1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <time.h> |
25 | #include <time.h> |
25 | #include <stdio.h> |
26 | #include <stdio.h> |
26 | #include <global.h> |
27 | #include <global.h> |
27 | #include <maze_gen.h> |
28 | #include <maze_gen.h> |
28 | #include <room_gen.h> |
29 | #include <room_gen.h> |
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 | |
|
|
34 | #define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); |
|
|
35 | |
33 | void |
36 | void |
34 | dump_layout (char **layout, RMParms * RP) |
37 | dump_layout (char **layout, random_map_params *RP) |
35 | { |
38 | { |
36 | { |
39 | { |
37 | int i, j; |
40 | int i, j; |
38 | |
41 | |
39 | for (i = 0; i < RP->Xsize; i++) |
42 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
50 | } |
53 | } |
51 | } |
54 | } |
52 | printf ("\n"); |
55 | printf ("\n"); |
53 | } |
56 | } |
54 | |
57 | |
55 | extern FILE *logfile; |
58 | bool |
56 | |
59 | maptile::generate_random_map (random_map_params *RP) |
57 | maptile * |
|
|
58 | generate_random_map (const char *OutFileName, RMParms * RP) |
|
|
59 | { |
60 | { |
60 | char **layout, buf[HUGE_BUF]; |
61 | char **layout, buf[16384]; |
61 | maptile *theMap; |
|
|
62 | int i; |
62 | int i; |
63 | |
63 | |
|
|
64 | RP->Xsize = RP->xsize; |
|
|
65 | RP->Ysize = RP->ysize; |
|
|
66 | |
64 | /* pick a random seed, or use the one from the input file */ |
67 | /* pick a random seed, or use the one from the input file */ |
65 | if (RP->random_seed == 0) |
68 | RP->random_seed = RP->random_seed |
66 | RP->random_seed = time (0); |
69 | ? RP->random_seed + RP->dungeon_level |
67 | |
70 | : time (0); |
68 | SRANDOM (RP->random_seed); |
71 | CEDE; |
69 | |
72 | |
70 | write_map_parameters_to_string (buf, RP); |
73 | write_map_parameters_to_string (buf, RP); |
71 | |
74 | |
72 | if (RP->difficulty == 0) |
75 | if (RP->difficulty == 0) |
73 | { |
76 | { |
… | |
… | |
81 | } |
84 | } |
82 | else |
85 | else |
83 | RP->difficulty_given = 1; |
86 | RP->difficulty_given = 1; |
84 | |
87 | |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
88 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
89 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
87 | |
90 | |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
|
|
93 | |
|
|
94 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
|
95 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
|
|
96 | else |
|
|
97 | RP->symmetry_used = RP->symmetry; |
|
|
98 | |
|
|
99 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
|
100 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
101 | |
|
|
102 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
|
103 | RP->Xsize = RP->Xsize / 2 + 1; |
90 | |
104 | |
91 | if (RP->expand2x > 0) |
105 | if (RP->expand2x > 0) |
92 | { |
106 | { |
93 | RP->Xsize /= 2; |
107 | RP->Xsize /= 2; |
94 | RP->Ysize /= 2; |
108 | RP->Ysize /= 2; |
95 | } |
109 | } |
96 | |
110 | |
97 | layout = layoutgen (RP); |
|
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98 | |
|
|
99 | #ifdef RMAP_DEBUG |
|
|
100 | dump_layout (layout, RP); |
|
|
101 | #endif |
|
|
102 | |
|
|
103 | /* increment these for the current map */ |
|
|
104 | RP->dungeon_level += 1; |
|
|
105 | /* allow constant-difficulty maps. */ |
|
|
106 | /* difficulty+=1; */ |
|
|
107 | |
|
|
108 | /* rotate the layout randomly */ |
|
|
109 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
|
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110 | #ifdef RMAP_DEBUG |
|
|
111 | dump_layout (layout, RP); |
|
|
112 | #endif |
|
|
113 | |
|
|
114 | /* allocate the map and set the floor */ |
|
|
115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
|
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116 | |
|
|
117 | /* set the name of the map. */ |
|
|
118 | theMap->path = OutFileName; |
|
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119 | |
|
|
120 | /* set region */ |
|
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121 | theMap->region = RP->region; |
|
|
122 | |
|
|
123 | /* create walls unless the wallstyle is "none" */ |
|
|
124 | if (strcmp (RP->wallstyle, "none")) |
|
|
125 | { |
|
|
126 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
|
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127 | |
|
|
128 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
129 | if (strcmp (RP->doorstyle, "none")) |
|
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130 | put_doors (theMap, layout, RP->doorstyle, RP); |
|
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131 | |
|
|
132 | } |
|
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133 | |
|
|
134 | /* create exits unless the exitstyle is "none" */ |
|
|
135 | if (strcmp (RP->exitstyle, "none")) |
|
|
136 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
|
|
137 | |
|
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138 | place_specials_in_map (theMap, layout, RP); |
|
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139 | |
|
|
140 | /* create monsters unless the monsterstyle is "none" */ |
|
|
141 | if (strcmp (RP->monsterstyle, "none")) |
