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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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#include <time.h> |
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#include <stdio.h> |
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#include <global.h> |
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#include <maze_gen.h> |
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#include <room_gen.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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#include <sproto.h> |
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|
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void |
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dump_layout (char **layout, random_map_params *RP) |
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{ |
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{ |
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int i, j; |
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|
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for (i = 0; i < RP->Xsize; i++) |
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{ |
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for (j = 0; j < RP->Ysize; j++) |
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{ |
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if (layout[i][j] == 0) |
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layout[i][j] = ' '; |
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printf ("%c", layout[i][j]); |
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if (layout[i][j] == ' ') |
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layout[i][j] = 0; |
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} |
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printf ("\n"); |
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} |
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} |
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printf ("\n"); |
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} |
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|
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maptile * |
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generate_random_map (const char *OutFileName, random_map_params *RP) |
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{ |
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char **layout, buf[16384]; |
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maptile *theMap; |
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int i; |
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|
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/* pick a random seed, or use the one from the input file */ |
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SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0)); |
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|
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write_map_parameters_to_string (buf, RP); |
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|
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if (RP->difficulty == 0) |
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{ |
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RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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|
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if (RP->difficulty_increase > 0.001) |
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RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
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|
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if (RP->difficulty < 1) |
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RP->difficulty = 1; |
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} |
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else |
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RP->difficulty_given = 1; |
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|
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if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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|
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if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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|
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if (RP->expand2x > 0) |
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{ |
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RP->Xsize /= 2; |
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RP->Ysize /= 2; |
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} |
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|
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layout = layoutgen (RP); |
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|
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#ifdef RMAP_DEBUG |
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dump_layout (layout, RP); |
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#endif |
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|
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/* increment these for the current map */ |
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RP->dungeon_level += 1; |
