1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
3 |
|
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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#include <time.h> |
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#include <stdio.h> |
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#include <global.h> |
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#include <maze_gen.h> |
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#include <room_gen.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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#include <sproto.h> |
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|
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void |
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dump_layout (char **layout, RMParms * RP) |
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{ |
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{ |
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int i, j; |
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|
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for (i = 0; i < RP->Xsize; i++) |
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{ |
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for (j = 0; j < RP->Ysize; j++) |
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{ |
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if (layout[i][j] == 0) |
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layout[i][j] = ' '; |
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printf ("%c", layout[i][j]); |
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if (layout[i][j] == ' ') |
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layout[i][j] = 0; |
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} |
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printf ("\n"); |
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} |
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} |
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printf ("\n"); |
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} |
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|
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extern FILE *logfile; |
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|
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maptile * |
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generate_random_map (const char *OutFileName, RMParms * RP) |
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{ |
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char **layout, buf[HUGE_BUF]; |
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maptile *theMap; |
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int i; |
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|
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/* pick a random seed, or use the one from the input file */ |
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if (RP->random_seed == 0) |
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RP->random_seed = time (0); |
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|
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SRANDOM (RP->random_seed); |
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|
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write_map_parameters_to_string (buf, RP); |
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|
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if (RP->difficulty == 0) |
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{ |
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RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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|
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if (RP->difficulty_increase > 0.001) |
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RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
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|
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if (RP->difficulty < 1) |
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RP->difficulty = 1; |
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} |
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else |
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RP->difficulty_given = 1; |
84 |
|
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if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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|
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if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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|
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if (RP->expand2x > 0) |
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{ |
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RP->Xsize /= 2; |
