasure unless the treasurestyle is "none" */ |
147 | /* create treasure unless the treasurestyle is "none" */ |
151 | if (strcmp (RP->treasurestyle, "none")) |
148 | if (strcmp (RP->treasurestyle, "none")) |
152 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
153 | |
150 | |
154 | /* create decor unless the decorstyle is "none" */ |
151 | /* create decor unless the decorstyle is "none" */ |
155 | if (strcmp (RP->decorstyle, "none")) |
152 | if (strcmp (RP->decorstyle, "none")) |
156 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
157 | |
154 | |
158 | /* generate treasures, etc. */ |
155 | /* generate treasures, etc. */ |
159 | fix_auto_apply (theMap); |
156 | theMap->fix_auto_apply (); |
160 | |
157 | |
161 | unblock_exits (theMap, layout, RP); |
158 | unblock_exits (theMap, layout, RP); |
162 | |
159 | |
163 | /* free the layout */ |
160 | /* free the layout */ |
164 | for (i = 0; i < RP->Xsize; i++) |
161 | for (i = 0; i < RP->Xsize; i++) |
165 | free (layout[i]); |
162 | free (layout[i]); |
|
|
163 | |
166 | free (layout); |
164 | free (layout); |
167 | |
165 | |
168 | theMap->msg = strdup_local (buf); |
166 | theMap->msg = strdup (buf); |
|
|
167 | theMap->in_memory = MAP_IN_MEMORY; |
169 | |
168 | |
170 | return theMap; |
169 | return theMap; |
171 | } |
170 | } |
172 | |
|
|
173 | |
171 | |
174 | /* function selects the layout function and gives it whatever |
172 | /* function selects the layout function and gives it whatever |
175 | arguments it needs. */ |
173 | arguments it needs. */ |
176 | char ** |
174 | char ** |
177 | layoutgen (RMParms * RP) |
175 | layoutgen (random_map_params * RP) |
178 | { |
176 | { |
179 | char **maze = 0; |
177 | char **maze = 0; |
180 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
178 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
181 | |
179 | |
182 | if (RP->symmetry == RANDOM_SYM) |
180 | if (RP->symmetry == SYMMETRY_RANDOM) |
183 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
181 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
184 | else |
182 | else |
185 | RP->symmetry_used = RP->symmetry; |
183 | RP->symmetry_used = RP->symmetry; |
186 | |
184 | |
187 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
185 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
188 | RP->Ysize = RP->Ysize / 2 + 1; |
186 | RP->Ysize = RP->Ysize / 2 + 1; |
189 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
187 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
190 | RP->Xsize = RP->Xsize / 2 + 1; |
188 | RP->Xsize = RP->Xsize / 2 + 1; |
191 | |
189 | |
192 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
190 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
193 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
191 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
194 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
192 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
… | |
… | |
199 | * layout style and then random layout style. Instead, figure out |
197 | * layout style and then random layout style. Instead, figure out |
200 | * the numeric layoutstyle, so there is only one area that actually |
198 | * the numeric layoutstyle, so there is only one area that actually |
201 | * calls the code to make the maps. |
199 | * calls the code to make the maps. |
202 | */ |
200 | */ |
203 | if (strstr (RP->layoutstyle, "onion")) |
201 | if (strstr (RP->layoutstyle, "onion")) |
204 | { |
|
|
205 | RP->map_layout_style = ONION_LAYOUT; |
202 | RP->map_layout_style = LAYOUT_ONION; |
206 | } |
|
|
207 | |
203 | |
208 | if (strstr (RP->layoutstyle, "maze")) |
204 | if (strstr (RP->layoutstyle, "maze")) |
209 | { |
|
|
210 | RP->map_layout_style = MAZE_LAYOUT; |
205 | RP->map_layout_style = LAYOUT_MAZE; |
211 | } |
|
|
212 | |
206 | |
213 | if (strstr (RP->layoutstyle, "spiral")) |
207 | if (strstr (RP->layoutstyle, "spiral")) |
214 | { |
|
|
215 | RP->map_layout_style = SPIRAL_LAYOUT; |
208 | RP->map_layout_style = LAYOUT_SPIRAL; |