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/* allow constant-difficulty maps. */ |
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/* difficulty+=1; */ |
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|
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/* rotate the layout randomly */ |
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layout = rotate_layout (layout, RANDOM () % 4, RP); |
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#ifdef RMAP_DEBUG |
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dump_layout (layout, RP); |
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#endif |
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|
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/* allocate the map and set the floor */ |
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theMap = make_map_floor (layout, RP->floorstyle, RP); |
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|
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/* set the name of the map. */ |
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theMap->path = OutFileName; |
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|
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/* set region */ |
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theMap->region = RP->region; |
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|
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coroapi::cede (); |
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/* create walls unless the wallstyle is "none" */ |
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if (strcmp (RP->wallstyle, "none")) |
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{ |
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make_map_walls (theMap, layout, RP->wallstyle, RP); |
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|
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/* place doors unless doorstyle or wallstyle is "none" */ |
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if (strcmp (RP->doorstyle, "none")) |
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put_doors (theMap, layout, RP->doorstyle, RP); |
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|
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} |
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|
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coroapi::cede (); |
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/* create exits unless the exitstyle is "none" */ |
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if (strcmp (RP->exitstyle, "none")) |
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place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
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|
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coroapi::cede (); |
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place_specials_in_map (theMap, layout, RP); |
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|
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coroapi::cede (); |
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/* create monsters unless the monsterstyle is "none" */ |
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if (strcmp (RP->monsterstyle, "none")) |
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place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
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|
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coroapi::cede (); |
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/* treasures needs to have a proper difficulty set for the map. */ |
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theMap->difficulty = theMap->estimate_difficulty (); |
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|
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coroapi::cede (); |
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/* create treasure unless the treasurestyle is "none" */ |
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if (strcmp (RP->treasurestyle, "none")) |
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place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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|
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coroapi::cede (); |
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/* create decor unless the decorstyle is "none" */ |
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if (strcmp (RP->decorstyle, "none")) |
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put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
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|
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coroapi::cede (); |
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/* generate treasures, etc. */ |
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theMap->fix_auto_apply (); |
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|
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coroapi::cede (); |
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unblock_exits (theMap, layout, RP); |
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|
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/* free the layout */ |
