1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
3 |
|
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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 |
34 |
dump_layout (char **layout, RMParms * 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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EXTERN FILE *logfile; |
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maptile * |
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generate_random_map (const char *OutFileName, RMParms * RP) |
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{ |
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char **layout, buf[HUGE_BUF]; |
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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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if (RP->random_seed == 0) |
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RP->random_seed = time (0); |
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|
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SRANDOM (RP->random_seed); |
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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); |
76 |
|
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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; |
82 |
|
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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; */ |
105 |
|
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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 |
111 |
|
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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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strcpy (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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/* 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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} |
131 |
|
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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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place_specials_in_map (theMap, layout, RP); |
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|
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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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/* treasures needs to have a proper difficulty set for the map. */ |
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theMap->difficulty = calculate_difficulty (theMap); |
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|
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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); |
148 |
|
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/* create decor unless the decorstyle is "none" */ |
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if (strcmp (RP->decorstyle, "none")) |
151 |
put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
152 |
|
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/* generate treasures, etc. */ |
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fix_auto_apply (theMap); |
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|
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unblock_exits (theMap, layout, RP); |
157 |
|
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/* free the layout */ |
159 |
for (i = 0; i < RP->Xsize; i++) |
160 |
free (layout[i]); |
161 |
free (layout); |
162 |
|
163 |
theMap->msg = strdup_local (buf); |
164 |
|
165 |
return theMap; |
166 |
} |
167 |
|
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/* function selects the layout function and gives it whatever |
169 |
arguments it needs. */ |
170 |
char ** |
171 |
layoutgen (RMParms * RP) |
172 |
{ |
173 |
char **maze = 0; |
174 |
int oxsize = RP->Xsize, oysize = RP->Ysize; |
175 |
|
176 |
if (RP->symmetry == RANDOM_SYM) |
177 |
RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
178 |
else |
179 |
RP->symmetry_used = RP->symmetry; |
180 |
|
181 |
if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
182 |
RP->Ysize = RP->Ysize / 2 + 1; |
183 |
if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
184 |
RP->Xsize = RP->Xsize / 2 + 1; |
185 |
|
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if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
187 |
RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
188 |
if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
189 |
RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
190 |
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 |
193 |
* 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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*/ |
197 |
if (strstr (RP->layoutstyle, "onion")) |
198 |
{ |
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RP->map_layout_style = ONION_LAYOUT; |
200 |
} |
201 |
|
202 |
if (strstr (RP->layoutstyle, "maze")) |
203 |
{ |
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RP->map_layout_style = MAZE_LAYOUT; |
205 |
} |
206 |
|
207 |
if (strstr (RP->layoutstyle, "spiral")) |
208 |
{ |
209 |
RP->map_layout_style = SPIRAL_LAYOUT; |
210 |
} |
211 |
|
212 |
if (strstr (RP->layoutstyle, "rogue")) |
213 |
{ |
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RP->map_layout_style = ROGUELIKE_LAYOUT; |
215 |
} |
216 |
|
217 |
if (strstr (RP->layoutstyle, "snake")) |
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{ |
219 |
RP->map_layout_style = SNAKE_LAYOUT; |
220 |
} |
221 |
|
222 |
if (strstr (RP->layoutstyle, "squarespiral")) |
223 |
{ |
224 |
RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
225 |
} |
226 |
/* No style found - choose one ranomdly */ |
227 |
if (RP->map_layout_style == 0) |
228 |
{ |
229 |
RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
230 |
} |
231 |
|
232 |
switch (RP->map_layout_style) |
233 |
{ |
234 |
|
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case ONION_LAYOUT: |
236 |
maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
237 |
if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
238 |
roomify_layout (maze, RP); |
239 |
break; |
240 |
|
241 |
case MAZE_LAYOUT: |
242 |
maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
243 |
if (!(RANDOM () % 2)) |
244 |
doorify_layout (maze, RP); |
245 |
break; |
246 |
|
247 |
case SPIRAL_LAYOUT: |
248 |
maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
249 |
if (!(RANDOM () % 2)) |
250 |
doorify_layout (maze, RP); |
251 |
break; |
252 |
|
253 |
case ROGUELIKE_LAYOUT: |
254 |
/* 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), |
256 |
* but more importantly, the symmetry code presumes we are symmetrizing |
257 |
* spirals, or maps with lots of passages - making a symmetric rogue |
258 |
* map fails because its likely that the passages the symmetry process |
259 |
* creates may not connect the rooms. |
260 |
*/ |
261 |
RP->symmetry_used = NO_SYM; |
262 |
RP->Ysize = oysize; |
263 |
RP->Xsize = oxsize; |
264 |
maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
265 |
/* no doorifying... done already */ |
266 |
break; |
267 |
|
268 |
case SNAKE_LAYOUT: |
269 |
maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
270 |
if (RANDOM () % 2) |
271 |
roomify_layout (maze, RP); |
272 |
break; |
273 |
|
274 |
case SQUARE_SPIRAL_LAYOUT: |
275 |
maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 |
if (RANDOM () % 2) |
277 |
roomify_layout (maze, RP); |
278 |
break; |
279 |
} |
280 |
|
281 |
maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
282 |
#ifdef RMAP_DEBUG |
283 |
dump_layout (maze, RP); |
284 |
#endif |
285 |
if (RP->expand2x) |
286 |
{ |
287 |
maze = expand2x (maze, RP->Xsize, RP->Ysize); |
288 |
RP->Xsize = RP->Xsize * 2 - 1; |
289 |
RP->Ysize = RP->Ysize * 2 - 1; |
290 |
} |
291 |
return maze; |
292 |
} |
293 |
|
294 |
|
295 |
/* takes a map and makes it symmetric: adjusts Xsize and |
296 |
Ysize to produce a symmetric map. */ |
297 |
|
298 |
char ** |
299 |
symmetrize_layout (char **maze, int sym, RMParms * RP) |
300 |
{ |
301 |
int i, j; |
302 |
char **sym_maze; |
303 |
int Xsize_orig, Ysize_orig; |
304 |
|
305 |
Xsize_orig = RP->Xsize; |
306 |
Ysize_orig = RP->Ysize; |
307 |
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
308 |
if (sym == NO_SYM) |
309 |
{ |
310 |
RP->Xsize = Xsize_orig; |
311 |
RP->Ysize = Ysize_orig; |
312 |
return maze; |
313 |
} |
314 |
/* pick new sizes */ |
315 |
RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
316 |
RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
317 |
|
318 |
sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
319 |
for (i = 0; i < RP->Xsize; i++) |
320 |
sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
321 |
|
322 |
if (sym == X_SYM) |