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RP->Ysize /= 2; |
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} |
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|
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layout = layoutgen (RP); |
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|
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#ifdef RMAP_DEBUG |
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dump_layout (layout, RP); |
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#endif |
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|
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/* increment these for the current map */ |
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RP->dungeon_level += 1; |
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/* allow constant-difficulty maps. */ |
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/* difficulty+=1; */ |
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|
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/* rotate the layout randomly */ |
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layout = rotate_layout (layout, RANDOM () % 4, RP); |
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#ifdef RMAP_DEBUG |
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dump_layout (layout, RP); |
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#endif |
113 |
|
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/* allocate the map and set the floor */ |
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theMap = make_map_floor (layout, RP->floorstyle, RP); |
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|
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/* set the name of the map. */ |
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strcpy (theMap->path, OutFileName); |
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|
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/* set region */ |
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theMap->region = RP->region; |
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|
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/* create walls unless the wallstyle is "none" */ |
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if (strcmp (RP->wallstyle, "none")) |
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{ |
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make_map_walls (theMap, layout, RP->wallstyle, RP); |
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|
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/* place doors unless doorstyle or wallstyle is "none" */ |
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if (strcmp (RP->doorstyle, "none")) |
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put_doors (theMap, layout, RP->doorstyle, RP); |
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|
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} |
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|
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/* create exits unless the exitstyle is "none" */ |
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if (strcmp (RP->exitstyle, "none")) |
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place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
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|
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place_specials_in_map (theMap, layout, RP); |
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|
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/* create monsters unless the monsterstyle is "none" */ |
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if (strcmp (RP->monsterstyle, "none")) |
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place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
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|
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/* treasures needs to have a proper difficulty set for the map. */ |
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theMap->difficulty = calculate_difficulty (theMap); |
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|
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/* create treasure unless the treasurestyle is "none" */ |
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if (strcmp (RP->treasurestyle, "none")) |
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place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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|
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/* create decor unless the decorstyle is "none" */ |
152 |
if (strcmp (RP->decorstyle, "none")) |
153 |
put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
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|
