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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.5 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.12 by root, Sun Dec 31 17:17:23 2006 UTC

29#include <random_map.h> 29#include <random_map.h>
30#include <rproto.h> 30#include <rproto.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33void 33void
34dump_layout (char **layout, RMParms * RP) 34dump_layout (char **layout, random_map_params * RP)
35{ 35{
36 { 36 {
37 int i, j; 37 int i, j;
38 38
39 for (i = 0; i < RP->Xsize; i++) 39 for (i = 0; i < RP->Xsize; i++)
49 printf ("\n"); 49 printf ("\n");
50 } 50 }
51 } 51 }
52 printf ("\n"); 52 printf ("\n");
53} 53}
54EXTERN FILE *logfile; 54
55extern FILE *logfile;
56
55maptile * 57maptile *
56generate_random_map (const char *OutFileName, RMParms * RP) 58generate_random_map (const char *OutFileName, random_map_params * RP)
57{ 59{
58 char **layout, buf[HUGE_BUF]; 60 char **layout, buf[HUGE_BUF];
59 maptile *theMap; 61 maptile *theMap;
60 int i; 62 int i;
61 63
68 write_map_parameters_to_string (buf, RP); 70 write_map_parameters_to_string (buf, RP);
69 71
70 if (RP->difficulty == 0) 72 if (RP->difficulty == 0)
71 { 73 {
72 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
73 if (RP->difficulty_increase > 0.001) 76 if (RP->difficulty_increase > 0.001)
74 {
75 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); 77 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
78
76 if (RP->difficulty < 1) 79 if (RP->difficulty < 1)
77 RP->difficulty = 1; 80 RP->difficulty = 1;
78 }
79 } 81 }
80 else 82 else
81 RP->difficulty_given = 1; 83 RP->difficulty_given = 1;
82 84
83 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
84 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
87
85 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
86 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
87 90
88 if (RP->expand2x > 0) 91 if (RP->expand2x > 0)
89 { 92 {
110 113
111 /* allocate the map and set the floor */ 114 /* allocate the map and set the floor */
112 theMap = make_map_floor (layout, RP->floorstyle, RP); 115 theMap = make_map_floor (layout, RP->floorstyle, RP);
113 116
114 /* set the name of the map. */ 117 /* set the name of the map. */
115 strcpy (theMap->path, OutFileName); 118 theMap->path = OutFileName;
116 119
117 /* set region */ 120 /* set region */
118 theMap->region = RP->region; 121 theMap->region = RP->region;
119 122
120 /* create walls unless the wallstyle is "none" */ 123 /* create walls unless the wallstyle is "none" */
137 /* create monsters unless the monsterstyle is "none" */ 140 /* create monsters unless the monsterstyle is "none" */
138 if (strcmp (RP->monsterstyle, "none")) 141 if (strcmp (RP->monsterstyle, "none"))
139 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); 142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
140 143
141 /* treasures needs to have a proper difficulty set for the map. */ 144 /* treasures needs to have a proper difficulty set for the map. */
142 theMap->difficulty = calculate_difficulty (theMap); 145 theMap->difficulty = theMap->estimate_difficulty ();
143 146
144 /* create treasure unless the treasurestyle is "none" */ 147 /* create treasure unless the treasurestyle is "none" */
145 if (strcmp (RP->treasurestyle, "none")) 148 if (strcmp (RP->treasurestyle, "none"))
146 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); 149 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
147 150
148 /* create decor unless the decorstyle is "none" */ 151 /* create decor unless the decorstyle is "none" */
149 if (strcmp (RP->decorstyle, "none")) 152 if (strcmp (RP->decorstyle, "none"))