|
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142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
|
|
143 | |
|
|
144 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
145 | theMap->difficulty = theMap->estimate_difficulty (); |
|
|
146 | |
|
|
147 | /* create treasure unless the treasurestyle is "none" */ |
|
|
148 | if (strcmp (RP->treasurestyle, "none")) |
|
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149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
150 | |
|
|
151 | /* create decor unless the decorstyle is "none" */ |
|
|
152 | if (strcmp (RP->decorstyle, "none")) |
|
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153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
|
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154 | |
|
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155 | /* generate treasures, etc. */ |
|
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156 | fix_auto_apply (theMap); |
|
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157 | |
|
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158 | unblock_exits (theMap, layout, RP); |
|
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159 | |
|
|
160 | /* free the layout */ |
|
|
161 | for (i = 0; i < RP->Xsize; i++) |
|
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162 | free (layout[i]); |
|
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163 | free (layout); |
|
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164 | |
|
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165 | theMap->msg = strdup (buf); |
|
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166 | |
|
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167 | return theMap; |
|
|
168 | } |
|
|
169 | |
|
|
170 | /* function selects the layout function and gives it whatever |
|
|
171 | arguments it needs. */ |
|
|
172 | char ** |
|
|
173 | layoutgen (RMParms * RP) |
|
|
174 | { |
|
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175 | char **maze = 0; |
|
|
176 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
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177 | |
|
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178 | if (RP->symmetry == RANDOM_SYM) |
|
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179 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
|
|
180 | else |
|
|
181 | RP->symmetry_used = RP->symmetry; |
|
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182 | |
|
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183 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
|
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184 | RP->Ysize = RP->Ysize / 2 + 1; |
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185 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
|
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186 | RP->Xsize = RP->Xsize / 2 + 1; |
|
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187 | |
|
|
188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
|
189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
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191 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
192 | RP->map_layout_style = 0; |
111 | RP->map_layout_style = LAYOUT_NONE; |
193 | |
112 | |
194 | /* Redo this - there was a lot of redundant code of checking for preset |
113 | /* Redo this - there was a lot of redundant code of checking for preset |
195 | * layout style and then random layout style. Instead, figure out |
114 | * layout style and then random layout style. Instead, figure out |
196 | * the numeric layoutstyle, so there is only one area that actually |
115 | * the numeric layoutstyle, so there is only one area that actually |
197 | * calls the code to make the maps. |
116 | * calls the code to make the maps. |
198 | */ |
117 | */ |
199 | if (strstr (RP->layoutstyle, "onion")) |
118 | if (strstr (RP->layoutstyle, "onion")) |
200 | { |
|
|
201 | RP->map_layout_style = ONION_LAYOUT; |
119 | RP->map_layout_style = LAYOUT_ONION; |
202 | } |
|
|
203 | |
120 | |
204 | if (strstr (RP->layoutstyle, "maze")) |
121 | if (strstr (RP->layoutstyle, "maze")) |
205 | { |
|
|
206 | RP->map_layout_style = MAZE_LAYOUT; |
122 | RP->map_layout_style = LAYOUT_MAZE; |
207 | } |
|
|
208 | |
123 | |
209 | if (strstr (RP->layoutstyle, "spiral")) |
124 | if (strstr (RP->layoutstyle, "spiral")) |
210 | { |
|
|
211 | RP->map_layout_style = SPIRAL_LAYOUT; |
125 | RP->map_layout_style = LAYOUT_SPIRAL; |
212 | } |
|
|
213 | |
126 | |
214 | if (strstr (RP->layoutstyle, "rogue")) |
127 | if (strstr (RP->layoutstyle, "rogue")) |
215 | { |
|
|
216 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
128 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
217 | } |
|
|
218 | |
129 | |
219 | if (strstr (RP->layoutstyle, "snake")) |
130 | if (strstr (RP->layoutstyle, "snake")) |
220 | { |
|
|
221 | RP->map_layout_style = SNAKE_LAYOUT; |
131 | RP->map_layout_style = LAYOUT_SNAKE; |
222 | } |
|
|
223 | |
132 | |
224 | if (strstr (RP->layoutstyle, "squarespiral")) |