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for (i = 0; i < RP->Xsize; i++) |
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free (layout[i]); |
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|
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free (layout); |
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|
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theMap->msg = strdup (buf); |
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theMap->in_memory = MAP_IN_MEMORY; |
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|
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return theMap; |
175 |
} |
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|
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/* function selects the layout function and gives it whatever |
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arguments it needs. */ |
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char ** |
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layoutgen (random_map_params *RP) |
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{ |
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char **maze = 0; |
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int oxsize = RP->Xsize, oysize = RP->Ysize; |
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|
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if (RP->symmetry == SYMMETRY_RANDOM) |
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RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
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else |
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RP->symmetry_used = RP->symmetry; |
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|
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if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
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RP->Ysize = RP->Ysize / 2 + 1; |
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if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
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RP->Xsize = RP->Xsize / 2 + 1; |
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|
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if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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RP->map_layout_style = 0; |
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|
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/* Redo this - there was a lot of redundant code of checking for preset |
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* layout style and then random layout style. Instead, figure out |
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* the numeric layoutstyle, so there is only one area that actually |
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* calls the code to make the maps. |
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*/ |
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if (strstr (RP->layoutstyle, "onion")) |
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RP->map_layout_style = LAYOUT_ONION; |
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|
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if (strstr (RP->layoutstyle, "maze")) |
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RP->map_layout_style = LAYOUT_MAZE; |
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|
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if (strstr (RP->layoutstyle, "spiral")) |
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RP->map_layout_style = LAYOUT_SPIRAL; |
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|
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if (strstr (RP->layoutstyle, "rogue")) |
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RP->map_layout_style = LAYOUT_ROGUELIKE; |
217 |
|
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if (strstr (RP->layoutstyle, "snake")) |
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RP->map_layout_style = LAYOUT_SNAKE; |
220 |
|
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if (strstr (RP->layoutstyle, "squarespiral")) |
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RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
223 |
|
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/* No style found - choose one ranomdly */ |
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if (RP->map_layout_style == LAYOUT_NONE) |
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RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
227 |
|
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switch (RP->map_layout_style) |
229 |
{ |
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case LAYOUT_ONION: |
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maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
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if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
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roomify_layout (maze, RP); |
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break; |
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|
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case LAYOUT_MAZE: |
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maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
