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 |
… | |
… | |
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 | |
33 | void |
34 | void |
34 | dump_layout (char **layout, RMParms * RP) |
35 | dump_layout (char **layout, random_map_params *RP) |
35 | { |
36 | { |
36 | { |
37 | { |
37 | int i, j; |
38 | int i, j; |
38 | |
39 | |
39 | for (i = 0; i < RP->Xsize; i++) |
40 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
49 | printf ("\n"); |
50 | printf ("\n"); |
50 | } |
51 | } |
51 | } |
52 | } |
52 | printf ("\n"); |
53 | printf ("\n"); |
53 | } |
54 | } |
54 | EXTERN FILE *logfile; |
55 | |
55 | maptile * |
56 | maptile * |
56 | generate_random_map (const char *OutFileName, RMParms * RP) |
57 | generate_random_map (const char *OutFileName, random_map_params *RP) |
57 | { |
58 | { |
58 | char **layout, buf[HUGE_BUF]; |
59 | char **layout, buf[16384]; |
59 | maptile *theMap; |
60 | maptile *theMap; |
60 | int i; |
61 | int i; |
61 | |
62 | |
62 | /* pick a random seed, or use the one from the input file */ |
63 | /* pick a random seed, or use the one from the input file */ |
63 | if (RP->random_seed == 0) |
64 | SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0)); |
64 | RP->random_seed = time (0); |
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65 | |
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66 | SRANDOM (RP->random_seed); |
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67 | |
65 | |
68 | write_map_parameters_to_string (buf, RP); |
66 | write_map_parameters_to_string (buf, RP); |
69 | |
67 | |
70 | if (RP->difficulty == 0) |
68 | if (RP->difficulty == 0) |
71 | { |
69 | { |
72 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
70 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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|
71 | |
73 | if (RP->difficulty_increase > 0.001) |
72 | if (RP->difficulty_increase > 0.001) |
74 | { |
|
|
75 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
73 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
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|
74 | |
76 | if (RP->difficulty < 1) |
75 | if (RP->difficulty < 1) |
77 | RP->difficulty = 1; |
76 | RP->difficulty = 1; |
78 | } |
|
|
79 | } |
77 | } |
80 | else |
78 | else |
81 | RP->difficulty_given = 1; |
79 | RP->difficulty_given = 1; |
82 | |
80 | |
83 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
81 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
84 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
82 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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|
83 | |
85 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
84 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
86 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
85 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
87 | |
86 | |
88 | if (RP->expand2x > 0) |
87 | if (RP->expand2x > 0) |
89 | { |
88 | { |
… | |
… | |
110 | |
109 | |
111 | /* allocate the map and set the floor */ |
110 | /* allocate the map and set the floor */ |
112 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
111 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
113 | |
112 | |
114 | /* set the name of the map. */ |
113 | /* set the name of the map. */ |
115 | strcpy (theMap->path, OutFileName); |
114 | theMap->path = OutFileName; |
116 | |
115 | |
117 | /* set region */ |
116 | /* set region */ |
118 | theMap->region = RP->region; |
117 | theMap->region = RP->region; |
119 | |
118 | |
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|
119 | coroapi::cede (); |
120 | /* create walls unless the wallstyle is "none" */ |
120 | /* create walls unless the wallstyle is "none" */ |
121 | if (strcmp (RP->wallstyle, "none")) |
121 | if (strcmp (RP->wallstyle, "none")) |
122 | { |
122 | { |
123 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
123 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
124 | |
124 | |
… | |
… | |
126 | if (strcmp (RP->doorstyle, "none")) |
126 | if (strcmp (RP->doorstyle, "none")) |
127 | put_doors (theMap, layout, RP->doorstyle, RP); |
127 | put_doors (theMap, layout, RP->doorstyle, RP); |
128 | |
128 | |
129 | } |
129 | } |
130 | |
130 | |
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|
131 | coroapi::cede (); |
131 | /* create exits unless the exitstyle is "none" */ |