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
225 | { |
|
|
226 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
227 | } |
135 | |
228 | /* No style found - choose one ranomdly */ |
136 | /* No style found - choose one randomly */ |
229 | if (RP->map_layout_style == 0) |
137 | if (RP->map_layout_style == LAYOUT_NONE) |
230 | { |
|
|
231 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
138 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
|
|
139 | |
|
|
140 | layout = layoutgen (RP); |
|
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141 | |
|
|
142 | #ifdef RMAP_DEBUG |
|
|
143 | dump_layout (layout, RP); |
|
|
144 | #endif |
|
|
145 | |
|
|
146 | /* increment these for the current map */ |
|
|
147 | RP->dungeon_level += 1; |
|
|
148 | /* allow constant-difficulty maps. */ |
|
|
149 | /* difficulty+=1; */ |
|
|
150 | |
|
|
151 | /* rotate the layout randomly */ |
|
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152 | layout = rotate_layout (layout, rndm (4), RP); |
|
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153 | #ifdef RMAP_DEBUG |
|
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154 | dump_layout (layout, RP); |
|
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155 | #endif |
|
|
156 | |
|
|
157 | /* allocate the map and set the floor */ |
|
|
158 | make_map_floor (layout, RP->floorstyle, RP); |
|
|
159 | |
|
|
160 | /* set region */ |
|
|
161 | default_region = RP->region; |
|
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162 | |
|
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163 | CEDE; |
|
|
164 | |
|
|
165 | /* create walls unless the wallstyle is "none" */ |
|
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166 | if (strcmp (RP->wallstyle, "none")) |
232 | } |
167 | { |
|
|
168 | make_map_walls (this, layout, RP->wallstyle, RP); |
|
|
169 | |
|
|
170 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
171 | if (strcmp (RP->doorstyle, "none")) |
|
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172 | put_doors (this, layout, RP->doorstyle, RP); |
|
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173 | } |
|
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174 | |
|
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175 | CEDE; |
|
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176 | |
|
|
177 | /* create exits unless the exitstyle is "none" */ |
|
|
178 | if (strcmp (RP->exitstyle, "none")) |
|
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179 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
|
|
180 | |
|
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181 | CEDE; |
|
|
182 | |
|
|
183 | place_specials_in_map (this, layout, RP); |
|
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184 | |
|
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185 | CEDE; |
|
|
186 | |
|
|
187 | /* create monsters unless the monsterstyle is "none" */ |
|
|
188 | if (strcmp (RP->monsterstyle, "none")) |
|
|
189 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
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190 | |
|
|
191 | CEDE; |
|
|
192 | |
|
|
193 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
194 | difficulty = estimate_difficulty (); |
|
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195 | |
|
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196 | CEDE; |
|
|
197 | |
|
|
198 | /* create treasure unless the treasurestyle is "none" */ |
|
|
199 | if (strcmp (RP->treasurestyle, "none")) |
|
|
200 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
201 | |
|
|
202 | CEDE; |
|
|
203 | |
|
|
204 | /* create decor unless the decorstyle is "none" */ |
|
|
205 | if (strcmp (RP->decorstyle, "none")) |
|
|
206 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
207 | |
|
|
208 | CEDE; |
|
|
209 | |
|
|
210 | /* generate treasures, etc. */ |
|
|
211 | fix_auto_apply (); |
|
|
212 | |
|
|
213 | CEDE; |
|
|
214 | |
|
|
215 | unblock_exits (this, layout, RP); |
|
|
216 | |
|
|
217 | /* free the layout */ |
|
|
218 | for (i = 0; i < RP->Xsize; i++) |
|
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219 | free (layout[i]); |
|
|
220 | |
|
|
221 | free (layout); |
|
|
222 | |
|
|
223 | msg = strdup (buf); |
|
|
224 | in_memory = MAP_IN_MEMORY; |
|
|
225 | |
|
|
226 | CEDE; |
|
|
227 | |
|
|
228 | return 1; |
|
|
229 | } |
|
|
230 | |
|
|
231 | /* function selects the layout function and gives it whatever |
|
|
232 | arguments it needs. */ |
|
|
233 | char ** |
|
|
234 | layoutgen (random_map_params *RP) |
|
|
235 | { |
|
|
236 | char **maze = 0; |
|
|
237 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
233 | |
238 | |
234 | switch (RP->map_layout_style) |
239 | switch (RP->map_layout_style) |
235 | { |
240 | { |
236 | |
241 | case LAYOUT_ONION: |
237 | case ONION_LAYOUT: |
|
|
238 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
239 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
240 | roomify_layout (maze, RP); |
244 | roomify_layout (maze, RP); |
241 | break; |
245 | break; |
242 | |
246 | |
243 | case MAZE_LAYOUT: |