216 | } |
|
|
217 | |
209 | |
218 | if (strstr (RP->layoutstyle, "rogue")) |
210 | if (strstr (RP->layoutstyle, "rogue")) |
219 | { |
|
|
220 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
211 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
221 | } |
|
|
222 | |
212 | |
223 | if (strstr (RP->layoutstyle, "snake")) |
213 | if (strstr (RP->layoutstyle, "snake")) |
224 | { |
|
|
225 | RP->map_layout_style = SNAKE_LAYOUT; |
214 | RP->map_layout_style = LAYOUT_SNAKE; |
226 | } |
|
|
227 | |
215 | |
228 | if (strstr (RP->layoutstyle, "squarespiral")) |
216 | if (strstr (RP->layoutstyle, "squarespiral")) |
229 | { |
|
|
230 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
217 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
231 | } |
218 | |
232 | /* No style found - choose one ranomdly */ |
219 | /* No style found - choose one ranomdly */ |
233 | if (RP->map_layout_style == 0) |
220 | if (RP->map_layout_style == LAYOUT_NONE) |
234 | { |
|
|
235 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
221 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
236 | } |
|
|
237 | |
222 | |
238 | switch (RP->map_layout_style) |
223 | switch (RP->map_layout_style) |
239 | { |
224 | { |
240 | |
225 | case LAYOUT_ONION: |
241 | case ONION_LAYOUT: |
|
|
242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
226 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
243 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
227 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
244 | roomify_layout (maze, RP); |
228 | roomify_layout (maze, RP); |
245 | break; |
229 | break; |
246 | |
230 | |
247 | case MAZE_LAYOUT: |
231 | case LAYOUT_MAZE: |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
232 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
249 | if (!(RANDOM () % 2)) |
233 | if (!(RANDOM () % 2)) |
250 | doorify_layout (maze, RP); |
234 | doorify_layout (maze, RP); |
251 | break; |
235 | break; |
252 | |
236 | |
253 | case SPIRAL_LAYOUT: |
237 | case LAYOUT_SPIRAL: |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
238 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
255 | if (!(RANDOM () % 2)) |
239 | if (!(RANDOM () % 2)) |
256 | doorify_layout (maze, RP); |
240 | doorify_layout (maze, RP); |
257 | break; |
241 | break; |
258 | |
242 | |
259 | case ROGUELIKE_LAYOUT: |
243 | case LAYOUT_ROGUELIKE: |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
244 | /* Don't put symmetry in rogue maps. There isn't much reason to |
261 | * do so in the first place (doesn't make it any more interesting), |
245 | * do so in the first place (doesn't make it any more interesting), |
262 | * but more importantly, the symmetry code presumes we are symmetrizing |
246 | * but more importantly, the symmetry code presumes we are symmetrizing |
263 | * spirals, or maps with lots of passages - making a symmetric rogue |
247 | * spirals, or maps with lots of passages - making a symmetric rogue |
264 | * map fails because its likely that the passages the symmetry process |
248 | * map fails because its likely that the passages the symmetry process |
265 | * creates may not connect the rooms. |
249 | * creates may not connect the rooms. |
266 | */ |
250 | */ |
267 | RP->symmetry_used = NO_SYM; |
251 | RP->symmetry_used = SYMMETRY_NONE; |
268 | RP->Ysize = oysize; |
252 | RP->Ysize = oysize; |
269 | RP->Xsize = oxsize; |
253 | RP->Xsize = oxsize; |
270 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
254 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
271 | /* no doorifying... done already */ |
255 | /* no doorifying... done already */ |
272 | break; |
256 | break; |
273 | |
257 | |
274 | case SNAKE_LAYOUT: |
258 | case LAYOUT_SNAKE: |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
259 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 | if (RANDOM () % 2) |
260 | if (RANDOM () % 2) |
277 | roomify_layout (maze, RP); |
261 | roomify_layout (maze, RP); |
278 | break; |