323 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
324 |
for (j = 0; j < RP->Ysize; j++) |
325 |
{ |
326 |
sym_maze[i][j] = maze[i][j]; |
327 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
328 |
}; |
329 |
if (sym == Y_SYM) |
330 |
for (i = 0; i < RP->Xsize; i++) |
331 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
332 |
{ |
333 |
sym_maze[i][j] = maze[i][j]; |
334 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
335 |
} |
336 |
if (sym == XY_SYM) |
337 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
338 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
339 |
{ |
340 |
sym_maze[i][j] = maze[i][j]; |
341 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
342 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
343 |
sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
344 |
} |
345 |
/* delete the old maze */ |
346 |
for (i = 0; i < Xsize_orig; i++) |
347 |
free (maze[i]); |
348 |
free (maze); |
349 |
/* reconnect disjointed spirals */ |
350 |
if (RP->map_layout_style == SPIRAL_LAYOUT) |
351 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
352 |
/* reconnect disjointed nethackmazes: the routine for |
353 |
spirals will do the trick? */ |
354 |
if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
355 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
356 |
|
357 |
return sym_maze; |
358 |
} |
359 |
|
360 |
|
361 |
/* takes a map and rotates it. This completes the |
362 |
onion layouts, making them possibly centered on any wall. |
363 |
It'll modify Xsize and Ysize if they're swapped. |
364 |
*/ |
365 |
|
366 |
char ** |
367 |
rotate_layout (char **maze, int rotation, RMParms * RP) |
368 |
{ |
369 |
char **new_maze; |
370 |
int i, j; |
371 |
|
372 |
switch (rotation) |
373 |
{ |
374 |
case 0: |
375 |
return maze; |
376 |
break; |
377 |
case 2: /* a reflection */ |
378 |
{ |
379 |
char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
380 |
|
381 |
for (i = 0; i < RP->Xsize; i++) |
382 |
{ /* make a copy */ |
383 |
for (j = 0; j < RP->Ysize; j++) |
384 |
{ |
385 |
newmaze[i * RP->Ysize + j] = maze[i][j]; |
386 |
} |
387 |
} |
388 |
for (i = 0; i < RP->Xsize; i++) |
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++) |
410 |
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]; |
418 |
} |
419 |
|
420 |
/* delete the old layout */ |
421 |
for (i = 0; i < RP->Xsize; i++) |
422 |
free (maze[i]); |
423 |
free (maze); |
424 |
|
425 |
swap = RP->Ysize; |
426 |
RP->Ysize = RP->Xsize; |
427 |
RP->Xsize = swap; |
428 |
return new_maze; |
429 |
break; |
430 |
} |
431 |
} |
432 |
return NULL; |
433 |
} |
434 |
|
435 |
/* take a layout and make some rooms in it. |
436 |
--works best on onions.*/ |
437 |
void |
438 |
roomify_layout (char **maze, RMParms * RP) |
439 |
{ |
440 |
int tries = RP->Xsize * RP->Ysize / 30; |
441 |
int ti; |
442 |
|
443 |
for (ti = 0; ti < tries; ti++) |
444 |
{ |
445 |
int dx, dy; /* starting location for looking at creating a door */ |
446 |
int cx, cy; /* results of checking on creating walls. */ |
447 |
|
448 |
dx = RANDOM () % RP->Xsize; |
449 |
dy = RANDOM () % RP->Ysize; |
450 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
451 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
452 |
if (cx == -1) |
453 |
{ |
454 |
if (cy != -1) |
455 |
make_wall (maze, dx, dy, 1); |
456 |
continue; |
457 |
} |
458 |
if (cy == -1) |
459 |
{ |
460 |
make_wall (maze, dx, dy, 0); |
461 |
continue; |
462 |
} |
463 |
if (cx < cy) |
464 |
make_wall (maze, dx, dy, 0); |
465 |
else |
466 |
make_wall (maze, dx, dy, 1); |
467 |
} |
468 |
} |
469 |
|
470 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
471 |
(or vertical, dir == 1) |
472 |
here which ends up on other walls sensibly. */ |
473 |
|
474 |
int |
475 |
can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
476 |
{ |
477 |
int i1; |
478 |
int length = 0; |
479 |
|
480 |
/* dont make walls if we're on the edge. */ |
481 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
482 |
return -1; |
483 |
|
484 |
/* don't make walls if we're ON a wall. */ |
485 |
if (maze[dx][dy] != 0) |
486 |
return -1; |
487 |
|
488 |
if (dir == 0) /* horizontal */ |
489 |
{ |
490 |
int y = dy; |
491 |
|
492 |
for (i1 = dx - 1; i1 > 0; i1--) |
493 |
{ |
494 |
int sindex = surround_flag2 (maze, i1, y, RP); |
495 |
|
496 |
if (sindex == 1) |
497 |
break; |
498 |
if (sindex != 0) |
499 |
