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, random_map_params * 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, random_map_params * 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) |
|
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100 | RP->Ysize = RP->Ysize / 2 + 1; |
|
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101 | |
|
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102 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
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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 | |
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99 | #ifdef RMAP_DEBUG |
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100 | dump_layout (layout, RP); |
|
|
101 | #endif |
|
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102 | |
|
|
103 | /* increment these for the current map */ |
|
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104 | RP->dungeon_level += 1; |
|
|
105 | /* allow constant-difficulty maps. */ |
|
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106 | /* difficulty+=1; */ |
|
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107 | |
|
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108 | /* rotate the layout randomly */ |
|
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109 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
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110 | #ifdef RMAP_DEBUG |
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111 | dump_layout (layout, RP); |
|
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112 | #endif |
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113 | |
|
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114 | /* allocate the map and set the floor */ |
|
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115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
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116 | |
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117 | /* set the name of the map. */ |
|
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118 | theMap->path = OutFileName; |
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119 | |
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120 | /* set region */ |
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121 | theMap->region = RP->region; |
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122 | |
|
|
123 | /* create walls unless the wallstyle is "none" */ |
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124 | if (strcmp (RP->wallstyle, "none")) |
|
|
125 | { |
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126 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
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127 | |
|
|
128 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
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129 | if (strcmp (RP->doorstyle, "none")) |
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130 | put_doors (theMap, layout, RP->doorstyle, RP); |
|
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131 | |
|
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132 | } |
|
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133 | |
|
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134 | /* create exits unless the exitstyle is "none" */ |
|
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135 | if (strcmp (RP->exitstyle, "none")) |
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136 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
|
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137 | |
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138 | place_specials_in_map (theMap, layout, RP); |
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139 | |
|
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140 | /* create monsters unless the monsterstyle is "none" */ |
|
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141 | if (strcmp (RP->monsterstyle, "none")) |
|
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142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
|
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143 | |
|
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144 | /* treasures needs to have a proper difficulty set for the map. */ |
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145 | theMap->difficulty = theMap->estimate_difficulty (); |
|
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146 | |
|
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147 | /* create treasure unless the treasurestyle is "none" */ |
|
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148 | if (strcmp (RP->treasurestyle, "none")) |
|