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if (!(RANDOM () % 2)) |
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doorify_layout (maze, RP); |
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break; |
241 |
|
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case LAYOUT_SPIRAL: |
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maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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if (!(RANDOM () % 2)) |
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doorify_layout (maze, RP); |
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break; |
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|
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case LAYOUT_ROGUELIKE: |
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/* Don't put symmetry in rogue maps. There isn't much reason to |
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* do so in the first place (doesn't make it any more interesting), |
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* but more importantly, the symmetry code presumes we are symmetrizing |
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* spirals, or maps with lots of passages - making a symmetric rogue |
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* map fails because its likely that the passages the symmetry process |
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* creates may not connect the rooms. |
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*/ |
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RP->symmetry_used = SYMMETRY_NONE; |
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RP->Ysize = oysize; |
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RP->Xsize = oxsize; |
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maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
260 |
/* no doorifying... done already */ |
261 |
break; |
262 |
|
263 |
case LAYOUT_SNAKE: |
264 |
maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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if (RANDOM () % 2) |
266 |
roomify_layout (maze, RP); |
267 |
break; |
268 |
|
269 |
case LAYOUT_SQUARE_SPIRAL: |
270 |
maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
271 |
if (RANDOM () % 2) |
272 |
roomify_layout (maze, RP); |
273 |
break; |
274 |
} |
275 |
|
276 |
maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
277 |
|
278 |
#ifdef RMAP_DEBUG |
279 |
dump_layout (maze, RP); |
280 |
#endif |
281 |
|
282 |
if (RP->expand2x) |
283 |
{ |
284 |
maze = expand2x (maze, RP->Xsize, RP->Ysize); |
285 |
RP->Xsize = RP->Xsize * 2 - 1; |
286 |
RP->Ysize = RP->Ysize * 2 - 1; |
287 |
} |
288 |
|
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return maze; |
290 |
} |
291 |
|
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/* takes a map and makes it symmetric: adjusts Xsize and |
293 |
Ysize to produce a symmetric map. */ |
294 |
char ** |
295 |
symmetrize_layout (char **maze, int sym, random_map_params *RP) |
296 |
{ |
297 |
int i, j; |
298 |
char **sym_maze; |
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int Xsize_orig, Ysize_orig; |
300 |
|
301 |
Xsize_orig = RP->Xsize; |
302 |
Ysize_orig = RP->Ysize; |
303 |
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
304 |
if (sym == SYMMETRY_NONE) |
305 |
{ |
306 |
RP->Xsize = Xsize_orig; |
307 |
RP->Ysize = Ysize_orig; |
308 |
return maze; |
309 |
} |
310 |
/* pick new sizes */ |
311 |
RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
312 |
RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
313 |
|
314 |
sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
315 |
for (i = 0; i < RP->Xsize; i++) |
316 |
sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
317 |
|
318 |
if (sym == SYMMETRY_X) |
319 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
320 |
for (j = 0; j < RP->Ysize; j++) |
321 |
{ |
322 |
sym_maze[i][j] = maze[i][j]; |
323 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
324 |
}; |
325 |
if (sym == SYMMETRY_Y) |
326 |
for (i = 0; i < RP->Xsize; i++) |
327 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
328 |
{ |
329 |
sym_maze[i][j] = maze[i][j]; |
330 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
331 |
} |
332 |
if (sym == SYMMETRY_XY) |
333 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
334 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
335 |
{ |
336 |
sym_maze[i][j] = maze[i][j]; |
337 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
338 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
339 |
sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
340 |
} |
341 |
/* delete the old maze */ |
342 |
for (i = 0; i < Xsize_orig; i++) |
343 |
free (maze[i]); |
344 |
free (maze); |
345 |
/* reconnect disjointed spirals */ |
346 |
if (RP->map_layout_style == LAYOUT_SPIRAL) |
347 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
348 |
/* reconnect disjointed nethackmazes: the routine for |
349 |
spirals will do the trick? */ |
350 |
if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
351 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
352 |
|
353 |
return sym_maze; |
354 |
} |
355 |
|
356 |
|
357 |
/* takes a map and rotates it. This completes the |
358 |
onion layouts, making them possibly centered on any wall. |
359 |
It'll modify Xsize and Ysize if they're swapped. |