150 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); 153 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
151 154
152 /* generate treasures, etc. */ 155 /* generate treasures, etc. */
153 fix_auto_apply (theMap); 156 theMap->fix_auto_apply ();
154 157
155 unblock_exits (theMap, layout, RP); 158 unblock_exits (theMap, layout, RP);
156 159
157 /* free the layout */ 160 /* free the layout */
158 for (i = 0; i < RP->Xsize; i++) 161 for (i = 0; i < RP->Xsize; i++)
159 free (layout[i]); 162 free (layout[i]);
163
160 free (layout); 164 free (layout);
161 165
162 theMap->msg = strdup_local (buf); 166 theMap->msg = strdup (buf);
167 theMap->in_memory = MAP_IN_MEMORY;
163 168
164 return theMap; 169 return theMap;
165} 170}
166
167 171
168/* function selects the layout function and gives it whatever 172/* function selects the layout function and gives it whatever
169 arguments it needs. */ 173 arguments it needs. */
170char ** 174char **
171layoutgen (RMParms * RP) 175layoutgen (random_map_params * RP)
172{ 176{
173 char **maze = 0; 177 char **maze = 0;
174 int oxsize = RP->Xsize, oysize = RP->Ysize; 178 int oxsize = RP->Xsize, oysize = RP->Ysize;
175 179
176 if (RP->symmetry == RANDOM_SYM) 180 if (RP->symmetry == SYMMETRY_RANDOM)
177 RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; 181 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
178 else 182 else
179 RP->symmetry_used = RP->symmetry; 183 RP->symmetry_used = RP->symmetry;
180 184
181 if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) 185 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
182 RP->Ysize = RP->Ysize / 2 + 1; 186 RP->Ysize = RP->Ysize / 2 + 1;
183 if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) 187 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
184 RP->Xsize = RP->Xsize / 2 + 1; 188 RP->Xsize = RP->Xsize / 2 + 1;
185 189
186 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 190 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
187 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; 191 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
188 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 192 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
193 * layout style and then random layout style. Instead, figure out 197 * layout style and then random layout style. Instead, figure out
194 * the numeric layoutstyle, so there is only one area that actually 198 * the numeric layoutstyle, so there is only one area that actually
195 * calls the code to make the maps. 199 * calls the code to make the maps.
196 */ 200 */
197 if (strstr (RP->layoutstyle, "onion")) 201 if (strstr (RP->layoutstyle, "onion"))
198 {
199 RP->map_layout_style = ONION_LAYOUT; 202 RP->map_layout_style = LAYOUT_ONION;
200 }
201 203
202 if (strstr (RP->layoutstyle, "maze")) 204 if (strstr (RP->layoutstyle, "maze"))
203 {
204 RP->map_layout_style = MAZE_LAYOUT; 205 RP->map_layout_style = LAYOUT_MAZE;
205 }
206 206
207 if (strstr (RP->layoutstyle, "spiral")) 207 if (strstr (RP->layoutstyle, "spiral"))
208 {
209 RP->map_layout_style = SPIRAL_LAYOUT; 208 RP->map_layout_style = LAYOUT_SPIRAL;
210 }
211 209
212 if (strstr (RP->layoutstyle, "rogue")) 210 if (strstr (RP->layoutstyle, "rogue"))
213 {
214 RP->map_layout_style = ROGUELIKE_LAYOUT; 211 RP->map_layout_style = LAYOUT_ROGUELIKE;
215 }
216 212
217 if (strstr (RP->layoutstyle, "snake")) 213 if (strstr (RP->layoutstyle, "snake"))
218 {
219 RP->map_layout_style = SNAKE_LAYOUT; 214 RP->map_layout_style = LAYOUT_SNAKE;
220 }
221 215
222 if (strstr (RP->layoutstyle, "squarespiral")) 216 if (strstr (RP->layoutstyle, "squarespiral"))
223 {
224 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; 217 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