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149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
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150 | |
|
|
151 | /* create decor unless the decorstyle is "none" */ |
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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 | theMap->fix_auto_apply (); |
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157 | |
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158 | unblock_exits (theMap, layout, RP); |
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159 | |
|
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160 | /* free the layout */ |
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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 | } |
|
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169 | |
|
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170 | /* function selects the layout function and gives it whatever |
|
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171 | arguments it needs. */ |
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172 | char ** |
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173 | layoutgen (random_map_params * RP) |
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174 | { |
|
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175 | char **maze = 0; |
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176 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
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177 | |
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178 | if (RP->symmetry == SYMMETRY_RANDOM) |
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179 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
|
|
180 | else |
|
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181 | RP->symmetry_used = RP->symmetry; |
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182 | |
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183 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
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184 | RP->Ysize = RP->Ysize / 2 + 1; |
|
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185 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
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186 | RP->Xsize = RP->Xsize / 2 + 1; |
|
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187 | |
|
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188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
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189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
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190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
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191 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
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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. |
… | |
… | |
212 | RP->map_layout_style = LAYOUT_SNAKE; |
131 | RP->map_layout_style = LAYOUT_SNAKE; |
213 | |
132 | |
214 | if (strstr (RP->layoutstyle, "squarespiral")) |
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
215 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
216 | |
135 | |
217 | /* No style found - choose one ranomdly */ |
136 | /* No style found - choose one randomly */ |
218 | if (RP->map_layout_style == LAYOUT_NONE) |
137 | if (RP->map_layout_style == LAYOUT_NONE) |
219 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
138 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
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139 | |
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140 | layout = layoutgen (RP); |
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141 | |
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142 | #ifdef RMAP_DEBUG |
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143 | dump_layout (layout, RP); |
|
|
144 | #endif |
|
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145 | |
|
|
146 | /* increment these for the current map */ |
|
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147 | RP->dungeon_level += 1; |
|
|
148 | /* allow constant-difficulty maps. */ |
|
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149 | /* difficulty+=1; */ |
|
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150 | |
|
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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 |
|
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156 | |
|
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157 | /* allocate the map and set the floor */ |
|
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158 | make_map_floor (layout, RP->floorstyle, RP); |