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/* generate treasures, etc. */ |
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fix_auto_apply (theMap); |
157 |
|
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unblock_exits (theMap, layout, RP); |
159 |
|
160 |
/* free the layout */ |
161 |
for (i = 0; i < RP->Xsize; i++) |
162 |
free (layout[i]); |
163 |
free (layout); |
164 |
|
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theMap->msg = strdup_local (buf); |
166 |
|
167 |
return theMap; |
168 |
} |
169 |
|
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/* function selects the layout function and gives it whatever |
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arguments it needs. */ |
172 |
char ** |
173 |
layoutgen (RMParms * RP) |
174 |
{ |
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char **maze = 0; |
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int oxsize = RP->Xsize, oysize = RP->Ysize; |
177 |
|
178 |
if (RP->symmetry == RANDOM_SYM) |
179 |
RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
180 |
else |
181 |
RP->symmetry_used = RP->symmetry; |
182 |
|
183 |
if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
184 |
RP->Ysize = RP->Ysize / 2 + 1; |
185 |
if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
186 |
RP->Xsize = RP->Xsize / 2 + 1; |
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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RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
192 |
RP->map_layout_style = 0; |
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|
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/* Redo this - there was a lot of redundant code of checking for preset |
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* layout style and then random layout style. Instead, figure out |
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* the numeric layoutstyle, so there is only one area that actually |
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* calls the code to make the maps. |
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*/ |
199 |
if (strstr (RP->layoutstyle, "onion")) |
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{ |
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RP->map_layout_style = ONION_LAYOUT; |
202 |
} |
203 |
|
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if (strstr (RP->layoutstyle, "maze")) |
205 |
{ |
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RP->map_layout_style = MAZE_LAYOUT; |
207 |
} |
208 |
|
209 |
if (strstr (RP->layoutstyle, "spiral")) |
210 |
{ |
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RP->map_layout_style = SPIRAL_LAYOUT; |
212 |
} |
213 |
|
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if (strstr (RP->layoutstyle, "rogue")) |
215 |
{ |
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RP->map_layout_style = ROGUELIKE_LAYOUT; |
217 |
} |
218 |
|
219 |
if (strstr (RP->layoutstyle, "snake")) |
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{ |
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RP->map_layout_style = SNAKE_LAYOUT; |
222 |
} |
223 |
|
224 |
if (strstr (RP->layoutstyle, "squarespiral")) |
225 |
{ |
226 |
RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
227 |
} |
228 |
/* No style found - choose one ranomdly */ |
229 |
if (RP->map_layout_style == 0) |
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{ |
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RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
232 |
} |
233 |
|
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switch (RP->map_layout_style) |
235 |
{ |
236 |
|
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case ONION_LAYOUT: |
238 |
maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
239 |
if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
240 |
roomify_layout (maze, RP); |
241 |
break; |
242 |
|
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case MAZE_LAYOUT: |
244 |
maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
245 |
if (!(RANDOM () % 2)) |
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doorify_layout (maze, RP); |
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break; |
248 |
|
249 |
case SPIRAL_LAYOUT: |
250 |
maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
251 |
if (!(RANDOM () % 2)) |
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doorify_layout (maze, RP); |
253 |
break; |
254 |
|
255 |
case ROGUELIKE_LAYOUT: |
256 |
/* 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), |
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* but more importantly, the symmetry code presumes we are symmetrizing |
259 |
* spirals, or maps with lots of passages - making a symmetric rogue |
260 |
* map fails because its likely that the passages the symmetry process |
261 |