return -1; /* can't make horiz. wall here */ |
500 |
if (maze[i1][y] != 0) |
501 |
return -1; /* can't make horiz. wall here */ |
502 |
length++; |
503 |
} |
504 |
|
505 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
506 |
{ |
507 |
int sindex = surround_flag2 (maze, i1, y, RP); |
508 |
|
509 |
if (sindex == 2) |
510 |
break; |
511 |
if (sindex != 0) |
512 |
return -1; /* can't make horiz. wall here */ |
513 |
if (maze[i1][y] != 0) |
514 |
return -1; /* can't make horiz. wall here */ |
515 |
length++; |
516 |
} |
517 |
return length; |
518 |
} |
519 |
else |
520 |
{ /* vertical */ |
521 |
int x = dx; |
522 |
|
523 |
for (i1 = dy - 1; i1 > 0; i1--) |
524 |
{ |
525 |
int sindex = surround_flag2 (maze, x, i1, RP); |
526 |
|
527 |
if (sindex == 4) |
528 |
break; |
529 |
if (sindex != 0) |
530 |
return -1; /* can't make vert. wall here */ |
531 |
if (maze[x][i1] != 0) |
532 |
return -1; /* can't make horiz. wall here */ |
533 |
length++; |
534 |
} |
535 |
|
536 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
537 |
{ |
538 |
int sindex = surround_flag2 (maze, x, i1, RP); |
539 |
|
540 |
if (sindex == 8) |
541 |
break; |
542 |
if (sindex != 0) |
543 |
return -1; /* can't make verti. wall here */ |
544 |
if (maze[x][i1] != 0) |
545 |
return -1; /* can't make horiz. wall here */ |
546 |
length++; |
547 |
} |
548 |
return length; |
549 |
} |
550 |
return -1; |
551 |
} |
552 |
|
553 |
|
554 |
int |
555 |
make_wall (char **maze, int x, int y, int dir) |
556 |
{ |
557 |
maze[x][y] = 'D'; /* mark a door */ |
558 |
switch (dir) |
559 |
{ |
560 |
case 0: /* horizontal */ |
561 |
{ |
562 |
int i1; |
563 |
|
564 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
565 |
maze[i1][y] = '#'; |
566 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
567 |
maze[i1][y] = '#'; |
568 |
break; |
569 |
} |
570 |
case 1: /* vertical */ |
571 |
{ |
572 |
int i1; |
573 |
|
574 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
575 |
maze[x][i1] = '#'; |
576 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
577 |
maze[x][i1] = '#'; |
578 |
break; |
579 |
} |
580 |
} |
581 |
|
582 |
return 0; |
583 |
} |
584 |
|
585 |
/* puts doors at appropriate locations in a layout. */ |
586 |
|
587 |
void |
588 |
doorify_layout (char **maze, RMParms * RP) |
589 |
{ |
590 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
591 |
char *doorlist_x; |
592 |
char *doorlist_y; |
593 |
int doorlocs = 0; /* # of available doorlocations */ |
594 |
int i, j; |
595 |
|
596 |
doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
597 |
doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
598 |
|
599 |
|
600 |
/* make a list of possible door locations */ |
601 |
for (i = 1; i < RP->Xsize - 1; i++) |
602 |
for (j = 1; j < RP->Ysize - 1; j++) |
603 |
{ |
604 |
int sindex = surround_flag (maze, i, j, RP); |
605 |
|
606 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
607 |
{ |
608 |
doorlist_x[doorlocs] = i; |
609 |
doorlist_y[doorlocs] = j; |
610 |
doorlocs++; |
611 |
} |
612 |
} |
613 |
while (ndoors > 0 && doorlocs > 0) |
614 |
{ |
615 |
int di; |
616 |
int sindex; |
617 |
|
618 |
di = RANDOM () % doorlocs; |
619 |
i = doorlist_x[di]; |
620 |
j = doorlist_y[di]; |
621 |
sindex = surround_flag (maze, i, j, RP); |
622 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
623 |
{ |
624 |
maze[i][j] = 'D'; |
625 |
ndoors--; |
626 |
} |
627 |
/* reduce the size of the list */ |
628 |
doorlocs--; |
629 |
doorlist_x[di] = doorlist_x[doorlocs]; |
630 |
doorlist_y[di] = doorlist_y[doorlocs]; |
631 |
} |
632 |
free (doorlist_x); |
633 |
free (doorlist_y); |
634 |
} |
635 |
|
636 |
|
637 |
void |
638 |
write_map_parameters_to_string (char *buf, RMParms * RP) |
639 |
{ |
640 |
|
641 |
char small_buf[256]; |
642 |
|
643 |
sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
644 |
|
645 |
if (RP->wallstyle[0]) |
646 |
{ |
647 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
648 |
strcat (buf, small_buf); |
649 |
} |
650 |
|
651 |
if (RP->floorstyle[0]) |
652 |
{ |
653 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
654 |
strcat (buf, small_buf); |
655 |
} |
656 |
|
657 |
if (RP->monsterstyle[0]) |
658 |
{ |
659 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
660 |
strcat (buf, small_buf); |
661 |
} |
662 |
|
663 |
if (RP->treasurestyle[0]) |
664 |
{ |
665 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
666 |