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159 | |
|
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160 | /* set region */ |
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161 | default_region = RP->region; |
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162 | |
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163 | CEDE; |
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164 | |
|
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165 | /* create walls unless the wallstyle is "none" */ |
|
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166 | if (strcmp (RP->wallstyle, "none")) |
|
|
167 | { |
|
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168 | make_map_walls (this, layout, RP->wallstyle, RP); |
|
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169 | |
|
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170 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
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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" */ |
|
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178 | if (strcmp (RP->exitstyle, "none")) |
|
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179 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
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180 | |
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181 | CEDE; |
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182 | |
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183 | place_specials_in_map (this, layout, RP); |
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184 | |
|
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185 | CEDE; |
|
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186 | |
|
|
187 | /* create monsters unless the monsterstyle is "none" */ |
|
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188 | if (strcmp (RP->monsterstyle, "none")) |
|
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189 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
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190 | |
|
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191 | CEDE; |
|
|
192 | |
|
|
193 | /* treasures needs to have a proper difficulty set for the map. */ |
|
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194 | difficulty = estimate_difficulty (); |
|
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195 | |
|
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196 | CEDE; |
|
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197 | |
|
|
198 | /* create treasure unless the treasurestyle is "none" */ |
|
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199 | if (strcmp (RP->treasurestyle, "none")) |
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200 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
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201 | |
|
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202 | CEDE; |
|
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203 | |
|
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204 | /* create decor unless the decorstyle is "none" */ |
|
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205 | if (strcmp (RP->decorstyle, "none")) |
|
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206 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
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207 | |
|
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208 | CEDE; |
|
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209 | |
|
|
210 | /* generate treasures, etc. */ |
|
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211 | fix_auto_apply (); |
|
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212 | |
|
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213 | CEDE; |
|
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214 | |
|
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215 | unblock_exits (this, layout, RP); |
|
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216 | |
|
|
217 | /* free the layout */ |
|
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218 | for (i = 0; i < RP->Xsize; i++) |
|
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219 | free (layout[i]); |
|
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220 | |
|
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221 | free (layout); |
|
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222 | |
|
|
223 | msg = strdup (buf); |
|
|
224 | in_memory = MAP_IN_MEMORY; |
|
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225 | |
|
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226 | CEDE; |
|
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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; |
