|
|
1 | |
1 | /* |
2 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
3 | |
4 | |
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 |
… | |
… | |
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 | |
|
|
56 | extern FILE *logfile; |
|
|
57 | |
55 | maptile * |
58 | maptile * |
56 | generate_random_map (const char *OutFileName, RMParms * RP) |
59 | generate_random_map (const char *OutFileName, random_map_params *RP) |
57 | { |
60 | { |
58 | char **layout, buf[HUGE_BUF]; |
61 | char **layout, buf[HUGE_BUF]; |
59 | maptile *theMap; |
62 | maptile *theMap; |
60 | int i; |
63 | int i; |
61 | |
64 | |
… | |
… | |
111 | |
114 | |
112 | /* allocate the map and set the floor */ |
115 | /* allocate the map and set the floor */ |
113 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
116 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
114 | |
117 | |
115 | /* set the name of the map. */ |
118 | /* set the name of the map. */ |
116 | strcpy (theMap->path, OutFileName); |
119 | theMap->path = OutFileName; |
117 | |
120 | |
118 | /* set region */ |
121 | /* set region */ |
119 | theMap->region = RP->region; |
122 | theMap->region = RP->region; |
120 | |
123 | |
121 | /* create walls unless the wallstyle is "none" */ |
124 | /* create walls unless the wallstyle is "none" */ |
… | |
… | |
138 | /* create monsters unless the monsterstyle is "none" */ |
141 | /* create monsters unless the monsterstyle is "none" */ |
139 | if (strcmp (RP->monsterstyle, "none")) |
142 | if (strcmp (RP->monsterstyle, "none")) |
140 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
143 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
141 | |
144 | |
142 | /* treasures needs to have a proper difficulty set for the map. */ |
145 | /* treasures needs to have a proper difficulty set for the map. */ |
143 | theMap->difficulty = calculate_difficulty (theMap); |
146 | theMap->difficulty = theMap->estimate_difficulty (); |
144 | |
147 | |
145 | /* create treasure unless the treasurestyle is "none" */ |
148 | /* create treasure unless the treasurestyle is "none" */ |
146 | if (strcmp (RP->treasurestyle, "none")) |
149 | if (strcmp (RP->treasurestyle, "none")) |
147 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
150 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
148 | |
151 | |
149 | /* create decor unless the decorstyle is "none" */ |
152 | /* create decor unless the decorstyle is "none" */ |
150 | if (strcmp (RP->decorstyle, "none")) |
153 | if (strcmp (RP->decorstyle, "none")) |
151 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
154 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
152 | |
155 | |
153 | /* generate treasures, etc. */ |
156 | /* generate treasures, etc. */ |
154 | fix_auto_apply (theMap); |
157 | theMap->fix_auto_apply (); |
155 | |
158 | |
156 | unblock_exits (theMap, layout, RP); |
159 | unblock_exits (theMap, layout, RP); |
157 | |
160 | |
158 | /* free the layout */ |
161 | /* free the layout */ |
159 | for (i = 0; i < RP->Xsize; i++) |
162 | for (i = 0; i < RP->Xsize; i++) |
160 | free (layout[i]); |
163 | free (layout[i]); |
|
|
164 | |
161 | free (layout); |
165 | free (layout); |
162 | |
166 | |
163 | theMap->msg = strdup_local (buf); |
167 | theMap->msg = strdup (buf); |
|
|
168 | theMap->in_memory = MAP_IN_MEMORY; |
164 | |
169 | |
165 | return theMap; |
170 | return theMap; |
166 | } |
171 | } |
167 | |
172 | |
168 | /* function selects the layout function and gives it whatever |
173 | /* function selects the layout function and gives it whatever |
169 | arguments it needs. */ |
174 | arguments it needs. */ |
170 | char ** |
175 | char ** |
171 | layoutgen (RMParms * RP) |
176 | layoutgen (random_map_params *RP) |
172 | { |
177 | { |
173 | char **maze = 0; |
178 | char **maze = 0; |
174 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
179 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
175 | |
180 | |
176 | if (RP->symmetry == RANDOM_SYM) |
181 | if (RP->symmetry == SYMMETRY_RANDOM) |
177 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
182 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
178 | else |
183 | else |
179 | RP->symmetry_used = RP->symmetry; |
184 | RP->symmetry_used = RP->symmetry; |
180 | |
185 | |
181 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
186 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
182 | RP->Ysize = RP->Ysize / 2 + 1; |