* creates may not connect the rooms. |
262 |
*/ |
263 |
RP->symmetry_used = NO_SYM; |
264 |
RP->Ysize = oysize; |
265 |
RP->Xsize = oxsize; |
266 |
maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
267 |
/* no doorifying... done already */ |
268 |
break; |
269 |
|
270 |
case SNAKE_LAYOUT: |
271 |
maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
272 |
if (RANDOM () % 2) |
273 |
roomify_layout (maze, RP); |
274 |
break; |
275 |
|
276 |
case SQUARE_SPIRAL_LAYOUT: |
277 |
maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
278 |
if (RANDOM () % 2) |
279 |
roomify_layout (maze, RP); |
280 |
break; |
281 |
} |
282 |
|
283 |
maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
284 |
#ifdef RMAP_DEBUG |
285 |
dump_layout (maze, RP); |
286 |
#endif |
287 |
if (RP->expand2x) |
288 |
{ |
289 |
maze = expand2x (maze, RP->Xsize, RP->Ysize); |
290 |
RP->Xsize = RP->Xsize * 2 - 1; |
291 |
RP->Ysize = RP->Ysize * 2 - 1; |
292 |
} |
293 |
return maze; |
294 |
} |
295 |
|
296 |
|
297 |
/* takes a map and makes it symmetric: adjusts Xsize and |
298 |
Ysize to produce a symmetric map. */ |
299 |
|
300 |
char ** |
301 |
symmetrize_layout (char **maze, int sym, RMParms * RP) |
302 |
{ |
303 |
int i, j; |
304 |
char **sym_maze; |
305 |
int Xsize_orig, Ysize_orig; |
306 |
|
307 |
Xsize_orig = RP->Xsize; |
308 |
Ysize_orig = RP->Ysize; |
309 |
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
310 |
if (sym == NO_SYM) |
311 |
{ |
312 |
RP->Xsize = Xsize_orig; |
313 |
RP->Ysize = Ysize_orig; |
314 |
return maze; |
315 |
} |
316 |
/* pick new sizes */ |
317 |
RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
318 |
RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
319 |
|
320 |
sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
321 |
for (i = 0; i < RP->Xsize; i++) |
322 |
sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
323 |
|
324 |
if (sym == X_SYM) |
325 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
326 |
for (j = 0; j < RP->Ysize; j++) |
327 |
{ |
328 |
sym_maze[i][j] = maze[i][j]; |
329 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
330 |
}; |
331 |
if (sym == Y_SYM) |
332 |
for (i = 0; i < RP->Xsize; i++) |
333 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
334 |
{ |
335 |
sym_maze[i][j] = maze[i][j]; |
336 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
337 |
} |
338 |
if (sym == XY_SYM) |
339 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
340 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
341 |
{ |
342 |
sym_maze[i][j] = maze[i][j]; |
343 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
344 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
345 |
sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
346 |
} |
347 |
/* delete the old maze */ |
348 |
for (i = 0; i < Xsize_orig; i++) |
349 |
free (maze[i]); |
350 |
free (maze); |
351 |
/* reconnect disjointed spirals */ |
352 |
if (RP->map_layout_style == SPIRAL_LAYOUT) |
353 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
354 |
/* reconnect disjointed nethackmazes: the routine for |
355 |
spirals will do the trick? */ |
356 |
if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
357 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
358 |
|
359 |
return sym_maze; |
360 |
} |
361 |
|
362 |
|
363 |
/* takes a map and rotates it. This completes the |
364 |
onion layouts, making them possibly centered on any wall. |
365 |
It'll modify Xsize and Ysize if they're swapped. |
366 |
*/ |
367 |
|
368 |
char ** |
369 |
rotate_layout (char **maze, int rotation, RMParms * RP) |
370 |
{ |
371 |
char **new_maze; |
372 |
int i, j; |
373 |
|
374 |
switch (rotation) |
375 |
{ |
376 |
case 0: |
377 |
return maze; |
378 |
break; |
379 |
case 2: /* a reflection */ |
380 |
{ |
381 |
char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
382 |
|
383 |
for (i = 0; i < RP->Xsize; i++) |
384 |
{ /* make a copy */ |
385 |
for (j = 0; j < RP->Ysize; j++) |
386 |
{ |
387 |
newmaze[i * RP->Ysize + j] = maze[i][j]; |
388 |
} |
389 |
} |
390 |
for (i = 0; i < RP->Xsize; i++) |
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++) |
412 |
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]; |
420 |
} |
421 |
|
422 |
/* delete the old layout */ |
423 |
for (i = 0; i < RP->Xsize; i++) |
424 |
free (maze[i]); |
425 |
free (maze); |
426 |
|
427 |
swap = RP->Ysize; |
428 |
RP->Ysize = RP->Xsize; |
429 |
RP->Xsize = swap; |
430 |
return new_maze; |
431 |
break; |
432 |
} |
433 |
} |
434 |
return NULL; |
435 |
} |
436 |
|
437 |
/* take a layout and make some rooms in it. |
438 |
--works best on onions.*/ |
439 |
void |
440 |
roomify_layout (char **maze, RMParms * RP) |
441 |
{ |
442 |
int tries = RP->Xsize * RP->Ysize / 30; |
443 |
int ti; |
444 |
|
445 |
for (ti = 0; ti < tries; ti++) |
446 |
{ |
447 |
int dx, dy; /* starting location for looking at creating a door */ |