220 | |
238 | |
221 | switch (RP->map_layout_style) |
239 | switch (RP->map_layout_style) |
222 | { |
240 | { |
223 | case LAYOUT_ONION: |
241 | case LAYOUT_ONION: |
224 | 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); |
225 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
226 | roomify_layout (maze, RP); |
244 | roomify_layout (maze, RP); |
227 | break; |
245 | break; |
228 | |
246 | |
229 | case LAYOUT_MAZE: |
247 | case LAYOUT_MAZE: |
230 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
231 | if (!(RANDOM () % 2)) |
249 | if (!(rndm (2))) |
232 | doorify_layout (maze, RP); |
250 | doorify_layout (maze, RP); |
233 | break; |
251 | break; |
234 | |
252 | |
235 | case LAYOUT_SPIRAL: |
253 | case LAYOUT_SPIRAL: |
236 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
237 | if (!(RANDOM () % 2)) |
255 | if (!(rndm (2))) |
238 | doorify_layout (maze, RP); |
256 | doorify_layout (maze, RP); |
239 | break; |
257 | break; |
240 | |
258 | |
241 | case LAYOUT_ROGUELIKE: |
259 | case LAYOUT_ROGUELIKE: |
242 | /* 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 |
… | |
… | |
253 | /* no doorifying... done already */ |
271 | /* no doorifying... done already */ |
254 | break; |
272 | break; |
255 | |
273 | |
256 | case LAYOUT_SNAKE: |
274 | case LAYOUT_SNAKE: |
257 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
258 | if (RANDOM () % 2) |
276 | if (rndm (2)) |
259 | roomify_layout (maze, RP); |
277 | roomify_layout (maze, RP); |
260 | break; |
278 | break; |
261 | |
279 | |
262 | case LAYOUT_SQUARE_SPIRAL: |
280 | case LAYOUT_SQUARE_SPIRAL: |
263 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
264 | if (RANDOM () % 2) |
282 | if (rndm (2)) |
265 | roomify_layout (maze, RP); |
283 | roomify_layout (maze, RP); |
266 | break; |
284 | break; |
267 | } |
285 | } |
268 | |
286 | |
269 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
… | |
… | |
283 | } |
301 | } |
284 | |
302 | |
285 | /* takes a map and makes it symmetric: adjusts Xsize and |
303 | /* takes a map and makes it symmetric: adjusts Xsize and |
286 | Ysize to produce a symmetric map. */ |
304 | Ysize to produce a symmetric map. */ |
287 | char ** |
305 | char ** |
288 | symmetrize_layout (char **maze, int sym, random_map_params * RP) |
306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
289 | { |
307 | { |
290 | int i, j; |
308 | int i, j; |
291 | char **sym_maze; |
309 | char **sym_maze; |
292 | int Xsize_orig, Ysize_orig; |
310 | int Xsize_orig, Ysize_orig; |
293 | |
311 | |
… | |
… | |
351 | onion layouts, making them possibly centered on any wall. |
369 | onion layouts, making them possibly centered on any wall. |
352 | It'll modify Xsize and Ysize if they're swapped. |
370 | It'll modify Xsize and Ysize if they're swapped. |
353 | */ |
371 | */ |
354 | |
372 | |
355 | char ** |
373 | char ** |
356 | rotate_layout (char **maze, int rotation, random_map_params * RP) |
374 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
357 | { |
375 | { |
358 | char **new_maze; |
376 | char **new_maze; |
359 | int i, j; |
377 | int i, j; |
360 | |
378 | |
361 | switch (rotation) |
379 | switch (rotation) |
362 | { |
380 | { |
363 | case 0: |
381 | case 0: |
364 | return maze; |
382 | return maze; |
365 | break; |
383 | break; |
366 | case 2: /* a reflection */ |
384 | case 2: /* a reflection */ |
367 | { |
385 | { |
368 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
386 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
369 | |
387 | |
370 | for (i = 0; i < RP->Xsize; i++) |
388 | for (i = 0; i < RP->Xsize; i++) |
371 | { /* make a copy */ |
389 | { /* make a copy */ |
372 | for (j = 0; j < RP->Ysize; j++) |
390 | for (j = 0; j < RP->Ysize; j++) |
373 | { |
391 | { |
374 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
392 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
375 | } |
393 | } |
376 | } |
394 | } |
377 | for (i = 0; i < RP->Xsize; i++) |
395 | for (i = 0; i < RP->Xsize; i++) |
378 | { /* copy a reflection back */ |
396 | { /* copy a reflection back */ |
379 | for (j = 0; j < RP->Ysize; j++) |
397 | for (j = 0; j < RP->Ysize; j++) |
380 | { |
398 | { |
381 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
399 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
382 | } |
400 | } |
383 | } |
401 | } |
… | |
… | |
392 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
410 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
393 | for (i = 0; i < RP->Ysize; i++) |
411 | for (i = 0; i < RP->Ysize; i++) |
394 | { |
412 | { |
395 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
413 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
396 | } |
414 | } |
397 | if (rotation == 1) /* swap x and y */ |
415 | if (rotation == 1) /* swap x and y */ |