360 |
*/ |
361 |
|
362 |
char ** |
363 |
rotate_layout (char **maze, int rotation, random_map_params *RP) |
364 |
{ |
365 |
char **new_maze; |
366 |
int i, j; |
367 |
|
368 |
switch (rotation) |
369 |
{ |
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); |
392 |
return maze; |
393 |
break; |
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++) |
401 |
{ |
402 |
new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
403 |
} |
404 |
if (rotation == 1) /* swap x and y */ |
405 |
for (i = 0; i < RP->Xsize; i++) |
406 |
for (j = 0; j < RP->Ysize; j++) |
407 |
new_maze[j][i] = maze[i][j]; |
408 |
|
409 |
if (rotation == 3) |
410 |
{ /* swap x and y */ |
411 |
for (i = 0; i < RP->Xsize; i++) |
412 |
for (j = 0; j < RP->Ysize; j++) |
413 |
new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
414 |
} |
415 |
|
416 |
/* delete the old layout */ |
417 |
for (i = 0; i < RP->Xsize; i++) |
418 |
free (maze[i]); |
419 |
free (maze); |
420 |
|
421 |
swap = RP->Ysize; |
422 |
RP->Ysize = RP->Xsize; |
423 |
RP->Xsize = swap; |
424 |
return new_maze; |
425 |
break; |
426 |
} |
427 |
} |
428 |
return NULL; |
429 |
} |
430 |
|
431 |
/* take a layout and make some rooms in it. |
432 |
--works best on onions.*/ |
433 |
void |
434 |
roomify_layout (char **maze, random_map_params *RP) |
435 |
{ |
436 |
int tries = RP->Xsize * RP->Ysize / 30; |
437 |
int ti; |
438 |
|
439 |
for (ti = 0; ti < tries; ti++) |
440 |
{ |
441 |
int dx, dy; /* starting location for looking at creating a door */ |
442 |
int cx, cy; /* results of checking on creating walls. */ |
443 |
|
444 |
dx = RANDOM () % RP->Xsize; |
445 |
dy = RANDOM () % RP->Ysize; |
446 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
447 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
448 |
if (cx == -1) |
449 |
{ |
450 |
if (cy != -1) |
451 |
make_wall (maze, dx, dy, 1); |
452 |
continue; |
453 |
} |
454 |
if (cy == -1) |
455 |
{ |
456 |
make_wall (maze, dx, dy, 0); |
457 |
continue; |
458 |
} |
459 |
if (cx < cy) |
460 |
make_wall (maze, dx, dy, 0); |
461 |
else |
462 |
make_wall (maze, dx, dy, 1); |
463 |
} |
464 |
} |
465 |
|
466 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
467 |
(or vertical, dir == 1) |
468 |
here which ends up on other walls sensibly. */ |
469 |
|
470 |
int |
471 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
472 |
{ |
473 |
int i1; |
474 |
int length = 0; |
475 |
|
476 |
/* dont make walls if we're on the edge. */ |
477 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
478 |
return -1; |
479 |
|
480 |
/* don't make walls if we're ON a wall. */ |
481 |
if (maze[dx][dy] != 0) |
482 |
return -1; |
483 |
|
484 |
if (dir == 0) /* horizontal */ |
485 |
{ |
486 |
int y = dy; |
487 |
|
488 |
for (i1 = dx - 1; i1 > 0; i1--) |
489 |
{ |
490 |
int sindex = surround_flag2 (maze, i1, y, RP); |
491 |
|
492 |
if (sindex == 1) |
493 |
break; |
494 |
if (sindex != 0) |
495 |
return -1; /* can't make horiz. wall here */ |
496 |
if (maze[i1][y] != 0) |
497 |
return -1; /* can't make horiz. wall here */ |
498 |
length++; |
499 |
} |
500 |
|
501 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
502 |
{ |
503 |
int sindex = surround_flag2 (maze, i1, y, RP); |
504 |
|
505 |
if (sindex == 2) |
506 |
break; |
507 |
if (sindex != 0) |
508 |
return -1; /* can't make horiz. wall here */ |
509 |
if (maze[i1][y] != 0) |
510 |
return -1; /* can't make horiz. wall here */ |
511 |
length++; |
512 |
} |
513 |
return length; |
514 |
} |
515 |
else |
516 |
{ /* vertical */ |
517 |
int x = dx; |
518 |
|
519 |
for (i1 = dy - 1; i1 > 0; i1--) |
520 |
{ |
521 |
int sindex = surround_flag2 (maze, x, i1, RP); |
522 |
|
523 |
if (sindex == 4) |
524 |
break; |
525 |
if (sindex != 0) |
526 |
return -1; /* can't make vert. wall here */ |
527 |
if (maze[x][i1] != 0) |
528 |
return -1; /* can't make horiz. wall here */ |
529 |
length++; |
530 |
} |
531 |
|
532 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
533 |
{ |
534 |
int sindex = surround_flag2 (maze, x, i1, RP); |
535 |
|
536 |
if (sindex == 8) |
537 |
break; |
538 |
if (sindex != 0) |
539 |
return -1; /* can't make verti. wall here */ |
540 |
if (maze[x][i1] != 0) |
541 |
return -1; /* can't make horiz. wall here */ |
542 |
length++; |
543 |
} |
544 |
return length; |
545 |
} |
546 |
return -1; |
547 |
} |
548 |
|
549 |
|
550 |
int |
551 |
make_wall (char **maze, int x, int y, int dir) |
552 |
{ |
553 |
maze[x][y] = 'D'; /* mark a door */ |
554 |
switch (dir) |
555 |
{ |
556 |
case 0: /* horizontal */ |
557 |
{ |
558 |
int i1; |
559 |
|
560 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
561 |
maze[i1][y] = '#'; |
562 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
563 |
maze[i1][y] = '#'; |
564 |
break; |
565 |
} |
566 |
case 1: /* vertical */ |
567 |
{ |
568 |
int i1; |
569 |
|
570 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
571 |
maze[x][i1] = '#'; |
572 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
573 |
maze[x][i1] = '#'; |
574 |
break; |
575 |
} |
576 |
} |
577 |
|
578 |
return 0; |
579 |
} |
580 |
|
581 |
/* puts doors at appropriate locations in a layout. */ |
582 |
void |
583 |
doorify_layout (char **maze, random_map_params *RP) |
584 |
{ |
585 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
586 |
char *doorlist_x; |
587 |
char *doorlist_y; |
588 |
int doorlocs = 0; /* # of available doorlocations */ |