187 | RP->Ysize = RP->Ysize / 2 + 1; |
183 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
188 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
184 | RP->Xsize = RP->Xsize / 2 + 1; |
189 | RP->Xsize = RP->Xsize / 2 + 1; |
185 | |
190 | |
186 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
191 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
187 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
192 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
188 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
193 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
… | |
… | |
193 | * layout style and then random layout style. Instead, figure out |
198 | * layout style and then random layout style. Instead, figure out |
194 | * the numeric layoutstyle, so there is only one area that actually |
199 | * the numeric layoutstyle, so there is only one area that actually |
195 | * calls the code to make the maps. |
200 | * calls the code to make the maps. |
196 | */ |
201 | */ |
197 | if (strstr (RP->layoutstyle, "onion")) |
202 | if (strstr (RP->layoutstyle, "onion")) |
198 | { |
|
|
199 | RP->map_layout_style = ONION_LAYOUT; |
203 | RP->map_layout_style = LAYOUT_ONION; |
200 | } |
|
|
201 | |
204 | |
202 | if (strstr (RP->layoutstyle, "maze")) |
205 | if (strstr (RP->layoutstyle, "maze")) |
203 | { |
|
|
204 | RP->map_layout_style = MAZE_LAYOUT; |
206 | RP->map_layout_style = LAYOUT_MAZE; |
205 | } |
|
|
206 | |
207 | |
207 | if (strstr (RP->layoutstyle, "spiral")) |
208 | if (strstr (RP->layoutstyle, "spiral")) |
208 | { |
|
|
209 | RP->map_layout_style = SPIRAL_LAYOUT; |
209 | RP->map_layout_style = LAYOUT_SPIRAL; |
210 | } |
|
|
211 | |
210 | |
212 | if (strstr (RP->layoutstyle, "rogue")) |
211 | if (strstr (RP->layoutstyle, "rogue")) |
213 | { |
|
|
214 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
212 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
215 | } |
|
|
216 | |
213 | |
217 | if (strstr (RP->layoutstyle, "snake")) |
214 | if (strstr (RP->layoutstyle, "snake")) |
218 | { |
|
|
219 | RP->map_layout_style = SNAKE_LAYOUT; |
215 | RP->map_layout_style = LAYOUT_SNAKE; |
220 | } |
|
|
221 | |
216 | |
222 | if (strstr (RP->layoutstyle, "squarespiral")) |
217 | if (strstr (RP->layoutstyle, "squarespiral")) |
223 | { |
|
|
224 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
218 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
225 | } |
219 | |
226 | /* No style found - choose one ranomdly */ |
220 | /* No style found - choose one ranomdly */ |
227 | if (RP->map_layout_style == 0) |
221 | if (RP->map_layout_style == LAYOUT_NONE) |
228 | { |
|
|
229 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
222 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
230 | } |
|
|
231 | |
223 | |
232 | switch (RP->map_layout_style) |
224 | switch (RP->map_layout_style) |
233 | { |
225 | { |
234 | |
226 | case LAYOUT_ONION: |
235 | case ONION_LAYOUT: |
|
|
236 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
227 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
237 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
228 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
238 | roomify_layout (maze, RP); |
229 | roomify_layout (maze, RP); |
239 | break; |
230 | break; |
240 | |
231 | |
241 | case MAZE_LAYOUT: |
232 | case LAYOUT_MAZE: |
242 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
233 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
243 | if (!(RANDOM () % 2)) |
234 | if (!(RANDOM () % 2)) |
244 | doorify_layout (maze, RP); |
235 | doorify_layout (maze, RP); |
245 | break; |
236 | break; |
246 | |
237 | |
247 | case SPIRAL_LAYOUT: |
238 | case LAYOUT_SPIRAL: |
248 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
239 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
249 | if (!(RANDOM () % 2)) |
240 | if (!(RANDOM () % 2)) |
250 | doorify_layout (maze, RP); |
241 | doorify_layout (maze, RP); |
251 | break; |
242 | break; |
252 | |
243 | |
253 | case ROGUELIKE_LAYOUT: |
244 | case LAYOUT_ROGUELIKE: |
254 | /* Don't put symmetry in rogue maps. There isn't much reason to |
245 | /* 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), |
246 | * do so in the first place (doesn't make it any more interesting), |
256 | * but more importantly, the symmetry code presumes we are symmetrizing |