398 | for (i = 0; i < RP->Xsize; i++) |
416 | for (i = 0; i < RP->Xsize; i++) |
399 | for (j = 0; j < RP->Ysize; j++) |
417 | for (j = 0; j < RP->Ysize; j++) |
400 | new_maze[j][i] = maze[i][j]; |
418 | new_maze[j][i] = maze[i][j]; |
401 | |
419 | |
402 | if (rotation == 3) |
420 | if (rotation == 3) |
403 | { /* swap x and y */ |
421 | { /* swap x and y */ |
404 | for (i = 0; i < RP->Xsize; i++) |
422 | for (i = 0; i < RP->Xsize; i++) |
405 | for (j = 0; j < RP->Ysize; j++) |
423 | for (j = 0; j < RP->Ysize; j++) |
406 | 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]; |
407 | } |
425 | } |
408 | |
426 | |
… | |
… | |
422 | } |
440 | } |
423 | |
441 | |
424 | /* take a layout and make some rooms in it. |
442 | /* take a layout and make some rooms in it. |
425 | --works best on onions.*/ |
443 | --works best on onions.*/ |
426 | void |
444 | void |
427 | roomify_layout (char **maze, random_map_params * RP) |
445 | roomify_layout (char **maze, random_map_params *RP) |
428 | { |
446 | { |
429 | int tries = RP->Xsize * RP->Ysize / 30; |
447 | int tries = RP->Xsize * RP->Ysize / 30; |
430 | int ti; |
448 | int ti; |
431 | |
449 | |
432 | for (ti = 0; ti < tries; ti++) |
450 | for (ti = 0; ti < tries; ti++) |
433 | { |
451 | { |
434 | int dx, dy; /* starting location for looking at creating a door */ |
452 | int dx, dy; /* starting location for looking at creating a door */ |
435 | int cx, cy; /* results of checking on creating walls. */ |
453 | int cx, cy; /* results of checking on creating walls. */ |
436 | |
454 | |
437 | dx = RANDOM () % RP->Xsize; |
455 | dx = rndm (RP->Xsize); |
438 | dy = RANDOM () % RP->Ysize; |
456 | dy = rndm (RP->Ysize); |
|
|
457 | |
439 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
458 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
440 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
459 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
441 | if (cx == -1) |
460 | if (cx == -1) |
442 | { |
461 | { |
443 | if (cy != -1) |
462 | if (cy != -1) |
444 | make_wall (maze, dx, dy, 1); |
463 | make_wall (maze, dx, dy, 1); |
|
|
464 | |
445 | continue; |
465 | continue; |
446 | } |
466 | } |
|
|
467 | |
447 | if (cy == -1) |
468 | if (cy == -1) |
448 | { |
469 | { |
449 | make_wall (maze, dx, dy, 0); |
470 | make_wall (maze, dx, dy, 0); |
450 | continue; |
471 | continue; |
451 | } |
472 | } |
|
|
473 | |
452 | if (cx < cy) |
474 | if (cx < cy) |
453 | make_wall (maze, dx, dy, 0); |
475 | make_wall (maze, dx, dy, 0); |
454 | else |
476 | else |
455 | make_wall (maze, dx, dy, 1); |
477 | make_wall (maze, dx, dy, 1); |
456 | } |
478 | } |
… | |
… | |
459 | /* 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 |
460 | (or vertical, dir == 1) |
482 | (or vertical, dir == 1) |
461 | here which ends up on other walls sensibly. */ |
483 | here which ends up on other walls sensibly. */ |
462 | |
484 | |
463 | int |
485 | int |
464 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) |
486 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
465 | { |
487 | { |
466 | int i1; |
488 | int i1; |
467 | int length = 0; |
489 | int length = 0; |
468 | |
490 | |
469 | /* dont make walls if we're on the edge. */ |
491 | /* dont make walls if we're on the edge. */ |
… | |
… | |
544 | make_wall (char **maze, int x, int y, int dir) |
566 | make_wall (char **maze, int x, int y, int dir) |
545 | { |
567 | { |
546 | maze[x][y] = 'D'; /* mark a door */ |
568 | maze[x][y] = 'D'; /* mark a door */ |
547 | switch (dir) |
569 | switch (dir) |
548 | { |
570 | { |
549 | case 0: /* horizontal */ |
571 | case 0: /* horizontal */ |
550 | { |
572 | { |
551 | int i1; |
573 | int i1; |
552 | |
574 | |
553 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
575 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
554 | maze[i1][y] = '#'; |
576 | maze[i1][y] = '#'; |
555 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
577 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
556 | maze[i1][y] = '#'; |
578 | maze[i1][y] = '#'; |
557 | break; |
579 | break; |
558 | } |
580 | } |
559 | case 1: /* vertical */ |
581 | case 1: /* vertical */ |
560 | { |
582 | { |
561 | int i1; |
583 | int i1; |
562 | |
584 | |
563 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
585 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
564 | maze[x][i1] = '#'; |
586 | maze[x][i1] = '#'; |
565 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
587 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
566 | maze[x][i1] = '#'; |
588 | maze[x][i1] = '#'; |
567 | break; |
589 | break; |
568 | } |
590 | } |
569 | } |
591 | } |
570 | |
592 | |
571 | return 0; |
593 | return 0; |
572 | } |
594 | } |
573 | |
595 | |