247 | case LAYOUT_MAZE: |
244 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
245 | if (!(RANDOM () % 2)) |
249 | if (!(rndm (2))) |
246 | doorify_layout (maze, RP); |
250 | doorify_layout (maze, RP); |
247 | break; |
251 | break; |
248 | |
252 | |
249 | case SPIRAL_LAYOUT: |
253 | case LAYOUT_SPIRAL: |
250 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
251 | if (!(RANDOM () % 2)) |
255 | if (!(rndm (2))) |
252 | doorify_layout (maze, RP); |
256 | doorify_layout (maze, RP); |
253 | break; |
257 | break; |
254 | |
258 | |
255 | case ROGUELIKE_LAYOUT: |
259 | case LAYOUT_ROGUELIKE: |
256 | /* Don't put symmetry in rogue maps. There isn't much reason to |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
257 | * do so in the first place (doesn't make it any more interesting), |
261 | * do so in the first place (doesn't make it any more interesting), |
258 | * but more importantly, the symmetry code presumes we are symmetrizing |
262 | * but more importantly, the symmetry code presumes we are symmetrizing |
259 | * spirals, or maps with lots of passages - making a symmetric rogue |
263 | * spirals, or maps with lots of passages - making a symmetric rogue |
260 | * map fails because its likely that the passages the symmetry process |
264 | * map fails because its likely that the passages the symmetry process |
261 | * creates may not connect the rooms. |
265 | * creates may not connect the rooms. |
262 | */ |
266 | */ |
263 | RP->symmetry_used = NO_SYM; |
267 | RP->symmetry_used = SYMMETRY_NONE; |
264 | RP->Ysize = oysize; |
268 | RP->Ysize = oysize; |
265 | RP->Xsize = oxsize; |
269 | RP->Xsize = oxsize; |
266 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
270 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
267 | /* no doorifying... done already */ |
271 | /* no doorifying... done already */ |
268 | break; |
272 | break; |
269 | |
273 | |
270 | case SNAKE_LAYOUT: |
274 | case LAYOUT_SNAKE: |
271 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
272 | if (RANDOM () % 2) |
276 | if (rndm (2)) |
273 | roomify_layout (maze, RP); |
277 | roomify_layout (maze, RP); |
274 | break; |
278 | break; |
275 | |
279 | |
276 | case SQUARE_SPIRAL_LAYOUT: |
280 | case LAYOUT_SQUARE_SPIRAL: |
277 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
278 | if (RANDOM () % 2) |
282 | if (rndm (2)) |
279 | roomify_layout (maze, RP); |
283 | roomify_layout (maze, RP); |
280 | break; |
284 | break; |
281 | } |
285 | } |
282 | |
286 | |
283 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
288 | |
284 | #ifdef RMAP_DEBUG |
289 | #ifdef RMAP_DEBUG |
285 | dump_layout (maze, RP); |
290 | dump_layout (maze, RP); |
286 | #endif |
291 | #endif |
|
|
292 | |
287 | if (RP->expand2x) |
293 | if (RP->expand2x) |
288 | { |
294 | { |
289 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
295 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
290 | RP->Xsize = RP->Xsize * 2 - 1; |
296 | RP->Xsize = RP->Xsize * 2 - 1; |
291 | RP->Ysize = RP->Ysize * 2 - 1; |
297 | RP->Ysize = RP->Ysize * 2 - 1; |
292 | } |
298 | } |
|
|
299 | |
293 | return maze; |
300 | return maze; |
294 | } |
301 | } |
295 | |
|
|
296 | |
302 | |
297 | /* takes a map and makes it symmetric: adjusts Xsize and |
303 | /* takes a map and makes it symmetric: adjusts Xsize and |
298 | Ysize to produce a symmetric map. */ |
304 | Ysize to produce a symmetric map. */ |
299 | |
|
|
300 | char ** |
305 | char ** |
301 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
302 | { |
307 | { |
303 | int i, j; |
308 | int i, j; |
304 | char **sym_maze; |
309 | char **sym_maze; |
305 | int Xsize_orig, Ysize_orig; |
310 | int Xsize_orig, Ysize_orig; |
306 | |
311 | |
307 | Xsize_orig = RP->Xsize; |
312 | Xsize_orig = RP->Xsize; |
308 | Ysize_orig = RP->Ysize; |
313 | Ysize_orig = RP->Ysize; |
309 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
314 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
310 | if (sym == NO_SYM) |
315 | if (sym == SYMMETRY_NONE) |
311 | { |
316 | { |
312 | RP->Xsize = Xsize_orig; |
317 | RP->Xsize = Xsize_orig; |
313 | RP->Ysize = Ysize_orig; |
318 | RP->Ysize = Ysize_orig; |
314 | return maze; |
319 | return maze; |
315 | } |
320 | } |
316 | /* pick new sizes */ |
321 | /* pick new sizes */ |
317 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
322 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
318 | RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
323 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
319 | |
324 | |
320 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
325 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
321 | for (i = 0; i < RP->Xsize; i++) |
326 | for (i = 0; i < RP->Xsize; i++) |
322 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
327 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
323 | |
328 | |
324 | if (sym == X_SYM) |
329 | if (sym == SYMMETRY_X) |
325 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
330 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
326 | for (j = 0; j < RP->Ysize; j++) |
331 | for (j = 0; j < RP->Ysize; j++) |