262 | break; |
279 | |
263 | |
280 | case SQUARE_SPIRAL_LAYOUT: |
264 | case LAYOUT_SQUARE_SPIRAL: |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
265 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
282 | if (RANDOM () % 2) |
266 | if (RANDOM () % 2) |
283 | roomify_layout (maze, RP); |
267 | roomify_layout (maze, RP); |
284 | break; |
268 | break; |
285 | } |
269 | } |
286 | |
270 | |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
271 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
272 | |
288 | #ifdef RMAP_DEBUG |
273 | #ifdef RMAP_DEBUG |
289 | dump_layout (maze, RP); |
274 | dump_layout (maze, RP); |
290 | #endif |
275 | #endif |
|
|
276 | |
291 | if (RP->expand2x) |
277 | if (RP->expand2x) |
292 | { |
278 | { |
293 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
279 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
294 | RP->Xsize = RP->Xsize * 2 - 1; |
280 | RP->Xsize = RP->Xsize * 2 - 1; |
295 | RP->Ysize = RP->Ysize * 2 - 1; |
281 | RP->Ysize = RP->Ysize * 2 - 1; |
296 | } |
282 | } |
|
|
283 | |
297 | return maze; |
284 | return maze; |
298 | } |
285 | } |
299 | |
|
|
300 | |
286 | |
301 | /* takes a map and makes it symmetric: adjusts Xsize and |
287 | /* takes a map and makes it symmetric: adjusts Xsize and |
302 | Ysize to produce a symmetric map. */ |
288 | Ysize to produce a symmetric map. */ |
303 | |
|
|
304 | char ** |
289 | char ** |
305 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
290 | symmetrize_layout (char **maze, int sym, random_map_params * RP) |
306 | { |
291 | { |
307 | int i, j; |
292 | int i, j; |
308 | char **sym_maze; |
293 | char **sym_maze; |
309 | int Xsize_orig, Ysize_orig; |
294 | int Xsize_orig, Ysize_orig; |
310 | |
295 | |
311 | Xsize_orig = RP->Xsize; |
296 | Xsize_orig = RP->Xsize; |
312 | Ysize_orig = RP->Ysize; |
297 | Ysize_orig = RP->Ysize; |
313 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
298 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
314 | if (sym == NO_SYM) |
299 | if (sym == SYMMETRY_NONE) |
315 | { |
300 | { |
316 | RP->Xsize = Xsize_orig; |
301 | RP->Xsize = Xsize_orig; |
317 | RP->Ysize = Ysize_orig; |
302 | RP->Ysize = Ysize_orig; |
318 | return maze; |
303 | return maze; |
319 | } |
304 | } |
320 | /* pick new sizes */ |
305 | /* pick new sizes */ |
321 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
306 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
322 | RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
307 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
323 | |
308 | |
324 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
309 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
325 | for (i = 0; i < RP->Xsize; i++) |
310 | for (i = 0; i < RP->Xsize; i++) |
326 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
311 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
327 | |
312 | |
328 | if (sym == X_SYM) |
313 | if (sym == SYMMETRY_X) |
329 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
314 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
330 | for (j = 0; j < RP->Ysize; j++) |
315 | for (j = 0; j < RP->Ysize; j++) |
331 | { |
316 | { |
332 | sym_maze[i][j] = maze[i][j]; |
317 | sym_maze[i][j] = maze[i][j]; |
333 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
318 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
334 | }; |
319 | }; |
335 | if (sym == Y_SYM) |
320 | if (sym == SYMMETRY_Y) |
336 | for (i = 0; i < RP->Xsize; i++) |
321 | for (i = 0; i < RP->Xsize; i++) |
337 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
322 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
338 | { |
323 | { |
339 | sym_maze[i][j] = maze[i][j]; |
324 | sym_maze[i][j] = maze[i][j]; |
340 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
325 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
341 | } |
326 | } |
342 | if (sym == XY_SYM) |
327 | if (sym == SYMMETRY_XY) |
343 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