574 | /* puts doors at appropriate locations in a layout. */ |
596 | /* puts doors at appropriate locations in a layout. */ |
575 | |
|
|
576 | void |
597 | void |
577 | doorify_layout (char **maze, random_map_params * RP) |
598 | doorify_layout (char **maze, random_map_params *RP) |
578 | { |
599 | { |
579 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
600 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
580 | char *doorlist_x; |
601 | char *doorlist_x; |
581 | char *doorlist_y; |
602 | char *doorlist_y; |
582 | int doorlocs = 0; /* # of available doorlocations */ |
603 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
597 | doorlist_x[doorlocs] = i; |
618 | doorlist_x[doorlocs] = i; |
598 | doorlist_y[doorlocs] = j; |
619 | doorlist_y[doorlocs] = j; |
599 | doorlocs++; |
620 | doorlocs++; |
600 | } |
621 | } |
601 | } |
622 | } |
|
|
623 | |
602 | while (ndoors > 0 && doorlocs > 0) |
624 | while (ndoors > 0 && doorlocs > 0) |
603 | { |
625 | { |
604 | int di; |
626 | int di; |
605 | int sindex; |
627 | int sindex; |
606 | |
628 | |
607 | di = RANDOM () % doorlocs; |
629 | di = rndm (doorlocs); |
608 | i = doorlist_x[di]; |
630 | i = doorlist_x[di]; |
609 | j = doorlist_y[di]; |
631 | j = doorlist_y[di]; |
610 | sindex = surround_flag (maze, i, j, RP); |
632 | sindex = surround_flag (maze, i, j, RP); |
|
|
633 | |
611 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
634 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
612 | { |
635 | { |
613 | maze[i][j] = 'D'; |
636 | maze[i][j] = 'D'; |
614 | ndoors--; |
637 | ndoors--; |
615 | } |
638 | } |
|
|
639 | |
616 | /* reduce the size of the list */ |
640 | /* reduce the size of the list */ |
617 | doorlocs--; |
641 | doorlocs--; |
618 | doorlist_x[di] = doorlist_x[doorlocs]; |
642 | doorlist_x[di] = doorlist_x[doorlocs]; |
619 | doorlist_y[di] = doorlist_y[doorlocs]; |
643 | doorlist_y[di] = doorlist_y[doorlocs]; |
620 | } |
644 | } |
|
|
645 | |
621 | free (doorlist_x); |
646 | free (doorlist_x); |
622 | free (doorlist_y); |
647 | free (doorlist_y); |
623 | } |
648 | } |
624 | |
649 | |
625 | |
|
|
626 | void |
650 | void |
627 | write_map_parameters_to_string (char *buf, random_map_params * RP) |
651 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
628 | { |
652 | { |
629 | char small_buf[256]; |
653 | char small_buf[16384]; |
630 | |
654 | |
631 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
655 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
632 | |
656 | |
633 | if (RP->wallstyle[0]) |
657 | if (RP->wallstyle[0]) |
634 | { |
658 | { |
635 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
659 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
636 | strcat (buf, small_buf); |
660 | strcat (buf, small_buf); |
… | |
… | |
676 | { |
700 | { |
677 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
701 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
678 | strcat (buf, small_buf); |
702 | strcat (buf, small_buf); |
679 | } |
703 | } |
680 | |
704 | |
681 | if (RP->final_map[0]) |
705 | if (RP->final_map.length ()) |
682 | { |
706 | { |
683 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
707 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
684 | strcat (buf, small_buf); |
708 | strcat (buf, small_buf); |
685 | } |
709 | } |
686 | |
710 | |
687 | if (RP->exit_on_final_map[0]) |
711 | if (RP->exit_on_final_map[0]) |
688 | { |
712 | { |
689 | 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); |
690 | strcat (buf, small_buf); |
714 | strcat (buf, small_buf); |
691 | } |
715 | } |
692 | |
716 | |
693 | if (RP->this_map[0]) |
717 | if (RP->this_map.length ()) |
694 | { |
718 | { |
695 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
719 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
696 | strcat (buf, small_buf); |
720 | strcat (buf, small_buf); |
697 | } |
721 | } |
698 | |
722 | |
699 | if (RP->expand2x) |
723 | if (RP->expand2x) |
700 | { |
724 | { |
… | |
… | |
706 | { |
730 | { |
707 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
731 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
708 | strcat (buf, small_buf); |
732 | strcat (buf, small_buf); |
709 | } |
733 | } |
710 | |
734 | |
711 | |
|
|
712 | if (RP->layoutoptions2) |
735 | if (RP->layoutoptions2) |
713 | { |
736 | { |
714 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
737 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
715 | strcat (buf, small_buf); |
738 | strcat (buf, small_buf); |
716 | } |
739 | } |
717 | |
740 | |
718 | |
|
|
719 | if (RP->layoutoptions3) |
741 | if (RP->layoutoptions3) |
720 | { |
742 | { |
721 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
743 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
722 | strcat (buf, small_buf); |