132 | /* create exits unless the exitstyle is "none" */ |
132 | if (strcmp (RP->exitstyle, "none")) |
133 | if (strcmp (RP->exitstyle, "none")) |
133 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
134 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
134 | |
135 | |
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136 | coroapi::cede (); |
135 | place_specials_in_map (theMap, layout, RP); |
137 | place_specials_in_map (theMap, layout, RP); |
136 | |
138 | |
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139 | coroapi::cede (); |
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 | |
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144 | coroapi::cede (); |
141 | /* treasures needs to have a proper difficulty set for the map. */ |
145 | /* treasures needs to have a proper difficulty set for the map. */ |
142 | theMap->difficulty = calculate_difficulty (theMap); |
146 | theMap->difficulty = theMap->estimate_difficulty (); |
143 | |
147 | |
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148 | coroapi::cede (); |
144 | /* create treasure unless the treasurestyle is "none" */ |
149 | /* create treasure unless the treasurestyle is "none" */ |
145 | if (strcmp (RP->treasurestyle, "none")) |
150 | if (strcmp (RP->treasurestyle, "none")) |
146 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
151 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
147 | |
152 | |
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153 | coroapi::cede (); |
148 | /* create decor unless the decorstyle is "none" */ |
154 | /* create decor unless the decorstyle is "none" */ |
149 | if (strcmp (RP->decorstyle, "none")) |
155 | if (strcmp (RP->decorstyle, "none")) |
150 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
156 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
151 | |
157 | |
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158 | coroapi::cede (); |
152 | /* generate treasures, etc. */ |
159 | /* generate treasures, etc. */ |
153 | fix_auto_apply (theMap); |
160 | theMap->fix_auto_apply (); |
154 | |
161 | |
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162 | coroapi::cede (); |
155 | unblock_exits (theMap, layout, RP); |
163 | unblock_exits (theMap, layout, RP); |
156 | |
164 | |
157 | /* free the layout */ |
165 | /* free the layout */ |
158 | for (i = 0; i < RP->Xsize; i++) |
166 | for (i = 0; i < RP->Xsize; i++) |
159 | free (layout[i]); |
167 | free (layout[i]); |
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|
168 | |
160 | free (layout); |
169 | free (layout); |
161 | |
170 | |
162 | theMap->msg = strdup_local (buf); |
171 | theMap->msg = strdup (buf); |
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|
172 | theMap->in_memory = MAP_IN_MEMORY; |
163 | |
173 | |
164 | return theMap; |
174 | return theMap; |
165 | } |
175 | } |
166 | |
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|
167 | |
176 | |
168 | /* function selects the layout function and gives it whatever |
177 | /* function selects the layout function and gives it whatever |
169 | arguments it needs. */ |
178 | arguments it needs. */ |
170 | char ** |
179 | char ** |
171 | layoutgen (RMParms * RP) |
180 | layoutgen (random_map_params *RP) |
172 | { |
181 | { |
173 | char **maze = 0; |
182 | char **maze = 0; |
174 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
183 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
175 | |
184 | |
176 | if (RP->symmetry == RANDOM_SYM) |
185 | if (RP->symmetry == SYMMETRY_RANDOM) |
177 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
186 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
178 | else |
187 | else |
179 | RP->symmetry_used = RP->symmetry; |
188 | RP->symmetry_used = RP->symmetry; |
180 | |
189 | |
181 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
190 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
182 | RP->Ysize = RP->Ysize / 2 + 1; |
191 | RP->Ysize = RP->Ysize / 2 + 1; |
183 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
192 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
184 | RP->Xsize = RP->Xsize / 2 + 1; |
193 | RP->Xsize = RP->Xsize / 2 + 1; |
185 | |
194 | |
186 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
195 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
187 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
196 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