225 } 218
226 /* No style found - choose one ranomdly */ 219 /* No style found - choose one ranomdly */
227 if (RP->map_layout_style == 0) 220 if (RP->map_layout_style == LAYOUT_NONE)
228 {
229 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; 221 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
230 }
231 222
232 switch (RP->map_layout_style) 223 switch (RP->map_layout_style)
233 { 224 {
234 225 case LAYOUT_ONION:
235 case ONION_LAYOUT:
236 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);
237 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) 227 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
238 roomify_layout (maze, RP); 228 roomify_layout (maze, RP);
239 break; 229 break;
240 230
241 case MAZE_LAYOUT: 231 case LAYOUT_MAZE:
242 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 232 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
243 if (!(RANDOM () % 2)) 233 if (!(RANDOM () % 2))
244 doorify_layout (maze, RP); 234 doorify_layout (maze, RP);
245 break; 235 break;
246 236
247 case SPIRAL_LAYOUT: 237 case LAYOUT_SPIRAL:
248 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 238 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
249 if (!(RANDOM () % 2)) 239 if (!(RANDOM () % 2))
250 doorify_layout (maze, RP); 240 doorify_layout (maze, RP);
251 break; 241 break;
252 242
253 case ROGUELIKE_LAYOUT: 243 case LAYOUT_ROGUELIKE:
254 /* 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
255 * 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),
256 * but more importantly, the symmetry code presumes we are symmetrizing 246 * but more importantly, the symmetry code presumes we are symmetrizing
257 * spirals, or maps with lots of passages - making a symmetric rogue 247 * spirals, or maps with lots of passages - making a symmetric rogue
258 * map fails because its likely that the passages the symmetry process 248 * map fails because its likely that the passages the symmetry process
259 * creates may not connect the rooms. 249 * creates may not connect the rooms.
260 */ 250 */
261 RP->symmetry_used = NO_SYM; 251 RP->symmetry_used = SYMMETRY_NONE;
262 RP->Ysize = oysize; 252 RP->Ysize = oysize;
263 RP->Xsize = oxsize; 253 RP->Xsize = oxsize;
264 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 254 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
265 /* no doorifying... done already */ 255 /* no doorifying... done already */
266 break; 256 break;
267 257
268 case SNAKE_LAYOUT: 258 case LAYOUT_SNAKE:
269 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 259 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
270 if (RANDOM () % 2) 260 if (RANDOM () % 2)
271 roomify_layout (maze, RP); 261 roomify_layout (maze, RP);
272 break; 262 break;
273 263
274 case SQUARE_SPIRAL_LAYOUT: 264 case LAYOUT_SQUARE_SPIRAL:
275 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 265 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
276 if (RANDOM () % 2) 266 if (RANDOM () % 2)
277 roomify_layout (maze, RP); 267 roomify_layout (maze, RP);
278 break; 268 break;
279 } 269 }
280 270
281 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 271 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
272
282#ifdef RMAP_DEBUG 273#ifdef RMAP_DEBUG
283 dump_layout (maze, RP); 274 dump_layout (maze, RP);
284#endif 275#endif
276
285 if (RP->expand2x) 277 if (RP->expand2x)
286 { 278 {
287 maze = expand2x (maze, RP->Xsize, RP->Ysize); 279 maze = expand2x (maze, RP->Xsize, RP->Ysize);
288 RP->Xsize = RP->Xsize * 2 - 1; 280 RP->Xsize = RP->Xsize * 2 - 1;
289 RP->Ysize = RP->Ysize * 2 - 1; 281 RP->Ysize = RP->Ysize * 2 - 1;
290 } 282 }
283
291 return maze; 284 return maze;
292} 285}
293
294 286