247 | * but more importantly, the symmetry code presumes we are symmetrizing |
257 | * spirals, or maps with lots of passages - making a symmetric rogue |
248 | * spirals, or maps with lots of passages - making a symmetric rogue |
258 | * map fails because its likely that the passages the symmetry process |
249 | * map fails because its likely that the passages the symmetry process |
259 | * creates may not connect the rooms. |
250 | * creates may not connect the rooms. |
260 | */ |
251 | */ |
261 | RP->symmetry_used = NO_SYM; |
252 | RP->symmetry_used = SYMMETRY_NONE; |
262 | RP->Ysize = oysize; |
253 | RP->Ysize = oysize; |
263 | RP->Xsize = oxsize; |
254 | RP->Xsize = oxsize; |
264 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
255 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
265 | /* no doorifying... done already */ |
256 | /* no doorifying... done already */ |
266 | break; |
257 | break; |
267 | |
258 | |
268 | case SNAKE_LAYOUT: |
259 | case LAYOUT_SNAKE: |
269 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
260 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
270 | if (RANDOM () % 2) |
261 | if (RANDOM () % 2) |
271 | roomify_layout (maze, RP); |
262 | roomify_layout (maze, RP); |
272 | break; |
263 | break; |
273 | |
264 | |
274 | case SQUARE_SPIRAL_LAYOUT: |
265 | case LAYOUT_SQUARE_SPIRAL: |
275 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
266 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 | if (RANDOM () % 2) |
267 | if (RANDOM () % 2) |
277 | roomify_layout (maze, RP); |
268 | roomify_layout (maze, RP); |
278 | break; |
269 | break; |
279 | } |
270 | } |
280 | |
271 | |
281 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
272 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
273 | |
282 | #ifdef RMAP_DEBUG |
274 | #ifdef RMAP_DEBUG |
283 | dump_layout (maze, RP); |
275 | dump_layout (maze, RP); |
284 | #endif |
276 | #endif |
|
|
277 | |
285 | if (RP->expand2x) |
278 | if (RP->expand2x) |
286 | { |
279 | { |
287 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
280 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
288 | RP->Xsize = RP->Xsize * 2 - 1; |
281 | RP->Xsize = RP->Xsize * 2 - 1; |
289 | RP->Ysize = RP->Ysize * 2 - 1; |
282 | RP->Ysize = RP->Ysize * 2 - 1; |
290 | } |
283 | } |
|
|
284 | |
291 | return maze; |
285 | return maze; |
292 | } |
286 | } |
293 | |
|
|
294 | |
287 | |
295 | /* takes a map and makes it symmetric: adjusts Xsize and |
288 | /* takes a map and makes it symmetric: adjusts Xsize and |
296 | Ysize to produce a symmetric map. */ |
289 | Ysize to produce a symmetric map. */ |
297 | |
|
|
298 | char ** |
290 | char ** |
299 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
291 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
300 | { |
292 | { |
301 | int i, j; |
293 | int i, j; |
302 | char **sym_maze; |
294 | char **sym_maze; |
303 | int Xsize_orig, Ysize_orig; |
295 | int Xsize_orig, Ysize_orig; |
304 | |
296 | |
305 | Xsize_orig = RP->Xsize; |
297 | Xsize_orig = RP->Xsize; |
306 | Ysize_orig = RP->Ysize; |
298 | Ysize_orig = RP->Ysize; |
307 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
299 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
308 | if (sym == NO_SYM) |
300 | if (sym == SYMMETRY_NONE) |
309 | { |
301 | { |
310 | RP->Xsize = Xsize_orig; |
302 | RP->Xsize = Xsize_orig; |
311 | RP->Ysize = Ysize_orig; |
303 | RP->Ysize = Ysize_orig; |
312 | return maze; |
304 | return maze; |
313 | } |
305 | } |
314 | /* pick new sizes */ |
306 | /* pick new sizes */ |
315 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
307 | 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); |
308 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
317 | |
309 | |
318 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
310 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
319 | for (i = 0; i < RP->Xsize; i++) |
311 | for (i = 0; i < RP->Xsize; i++) |
320 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
312 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
321 | |
313 | |
322 | if (sym == X_SYM) |
314 | if (sym == SYMMETRY_X) |
323 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
315 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
324 | for (j = 0; j < RP->Ysize; j++) |
316 | for (j = 0; j < RP->Ysize; j++) |
325 | { |
317 | { |
326 | sym_maze[i][j] = maze[i][j]; |
318 | sym_maze[i][j] = maze[i][j]; |