188 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
197 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
… | |
… | |
193 | * layout style and then random layout style. Instead, figure out |
202 | * layout style and then random layout style. Instead, figure out |
194 | * the numeric layoutstyle, so there is only one area that actually |
203 | * the numeric layoutstyle, so there is only one area that actually |
195 | * calls the code to make the maps. |
204 | * calls the code to make the maps. |
196 | */ |
205 | */ |
197 | if (strstr (RP->layoutstyle, "onion")) |
206 | if (strstr (RP->layoutstyle, "onion")) |
198 | { |
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199 | RP->map_layout_style = ONION_LAYOUT; |
207 | RP->map_layout_style = LAYOUT_ONION; |
200 | } |
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201 | |
208 | |
202 | if (strstr (RP->layoutstyle, "maze")) |
209 | if (strstr (RP->layoutstyle, "maze")) |
203 | { |
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204 | RP->map_layout_style = MAZE_LAYOUT; |
210 | RP->map_layout_style = LAYOUT_MAZE; |
205 | } |
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206 | |
211 | |
207 | if (strstr (RP->layoutstyle, "spiral")) |
212 | if (strstr (RP->layoutstyle, "spiral")) |
208 | { |
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209 | RP->map_layout_style = SPIRAL_LAYOUT; |
213 | RP->map_layout_style = LAYOUT_SPIRAL; |
210 | } |
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211 | |
214 | |
212 | if (strstr (RP->layoutstyle, "rogue")) |
215 | if (strstr (RP->layoutstyle, "rogue")) |
213 | { |
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214 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
216 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
215 | } |
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216 | |
217 | |
217 | if (strstr (RP->layoutstyle, "snake")) |
218 | if (strstr (RP->layoutstyle, "snake")) |
218 | { |
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219 | RP->map_layout_style = SNAKE_LAYOUT; |
219 | RP->map_layout_style = LAYOUT_SNAKE; |
220 | } |
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221 | |
220 | |
222 | if (strstr (RP->layoutstyle, "squarespiral")) |
221 | if (strstr (RP->layoutstyle, "squarespiral")) |
223 | { |
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224 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
222 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
225 | } |
223 | |
226 | /* No style found - choose one ranomdly */ |
224 | /* No style found - choose one ranomdly */ |
227 | if (RP->map_layout_style == 0) |
225 | if (RP->map_layout_style == LAYOUT_NONE) |
228 | { |
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|
229 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
226 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
230 | } |
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|
231 | |
227 | |
232 | switch (RP->map_layout_style) |
228 | switch (RP->map_layout_style) |
233 | { |
229 | { |
234 | |
230 | case LAYOUT_ONION: |
235 | case ONION_LAYOUT: |
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236 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
231 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
237 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
232 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
238 | roomify_layout (maze, RP); |
233 | roomify_layout (maze, RP); |
239 | break; |
234 | break; |
240 | |
235 | |
241 | case MAZE_LAYOUT: |
236 | case LAYOUT_MAZE: |
242 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
237 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
243 | if (!(RANDOM () % 2)) |
238 | if (!(RANDOM () % 2)) |
244 | doorify_layout (maze, RP); |
239 | doorify_layout (maze, RP); |
245 | break; |
240 | break; |
246 | |
241 | |
247 | case SPIRAL_LAYOUT: |
242 | case LAYOUT_SPIRAL: |
248 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
243 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
249 | if (!(RANDOM () % 2)) |
244 | if (!(RANDOM () % 2)) |
250 | doorify_layout (maze, RP); |
245 | doorify_layout (maze, RP); |
251 | break; |
246 | break; |
252 | |
247 | |
253 | case ROGUELIKE_LAYOUT: |
248 | case LAYOUT_ROGUELIKE: |
254 | /* Don't put symmetry in rogue maps. There isn't much reason to |
249 | /* 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), |