295/* takes a map and makes it symmetric: adjusts Xsize and 287/* takes a map and makes it symmetric: adjusts Xsize and
296Ysize to produce a symmetric map. */ 288Ysize to produce a symmetric map. */
297
298char ** 289char **
299symmetrize_layout (char **maze, int sym, RMParms * RP) 290symmetrize_layout (char **maze, int sym, random_map_params * RP)
300{ 291{
301 int i, j; 292 int i, j;
302 char **sym_maze; 293 char **sym_maze;
303 int Xsize_orig, Ysize_orig; 294 int Xsize_orig, Ysize_orig;
304 295
305 Xsize_orig = RP->Xsize; 296 Xsize_orig = RP->Xsize;
306 Ysize_orig = RP->Ysize; 297 Ysize_orig = RP->Ysize;
307 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. */
308 if (sym == NO_SYM) 299 if (sym == SYMMETRY_NONE)
309 { 300 {
310 RP->Xsize = Xsize_orig; 301 RP->Xsize = Xsize_orig;
311 RP->Ysize = Ysize_orig; 302 RP->Ysize = Ysize_orig;
312 return maze; 303 return maze;
313 } 304 }
314 /* pick new sizes */ 305 /* pick new sizes */
315 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);
316 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);
317 308
318 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 309 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
319 for (i = 0; i < RP->Xsize; i++) 310 for (i = 0; i < RP->Xsize; i++)
320 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 311 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
321 312
322 if (sym == X_SYM) 313 if (sym == SYMMETRY_X)
323 for (i = 0; i < RP->Xsize / 2 + 1; i++) 314 for (i = 0; i < RP->Xsize / 2 + 1; i++)
324 for (j = 0; j < RP->Ysize; j++) 315 for (j = 0; j < RP->Ysize; j++)
325 { 316 {
326 sym_maze[i][j] = maze[i][j]; 317 sym_maze[i][j] = maze[i][j];
327 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 318 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
328 }; 319 };
329 if (sym == Y_SYM) 320 if (sym == SYMMETRY_Y)
330 for (i = 0; i < RP->Xsize; i++) 321 for (i = 0; i < RP->Xsize; i++)
331 for (j = 0; j < RP->Ysize / 2 + 1; j++) 322 for (j = 0; j < RP->Ysize / 2 + 1; j++)
332 { 323 {
333 sym_maze[i][j] = maze[i][j]; 324 sym_maze[i][j] = maze[i][j];
334 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 325 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
335 } 326 }
336 if (sym == XY_SYM) 327 if (sym == SYMMETRY_XY)
337 for (i = 0; i < RP->Xsize / 2 + 1; i++) 328 for (i = 0; i < RP->Xsize / 2 + 1; i++)
338 for (j = 0; j < RP->Ysize / 2 + 1; j++) 329 for (j = 0; j < RP->Ysize / 2 + 1; j++)
339 { 330 {
340 sym_maze[i][j] = maze[i][j]; 331 sym_maze[i][j] = maze[i][j];
341 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 332 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
345 /* delete the old maze */ 336 /* delete the old maze */
346 for (i = 0; i < Xsize_orig; i++) 337 for (i = 0; i < Xsize_orig; i++)
347 free (maze[i]); 338 free (maze[i]);
348 free (maze); 339 free (maze);
349 /* reconnect disjointed spirals */ 340 /* reconnect disjointed spirals */
350 if (RP->map_layout_style == SPIRAL_LAYOUT) 341 if (RP->map_layout_style == LAYOUT_SPIRAL)
351 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 342 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
352 /* reconnect disjointed nethackmazes: the routine for 343 /* reconnect disjointed nethackmazes: the routine for
353 spirals will do the trick? */ 344 spirals will do the trick? */
354 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 345 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
355 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 346 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
356 347
357 return sym_maze; 348 return sym_maze;
358} 349}
359 350
362 onion layouts, making them possibly centered on any wall. 353 onion layouts, making them possibly centered on any wall.