327 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
319 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
328 | }; |
320 | }; |
329 | if (sym == Y_SYM) |
321 | if (sym == SYMMETRY_Y) |
330 | for (i = 0; i < RP->Xsize; i++) |
322 | for (i = 0; i < RP->Xsize; i++) |
331 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
323 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
332 | { |
324 | { |
333 | sym_maze[i][j] = maze[i][j]; |
325 | sym_maze[i][j] = maze[i][j]; |
334 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
326 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
335 | } |
327 | } |
336 | if (sym == XY_SYM) |
328 | if (sym == SYMMETRY_XY) |
337 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
329 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
330 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
339 | { |
331 | { |
340 | sym_maze[i][j] = maze[i][j]; |
332 | sym_maze[i][j] = maze[i][j]; |
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
333 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
345 | /* delete the old maze */ |
337 | /* delete the old maze */ |
346 | for (i = 0; i < Xsize_orig; i++) |
338 | for (i = 0; i < Xsize_orig; i++) |
347 | free (maze[i]); |
339 | free (maze[i]); |
348 | free (maze); |
340 | free (maze); |
349 | /* reconnect disjointed spirals */ |
341 | /* reconnect disjointed spirals */ |
350 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
342 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
351 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
343 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
352 | /* reconnect disjointed nethackmazes: the routine for |
344 | /* reconnect disjointed nethackmazes: the routine for |
353 | spirals will do the trick? */ |
345 | spirals will do the trick? */ |
354 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
346 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
355 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
347 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
356 | |
348 | |
357 | return sym_maze; |
349 | return sym_maze; |
358 | } |
350 | } |
359 | |
351 | |
… | |
… | |
362 | onion layouts, making them possibly centered on any wall. |
354 | onion layouts, making them possibly centered on any wall. |
363 | It'll modify Xsize and Ysize if they're swapped. |
355 | It'll modify Xsize and Ysize if they're swapped. |
364 | */ |
356 | */ |
365 | |
357 | |
366 | char ** |
358 | char ** |
367 | rotate_layout (char **maze, int rotation, RMParms * RP) |
359 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
368 | { |
360 | { |
369 | char **new_maze; |
361 | char **new_maze; |
370 | int i, j; |
362 | int i, j; |
371 | |
363 | |
372 | switch (rotation) |
364 | switch (rotation) |
373 | { |
365 | { |
374 | case 0: |
366 | case 0: |
|
|
367 | return maze; |
|
|
368 | break; |
|
|
369 | case 2: /* a reflection */ |
|
|
370 | { |
|
|
371 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
372 | |
|
|
373 | for (i = 0; i < RP->Xsize; i++) |
|
|
374 | { /* make a copy */ |
|
|
375 | for (j = 0; j < RP->Ysize; j++) |
|
|
376 | { |
|
|
377 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
378 | } |
|
|
379 | } |
|
|
380 | for (i = 0; i < RP->Xsize; i++) |
|
|
381 | { /* copy a reflection back */ |
|
|
382 | for (j = 0; j < RP->Ysize; j++) |
|
|
383 | { |
|
|
384 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
385 | } |
|
|
386 | } |
|
|
387 | free (newmaze); |
375 | return maze; |
388 | return maze; |
376 | break; |
389 | break; |
377 | case 2: /* a reflection */ |
390 | } |
|
|
391 | case 1: |
|
|
392 | case 3: |
|
|
393 | { |
|
|
394 | int swap; |
|
|
395 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
396 | for (i = 0; i < RP->Ysize; i++) |
378 | { |
397 | { |
379 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
398 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
380 | |
399 | } |
|
|
400 | if (rotation == 1) /* swap x and y */ |
381 | for (i = 0; i < RP->Xsize; i++) |
401 | for (i = 0; i < RP->Xsize; i++) |
382 | { /* make a copy */ |
|
|
383 | for (j = 0; j < RP->Ysize; j++) |
402 | for (j = 0; j < RP->Ysize; j++) |
384 | { |
|
|
385 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
403 | new_maze[j][i] = maze[i][j]; |
386 | } |
404 | |
387 | } |
405 | if (rotation == 3) |
388 | for (i = 0; i < RP->Xsize; i++) |