327 | { |
332 | { |
328 | sym_maze[i][j] = maze[i][j]; |
333 | sym_maze[i][j] = maze[i][j]; |
329 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
334 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
330 | }; |
335 | }; |
331 | if (sym == Y_SYM) |
336 | if (sym == SYMMETRY_Y) |
332 | for (i = 0; i < RP->Xsize; i++) |
337 | for (i = 0; i < RP->Xsize; i++) |
333 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
334 | { |
339 | { |
335 | sym_maze[i][j] = maze[i][j]; |
340 | sym_maze[i][j] = maze[i][j]; |
336 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
337 | } |
342 | } |
338 | if (sym == XY_SYM) |
343 | if (sym == SYMMETRY_XY) |
339 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
344 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
340 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
345 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
341 | { |
346 | { |
342 | sym_maze[i][j] = maze[i][j]; |
347 | sym_maze[i][j] = maze[i][j]; |
343 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
348 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
347 | /* delete the old maze */ |
352 | /* delete the old maze */ |
348 | for (i = 0; i < Xsize_orig; i++) |
353 | for (i = 0; i < Xsize_orig; i++) |
349 | free (maze[i]); |
354 | free (maze[i]); |
350 | free (maze); |
355 | free (maze); |
351 | /* reconnect disjointed spirals */ |
356 | /* reconnect disjointed spirals */ |
352 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
357 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
353 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
358 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
354 | /* reconnect disjointed nethackmazes: the routine for |
359 | /* reconnect disjointed nethackmazes: the routine for |
355 | spirals will do the trick? */ |
360 | spirals will do the trick? */ |
356 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
361 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
362 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
358 | |
363 | |
359 | return sym_maze; |
364 | return sym_maze; |
360 | } |
365 | } |
361 | |
366 | |
… | |
… | |
364 | onion layouts, making them possibly centered on any wall. |
369 | onion layouts, making them possibly centered on any wall. |
365 | It'll modify Xsize and Ysize if they're swapped. |
370 | It'll modify Xsize and Ysize if they're swapped. |
366 | */ |
371 | */ |
367 | |
372 | |
368 | char ** |
373 | char ** |
369 | rotate_layout (char **maze, int rotation, RMParms * RP) |
374 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
370 | { |
375 | { |
371 | char **new_maze; |
376 | char **new_maze; |
372 | int i, j; |
377 | int i, j; |
373 | |
378 | |
374 | switch (rotation) |
379 | switch (rotation) |
375 | { |
380 | { |
376 | case 0: |
381 | case 0: |
|
|
382 | return maze; |
|
|
383 | break; |
|
|
384 | case 2: /* a reflection */ |
|
|
385 | { |
|
|
386 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
387 | |
|
|
388 | for (i = 0; i < RP->Xsize; i++) |
|
|
389 | { /* make a copy */ |
|
|
390 | for (j = 0; j < RP->Ysize; j++) |
|
|
391 | { |
|
|
392 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
393 | } |
|
|
394 | } |
|
|
395 | for (i = 0; i < RP->Xsize; i++) |
|
|
396 | { /* copy a reflection back */ |
|
|
397 | for (j = 0; j < RP->Ysize; j++) |
|
|
398 | { |
|
|
399 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
400 | } |
|
|
401 | } |
|
|
402 | free (newmaze); |
377 | return maze; |
403 | return maze; |
378 | break; |
404 | break; |
379 | case 2: /* a reflection */ |
405 | } |
|
|
406 | case 1: |
|
|
407 | case 3: |
|
|
408 | { |
|
|
409 | int swap; |
|
|
410 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
411 | for (i = 0; i < RP->Ysize; i++) |
380 | { |
412 | { |
381 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
413 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
382 | |
414 | } |
|
|
415 | if (rotation == 1) /* swap x and y */ |
383 | for (i = 0; i < RP->Xsize; i++) |
416 | for (i = 0; i < RP->Xsize; i++) |
384 | { /* make a copy */ |
|
|
385 | for (j = 0; j < RP->Ysize; j++) |
417 | for (j = 0; j < RP->Ysize; j++) |
386 | { |
|
|
387 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
418 | new_maze[j][i] = maze[i][j]; |
388 | } |
419 | |
389 | } |
420 | if (rotation == 3) |
390 | for (i = 0; i < RP->Xsize; i++) |
421 | { /* swap x and y */ |
391 | { /* copy a reflection back */ |
|
|
392 | for (j = 0; j < RP->Ysize; j++) |
|
|
393 | { |
|
|
394 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
395 | } |
|
|
396 | } |
|
|
397 | free (newmaze); |
|
|
398 | return maze; |
|
|
399 | break; |
|
|
400 | } |
|
|
401 | case 1: |
|
|
402 | case 3: |
|
|
403 | { |
|
|
404 | int swap; |
|
|
405 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
406 | for (i = 0; i < RP->Ysize; i++) |
|
|
407 | { |
|
|
408 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
409 | } |
|
|
410 | if (rotation == 1) /* swap x and y */ |
|
|
411 | for (i = 0; i < RP->Xsize; i++) |
422 | for (i = 0; i < RP->Xsize; i++) |