strcat (buf, small_buf); |
667 |
} |
668 |
|
669 |
if (RP->layoutstyle[0]) |
670 |
{ |
671 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
672 |
strcat (buf, small_buf); |
673 |
} |
674 |
|
675 |
if (RP->decorstyle[0]) |
676 |
{ |
677 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
678 |
strcat (buf, small_buf); |
679 |
} |
680 |
|
681 |
if (RP->doorstyle[0]) |
682 |
{ |
683 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
684 |
strcat (buf, small_buf); |
685 |
} |
686 |
|
687 |
if (RP->exitstyle[0]) |
688 |
{ |
689 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
690 |
strcat (buf, small_buf); |
691 |
} |
692 |
|
693 |
if (RP->final_map[0]) |
694 |
{ |
695 |
sprintf (small_buf, "final_map %s\n", RP->final_map); |
696 |
strcat (buf, small_buf); |
697 |
} |
698 |
|
699 |
if (RP->exit_on_final_map[0]) |
700 |
{ |
701 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
702 |
strcat (buf, small_buf); |
703 |
} |
704 |
|
705 |
if (RP->this_map[0]) |
706 |
{ |
707 |
sprintf (small_buf, "origin_map %s\n", RP->this_map); |
708 |
strcat (buf, small_buf); |
709 |
} |
710 |
|
711 |
if (RP->expand2x) |
712 |
{ |
713 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
714 |
strcat (buf, small_buf); |
715 |
} |
716 |
|
717 |
if (RP->layoutoptions1) |
718 |
{ |
719 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
720 |
strcat (buf, small_buf); |
721 |
} |
722 |
|
723 |
|
724 |
if (RP->layoutoptions2) |
725 |
{ |
726 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
727 |
strcat (buf, small_buf); |
728 |
} |
729 |
|
730 |
|
731 |
if (RP->layoutoptions3) |
732 |
{ |
733 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
734 |
strcat (buf, small_buf); |
735 |
} |
736 |
|
737 |
if (RP->symmetry) |
738 |
{ |
739 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
740 |
strcat (buf, small_buf); |
741 |
} |
742 |
|
743 |
|
744 |
if (RP->difficulty && RP->difficulty_given) |
745 |
{ |
746 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
747 |
strcat (buf, small_buf); |
748 |
} |
749 |
|
750 |
if (RP->difficulty_increase != 1.0) |
751 |
{ |
752 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
753 |
strcat (buf, small_buf); |
754 |
} |
755 |
|
756 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
757 |
strcat (buf, small_buf); |
758 |
|
759 |
if (RP->dungeon_depth) |
760 |
{ |
761 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
762 |
strcat (buf, small_buf); |
763 |
} |
764 |
|
765 |
if (RP->decoroptions) |
766 |
{ |
767 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
768 |
strcat (buf, small_buf); |
769 |
} |
770 |
|
771 |
if (RP->orientation) |
772 |
{ |
773 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
774 |
strcat (buf, small_buf); |
775 |
} |
776 |
|
777 |
if (RP->origin_x) |
778 |
{ |
779 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
780 |
strcat (buf, small_buf); |
781 |
} |
782 |
|
783 |
if (RP->origin_y) |
784 |
{ |
785 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
786 |
strcat (buf, small_buf); |
787 |
} |
788 |
if (RP->random_seed) |
789 |
{ |
790 |
/* Add one so that the next map is a bit different */ |
791 |
sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
792 |
strcat (buf, small_buf); |
793 |
} |
794 |
|
795 |
if (RP->treasureoptions) |
796 |
{ |
797 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
798 |
strcat (buf, small_buf); |
799 |
} |
800 |
|
801 |
|
802 |
} |
803 |
|
804 |
void |
805 |
write_parameters_to_string (char *buf, |
806 |
int xsize_n, |
807 |
int ysize_n, |
808 |
char *wallstyle_n, |
809 |
char *floorstyle_n, |
810 |
char *monsterstyle_n, |
811 |
char *treasurestyle_n, |
812 |
char *layoutstyle_n, |
813 |
char *decorstyle_n, |
814 |
char *doorstyle_n, |
815 |
char *exitstyle_n, |
816 |
char *final_map_n, |
817 |
char *exit_on_final_map_n, |
818 |
char *this_map_n, |
819 |
int layoutoptions1_n, |
820 |
int layoutoptions2_n, |
821 |
int layoutoptions3_n, |
822 |
int symmetry_n, |
823 |
int dungeon_depth_n, |
824 |
int dungeon_level_n, |
825 |
int difficulty_n, |
826 |
int difficulty_given_n, |
827 |
int decoroptions_n, |
828 |
int orientation_n, |
829 |
int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
830 |
{ |
831 |
|
832 |
char small_buf[256]; |
833 |
|
834 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
835 |
|
836 |
if (wallstyle_n && wallstyle_n[0]) |
837 |