406 | { /* 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++) |
407 | for (i = 0; i < RP->Xsize; i++) |
410 | for (j = 0; j < RP->Ysize; j++) |
408 | 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]; |
409 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
418 | } |
410 | } |
419 | |
411 | |
420 | /* delete the old layout */ |
412 | /* delete the old layout */ |
421 | for (i = 0; i < RP->Xsize; i++) |
413 | for (i = 0; i < RP->Xsize; i++) |
422 | free (maze[i]); |
414 | free (maze[i]); |
423 | free (maze); |
415 | free (maze); |
424 | |
416 | |
425 | swap = RP->Ysize; |
417 | swap = RP->Ysize; |
426 | RP->Ysize = RP->Xsize; |
418 | RP->Ysize = RP->Xsize; |
427 | RP->Xsize = swap; |
419 | RP->Xsize = swap; |
428 | return new_maze; |
420 | return new_maze; |
429 | break; |
421 | break; |
430 | } |
422 | } |
431 | } |
423 | } |
432 | return NULL; |
424 | return NULL; |
433 | } |
425 | } |
434 | |
426 | |
435 | /* take a layout and make some rooms in it. |
427 | /* take a layout and make some rooms in it. |
436 | --works best on onions.*/ |
428 | --works best on onions.*/ |
437 | void |
429 | void |
438 | roomify_layout (char **maze, RMParms * RP) |
430 | roomify_layout (char **maze, random_map_params *RP) |
439 | { |
431 | { |
440 | int tries = RP->Xsize * RP->Ysize / 30; |
432 | int tries = RP->Xsize * RP->Ysize / 30; |
441 | int ti; |
433 | int ti; |
442 | |
434 | |
443 | for (ti = 0; ti < tries; ti++) |
435 | for (ti = 0; ti < tries; ti++) |
… | |
… | |
470 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
462 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
471 | (or vertical, dir == 1) |
463 | (or vertical, dir == 1) |
472 | here which ends up on other walls sensibly. */ |
464 | here which ends up on other walls sensibly. */ |
473 | |
465 | |
474 | int |
466 | int |
475 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
467 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
476 | { |
468 | { |
477 | int i1; |
469 | int i1; |
478 | int length = 0; |
470 | int length = 0; |
479 | |
471 | |
480 | /* dont make walls if we're on the edge. */ |
472 | /* dont make walls if we're on the edge. */ |
… | |
… | |
555 | make_wall (char **maze, int x, int y, int dir) |
547 | make_wall (char **maze, int x, int y, int dir) |
556 | { |
548 | { |
557 | maze[x][y] = 'D'; /* mark a door */ |
549 | maze[x][y] = 'D'; /* mark a door */ |
558 | switch (dir) |
550 | switch (dir) |
559 | { |
551 | { |
560 | case 0: /* horizontal */ |
552 | case 0: /* horizontal */ |
561 | { |
553 | { |
562 | int i1; |
554 | int i1; |
563 | |
555 | |
564 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
556 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
565 | maze[i1][y] = '#'; |
557 | maze[i1][y] = '#'; |
566 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
558 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
567 | maze[i1][y] = '#'; |
559 | maze[i1][y] = '#'; |
568 | break; |
560 | break; |
569 | } |
561 | } |
570 | case 1: /* vertical */ |
562 | case 1: /* vertical */ |
571 | { |
563 | { |
572 | int i1; |
564 | int i1; |
573 | |
565 | |
574 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
566 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
575 | maze[x][i1] = '#'; |
567 | maze[x][i1] = '#'; |
576 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
568 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
577 | maze[x][i1] = '#'; |
569 | maze[x][i1] = '#'; |
578 | break; |
570 | break; |
579 | } |
571 | } |
580 | } |
572 | } |
581 | |
573 | |
582 | return 0; |
574 | return 0; |
583 | } |
575 | } |
584 | |
576 | |
585 | /* puts doors at appropriate locations in a layout. */ |
577 | /* puts doors at appropriate locations in a layout. */ |
586 | |
|
|
587 | void |
578 | void |
588 | doorify_layout (char **maze, RMParms * RP) |
579 | doorify_layout (char **maze, random_map_params *RP) |
589 | { |
580 | { |
590 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
581 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
591 | char *doorlist_x; |
582 | char *doorlist_x; |
592 | char *doorlist_y; |
583 | char *doorlist_y; |
593 | int doorlocs = 0; /* # of available doorlocations */ |
584 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
608 | doorlist_x[doorlocs] = i; |
599 | doorlist_x[doorlocs] = i; |
609 | doorlist_y[doorlocs] = j; |
600 | doorlist_y[doorlocs] = j; |
610 | doorlocs++; |