363 It'll modify Xsize and Ysize if they're swapped. 354 It'll modify Xsize and Ysize if they're swapped.
364*/ 355*/
365 356
366char ** 357char **
367rotate_layout (char **maze, int rotation, RMParms * RP) 358rotate_layout (char **maze, int rotation, random_map_params * RP)
368{ 359{
369 char **new_maze; 360 char **new_maze;
370 int i, j; 361 int i, j;
371 362
372 switch (rotation) 363 switch (rotation)
373 { 364 {
374 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);
375 return maze; 387 return maze;
376 break; 388 break;
377 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++)
378 { 396 {
379 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 397 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
380 398 }
399 if (rotation == 1) /* swap x and y */
381 for (i = 0; i < RP->Xsize; i++) 400 for (i = 0; i < RP->Xsize; i++)
382 { /* make a copy */
383 for (j = 0; j < RP->Ysize; j++) 401 for (j = 0; j < RP->Ysize; j++)
384 {
385 newmaze[i * RP->Ysize + j] = maze[i][j]; 402 new_maze[j][i] = maze[i][j];
386 } 403
387 } 404 if (rotation == 3)
388 for (i = 0; i < RP->Xsize; i++) 405 { /* swap x and y */
389 { /* copy a reflection back */
390 for (j = 0; j < RP->Ysize; j++)
391 {
392 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
393 }
394 }
395 free (newmaze);
396 return maze;
397 break;
398 }
399 case 1:
400 case 3:
401 {
402 int swap;
403 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
404 for (i = 0; i < RP->Ysize; i++)
405 {
406 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
407 }
408 if (rotation == 1) /* swap x and y */
409 for (i = 0; i < RP->Xsize; i++) 406 for (i = 0; i < RP->Xsize; i++)
410 for (j = 0; j < RP->Ysize; j++) 407 for (j = 0; j < RP->Ysize; j++)
411 new_maze[j][i] = maze[i][j];
412
413 if (rotation == 3)
414 { /* swap x and y */
415 for (i = 0; i < RP->Xsize; i++)
416 for (j = 0; j < RP->Ysize; j++)
417 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];
418 } 409 }
419 410
420 /* delete the old layout */ 411 /* delete the old layout */
421 for (i = 0; i < RP->Xsize; i++) 412 for (i = 0; i < RP->Xsize; i++)
422 free (maze[i]); 413 free (maze[i]);
423 free (maze); 414 free (maze);
424 415
425 swap = RP->Ysize; 416 swap = RP->Ysize;
426 RP->Ysize = RP->Xsize; 417 RP->Ysize = RP->Xsize;
427 RP->Xsize = swap; 418 RP->Xsize = swap;
428 return new_maze; 419 return new_maze;
429 break; 420 break;
430 } 421 }
431 } 422 }
432 return NULL; 423 return NULL;
433} 424}
434 425
435/* take a layout and make some rooms in it. 426/* take a layout and make some rooms in it.
436 --works best on onions.*/ 427 --works best on onions.*/
437void 428void
438roomify_layout (char **maze, RMParms * RP) 429roomify_layout (char **maze, random_map_params * RP)
439{ 430{
440 int tries = RP->Xsize * RP->Ysize / 30; 431 int tries = RP->Xsize * RP->Ysize / 30;
441 int ti; 432 int ti;
442 433
443 for (ti = 0; ti < tries; ti++) 434 for (ti = 0; ti < tries; ti++)
470/* 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
471 (or vertical, dir == 1) 462 (or vertical, dir == 1)
472 here which ends up on other walls sensibly. */ 463 here which ends up on other walls sensibly. */
473 464
474int 465int
475can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 466can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP)
476{ 467{
477 int i1; 468 int i1;
478 int length = 0; 469 int length = 0;
479 470
480 /* dont make walls if we're on the edge. */ 471 /* dont make walls if we're on the edge. */
581 572
582 return 0; 573 return 0;
583} 574}
584 575
585/* puts doors at appropriate locations in a layout. */ 576/* puts doors at appropriate locations in a layout. */
586
587void 577void
588doorify_layout (char **maze, RMParms * RP) 578doorify_layout (char **maze, random_map_params * RP)
589{ 579{
590 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 580 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
591 char *doorlist_x; 581 char *doorlist_x;
592 char *doorlist_y; 582 char *doorlist_y;