448 |
int cx, cy; /* results of checking on creating walls. */ |
449 |
|
450 |
dx = RANDOM () % RP->Xsize; |
451 |
dy = RANDOM () % RP->Ysize; |
452 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
453 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
454 |
if (cx == -1) |
455 |
{ |
456 |
if (cy != -1) |
457 |
make_wall (maze, dx, dy, 1); |
458 |
continue; |
459 |
} |
460 |
if (cy == -1) |
461 |
{ |
462 |
make_wall (maze, dx, dy, 0); |
463 |
continue; |
464 |
} |
465 |
if (cx < cy) |
466 |
make_wall (maze, dx, dy, 0); |
467 |
else |
468 |
make_wall (maze, dx, dy, 1); |
469 |
} |
470 |
} |
471 |
|
472 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
473 |
(or vertical, dir == 1) |
474 |
here which ends up on other walls sensibly. */ |
475 |
|
476 |
int |
477 |
can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
478 |
{ |
479 |
int i1; |
480 |
int length = 0; |
481 |
|
482 |
/* dont make walls if we're on the edge. */ |
483 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
484 |
return -1; |
485 |
|
486 |
/* don't make walls if we're ON a wall. */ |
487 |
if (maze[dx][dy] != 0) |
488 |
return -1; |
489 |
|
490 |
if (dir == 0) /* horizontal */ |
491 |
{ |
492 |
int y = dy; |
493 |
|
494 |
for (i1 = dx - 1; i1 > 0; i1--) |
495 |
{ |
496 |
int sindex = surround_flag2 (maze, i1, y, RP); |
497 |
|
498 |
if (sindex == 1) |
499 |
break; |
500 |
if (sindex != 0) |
501 |
return -1; /* can't make horiz. wall here */ |
502 |
if (maze[i1][y] != 0) |
503 |
return -1; /* can't make horiz. wall here */ |
504 |
length++; |
505 |
} |
506 |
|
507 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
508 |
{ |
509 |
int sindex = surround_flag2 (maze, i1, y, RP); |
510 |
|
511 |
if (sindex == 2) |
512 |
break; |
513 |
if (sindex != 0) |
514 |
return -1; /* can't make horiz. wall here */ |
515 |
if (maze[i1][y] != 0) |
516 |
return -1; /* can't make horiz. wall here */ |
517 |
length++; |
518 |
} |
519 |
return length; |
520 |
} |
521 |
else |
522 |
{ /* vertical */ |
523 |
int x = dx; |
524 |
|
525 |
for (i1 = dy - 1; i1 > 0; i1--) |
526 |
{ |
527 |
int sindex = surround_flag2 (maze, x, i1, RP); |
528 |
|
529 |
if (sindex == 4) |
530 |
break; |
531 |
if (sindex != 0) |
532 |
return -1; /* can't make vert. wall here */ |
533 |
if (maze[x][i1] != 0) |
534 |
return -1; /* can't make horiz. wall here */ |
535 |
length++; |
536 |
} |
537 |
|
538 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
539 |
{ |
540 |
int sindex = surround_flag2 (maze, x, i1, RP); |
541 |
|
542 |
if (sindex == 8) |
543 |
break; |
544 |
if (sindex != 0) |
545 |
return -1; /* can't make verti. wall here */ |
546 |
if (maze[x][i1] != 0) |
547 |
return -1; /* can't make horiz. wall here */ |
548 |
length++; |
549 |
} |
550 |
return length; |
551 |
} |
552 |
return -1; |
553 |
} |
554 |
|
555 |
|
556 |
int |
557 |
make_wall (char **maze, int x, int y, int dir) |
558 |
{ |
559 |
maze[x][y] = 'D'; /* mark a door */ |
560 |
switch (dir) |
561 |
{ |
562 |
case 0: /* horizontal */ |
563 |
{ |
564 |
int i1; |
565 |
|
566 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
567 |
maze[i1][y] = '#'; |
568 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
569 |
maze[i1][y] = '#'; |
570 |
break; |
571 |
} |
572 |
case 1: /* vertical */ |
573 |
{ |
574 |
int i1; |
575 |
|
576 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
577 |
maze[x][i1] = '#'; |
578 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
579 |
maze[x][i1] = '#'; |
580 |
break; |
581 |
} |
582 |
} |
583 |
|
584 |
return 0; |
585 |
} |
586 |
|
587 |
/* puts doors at appropriate locations in a layout. */ |
588 |
|
589 |
void |
590 |
doorify_layout (char **maze, RMParms * RP) |
591 |
{ |
592 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
593 |
char *doorlist_x; |
594 |
char *doorlist_y; |
595 |
int doorlocs = 0; /* # of available doorlocations */ |
596 |
int i, j; |
597 |
|
598 |
doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
599 |
doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
600 |
|
601 |
|
602 |
/* make a list of possible door locations */ |
603 |
for (i = 1; i < RP->Xsize - 1; i++) |
604 |
for (j = 1; j < RP->Ysize - 1; j++) |
605 |
{ |
606 |
int sindex = surround_flag (maze, i, j, RP); |
607 |
|
608 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
609 |
{ |
610 |
doorlist_x[doorlocs] = i; |
611 |
doorlist_y[doorlocs] = j; |
612 |
doorlocs++; |
613 |
} |
614 |
} |
615 |
while (ndoors > 0 && doorlocs > 0) |
616 |
{ |
617 |
int di; |
618 |
int sindex; |
619 |
|
620 |
di = RANDOM () % doorlocs; |
621 |
i = doorlist_x[di]; |
622 |
j = doorlist_y[di]; |
623 |
sindex = surround_flag (maze, i, j, RP); |
624 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
625 |
{ |
626 |
maze[i][j] = 'D'; |
627 |
ndoors--; |
628 |
} |
629 |
/* reduce the size of the list */ |
630 |