250 | * do so in the first place (doesn't make it any more interesting), |
256 | * but more importantly, the symmetry code presumes we are symmetrizing |
251 | * but more importantly, the symmetry code presumes we are symmetrizing |
257 | * spirals, or maps with lots of passages - making a symmetric rogue |
252 | * spirals, or maps with lots of passages - making a symmetric rogue |
258 | * map fails because its likely that the passages the symmetry process |
253 | * map fails because its likely that the passages the symmetry process |
259 | * creates may not connect the rooms. |
254 | * creates may not connect the rooms. |
260 | */ |
255 | */ |
261 | RP->symmetry_used = NO_SYM; |
256 | RP->symmetry_used = SYMMETRY_NONE; |
262 | RP->Ysize = oysize; |
257 | RP->Ysize = oysize; |
263 | RP->Xsize = oxsize; |
258 | RP->Xsize = oxsize; |
264 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
259 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
265 | /* no doorifying... done already */ |
260 | /* no doorifying... done already */ |
266 | break; |
261 | break; |
267 | |
262 | |
268 | case SNAKE_LAYOUT: |
263 | case LAYOUT_SNAKE: |
269 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
264 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
270 | if (RANDOM () % 2) |
265 | if (RANDOM () % 2) |
271 | roomify_layout (maze, RP); |
266 | roomify_layout (maze, RP); |
272 | break; |
267 | break; |
273 | |
268 | |
274 | case SQUARE_SPIRAL_LAYOUT: |
269 | case LAYOUT_SQUARE_SPIRAL: |
275 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
270 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 | if (RANDOM () % 2) |
271 | if (RANDOM () % 2) |
277 | roomify_layout (maze, RP); |
272 | roomify_layout (maze, RP); |
278 | break; |
273 | break; |
279 | } |
274 | } |
280 | |
275 | |
281 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
276 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
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|
277 | |
282 | #ifdef RMAP_DEBUG |
278 | #ifdef RMAP_DEBUG |
283 | dump_layout (maze, RP); |
279 | dump_layout (maze, RP); |
284 | #endif |
280 | #endif |
|
|
281 | |
285 | if (RP->expand2x) |
282 | if (RP->expand2x) |
286 | { |
283 | { |
287 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
284 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
288 | RP->Xsize = RP->Xsize * 2 - 1; |
285 | RP->Xsize = RP->Xsize * 2 - 1; |
289 | RP->Ysize = RP->Ysize * 2 - 1; |
286 | RP->Ysize = RP->Ysize * 2 - 1; |
290 | } |
287 | } |
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|
288 | |
291 | return maze; |
289 | return maze; |
292 | } |
290 | } |
293 | |
|
|
294 | |
291 | |
295 | /* takes a map and makes it symmetric: adjusts Xsize and |
292 | /* takes a map and makes it symmetric: adjusts Xsize and |
296 | Ysize to produce a symmetric map. */ |
293 | Ysize to produce a symmetric map. */ |
297 | |
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|
298 | char ** |
294 | char ** |
299 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
295 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
300 | { |
296 | { |
301 | int i, j; |
297 | int i, j; |
302 | char **sym_maze; |
298 | char **sym_maze; |
303 | int Xsize_orig, Ysize_orig; |
299 | int Xsize_orig, Ysize_orig; |
304 | |
300 | |
305 | Xsize_orig = RP->Xsize; |
301 | Xsize_orig = RP->Xsize; |
306 | Ysize_orig = RP->Ysize; |
302 | Ysize_orig = RP->Ysize; |
307 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
303 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
308 | if (sym == NO_SYM) |
304 | if (sym == SYMMETRY_NONE) |
309 | { |
305 | { |
310 | RP->Xsize = Xsize_orig; |
306 | RP->Xsize = Xsize_orig; |
311 | RP->Ysize = Ysize_orig; |
307 | RP->Ysize = Ysize_orig; |
312 | return maze; |
308 | return maze; |
313 | } |
309 | } |
314 | /* pick new sizes */ |
310 | /* pick new sizes */ |
315 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
311 | 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); |
312 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
317 | |
313 | |
318 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
314 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
319 | for (i = 0; i < RP->Xsize; i++) |
315 | for (i = 0; i < RP->Xsize; i++) |
320 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
316 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
321 | |
317 | |