601 | doorlocs++; |
611 | } |
602 | } |
612 | } |
603 | } |
|
|
604 | |
613 | while (ndoors > 0 && doorlocs > 0) |
605 | while (ndoors > 0 && doorlocs > 0) |
614 | { |
606 | { |
615 | int di; |
607 | int di; |
616 | int sindex; |
608 | int sindex; |
617 | |
609 | |
… | |
… | |
627 | /* reduce the size of the list */ |
619 | /* reduce the size of the list */ |
628 | doorlocs--; |
620 | doorlocs--; |
629 | doorlist_x[di] = doorlist_x[doorlocs]; |
621 | doorlist_x[di] = doorlist_x[doorlocs]; |
630 | doorlist_y[di] = doorlist_y[doorlocs]; |
622 | doorlist_y[di] = doorlist_y[doorlocs]; |
631 | } |
623 | } |
|
|
624 | |
632 | free (doorlist_x); |
625 | free (doorlist_x); |
633 | free (doorlist_y); |
626 | free (doorlist_y); |
634 | } |
627 | } |
635 | |
628 | |
636 | |
|
|
637 | void |
629 | void |
638 | write_map_parameters_to_string (char *buf, RMParms * RP) |
630 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
639 | { |
631 | { |
640 | |
|
|
641 | char small_buf[256]; |
632 | char small_buf[256]; |
642 | |
633 | |
643 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
634 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
644 | |
635 | |
645 | if (RP->wallstyle[0]) |
636 | if (RP->wallstyle[0]) |
… | |
… | |
783 | if (RP->origin_y) |
774 | if (RP->origin_y) |
784 | { |
775 | { |
785 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
776 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
786 | strcat (buf, small_buf); |
777 | strcat (buf, small_buf); |
787 | } |
778 | } |
|
|
779 | |
788 | if (RP->random_seed) |
780 | if (RP->random_seed) |
789 | { |
781 | { |
790 | /* Add one so that the next map is a bit different */ |
782 | /* Add one so that the next map is a bit different */ |
791 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
783 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
792 | strcat (buf, small_buf); |
784 | strcat (buf, small_buf); |
… | |
… | |
795 | if (RP->treasureoptions) |
787 | if (RP->treasureoptions) |
796 | { |
788 | { |
797 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
789 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
798 | strcat (buf, small_buf); |
790 | strcat (buf, small_buf); |
799 | } |
791 | } |
800 | |
|
|
801 | |
|
|
802 | } |
792 | } |
803 | |
793 | |
804 | void |
794 | void |
805 | write_parameters_to_string (char *buf, |
795 | write_parameters_to_string (char *buf, |
806 | int xsize_n, |
796 | int xsize_n, |
… | |
… | |
903 | { |
893 | { |
904 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
894 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
905 | strcat (buf, small_buf); |
895 | strcat (buf, small_buf); |
906 | } |
896 | } |
907 | |
897 | |
908 | |
|
|
909 | if (layoutoptions2_n) |
898 | if (layoutoptions2_n) |
910 | { |
899 | { |
911 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
900 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
912 | strcat (buf, small_buf); |
901 | strcat (buf, small_buf); |
913 | } |
902 | } |
… | |
… | |
968 | if (origin_y_n) |
957 | if (origin_y_n) |
969 | { |
958 | { |
970 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
959 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
971 | strcat (buf, small_buf); |
960 | strcat (buf, small_buf); |
972 | } |
961 | } |
|
|
962 | |
973 | if (random_seed_n) |
963 | if (random_seed_n) |
974 | { |
964 | { |
975 | /* Add one so that the next map is a bit different */ |
965 | /* Add one so that the next map is a bit different */ |
976 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
966 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
977 | strcat (buf, small_buf); |
967 | strcat (buf, small_buf); |
… | |
… | |
990 | void |
980 | void |
991 | copy_object_with_inv (object *src_ob, object *dest_ob) |
981 | copy_object_with_inv (object *src_ob, object *dest_ob) |
992 | { |
982 | { |
993 | object *walk, *tmp; |
983 | object *walk, *tmp; |
994 | |
984 | |
995 | copy_object (src_ob, dest_ob); |
985 | src_ob->copy_to (dest_ob); |
996 | |
986 | |
997 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
987 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
998 | { |
988 | { |
999 | tmp = get_object (); |
989 | tmp = object::create (); |
1000 | copy_object (walk, tmp); |
990 | |
|
|
991 | walk->copy_to (tmp); |
1001 | insert_ob_in_ob (tmp, dest_ob); |
992 | insert_ob_in_ob (tmp, dest_ob); |
1002 | } |
993 | } |
1003 | } |
994 | } |