593 int doorlocs = 0; /* # of available doorlocations */ 583 int doorlocs = 0; /* # of available doorlocations */
608 doorlist_x[doorlocs] = i; 598 doorlist_x[doorlocs] = i;
609 doorlist_y[doorlocs] = j; 599 doorlist_y[doorlocs] = j;
610 doorlocs++; 600 doorlocs++;
611 } 601 }
612 } 602 }
603
613 while (ndoors > 0 && doorlocs > 0) 604 while (ndoors > 0 && doorlocs > 0)
614 { 605 {
615 int di; 606 int di;
616 int sindex; 607 int sindex;
617 608
627 /* reduce the size of the list */ 618 /* reduce the size of the list */
628 doorlocs--; 619 doorlocs--;
629 doorlist_x[di] = doorlist_x[doorlocs]; 620 doorlist_x[di] = doorlist_x[doorlocs];
630 doorlist_y[di] = doorlist_y[doorlocs]; 621 doorlist_y[di] = doorlist_y[doorlocs];
631 } 622 }
623
632 free (doorlist_x); 624 free (doorlist_x);
633 free (doorlist_y); 625 free (doorlist_y);
634} 626}
635 627
636
637void 628void
638write_map_parameters_to_string (char *buf, RMParms * RP) 629write_map_parameters_to_string (char *buf, random_map_params * RP)
639{ 630{
640
641 char small_buf[256]; 631 char small_buf[256];
642 632
643 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 633 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
644 634
645 if (RP->wallstyle[0]) 635 if (RP->wallstyle[0])
783 if (RP->origin_y) 773 if (RP->origin_y)
784 { 774 {
785 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 775 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
786 strcat (buf, small_buf); 776 strcat (buf, small_buf);
787 } 777 }
778
788 if (RP->random_seed) 779 if (RP->random_seed)
789 { 780 {
790 /* Add one so that the next map is a bit different */ 781 /* Add one so that the next map is a bit different */
791 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 782 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
792 strcat (buf, small_buf); 783 strcat (buf, small_buf);
795 if (RP->treasureoptions) 786 if (RP->treasureoptions)
796 { 787 {
797 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 788 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
798 strcat (buf, small_buf); 789 strcat (buf, small_buf);
799 } 790 }
800
801
802} 791}
803 792
804void 793void
805write_parameters_to_string (char *buf, 794write_parameters_to_string (char *buf,
806 int xsize_n, 795 int xsize_n,
903 { 892 {
904 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); 893 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
905 strcat (buf, small_buf); 894 strcat (buf, small_buf);
906 } 895 }
907 896
908
909 if (layoutoptions2_n) 897 if (layoutoptions2_n)
910 { 898 {
911 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); 899 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
912 strcat (buf, small_buf); 900 strcat (buf, small_buf);
913 } 901 }
968 if (origin_y_n) 956 if (origin_y_n)
969 { 957 {
970 sprintf (small_buf, "origin_y %d\n", origin_y_n); 958 sprintf (small_buf, "origin_y %d\n", origin_y_n);
971 strcat (buf, small_buf); 959 strcat (buf, small_buf);
972 } 960 }
961
973 if (random_seed_n) 962 if (random_seed_n)
974 { 963 {
975 /* Add one so that the next map is a bit different */ 964 /* Add one so that the next map is a bit different */
976 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 965 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
977 strcat (buf, small_buf); 966 strcat (buf, small_buf);
990void 979void
991copy_object_with_inv (object *src_ob, object *dest_ob) 980copy_object_with_inv (object *src_ob, object *dest_ob)
992{ 981{
993 object *walk, *tmp; 982 object *walk, *tmp;
994 983
995 copy_object (src_ob, dest_ob); 984 src_ob->copy_to (dest_ob);
996 985
997 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 986 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
998 { 987 {
999 tmp = get_object (); 988 tmp = object::create ();
1000 copy_object (walk, tmp); 989 walk->copy_to (tmp);
1001 insert_ob_in_ob (tmp, dest_ob); 990 insert_ob_in_ob (tmp, dest_ob);
1002 } 991 }
1003} 992}

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