589 |
int i, j; |
590 |
|
591 |
doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
592 |
doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
593 |
|
594 |
|
595 |
/* make a list of possible door locations */ |
596 |
for (i = 1; i < RP->Xsize - 1; i++) |
597 |
for (j = 1; j < RP->Ysize - 1; j++) |
598 |
{ |
599 |
int sindex = surround_flag (maze, i, j, RP); |
600 |
|
601 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
602 |
{ |
603 |
doorlist_x[doorlocs] = i; |
604 |
doorlist_y[doorlocs] = j; |
605 |
doorlocs++; |
606 |
} |
607 |
} |
608 |
|
609 |
while (ndoors > 0 && doorlocs > 0) |
610 |
{ |
611 |
int di; |
612 |
int sindex; |
613 |
|
614 |
di = RANDOM () % doorlocs; |
615 |
i = doorlist_x[di]; |
616 |
j = doorlist_y[di]; |
617 |
sindex = surround_flag (maze, i, j, RP); |
618 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
619 |
{ |
620 |
maze[i][j] = 'D'; |
621 |
ndoors--; |
622 |
} |
623 |
/* reduce the size of the list */ |
624 |
doorlocs--; |
625 |
doorlist_x[di] = doorlist_x[doorlocs]; |
626 |
doorlist_y[di] = doorlist_y[doorlocs]; |
627 |
} |
628 |
|
629 |
free (doorlist_x); |
630 |
free (doorlist_y); |
631 |
} |
632 |
|
633 |
void |
634 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
635 |
{ |
636 |
char small_buf[16384]; |
637 |
|
638 |
sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
639 |
|
640 |
if (RP->wallstyle[0]) |
641 |
{ |
642 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
643 |
strcat (buf, small_buf); |
644 |
} |
645 |
|
646 |
if (RP->floorstyle[0]) |
647 |
{ |
648 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
649 |
strcat (buf, small_buf); |
650 |
} |
651 |
|
652 |
if (RP->monsterstyle[0]) |
653 |
{ |
654 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
655 |
strcat (buf, small_buf); |
656 |
} |
657 |
|
658 |
if (RP->treasurestyle[0]) |
659 |
{ |
660 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
661 |
strcat (buf, small_buf); |
662 |
} |
663 |
|
664 |
if (RP->layoutstyle[0]) |
665 |
{ |
666 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
667 |
strcat (buf, small_buf); |
668 |
} |
669 |
|
670 |
if (RP->decorstyle[0]) |
671 |
{ |
672 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
673 |
strcat (buf, small_buf); |
674 |
} |
675 |
|
676 |
if (RP->doorstyle[0]) |
677 |
{ |
678 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
679 |
strcat (buf, small_buf); |
680 |
} |
681 |
|
682 |
if (RP->exitstyle[0]) |
683 |
{ |
684 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
685 |
strcat (buf, small_buf); |
686 |
} |
687 |
|
688 |
if (RP->final_map.length ()) |
689 |
{ |
690 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
691 |
strcat (buf, small_buf); |
692 |
} |
693 |
|
694 |
if (RP->exit_on_final_map[0]) |
695 |
{ |
696 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
697 |
strcat (buf, small_buf); |
698 |
} |
699 |
|
700 |
if (RP->this_map.length ()) |
701 |
{ |
702 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
703 |
strcat (buf, small_buf); |
704 |
} |
705 |
|
706 |
if (RP->expand2x) |
707 |
{ |
708 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
709 |
strcat (buf, small_buf); |
710 |
} |
711 |
|
712 |
if (RP->layoutoptions1) |
713 |
{ |
714 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
715 |
strcat (buf, small_buf); |
716 |
} |
717 |
|
718 |
if (RP->layoutoptions2) |
719 |
{ |
720 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
721 |
strcat (buf, small_buf); |
722 |
} |
723 |
|
724 |
if (RP->layoutoptions3) |
725 |
{ |
726 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
727 |
strcat (buf, small_buf); |
728 |
} |
729 |
|
730 |
if (RP->symmetry) |
731 |
{ |
732 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
733 |
strcat (buf, small_buf); |
734 |
} |
735 |
|
736 |
if (RP->difficulty && RP->difficulty_given) |
737 |
{ |
738 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
739 |
strcat (buf, small_buf); |
740 |
} |
741 |
|
742 |
if (RP->difficulty_increase != 1.0) |
743 |
{ |
744 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
745 |
strcat (buf, small_buf); |
746 |
} |
747 |
|
748 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
749 |
strcat (buf, small_buf); |
750 |
|
751 |
if (RP->dungeon_depth) |
752 |
{ |
753 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
754 |
strcat (buf, small_buf); |
755 |
} |
756 |
|
757 |
if (RP->decoroptions) |
758 |
{ |
759 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
760 |
strcat (buf, small_buf); |
761 |
} |
762 |
|
763 |
if (RP->orientation) |
764 |
{ |
765 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
766 |
strcat (buf, small_buf); |
767 |
} |
768 |
|
769 |
if (RP->origin_x) |
770 |
{ |
771 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
772 |
strcat (buf, small_buf); |
773 |
} |
774 |
|
775 |
if (RP->origin_y) |
776 |
{ |
777 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
778 |
strcat (buf, small_buf); |
779 |
} |
780 |
|
781 |
if (RP->treasureoptions) |
782 |
{ |
783 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
784 |
strcat (buf, small_buf); |
785 |
} |
786 |
|
787 |
if (RP->random_seed) |
788 |
{ |
789 |
sprintf (small_buf, "random_seed %d\n", RP->random_seed); |
790 |
strcat (buf, small_buf); |
791 |
} |
792 |
|
793 |
if (RP->custom) |
794 |
{ |
795 |
sprintf (small_buf, "custom %s\n", RP->custom); |