328 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
344 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
329 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
345 | { |
330 | { |
346 | sym_maze[i][j] = maze[i][j]; |
331 | sym_maze[i][j] = maze[i][j]; |
347 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
332 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
351 | /* delete the old maze */ |
336 | /* delete the old maze */ |
352 | for (i = 0; i < Xsize_orig; i++) |
337 | for (i = 0; i < Xsize_orig; i++) |
353 | free (maze[i]); |
338 | free (maze[i]); |
354 | free (maze); |
339 | free (maze); |
355 | /* reconnect disjointed spirals */ |
340 | /* reconnect disjointed spirals */ |
356 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
341 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
342 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
358 | /* reconnect disjointed nethackmazes: the routine for |
343 | /* reconnect disjointed nethackmazes: the routine for |
359 | spirals will do the trick? */ |
344 | spirals will do the trick? */ |
360 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
345 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
361 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
346 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
362 | |
347 | |
363 | return sym_maze; |
348 | return sym_maze; |
364 | } |
349 | } |
365 | |
350 | |
… | |
… | |
368 | onion layouts, making them possibly centered on any wall. |
353 | onion layouts, making them possibly centered on any wall. |
369 | It'll modify Xsize and Ysize if they're swapped. |
354 | It'll modify Xsize and Ysize if they're swapped. |
370 | */ |
355 | */ |
371 | |
356 | |
372 | char ** |
357 | char ** |
373 | rotate_layout (char **maze, int rotation, RMParms * RP) |
358 | rotate_layout (char **maze, int rotation, random_map_params * RP) |
374 | { |
359 | { |
375 | char **new_maze; |
360 | char **new_maze; |
376 | int i, j; |
361 | int i, j; |
377 | |
362 | |
378 | switch (rotation) |
363 | switch (rotation) |
379 | { |
364 | { |
380 | case 0: |
365 | case 0: |
|
|
366 | return maze; |
|
|
367 | break; |
|
|
368 | case 2: /* a reflection */ |
|
|
369 | { |
|
|
370 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
371 | |
|
|
372 | for (i = 0; i < RP->Xsize; i++) |
|
|
373 | { /* make a copy */ |
|
|
374 | for (j = 0; j < RP->Ysize; j++) |
|
|
375 | { |
|
|
376 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
377 | } |
|
|
378 | } |
|
|
379 | for (i = 0; i < RP->Xsize; i++) |
|
|
380 | { /* copy a reflection back */ |
|
|
381 | for (j = 0; j < RP->Ysize; j++) |
|
|
382 | { |
|
|
383 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
384 | } |
|
|
385 | } |
|
|
386 | free (newmaze); |
381 | return maze; |
387 | return maze; |
382 | break; |
388 | break; |
383 | case 2: /* a reflection */ |
389 | } |
|
|
390 | case 1: |
|
|
391 | case 3: |
|
|
392 | { |
|
|
393 | int swap; |
|
|
394 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
395 | for (i = 0; i < RP->Ysize; i++) |
384 | { |
396 | { |
385 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
397 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
386 | |
398 | } |
|
|
399 | if (rotation == 1) /* swap x and y */ |
387 | for (i = 0; i < RP->Xsize; i++) |
400 | for (i = 0; i < RP->Xsize; i++) |
388 | { /* make a copy */ |
|
|
389 | for (j = 0; j < RP->Ysize; j++) |
401 | for (j = 0; j < RP->Ysize; j++) |
390 | { |
|
|
391 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
402 | new_maze[j][i] = maze[i][j]; |
392 | } |
403 | |
393 | } |
404 | if (rotation == 3) |
394 | for (i = 0; i < RP->Xsize; i++) |
405 | { /* swap x and y */ |
395 | { /* copy a reflection back */ |
|
|
396 | for (j = 0; j < RP->Ysize; j++) |
|
|
397 | { |
|
|
398 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
399 | } |
|
|
400 | } |
|
|
401 | free (newmaze); |
|
|
402 | return maze; |
|
|
403 | break; |
|
|
404 | } |
|
|
405 | case 1: |
|
|