412 | for (j = 0; j < RP->Ysize; j++) |
423 | for (j = 0; j < RP->Ysize; j++) |
413 | new_maze[j][i] = maze[i][j]; |
|
|
414 | |
|
|
415 | if (rotation == 3) |
|
|
416 | { /* swap x and y */ |
|
|
417 | for (i = 0; i < RP->Xsize; i++) |
|
|
418 | for (j = 0; j < RP->Ysize; j++) |
|
|
419 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
424 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
420 | } |
425 | } |
421 | |
426 | |
422 | /* delete the old layout */ |
427 | /* delete the old layout */ |
423 | for (i = 0; i < RP->Xsize; i++) |
428 | for (i = 0; i < RP->Xsize; i++) |
424 | free (maze[i]); |
429 | free (maze[i]); |
425 | free (maze); |
430 | free (maze); |
426 | |
431 | |
427 | swap = RP->Ysize; |
432 | swap = RP->Ysize; |
428 | RP->Ysize = RP->Xsize; |
433 | RP->Ysize = RP->Xsize; |
429 | RP->Xsize = swap; |
434 | RP->Xsize = swap; |
430 | return new_maze; |
435 | return new_maze; |
431 | break; |
436 | break; |
432 | } |
437 | } |
433 | } |
438 | } |
434 | return NULL; |
439 | return NULL; |
435 | } |
440 | } |
436 | |
441 | |
437 | /* take a layout and make some rooms in it. |
442 | /* take a layout and make some rooms in it. |
438 | --works best on onions.*/ |
443 | --works best on onions.*/ |
439 | void |
444 | void |
440 | roomify_layout (char **maze, RMParms * RP) |
445 | roomify_layout (char **maze, random_map_params *RP) |
441 | { |
446 | { |
442 | int tries = RP->Xsize * RP->Ysize / 30; |
447 | int tries = RP->Xsize * RP->Ysize / 30; |
443 | int ti; |
448 | int ti; |
444 | |
449 | |
445 | for (ti = 0; ti < tries; ti++) |
450 | for (ti = 0; ti < tries; ti++) |
446 | { |
451 | { |
447 | int dx, dy; /* starting location for looking at creating a door */ |
452 | int dx, dy; /* starting location for looking at creating a door */ |
448 | int cx, cy; /* results of checking on creating walls. */ |
453 | int cx, cy; /* results of checking on creating walls. */ |
449 | |
454 | |
450 | dx = RANDOM () % RP->Xsize; |
455 | dx = rndm (RP->Xsize); |
451 | dy = RANDOM () % RP->Ysize; |
456 | dy = rndm (RP->Ysize); |
|
|
457 | |
452 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
458 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
453 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
459 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
454 | if (cx == -1) |
460 | if (cx == -1) |
455 | { |
461 | { |
456 | if (cy != -1) |
462 | if (cy != -1) |
457 | make_wall (maze, dx, dy, 1); |
463 | make_wall (maze, dx, dy, 1); |
|
|
464 | |
458 | continue; |
465 | continue; |
459 | } |
466 | } |
|
|
467 | |
460 | if (cy == -1) |
468 | if (cy == -1) |
461 | { |
469 | { |
462 | make_wall (maze, dx, dy, 0); |
470 | make_wall (maze, dx, dy, 0); |
463 | continue; |
471 | continue; |
464 | } |
472 | } |
|
|
473 | |
465 | if (cx < cy) |
474 | if (cx < cy) |
466 | make_wall (maze, dx, dy, 0); |
475 | make_wall (maze, dx, dy, 0); |
467 | else |
476 | else |
468 | make_wall (maze, dx, dy, 1); |
477 | make_wall (maze, dx, dy, 1); |
469 | } |
478 | } |
… | |
… | |
472 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
481 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
473 | (or vertical, dir == 1) |
482 | (or vertical, dir == 1) |
474 | here which ends up on other walls sensibly. */ |
483 | here which ends up on other walls sensibly. */ |
475 | |
484 | |
476 | int |
485 | int |
477 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
486 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
478 | { |
487 | { |
479 | int i1; |
488 | int i1; |
480 | int length = 0; |
489 | int length = 0; |
481 | |
490 | |
482 | /* dont make walls if we're on the edge. */ |
491 | /* dont make walls if we're on the edge. */ |
… | |
… | |
557 | make_wall (char **maze, int x, int y, int dir) |
566 | make_wall (char **maze, int x, int y, int dir) |
558 | { |
567 | { |
559 | maze[x][y] = 'D'; /* mark a door */ |
568 | maze[x][y] = 'D'; /* mark a door */ |
560 | switch (dir) |
569 | switch (dir) |
561 | { |
570 | { |
562 | case 0: /* horizontal */ |
571 | case 0: /* horizontal */ |
563 | { |
572 | { |
564 | int i1; |
573 | int i1; |
565 | |
574 | |
566 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
575 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
567 | maze[i1][y] = '#'; |
576 | maze[i1][y] = '#'; |
568 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
577 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
569 | maze[i1][y] = '#'; |
578 | maze[i1][y] = '#'; |
570 | break; |
579 | break; |
571 | } |
580 | } |
572 | case 1: /* vertical */ |
581 | case 1: /* vertical */ |
573 | { |
582 | { |
574 | int i1; |
583 | int i1; |
575 | |
584 | |
576 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
585 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
577 | maze[x][i1] = '#'; |
586 | maze[x][i1] = '#'; |
578 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
587 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
579 | maze[x][i1] = '#'; |
588 | maze[x][i1] = '#'; |
580 | break; |
589 | break; |
581 | } |
590 | } |
582 | } |
591 | } |
583 | |
592 | |
584 | return 0; |