322 | if (sym == X_SYM) |
318 | if (sym == SYMMETRY_X) |
323 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
319 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
324 | for (j = 0; j < RP->Ysize; j++) |
320 | for (j = 0; j < RP->Ysize; j++) |
325 | { |
321 | { |
326 | sym_maze[i][j] = maze[i][j]; |
322 | sym_maze[i][j] = maze[i][j]; |
327 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
323 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
328 | }; |
324 | }; |
329 | if (sym == Y_SYM) |
325 | if (sym == SYMMETRY_Y) |
330 | for (i = 0; i < RP->Xsize; i++) |
326 | for (i = 0; i < RP->Xsize; i++) |
331 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
327 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
332 | { |
328 | { |
333 | sym_maze[i][j] = maze[i][j]; |
329 | sym_maze[i][j] = maze[i][j]; |
334 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
330 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
335 | } |
331 | } |
336 | if (sym == XY_SYM) |
332 | if (sym == SYMMETRY_XY) |
337 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
333 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
334 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
339 | { |
335 | { |
340 | sym_maze[i][j] = maze[i][j]; |
336 | sym_maze[i][j] = maze[i][j]; |
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
337 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
345 | /* delete the old maze */ |
341 | /* delete the old maze */ |
346 | for (i = 0; i < Xsize_orig; i++) |
342 | for (i = 0; i < Xsize_orig; i++) |
347 | free (maze[i]); |
343 | free (maze[i]); |
348 | free (maze); |
344 | free (maze); |
349 | /* reconnect disjointed spirals */ |
345 | /* reconnect disjointed spirals */ |
350 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
346 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
351 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
347 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
352 | /* reconnect disjointed nethackmazes: the routine for |
348 | /* reconnect disjointed nethackmazes: the routine for |
353 | spirals will do the trick? */ |
349 | spirals will do the trick? */ |
354 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
350 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
355 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
351 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
356 | |
352 | |
357 | return sym_maze; |
353 | return sym_maze; |
358 | } |
354 | } |
359 | |
355 | |
… | |
… | |
362 | onion layouts, making them possibly centered on any wall. |
358 | onion layouts, making them possibly centered on any wall. |
363 | It'll modify Xsize and Ysize if they're swapped. |
359 | It'll modify Xsize and Ysize if they're swapped. |
364 | */ |
360 | */ |
365 | |
361 | |
366 | char ** |
362 | char ** |
367 | rotate_layout (char **maze, int rotation, RMParms * RP) |
363 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
368 | { |
364 | { |
369 | char **new_maze; |
365 | char **new_maze; |
370 | int i, j; |
366 | int i, j; |
371 | |
367 | |
372 | switch (rotation) |
368 | switch (rotation) |
373 | { |
369 | { |
374 | case 0: |
370 | case 0: |
|
|
371 | return maze; |
|
|
372 | break; |
|
|
373 | case 2: /* a reflection */ |
|
|
374 | { |
|
|
375 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
376 | |
|
|
377 | for (i = 0; i < RP->Xsize; i++) |
|
|
378 | { /* make a copy */ |
|
|
379 | for (j = 0; j < RP->Ysize; j++) |
|
|
380 | { |
|
|
381 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
382 | } |
|
|
383 | } |
|
|
384 | for (i = 0; i < RP->Xsize; i++) |
|
|
385 | { /* copy a reflection back */ |
|
|
386 | for (j = 0; j < RP->Ysize; j++) |
|
|
387 | { |
|
|
388 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
389 | } |
|
|
390 | } |
|
|
391 | free (newmaze); |
375 | return maze; |
392 | return maze; |
376 | break; |
393 | break; |
377 | case 2: /* a reflection */ |
394 | } |
|
|
395 | case 1: |
|
|
396 | case 3: |
|
|
397 | { |
|
|
398 | int swap; |
|
|
399 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
400 | for (i = 0; i < RP->Ysize; i++) |
378 | { |
401 | { |
379 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
402 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
380 | |
403 | } |
|
|
404 | if (rotation == 1) /* swap x and y */ |
381 | for (i = 0; i < RP->Xsize; i++) |
405 | for (i = 0; i < RP->Xsize; i++) |