406 | case 3: |
|
|
407 | { |
|
|
408 | int swap; |
|
|
409 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
410 | for (i = 0; i < RP->Ysize; i++) |
|
|
411 | { |
|
|
412 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
413 | } |
|
|
414 | if (rotation == 1) /* swap x and y */ |
|
|
415 | for (i = 0; i < RP->Xsize; i++) |
406 | for (i = 0; i < RP->Xsize; i++) |
416 | for (j = 0; j < RP->Ysize; j++) |
407 | for (j = 0; j < RP->Ysize; j++) |
417 | new_maze[j][i] = maze[i][j]; |
|
|
418 | |
|
|
419 | if (rotation == 3) |
|
|
420 | { /* swap x and y */ |
|
|
421 | for (i = 0; i < RP->Xsize; i++) |
|
|
422 | for (j = 0; j < RP->Ysize; j++) |
|
|
423 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
408 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
424 | } |
409 | } |
425 | |
410 | |
426 | /* delete the old layout */ |
411 | /* delete the old layout */ |
427 | for (i = 0; i < RP->Xsize; i++) |
412 | for (i = 0; i < RP->Xsize; i++) |
428 | free (maze[i]); |
413 | free (maze[i]); |
429 | free (maze); |
414 | free (maze); |
430 | |
415 | |
431 | swap = RP->Ysize; |
416 | swap = RP->Ysize; |
432 | RP->Ysize = RP->Xsize; |
417 | RP->Ysize = RP->Xsize; |
433 | RP->Xsize = swap; |
418 | RP->Xsize = swap; |
434 | return new_maze; |
419 | return new_maze; |
435 | break; |
420 | break; |
436 | } |
421 | } |
437 | } |
422 | } |
438 | return NULL; |
423 | return NULL; |
439 | } |
424 | } |
440 | |
425 | |
441 | /* take a layout and make some rooms in it. |
426 | /* take a layout and make some rooms in it. |
442 | --works best on onions.*/ |
427 | --works best on onions.*/ |
443 | void |
428 | void |
444 | roomify_layout (char **maze, RMParms * RP) |
429 | roomify_layout (char **maze, random_map_params * RP) |
445 | { |
430 | { |
446 | int tries = RP->Xsize * RP->Ysize / 30; |
431 | int tries = RP->Xsize * RP->Ysize / 30; |
447 | int ti; |
432 | int ti; |
448 | |
433 | |
449 | for (ti = 0; ti < tries; ti++) |
434 | for (ti = 0; ti < tries; ti++) |
… | |
… | |
476 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
461 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
477 | (or vertical, dir == 1) |
462 | (or vertical, dir == 1) |
478 | here which ends up on other walls sensibly. */ |
463 | here which ends up on other walls sensibly. */ |
479 | |
464 | |
480 | int |
465 | int |
481 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
466 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) |
482 | { |
467 | { |
483 | int i1; |
468 | int i1; |
484 | int length = 0; |
469 | int length = 0; |
485 | |
470 | |
486 | /* dont make walls if we're on the edge. */ |
471 | /* dont make walls if we're on the edge. */ |
… | |
… | |
587 | |
572 | |
588 | return 0; |
573 | return 0; |
589 | } |
574 | } |
590 | |
575 | |
591 | /* puts doors at appropriate locations in a layout. */ |
576 | /* puts doors at appropriate locations in a layout. */ |
592 | |
|
|
593 | void |
577 | void |
594 | doorify_layout (char **maze, RMParms * RP) |
578 | doorify_layout (char **maze, random_map_params * RP) |
595 | { |
579 | { |
596 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
580 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
597 | char *doorlist_x; |
581 | char *doorlist_x; |
598 | char *doorlist_y; |
582 | char *doorlist_y; |
599 | int doorlocs = 0; /* # of available doorlocations */ |
583 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
614 | doorlist_x[doorlocs] = i; |
598 | doorlist_x[doorlocs] = i; |
615 | doorlist_y[doorlocs] = j; |
599 | doorlist_y[doorlocs] = j; |
616 | doorlocs++; |
600 | doorlocs++; |
617 | } |
601 | } |
618 | } |
602 | } |
|
|
603 | |
619 | while (ndoors > 0 && doorlocs > 0) |
604 | while (ndoors > 0 && doorlocs > 0) |
620 | { |
605 | { |
621 | int di; |
606 | int di; |
622 | int sindex; |
607 | int sindex; |
623 | |
608 | |
… | |
… | |
633 | /* reduce the size of the list */ |
618 | /* reduce the size of the list */ |
634 | doorlocs--; |
619 | doorlocs--; |