593 | return 0; |
585 | } |
594 | } |
586 | |
595 | |
587 | /* puts doors at appropriate locations in a layout. */ |
596 | /* puts doors at appropriate locations in a layout. */ |
588 | |
|
|
589 | void |
597 | void |
590 | doorify_layout (char **maze, RMParms * RP) |
598 | doorify_layout (char **maze, random_map_params *RP) |
591 | { |
599 | { |
592 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
600 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
593 | char *doorlist_x; |
601 | char *doorlist_x; |
594 | char *doorlist_y; |
602 | char *doorlist_y; |
595 | int doorlocs = 0; /* # of available doorlocations */ |
603 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
610 | doorlist_x[doorlocs] = i; |
618 | doorlist_x[doorlocs] = i; |
611 | doorlist_y[doorlocs] = j; |
619 | doorlist_y[doorlocs] = j; |
612 | doorlocs++; |
620 | doorlocs++; |
613 | } |
621 | } |
614 | } |
622 | } |
|
|
623 | |
615 | while (ndoors > 0 && doorlocs > 0) |
624 | while (ndoors > 0 && doorlocs > 0) |
616 | { |
625 | { |
617 | int di; |
626 | int di; |
618 | int sindex; |
627 | int sindex; |
619 | |
628 | |
620 | di = RANDOM () % doorlocs; |
629 | di = rndm (doorlocs); |
621 | i = doorlist_x[di]; |
630 | i = doorlist_x[di]; |
622 | j = doorlist_y[di]; |
631 | j = doorlist_y[di]; |
623 | sindex = surround_flag (maze, i, j, RP); |
632 | sindex = surround_flag (maze, i, j, RP); |
|
|
633 | |
624 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
634 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
625 | { |
635 | { |
626 | maze[i][j] = 'D'; |
636 | maze[i][j] = 'D'; |
627 | ndoors--; |
637 | ndoors--; |
628 | } |
638 | } |
|
|
639 | |
629 | /* reduce the size of the list */ |
640 | /* reduce the size of the list */ |
630 | doorlocs--; |
641 | doorlocs--; |
631 | doorlist_x[di] = doorlist_x[doorlocs]; |
642 | doorlist_x[di] = doorlist_x[doorlocs]; |
632 | doorlist_y[di] = doorlist_y[doorlocs]; |
643 | doorlist_y[di] = doorlist_y[doorlocs]; |
633 | } |
644 | } |
|
|
645 | |
634 | free (doorlist_x); |
646 | free (doorlist_x); |
635 | free (doorlist_y); |
647 | free (doorlist_y); |
636 | } |
648 | } |
637 | |
649 | |
638 | |
|
|
639 | void |
650 | void |
640 | write_map_parameters_to_string (char *buf, RMParms * RP) |
651 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
641 | { |
652 | { |
642 | |
|
|
643 | char small_buf[256]; |
653 | char small_buf[16384]; |
644 | |
654 | |
645 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
655 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
646 | |
656 | |
647 | if (RP->wallstyle[0]) |
657 | if (RP->wallstyle[0]) |
648 | { |
658 | { |
649 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
659 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
650 | strcat (buf, small_buf); |
660 | strcat (buf, small_buf); |
… | |
… | |
690 | { |
700 | { |
691 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
701 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
692 | strcat (buf, small_buf); |
702 | strcat (buf, small_buf); |
693 | } |
703 | } |
694 | |
704 | |
695 | if (RP->final_map[0]) |
705 | if (RP->final_map.length ()) |
696 | { |
706 | { |
697 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
707 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
698 | strcat (buf, small_buf); |
708 | strcat (buf, small_buf); |
699 | } |
709 | } |
700 | |
710 | |
701 | if (RP->exit_on_final_map[0]) |
711 | if (RP->exit_on_final_map[0]) |
702 | { |
712 | { |
703 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
713 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
704 | strcat (buf, small_buf); |
714 | strcat (buf, small_buf); |
705 | } |
715 | } |
706 | |
716 | |
707 | if (RP->this_map[0]) |
717 | if (RP->this_map.length ()) |
708 | { |
718 | { |
709 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
719 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
710 | strcat (buf, small_buf); |
720 | strcat (buf, small_buf); |
711 | } |
721 | } |
712 | |
722 | |
713 | if (RP->expand2x) |
723 | if (RP->expand2x) |
714 | { |
724 | { |
… | |
… | |
720 | { |
730 | { |
721 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
731 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
722 | strcat (buf, small_buf); |
732 | strcat (buf, small_buf); |
723 | } |
733 | } |
724 | |
734 | |
725 | |
|
|
726 | if (RP->layoutoptions2) |
735 | if (RP->layoutoptions2) |
727 | { |
736 | { |
728 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
737 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
729 | strcat (buf, small_buf); |
738 | strcat (buf, small_buf); |
730 | } |
739 | } |
731 | |
740 | |
732 | |
|
|
733 | if (RP->layoutoptions3) |
741 | if (RP->layoutoptions3) |
734 | { |
742 | { |
735 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
743 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
736 | strcat (buf, small_buf); |
744 | strcat (buf, small_buf); |
737 | } |
745 | } |
… | |
… | |
739 | if (RP->symmetry) |
747 | if (RP->symmetry) |
740 | { |
748 | { |
741 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