796 |
strcat (buf, small_buf); |
797 |
} |
798 |
} |
799 |
|
800 |
void |
801 |
write_parameters_to_string (char *buf, |
802 |
int xsize_n, |
803 |
int ysize_n, |
804 |
char *wallstyle_n, |
805 |
char *floorstyle_n, |
806 |
char *monsterstyle_n, |
807 |
char *treasurestyle_n, |
808 |
char *layoutstyle_n, |
809 |
char *decorstyle_n, |
810 |
char *doorstyle_n, |
811 |
char *exitstyle_n, |
812 |
char *final_map_n, |
813 |
char *exit_on_final_map_n, |
814 |
char *this_map_n, |
815 |
int layoutoptions1_n, |
816 |
int layoutoptions2_n, |
817 |
int layoutoptions3_n, |
818 |
int symmetry_n, |
819 |
int dungeon_depth_n, |
820 |
int dungeon_level_n, |
821 |
int difficulty_n, |
822 |
int difficulty_given_n, |
823 |
int decoroptions_n, |
824 |
int orientation_n, |
825 |
int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
826 |
{ |
827 |
char small_buf[16384]; |
828 |
|
829 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
830 |
|
831 |
if (wallstyle_n && wallstyle_n[0]) |
832 |
{ |
833 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
834 |
strcat (buf, small_buf); |
835 |
} |
836 |
|
837 |
if (floorstyle_n && floorstyle_n[0]) |
838 |
{ |
839 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
840 |
strcat (buf, small_buf); |
841 |
} |
842 |
|
843 |
if (monsterstyle_n && monsterstyle_n[0]) |
844 |
{ |
845 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
846 |
strcat (buf, small_buf); |
847 |
} |
848 |
|
849 |
if (treasurestyle_n && treasurestyle_n[0]) |
850 |
{ |
851 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
852 |
strcat (buf, small_buf); |
853 |
} |
854 |
|
855 |
if (layoutstyle_n && layoutstyle_n[0]) |
856 |
{ |
857 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
858 |
strcat (buf, small_buf); |
859 |
} |
860 |
|
861 |
if (decorstyle_n && decorstyle_n[0]) |
862 |
{ |
863 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
864 |
strcat (buf, small_buf); |
865 |
} |
866 |
|
867 |
if (doorstyle_n && doorstyle_n[0]) |
868 |
{ |
869 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
870 |
strcat (buf, small_buf); |
871 |
} |
872 |
|
873 |
if (exitstyle_n && exitstyle_n[0]) |
874 |
{ |
875 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
876 |
strcat (buf, small_buf); |
877 |
} |
878 |
|
879 |
if (final_map_n && final_map_n[0]) |
880 |
{ |
881 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
882 |
strcat (buf, small_buf); |
883 |
} |
884 |
|
885 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
886 |
{ |
887 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
888 |
strcat (buf, small_buf); |
889 |
} |
890 |
|
891 |
if (this_map_n && this_map_n[0]) |
892 |
{ |
893 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
894 |
strcat (buf, small_buf); |
895 |
} |
896 |
|
897 |
if (layoutoptions1_n) |
898 |
{ |
899 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
900 |
strcat (buf, small_buf); |
901 |
} |
902 |
|
903 |
if (layoutoptions2_n) |
904 |
{ |
905 |
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
906 |
strcat (buf, small_buf); |
907 |
} |
908 |
|
909 |
|
910 |
if (layoutoptions3_n) |
911 |
{ |
912 |
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
913 |
strcat (buf, small_buf); |
914 |
} |
915 |
|
916 |
if (symmetry_n) |
917 |
{ |
918 |
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
919 |
strcat (buf, small_buf); |
920 |
} |
921 |
|
922 |
|
923 |
if (difficulty_n && difficulty_given_n) |
924 |
{ |
925 |
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
926 |
strcat (buf, small_buf); |
927 |
} |
928 |
|
929 |
if (difficulty_increase > 0.001) |
930 |
{ |
931 |
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
932 |
strcat (buf, small_buf); |
933 |
} |
934 |
|
935 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
936 |
strcat (buf, small_buf); |
937 |
|
938 |
if (dungeon_depth_n) |
939 |
{ |
940 |
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
941 |
strcat (buf, small_buf); |
942 |
} |
943 |
|
944 |
if (decoroptions_n) |
945 |
{ |
946 |
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
947 |
strcat (buf, small_buf); |
948 |
} |
949 |
|
950 |
if (orientation_n) |
951 |
{ |
952 |
sprintf (small_buf, "orientation %d\n", orientation_n); |
953 |
strcat (buf, small_buf); |
954 |
} |
955 |
|
956 |
if (origin_x_n) |
957 |
{ |
958 |
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
959 |
strcat (buf, small_buf); |
960 |
} |
961 |
|
962 |
if (origin_y_n) |
963 |
{ |
964 |
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
965 |
strcat (buf, small_buf); |
966 |
} |
967 |
|
968 |
if (random_seed_n) |
969 |
{ |
970 |
/* Add one so that the next map is a bit different */ |
971 |
sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
972 |
strcat (buf, small_buf); |
973 |
} |
974 |
|
975 |
if (treasureoptions_n) |
976 |
{ |
977 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
978 |
strcat (buf, small_buf); |
979 |
} |
980 |
} |
981 |
|
982 |
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
983 |
void |
984 |
copy_object_with_inv (object *src_ob, object *dest_ob) |
985 |
{ |
986 |
object *walk, *tmp; |
987 |
|
988 |
src_ob->copy_to (dest_ob); |
989 |
|
990 |
for (walk = src_ob->inv; walk; walk = walk->below) |
991 |
{ |
992 |
tmp = object::create (); |
993 |
|
994 |
walk->copy_to (tmp); |
995 |
insert_ob_in_ob (tmp, dest_ob); |
996 |
} |
997 |
} |