382 | { /* make a copy */ |
|
|
383 | for (j = 0; j < RP->Ysize; j++) |
406 | for (j = 0; j < RP->Ysize; j++) |
384 | { |
|
|
385 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
407 | new_maze[j][i] = maze[i][j]; |
386 | } |
408 | |
387 | } |
409 | if (rotation == 3) |
388 | for (i = 0; i < RP->Xsize; i++) |
410 | { /* 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++) |
411 | for (i = 0; i < RP->Xsize; i++) |
410 | for (j = 0; j < RP->Ysize; j++) |
412 | 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]; |
413 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
418 | } |
414 | } |
419 | |
415 | |
420 | /* delete the old layout */ |
416 | /* delete the old layout */ |
421 | for (i = 0; i < RP->Xsize; i++) |
417 | for (i = 0; i < RP->Xsize; i++) |
422 | free (maze[i]); |
418 | free (maze[i]); |
423 | free (maze); |
419 | free (maze); |
424 | |
420 | |
425 | swap = RP->Ysize; |
421 | swap = RP->Ysize; |
426 | RP->Ysize = RP->Xsize; |
422 | RP->Ysize = RP->Xsize; |
427 | RP->Xsize = swap; |
423 | RP->Xsize = swap; |
428 | return new_maze; |
424 | return new_maze; |
429 | break; |
425 | break; |
430 | } |
426 | } |
431 | } |
427 | } |
432 | return NULL; |
428 | return NULL; |
433 | } |
429 | } |
434 | |
430 | |
435 | /* take a layout and make some rooms in it. |
431 | /* take a layout and make some rooms in it. |
436 | --works best on onions.*/ |
432 | --works best on onions.*/ |
437 | void |
433 | void |
438 | roomify_layout (char **maze, RMParms * RP) |
434 | roomify_layout (char **maze, random_map_params *RP) |
439 | { |
435 | { |
440 | int tries = RP->Xsize * RP->Ysize / 30; |
436 | int tries = RP->Xsize * RP->Ysize / 30; |
441 | int ti; |
437 | int ti; |
442 | |
438 | |
443 | for (ti = 0; ti < tries; ti++) |
439 | for (ti = 0; ti < tries; ti++) |
… | |
… | |
470 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
466 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
471 | (or vertical, dir == 1) |
467 | (or vertical, dir == 1) |
472 | here which ends up on other walls sensibly. */ |
468 | here which ends up on other walls sensibly. */ |
473 | |
469 | |
474 | int |
470 | int |
475 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
471 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
476 | { |
472 | { |
477 | int i1; |
473 | int i1; |
478 | int length = 0; |
474 | int length = 0; |
479 | |
475 | |
480 | /* dont make walls if we're on the edge. */ |
476 | /* dont make walls if we're on the edge. */ |
… | |
… | |
555 | make_wall (char **maze, int x, int y, int dir) |
551 | make_wall (char **maze, int x, int y, int dir) |
556 | { |
552 | { |
557 | maze[x][y] = 'D'; /* mark a door */ |
553 | maze[x][y] = 'D'; /* mark a door */ |
558 | switch (dir) |
554 | switch (dir) |
559 | { |
555 | { |
560 | case 0: /* horizontal */ |
556 | case 0: /* horizontal */ |
561 | { |
557 | { |
562 | int i1; |
558 | int i1; |
563 | |
559 | |
564 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
560 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
565 | maze[i1][y] = '#'; |
561 | maze[i1][y] = '#'; |
566 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
562 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
567 | maze[i1][y] = '#'; |
563 | maze[i1][y] = '#'; |
568 | break; |
564 | break; |
569 | } |
565 | } |
570 | case 1: /* vertical */ |
566 | case 1: /* vertical */ |
571 | { |
567 | { |
572 | int i1; |
568 | int i1; |
573 | |
569 | |
574 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
570 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
575 | maze[x][i1] = '#'; |
571 | maze[x][i1] = '#'; |
576 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
572 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
577 | maze[x][i1] = '#'; |
573 | maze[x][i1] = '#'; |
578 | break; |
574 | break; |
579 | } |
575 | } |
580 | } |
576 | } |
581 | |
577 | |
582 | return 0; |
578 | return 0; |
583 | } |
579 | } |
584 | |
580 | |
585 | /* puts doors at appropriate locations in a layout. */ |
581 | /* puts doors at appropriate locations in a layout. */ |
586 | |
|
|
587 | void |
582 | void |
588 | doorify_layout (char **maze, RMParms * RP) |
583 | doorify_layout (char **maze, random_map_params *RP) |
589 | { |
584 | { |
590 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
585 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
591 | char *doorlist_x; |