749 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
742 | strcat (buf, small_buf); |
750 | strcat (buf, small_buf); |
743 | } |
751 | } |
744 | |
|
|
745 | |
752 | |
746 | if (RP->difficulty && RP->difficulty_given) |
753 | if (RP->difficulty && RP->difficulty_given) |
747 | { |
754 | { |
748 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
755 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
749 | strcat (buf, small_buf); |
756 | strcat (buf, small_buf); |
… | |
… | |
785 | if (RP->origin_y) |
792 | if (RP->origin_y) |
786 | { |
793 | { |
787 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
794 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
788 | strcat (buf, small_buf); |
795 | strcat (buf, small_buf); |
789 | } |
796 | } |
|
|
797 | |
|
|
798 | if (RP->treasureoptions) |
|
|
799 | { |
|
|
800 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
801 | strcat (buf, small_buf); |
|
|
802 | } |
|
|
803 | |
790 | if (RP->random_seed) |
804 | if (RP->random_seed) |
791 | { |
805 | { |
792 | /* Add one so that the next map is a bit different */ |
|
|
793 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
806 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
794 | strcat (buf, small_buf); |
807 | strcat (buf, small_buf); |
795 | } |
|
|
796 | |
|
|
797 | if (RP->treasureoptions) |
|
|
798 | { |
808 | } |
799 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
809 | |
800 | strcat (buf, small_buf); |
810 | if (RP->custom) |
801 | } |
811 | { |
802 | |
812 | sprintf (small_buf, "custom %s\n", RP->custom); |
803 | |
813 | strcat (buf, small_buf); |
|
|
814 | } |
804 | } |
815 | } |
805 | |
816 | |
806 | void |
817 | void |
807 | write_parameters_to_string (char *buf, |
818 | write_parameters_to_string (char *buf, |
808 | int xsize_n, |
819 | int xsize_n, |
… | |
… | |
826 | int dungeon_level_n, |
837 | int dungeon_level_n, |
827 | int difficulty_n, |
838 | int difficulty_n, |
828 | int difficulty_given_n, |
839 | int difficulty_given_n, |
829 | int decoroptions_n, |
840 | int decoroptions_n, |
830 | int orientation_n, |
841 | int orientation_n, |
831 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
842 | int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase) |
832 | { |
843 | { |
833 | |
|
|
834 | char small_buf[256]; |
844 | char small_buf[16384]; |
835 | |
845 | |
836 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
846 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
837 | |
847 | |
838 | if (wallstyle_n && wallstyle_n[0]) |
848 | if (wallstyle_n && wallstyle_n[0]) |
839 | { |
849 | { |
… | |
… | |
904 | if (layoutoptions1_n) |
914 | if (layoutoptions1_n) |
905 | { |
915 | { |
906 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
916 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
907 | strcat (buf, small_buf); |
917 | strcat (buf, small_buf); |
908 | } |
918 | } |
909 | |
|
|
910 | |
919 | |
911 | if (layoutoptions2_n) |
920 | if (layoutoptions2_n) |
912 | { |
921 | { |
913 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
922 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
914 | strcat (buf, small_buf); |
923 | strcat (buf, small_buf); |
… | |
… | |
970 | if (origin_y_n) |
979 | if (origin_y_n) |
971 | { |
980 | { |
972 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
981 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
973 | strcat (buf, small_buf); |
982 | strcat (buf, small_buf); |
974 | } |
983 | } |
|
|
984 | |
975 | if (random_seed_n) |
985 | if (random_seed_n) |
976 | { |
986 | { |
977 | /* Add one so that the next map is a bit different */ |
987 | /* Add one so that the next map is a bit different */ |
978 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
988 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
979 | strcat (buf, small_buf); |
989 | strcat (buf, small_buf); |
980 | } |
990 | } |
981 | |
991 | |
982 | if (treasureoptions_n) |
992 | if (treasureoptions_n) |
983 | { |
993 | { |
984 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
994 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
985 | strcat (buf, small_buf); |
995 | strcat (buf, small_buf); |
986 | } |
996 | } |
987 | |
|
|
988 | |
|
|
989 | } |
997 | } |
990 | |
998 | |
991 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
999 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
992 | void |
1000 | void |
993 | copy_object_with_inv (object *src_ob, object *dest_ob) |
1001 | copy_object_with_inv (object *src_ob, object *dest_ob) |
994 | { |
1002 | { |
995 | object *walk, *tmp; |
1003 | object *walk, *tmp; |
996 | |
1004 | |
997 | src_ob->copy_to (dest_ob); |
1005 | src_ob->copy_to (dest_ob); |
998 | |
1006 | |
999 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
1007 | for (walk = src_ob->inv; walk; walk = walk->below) |
1000 | { |
1008 | { |
1001 | tmp = object::create (); |
1009 | tmp = object::create (); |
|
|
1010 | |
1002 | walk->copy_to (tmp); |
1011 | walk->copy_to (tmp); |
1003 | insert_ob_in_ob (tmp, dest_ob); |
1012 | insert_ob_in_ob (tmp, dest_ob); |
1004 | } |
1013 | } |
1005 | } |
1014 | } |