doorlocs--; |
631 |
doorlist_x[di] = doorlist_x[doorlocs]; |
632 |
doorlist_y[di] = doorlist_y[doorlocs]; |
633 |
} |
634 |
free (doorlist_x); |
635 |
free (doorlist_y); |
636 |
} |
637 |
|
638 |
|
639 |
void |
640 |
write_map_parameters_to_string (char *buf, RMParms * RP) |
641 |
{ |
642 |
|
643 |
char small_buf[256]; |
644 |
|
645 |
sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
646 |
|
647 |
if (RP->wallstyle[0]) |
648 |
{ |
649 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
650 |
strcat (buf, small_buf); |
651 |
} |
652 |
|
653 |
if (RP->floorstyle[0]) |
654 |
{ |
655 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
656 |
strcat (buf, small_buf); |
657 |
} |
658 |
|
659 |
if (RP->monsterstyle[0]) |
660 |
{ |
661 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
662 |
strcat (buf, small_buf); |
663 |
} |
664 |
|
665 |
if (RP->treasurestyle[0]) |
666 |
{ |
667 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
668 |
strcat (buf, small_buf); |
669 |
} |
670 |
|
671 |
if (RP->layoutstyle[0]) |
672 |
{ |
673 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
674 |
strcat (buf, small_buf); |
675 |
} |
676 |
|
677 |
if (RP->decorstyle[0]) |
678 |
{ |
679 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
680 |
strcat (buf, small_buf); |
681 |
} |
682 |
|
683 |
if (RP->doorstyle[0]) |
684 |
{ |
685 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
686 |
strcat (buf, small_buf); |
687 |
} |
688 |
|
689 |
if (RP->exitstyle[0]) |
690 |
{ |
691 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
692 |
strcat (buf, small_buf); |
693 |
} |
694 |
|
695 |
if (RP->final_map[0]) |
696 |
{ |
697 |
sprintf (small_buf, "final_map %s\n", RP->final_map); |
698 |
strcat (buf, small_buf); |
699 |
} |
700 |
|
701 |
if (RP->exit_on_final_map[0]) |
702 |
{ |
703 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
704 |
strcat (buf, small_buf); |
705 |
} |
706 |
|
707 |
if (RP->this_map[0]) |
708 |
{ |
709 |
sprintf (small_buf, "origin_map %s\n", RP->this_map); |
710 |
strcat (buf, small_buf); |
711 |
} |
712 |
|
713 |
if (RP->expand2x) |
714 |
{ |
715 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
716 |
strcat (buf, small_buf); |
717 |
} |
718 |
|
719 |
if (RP->layoutoptions1) |
720 |
{ |
721 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
722 |
strcat (buf, small_buf); |
723 |
} |
724 |
|
725 |
|
726 |
if (RP->layoutoptions2) |
727 |
{ |
728 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
729 |
strcat (buf, small_buf); |
730 |
} |
731 |
|
732 |
|
733 |
if (RP->layoutoptions3) |
734 |
{ |
735 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
736 |
strcat (buf, small_buf); |
737 |
} |
738 |
|
739 |
if (RP->symmetry) |
740 |
{ |
741 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
742 |
strcat (buf, small_buf); |
743 |
} |
744 |
|
745 |
|
746 |
if (RP->difficulty && RP->difficulty_given) |
747 |
{ |
748 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
749 |
strcat (buf, small_buf); |
750 |
} |
751 |
|
752 |
if (RP->difficulty_increase != 1.0) |
753 |
{ |
754 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
755 |
strcat (buf, small_buf); |
756 |
} |
757 |
|
758 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
759 |
strcat (buf, small_buf); |
760 |
|
761 |
if (RP->dungeon_depth) |
762 |
{ |
763 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
764 |
strcat (buf, small_buf); |
765 |
} |
766 |
|
767 |
if (RP->decoroptions) |
768 |
{ |
769 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
770 |
strcat (buf, small_buf); |
771 |
} |
772 |
|
773 |
if (RP->orientation) |
774 |
{ |
775 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
776 |
strcat (buf, small_buf); |
777 |
} |
778 |
|
779 |
if (RP->origin_x) |
780 |
{ |
781 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
782 |
strcat (buf, small_buf); |
783 |
} |
784 |
|
785 |
if (RP->origin_y) |
786 |
{ |
787 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
788 |
strcat (buf, small_buf); |
789 |
} |
790 |
if (RP->random_seed) |
791 |
{ |
792 |
/* Add one so that the next map is a bit different */ |
793 |
sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
794 |
strcat (buf, small_buf); |
795 |
} |
796 |
|
797 |
if (RP->treasureoptions) |
798 |
{ |
799 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
800 |
strcat (buf, small_buf); |
801 |
} |
802 |
|
803 |
|
804 |
} |
805 |
|
806 |
void |
807 |
write_parameters_to_string (char *buf, |
808 |
int xsize_n, |
809 |
int ysize_n, |
810 |
char *wallstyle_n, |
811 |
char *floorstyle_n, |
812 |
char *monsterstyle_n, |
813 |
char *treasurestyle_n, |
814 |
char *layoutstyle_n, |
815 |
char *decorstyle_n, |
816 |
char *doorstyle_n, |
817 |
char *exitstyle_n, |
818 |
char *final_map_n, |
819 |
char *exit_on_final_map_n, |
820 |
char *this_map_n, |
821 |
int layoutoptions1_n, |
822 |