586 | char *doorlist_x; |
592 | char *doorlist_y; |
587 | char *doorlist_y; |
593 | int doorlocs = 0; /* # of available doorlocations */ |
588 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
608 | doorlist_x[doorlocs] = i; |
603 | doorlist_x[doorlocs] = i; |
609 | doorlist_y[doorlocs] = j; |
604 | doorlist_y[doorlocs] = j; |
610 | doorlocs++; |
605 | doorlocs++; |
611 | } |
606 | } |
612 | } |
607 | } |
|
|
608 | |
613 | while (ndoors > 0 && doorlocs > 0) |
609 | while (ndoors > 0 && doorlocs > 0) |
614 | { |
610 | { |
615 | int di; |
611 | int di; |
616 | int sindex; |
612 | int sindex; |
617 | |
613 | |
… | |
… | |
627 | /* reduce the size of the list */ |
623 | /* reduce the size of the list */ |
628 | doorlocs--; |
624 | doorlocs--; |
629 | doorlist_x[di] = doorlist_x[doorlocs]; |
625 | doorlist_x[di] = doorlist_x[doorlocs]; |
630 | doorlist_y[di] = doorlist_y[doorlocs]; |
626 | doorlist_y[di] = doorlist_y[doorlocs]; |
631 | } |
627 | } |
|
|
628 | |
632 | free (doorlist_x); |
629 | free (doorlist_x); |
633 | free (doorlist_y); |
630 | free (doorlist_y); |
634 | } |
631 | } |
635 | |
632 | |
636 | |
|
|
637 | void |
633 | void |
638 | write_map_parameters_to_string (char *buf, RMParms * RP) |
634 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
639 | { |
635 | { |
640 | |
|
|
641 | char small_buf[256]; |
636 | char small_buf[16384]; |
642 | |
637 | |
643 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
638 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
644 | |
639 | |
645 | if (RP->wallstyle[0]) |
640 | if (RP->wallstyle[0]) |
646 | { |
641 | { |
… | |
… | |
688 | { |
683 | { |
689 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
684 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
690 | strcat (buf, small_buf); |
685 | strcat (buf, small_buf); |
691 | } |
686 | } |
692 | |
687 | |
693 | if (RP->final_map[0]) |
688 | if (RP->final_map.length ()) |
694 | { |
689 | { |
695 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
690 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
696 | strcat (buf, small_buf); |
691 | strcat (buf, small_buf); |
697 | } |
692 | } |
698 | |
693 | |
699 | if (RP->exit_on_final_map[0]) |
694 | if (RP->exit_on_final_map[0]) |
700 | { |
695 | { |
701 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
696 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
702 | strcat (buf, small_buf); |
697 | strcat (buf, small_buf); |
703 | } |
698 | } |
704 | |
699 | |
705 | if (RP->this_map[0]) |
700 | if (RP->this_map.length ()) |
706 | { |
701 | { |
707 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
702 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
708 | strcat (buf, small_buf); |
703 | strcat (buf, small_buf); |
709 | } |
704 | } |
710 | |
705 | |
711 | if (RP->expand2x) |
706 | if (RP->expand2x) |
712 | { |
707 | { |
… | |
… | |
718 | { |
713 | { |
719 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
714 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
720 | strcat (buf, small_buf); |
715 | strcat (buf, small_buf); |
721 | } |
716 | } |
722 | |
717 | |
723 | |
|
|
724 | if (RP->layoutoptions2) |
718 | if (RP->layoutoptions2) |
725 | { |
719 | { |
726 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
720 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
727 | strcat (buf, small_buf); |
721 | strcat (buf, small_buf); |
728 | } |
722 | } |
729 | |
723 | |
730 | |
|
|
731 | if (RP->layoutoptions3) |
724 | if (RP->layoutoptions3) |
732 | { |
725 | { |
733 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
726 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
734 | strcat (buf, small_buf); |
727 | strcat (buf, small_buf); |
735 | } |
728 | } |
… | |
… | |
737 | if (RP->symmetry) |
730 | if (RP->symmetry) |
738 | { |
731 | { |
739 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
732 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
740 | strcat (buf, small_buf); |
733 | strcat (buf, small_buf); |
741 | } |
734 | } |
742 | |
|
|
743 | |
735 | |
744 | if (RP->difficulty && RP->difficulty_given) |
736 | if (RP->difficulty && RP->difficulty_given) |
745 | { |
737 | { |
746 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
738 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
747 | strcat (buf, small_buf); |
739 | strcat (buf, small_buf); |
… | |
… | |
783 | if (RP->origin_y) |
775 | if (RP->origin_y) |
784 | { |