635 | doorlist_x[di] = doorlist_x[doorlocs]; |
620 | doorlist_x[di] = doorlist_x[doorlocs]; |
636 | doorlist_y[di] = doorlist_y[doorlocs]; |
621 | doorlist_y[di] = doorlist_y[doorlocs]; |
637 | } |
622 | } |
|
|
623 | |
638 | free (doorlist_x); |
624 | free (doorlist_x); |
639 | free (doorlist_y); |
625 | free (doorlist_y); |
640 | } |
626 | } |
641 | |
627 | |
642 | |
|
|
643 | void |
628 | void |
644 | write_map_parameters_to_string (char *buf, RMParms * RP) |
629 | write_map_parameters_to_string (char *buf, random_map_params * RP) |
645 | { |
630 | { |
646 | |
|
|
647 | char small_buf[256]; |
631 | char small_buf[256]; |
648 | |
632 | |
649 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
633 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
650 | |
634 | |
651 | if (RP->wallstyle[0]) |
635 | if (RP->wallstyle[0]) |
… | |
… | |
789 | if (RP->origin_y) |
773 | if (RP->origin_y) |
790 | { |
774 | { |
791 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
775 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
792 | strcat (buf, small_buf); |
776 | strcat (buf, small_buf); |
793 | } |
777 | } |
|
|
778 | |
794 | if (RP->random_seed) |
779 | if (RP->random_seed) |
795 | { |
780 | { |
796 | /* Add one so that the next map is a bit different */ |
781 | /* Add one so that the next map is a bit different */ |
797 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
782 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
798 | strcat (buf, small_buf); |
783 | strcat (buf, small_buf); |
… | |
… | |
801 | if (RP->treasureoptions) |
786 | if (RP->treasureoptions) |
802 | { |
787 | { |
803 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
788 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
804 | strcat (buf, small_buf); |
789 | strcat (buf, small_buf); |
805 | } |
790 | } |
806 | |
|
|
807 | |
|
|
808 | } |
791 | } |
809 | |
792 | |
810 | void |
793 | void |
811 | write_parameters_to_string (char *buf, |
794 | write_parameters_to_string (char *buf, |
812 | int xsize_n, |
795 | int xsize_n, |
… | |
… | |
909 | { |
892 | { |
910 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
893 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
911 | strcat (buf, small_buf); |
894 | strcat (buf, small_buf); |
912 | } |
895 | } |
913 | |
896 | |
914 | |
|
|
915 | if (layoutoptions2_n) |
897 | if (layoutoptions2_n) |
916 | { |
898 | { |
917 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
899 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
918 | strcat (buf, small_buf); |
900 | strcat (buf, small_buf); |
919 | } |
901 | } |
… | |
… | |
974 | if (origin_y_n) |
956 | if (origin_y_n) |
975 | { |
957 | { |
976 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
958 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
977 | strcat (buf, small_buf); |
959 | strcat (buf, small_buf); |
978 | } |
960 | } |
|
|
961 | |
979 | if (random_seed_n) |
962 | if (random_seed_n) |
980 | { |
963 | { |
981 | /* Add one so that the next map is a bit different */ |
964 | /* Add one so that the next map is a bit different */ |
982 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
965 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
983 | strcat (buf, small_buf); |
966 | strcat (buf, small_buf); |
… | |
… | |
996 | void |
979 | void |
997 | copy_object_with_inv (object *src_ob, object *dest_ob) |
980 | copy_object_with_inv (object *src_ob, object *dest_ob) |
998 | { |
981 | { |
999 | object *walk, *tmp; |
982 | object *walk, *tmp; |
1000 | |
983 | |
1001 | copy_object (src_ob, dest_ob); |
984 | src_ob->copy_to (dest_ob); |
1002 | |
985 | |
1003 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
986 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
1004 | { |
987 | { |
1005 | tmp = get_object (); |
988 | tmp = object::create (); |
1006 | copy_object (walk, tmp); |
989 | walk->copy_to (tmp); |
1007 | insert_ob_in_ob (tmp, dest_ob); |
990 | insert_ob_in_ob (tmp, dest_ob); |
1008 | } |
991 | } |
1009 | } |
992 | } |