{ |
838 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
839 |
strcat (buf, small_buf); |
840 |
} |
841 |
|
842 |
if (floorstyle_n && floorstyle_n[0]) |
843 |
{ |
844 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
845 |
strcat (buf, small_buf); |
846 |
} |
847 |
|
848 |
if (monsterstyle_n && monsterstyle_n[0]) |
849 |
{ |
850 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
851 |
strcat (buf, small_buf); |
852 |
} |
853 |
|
854 |
if (treasurestyle_n && treasurestyle_n[0]) |
855 |
{ |
856 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
857 |
strcat (buf, small_buf); |
858 |
} |
859 |
|
860 |
if (layoutstyle_n && layoutstyle_n[0]) |
861 |
{ |
862 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
863 |
strcat (buf, small_buf); |
864 |
} |
865 |
|
866 |
if (decorstyle_n && decorstyle_n[0]) |
867 |
{ |
868 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
869 |
strcat (buf, small_buf); |
870 |
} |
871 |
|
872 |
if (doorstyle_n && doorstyle_n[0]) |
873 |
{ |
874 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
875 |
strcat (buf, small_buf); |
876 |
} |
877 |
|
878 |
if (exitstyle_n && exitstyle_n[0]) |
879 |
{ |
880 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
881 |
strcat (buf, small_buf); |
882 |
} |
883 |
|
884 |
if (final_map_n && final_map_n[0]) |
885 |
{ |
886 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
887 |
strcat (buf, small_buf); |
888 |
} |
889 |
|
890 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
891 |
{ |
892 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
893 |
strcat (buf, small_buf); |
894 |
} |
895 |
|
896 |
if (this_map_n && this_map_n[0]) |
897 |
{ |
898 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
899 |
strcat (buf, small_buf); |
900 |
} |
901 |
|
902 |
if (layoutoptions1_n) |
903 |
{ |
904 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
905 |
strcat (buf, small_buf); |
906 |
} |
907 |
|
908 |
|
909 |
if (layoutoptions2_n) |
910 |
{ |
911 |
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
912 |
strcat (buf, small_buf); |
913 |
} |
914 |
|
915 |
|
916 |
if (layoutoptions3_n) |
917 |
{ |
918 |
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
919 |
strcat (buf, small_buf); |
920 |
} |
921 |
|
922 |
if (symmetry_n) |
923 |
{ |
924 |
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
925 |
strcat (buf, small_buf); |
926 |
} |
927 |
|
928 |
|
929 |
if (difficulty_n && difficulty_given_n) |
930 |
{ |
931 |
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
932 |
strcat (buf, small_buf); |
933 |
} |
934 |
|
935 |
if (difficulty_increase > 0.001) |
936 |
{ |
937 |
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
938 |
strcat (buf, small_buf); |
939 |
} |
940 |
|
941 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
942 |
strcat (buf, small_buf); |
943 |
|
944 |
if (dungeon_depth_n) |
945 |
{ |
946 |
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
947 |
strcat (buf, small_buf); |
948 |
} |
949 |
|
950 |
if (decoroptions_n) |
951 |
{ |
952 |
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
953 |
strcat (buf, small_buf); |
954 |
} |
955 |
|
956 |
if (orientation_n) |
957 |
{ |
958 |
sprintf (small_buf, "orientation %d\n", orientation_n); |
959 |
strcat (buf, small_buf); |
960 |
} |
961 |
|
962 |
if (origin_x_n) |
963 |
{ |
964 |
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
965 |
strcat (buf, small_buf); |
966 |
} |
967 |
|
968 |
if (origin_y_n) |
969 |
{ |
970 |
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
971 |
strcat (buf, small_buf); |
972 |
} |
973 |
if (random_seed_n) |
974 |
{ |
975 |
/* Add one so that the next map is a bit different */ |
976 |
sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
977 |
strcat (buf, small_buf); |
978 |
} |
979 |
|
980 |
if (treasureoptions_n) |
981 |
{ |
982 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
983 |
strcat (buf, small_buf); |
984 |
} |
985 |
|
986 |
|
987 |
} |
988 |
|
989 |
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
990 |
void |
991 |
copy_object_with_inv (object *src_ob, object *dest_ob) |
992 |
{ |
993 |
object *walk, *tmp; |
994 |
|
995 |
copy_object (src_ob, dest_ob); |
996 |
|
997 |
for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
998 |
{ |
999 |
tmp = get_object (); |
1000 |
copy_object (walk, tmp); |
1001 |
insert_ob_in_ob (tmp, dest_ob); |
1002 |
} |
1003 |
} |