776 | { |
785 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
777 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
786 | strcat (buf, small_buf); |
778 | strcat (buf, small_buf); |
787 | } |
779 | } |
|
|
780 | |
|
|
781 | if (RP->treasureoptions) |
|
|
782 | { |
|
|
783 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
784 | strcat (buf, small_buf); |
|
|
785 | } |
|
|
786 | |
788 | if (RP->random_seed) |
787 | if (RP->random_seed) |
789 | { |
788 | { |
790 | /* Add one so that the next map is a bit different */ |
|
|
791 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
789 | sprintf (small_buf, "random_seed %d\n", RP->random_seed); |
792 | strcat (buf, small_buf); |
790 | strcat (buf, small_buf); |
793 | } |
|
|
794 | |
|
|
795 | if (RP->treasureoptions) |
|
|
796 | { |
791 | } |
797 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
792 | |
798 | strcat (buf, small_buf); |
793 | if (RP->custom) |
799 | } |
794 | { |
800 | |
795 | sprintf (small_buf, "custom %s\n", RP->custom); |
801 | |
796 | strcat (buf, small_buf); |
|
|
797 | } |
802 | } |
798 | } |
803 | |
799 | |
804 | void |
800 | void |
805 | write_parameters_to_string (char *buf, |
801 | write_parameters_to_string (char *buf, |
806 | int xsize_n, |
802 | int xsize_n, |
… | |
… | |
826 | int difficulty_given_n, |
822 | int difficulty_given_n, |
827 | int decoroptions_n, |
823 | int decoroptions_n, |
828 | int orientation_n, |
824 | int orientation_n, |
829 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
825 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
830 | { |
826 | { |
831 | |
|
|
832 | char small_buf[256]; |
827 | char small_buf[16384]; |
833 | |
828 | |
834 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
829 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
835 | |
830 | |
836 | if (wallstyle_n && wallstyle_n[0]) |
831 | if (wallstyle_n && wallstyle_n[0]) |
837 | { |
832 | { |
… | |
… | |
902 | if (layoutoptions1_n) |
897 | if (layoutoptions1_n) |
903 | { |
898 | { |
904 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
899 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
905 | strcat (buf, small_buf); |
900 | strcat (buf, small_buf); |
906 | } |
901 | } |
907 | |
|
|
908 | |
902 | |
909 | if (layoutoptions2_n) |
903 | if (layoutoptions2_n) |
910 | { |
904 | { |
911 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
905 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
912 | strcat (buf, small_buf); |
906 | strcat (buf, small_buf); |
… | |
… | |
968 | if (origin_y_n) |
962 | if (origin_y_n) |
969 | { |
963 | { |
970 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
964 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
971 | strcat (buf, small_buf); |
965 | strcat (buf, small_buf); |
972 | } |
966 | } |
|
|
967 | |
973 | if (random_seed_n) |
968 | if (random_seed_n) |
974 | { |
969 | { |
975 | /* Add one so that the next map is a bit different */ |
970 | /* Add one so that the next map is a bit different */ |
976 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
971 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
977 | strcat (buf, small_buf); |
972 | strcat (buf, small_buf); |
… | |
… | |
980 | if (treasureoptions_n) |
975 | if (treasureoptions_n) |
981 | { |
976 | { |
982 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
977 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
983 | strcat (buf, small_buf); |
978 | strcat (buf, small_buf); |
984 | } |
979 | } |
985 | |
|
|
986 | |
|
|
987 | } |
980 | } |
988 | |
981 | |
989 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
982 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
990 | void |
983 | void |
991 | copy_object_with_inv (object *src_ob, object *dest_ob) |
984 | copy_object_with_inv (object *src_ob, object *dest_ob) |
992 | { |
985 | { |
993 | object *walk, *tmp; |
986 | object *walk, *tmp; |
994 | |
987 | |
995 | copy_object (src_ob, dest_ob); |
988 | src_ob->copy_to (dest_ob); |
996 | |
989 | |
997 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
990 | for (walk = src_ob->inv; walk; walk = walk->below) |
998 | { |
991 | { |
999 | tmp = get_object (); |
992 | tmp = object::create (); |
1000 | copy_object (walk, tmp); |
993 | |
|
|
994 | walk->copy_to (tmp); |
1001 | insert_ob_in_ob (tmp, dest_ob); |
995 | insert_ob_in_ob (tmp, dest_ob); |
1002 | } |
996 | } |
1003 | } |
997 | } |