744 | strcat (buf, small_buf); |
723 | } |
745 | } |
… | |
… | |
725 | if (RP->symmetry) |
747 | if (RP->symmetry) |
726 | { |
748 | { |
727 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
749 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
728 | strcat (buf, small_buf); |
750 | strcat (buf, small_buf); |
729 | } |
751 | } |
730 | |
|
|
731 | |
752 | |
732 | if (RP->difficulty && RP->difficulty_given) |
753 | if (RP->difficulty && RP->difficulty_given) |
733 | { |
754 | { |
734 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
755 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
735 | strcat (buf, small_buf); |
756 | strcat (buf, small_buf); |
… | |
… | |
772 | { |
793 | { |
773 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
794 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
774 | strcat (buf, small_buf); |
795 | strcat (buf, small_buf); |
775 | } |
796 | } |
776 | |
797 | |
|
|
798 | if (RP->treasureoptions) |
|
|
799 | { |
|
|
800 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
801 | strcat (buf, small_buf); |
|
|
802 | } |
|
|
803 | |
777 | if (RP->random_seed) |
804 | if (RP->random_seed) |
778 | { |
805 | { |
779 | /* Add one so that the next map is a bit different */ |
|
|
780 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
806 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
781 | strcat (buf, small_buf); |
807 | strcat (buf, small_buf); |
782 | } |
|
|
783 | |
|
|
784 | if (RP->treasureoptions) |
|
|
785 | { |
808 | } |
786 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
809 | |
|
|
810 | if (RP->custom) |
|
|
811 | { |
|
|
812 | sprintf (small_buf, "custom %s\n", RP->custom); |
787 | strcat (buf, small_buf); |
813 | strcat (buf, small_buf); |
788 | } |
814 | } |
789 | } |
815 | } |
790 | |
816 | |
791 | void |
817 | void |
… | |
… | |
811 | int dungeon_level_n, |
837 | int dungeon_level_n, |
812 | int difficulty_n, |
838 | int difficulty_n, |
813 | int difficulty_given_n, |
839 | int difficulty_given_n, |
814 | int decoroptions_n, |
840 | int decoroptions_n, |
815 | int orientation_n, |
841 | int orientation_n, |
816 | 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) |
817 | { |
843 | { |
818 | |
|
|
819 | char small_buf[256]; |
844 | char small_buf[16384]; |
820 | |
845 | |
821 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
846 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
822 | |
847 | |
823 | if (wallstyle_n && wallstyle_n[0]) |
848 | if (wallstyle_n && wallstyle_n[0]) |
824 | { |
849 | { |
… | |
… | |
889 | if (layoutoptions1_n) |
914 | if (layoutoptions1_n) |
890 | { |
915 | { |
891 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
916 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
892 | strcat (buf, small_buf); |
917 | strcat (buf, small_buf); |
893 | } |
918 | } |
894 | |
|
|
895 | |
919 | |
896 | if (layoutoptions2_n) |
920 | if (layoutoptions2_n) |
897 | { |
921 | { |
898 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
922 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
899 | strcat (buf, small_buf); |
923 | strcat (buf, small_buf); |
… | |
… | |
959 | } |
983 | } |
960 | |
984 | |
961 | if (random_seed_n) |
985 | if (random_seed_n) |
962 | { |
986 | { |
963 | /* Add one so that the next map is a bit different */ |
987 | /* Add one so that the next map is a bit different */ |
964 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
988 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
965 | strcat (buf, small_buf); |
989 | strcat (buf, small_buf); |
966 | } |
990 | } |
967 | |
991 | |
968 | if (treasureoptions_n) |
992 | if (treasureoptions_n) |
969 | { |
993 | { |
970 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
994 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
971 | strcat (buf, small_buf); |
995 | strcat (buf, small_buf); |
972 | } |
996 | } |
973 | |
|
|
974 | |
|
|
975 | } |
997 | } |
976 | |
998 | |
977 | /* 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. */ |
978 | void |
1000 | void |
979 | copy_object_with_inv (object *src_ob, object *dest_ob) |
1001 | copy_object_with_inv (object *src_ob, object *dest_ob) |
980 | { |
1002 | { |
981 | object *walk, *tmp; |
1003 | object *walk, *tmp; |
982 | |
1004 | |
983 | src_ob->copy_to (dest_ob); |
1005 | src_ob->copy_to (dest_ob); |
984 | |
1006 | |
985 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
1007 | for (walk = src_ob->inv; walk; walk = walk->below) |
986 | { |
1008 | { |
987 | tmp = object::create (); |
1009 | tmp = object::create (); |
|
|
1010 | |
988 | walk->copy_to (tmp); |
1011 | walk->copy_to (tmp); |
989 | insert_ob_in_ob (tmp, dest_ob); |
1012 | insert_ob_in_ob (tmp, dest_ob); |
990 | } |
1013 | } |
991 | } |
1014 | } |