int layoutoptions2_n, |
823 |
int layoutoptions3_n, |
824 |
int symmetry_n, |
825 |
int dungeon_depth_n, |
826 |
int dungeon_level_n, |
827 |
int difficulty_n, |
828 |
int difficulty_given_n, |
829 |
int decoroptions_n, |
830 |
int orientation_n, |
831 |
int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
832 |
{ |
833 |
|
834 |
char small_buf[256]; |
835 |
|
836 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
837 |
|
838 |
if (wallstyle_n && wallstyle_n[0]) |
839 |
{ |
840 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
841 |
strcat (buf, small_buf); |
842 |
} |
843 |
|
844 |
if (floorstyle_n && floorstyle_n[0]) |
845 |
{ |
846 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
847 |
strcat (buf, small_buf); |
848 |
} |
849 |
|
850 |
if (monsterstyle_n && monsterstyle_n[0]) |
851 |
{ |
852 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
853 |
strcat (buf, small_buf); |
854 |
} |
855 |
|
856 |
if (treasurestyle_n && treasurestyle_n[0]) |
857 |
{ |
858 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
859 |
strcat (buf, small_buf); |
860 |
} |
861 |
|
862 |
if (layoutstyle_n && layoutstyle_n[0]) |
863 |
{ |
864 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
865 |
strcat (buf, small_buf); |
866 |
} |
867 |
|
868 |
if (decorstyle_n && decorstyle_n[0]) |
869 |
{ |
870 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
871 |
strcat (buf, small_buf); |
872 |
} |
873 |
|
874 |
if (doorstyle_n && doorstyle_n[0]) |
875 |
{ |
876 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
877 |
strcat (buf, small_buf); |
878 |
} |
879 |
|
880 |
if (exitstyle_n && exitstyle_n[0]) |
881 |
{ |
882 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
883 |
strcat (buf, small_buf); |
884 |
} |
885 |
|
886 |
if (final_map_n && final_map_n[0]) |
887 |
{ |
888 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
889 |
strcat (buf, small_buf); |
890 |
} |
891 |
|
892 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
893 |
{ |
894 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
895 |
strcat (buf, small_buf); |
896 |
} |
897 |
|
898 |
if (this_map_n && this_map_n[0]) |
899 |
{ |
900 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
901 |
strcat (buf, small_buf); |
902 |
} |
903 |
|
904 |
if (layoutoptions1_n) |
905 |
{ |
906 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
907 |
strcat (buf, small_buf); |
908 |
} |
909 |
|
910 |
|
911 |
if (layoutoptions2_n) |
912 |
{ |
913 |
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
914 |
strcat (buf, small_buf); |
915 |
} |
916 |
|
917 |
|
918 |
if (layoutoptions3_n) |
919 |
{ |
920 |
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
921 |
strcat (buf, small_buf); |
922 |
} |
923 |
|
924 |
if (symmetry_n) |
925 |
{ |
926 |
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
927 |
strcat (buf, small_buf); |
928 |
} |
929 |
|
930 |
|
931 |
if (difficulty_n && difficulty_given_n) |
932 |
{ |
933 |
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
934 |
strcat (buf, small_buf); |
935 |
} |
936 |
|
937 |
if (difficulty_increase > 0.001) |
938 |
{ |
939 |
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
940 |
strcat (buf, small_buf); |
941 |
} |
942 |
|
943 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
944 |
strcat (buf, small_buf); |
945 |
|
946 |
if (dungeon_depth_n) |
947 |
{ |
948 |
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
949 |
strcat (buf, small_buf); |
950 |
} |
951 |
|
952 |
if (decoroptions_n) |
953 |
{ |
954 |
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
955 |
strcat (buf, small_buf); |
956 |
} |
957 |
|
958 |
if (orientation_n) |
959 |
{ |
960 |
sprintf (small_buf, "orientation %d\n", orientation_n); |
961 |
strcat (buf, small_buf); |
962 |
} |
963 |
|
964 |
if (origin_x_n) |
965 |
{ |
966 |
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
967 |
strcat (buf, small_buf); |
968 |
} |
969 |
|
970 |
if (origin_y_n) |
971 |
{ |
972 |
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
973 |
strcat (buf, small_buf); |
974 |
} |
975 |
if (random_seed_n) |
976 |
{ |
977 |
/* Add one so that the next map is a bit different */ |
978 |
sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
979 |
strcat (buf, small_buf); |
980 |
} |
981 |
|
982 |
if (treasureoptions_n) |
983 |
{ |
984 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
985 |
strcat (buf, small_buf); |
986 |
} |
987 |
|
988 |
|
989 |
} |
990 |
|
991 |
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
992 |
void |
993 |
copy_object_with_inv (object *src_ob, object *dest_ob) |
994 |
{ |
995 |
object *walk, *tmp; |
996 |
|
997 |
src_ob->copy_to (dest_ob); |
998 |
|
999 |
for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
1000 |
{ |
1001 |
tmp = object::create (); |
1002 |
walk->copy_to (tmp); |
1003 |
insert_ob_in_ob (tmp, dest_ob); |
1004 |
} |
1005 |
} |