… | |
… | |
76 | } |
76 | } |
77 | else |
77 | else |
78 | RP->difficulty_given = 1; |
78 | RP->difficulty_given = 1; |
79 | |
79 | |
80 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
80 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
81 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
81 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
82 | |
82 | |
83 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
83 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
84 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
84 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
85 | |
85 | |
86 | if (RP->expand2x > 0) |
86 | if (RP->expand2x > 0) |
87 | { |
87 | { |
88 | RP->Xsize /= 2; |
88 | RP->Xsize /= 2; |
89 | RP->Ysize /= 2; |
89 | RP->Ysize /= 2; |
… | |
… | |
99 | RP->dungeon_level += 1; |
99 | RP->dungeon_level += 1; |
100 | /* allow constant-difficulty maps. */ |
100 | /* allow constant-difficulty maps. */ |
101 | /* difficulty+=1; */ |
101 | /* difficulty+=1; */ |
102 | |
102 | |
103 | /* rotate the layout randomly */ |
103 | /* rotate the layout randomly */ |
104 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
104 | layout = rotate_layout (layout, rndm (4), RP); |
105 | #ifdef RMAP_DEBUG |
105 | #ifdef RMAP_DEBUG |
106 | dump_layout (layout, RP); |
106 | dump_layout (layout, RP); |
107 | #endif |
107 | #endif |
108 | |
108 | |
109 | /* allocate the map and set the floor */ |
109 | /* allocate the map and set the floor */ |
… | |
… | |
195 | RP->Ysize = RP->Ysize / 2 + 1; |
195 | RP->Ysize = RP->Ysize / 2 + 1; |
196 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
196 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
197 | RP->Xsize = RP->Xsize / 2 + 1; |
197 | RP->Xsize = RP->Xsize / 2 + 1; |
198 | |
198 | |
199 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
199 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
200 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
200 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (5); |
201 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
201 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
202 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
202 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (5); |
203 | RP->map_layout_style = 0; |
203 | RP->map_layout_style = 0; |
204 | |
204 | |
205 | /* Redo this - there was a lot of redundant code of checking for preset |
205 | /* Redo this - there was a lot of redundant code of checking for preset |
206 | * layout style and then random layout style. Instead, figure out |
206 | * layout style and then random layout style. Instead, figure out |
207 | * the numeric layoutstyle, so there is only one area that actually |
207 | * the numeric layoutstyle, so there is only one area that actually |
… | |
… | |
231 | |
231 | |
232 | switch (RP->map_layout_style) |
232 | switch (RP->map_layout_style) |
233 | { |
233 | { |
234 | case LAYOUT_ONION: |
234 | case LAYOUT_ONION: |
235 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
235 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
236 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
236 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
237 | roomify_layout (maze, RP); |
237 | roomify_layout (maze, RP); |
238 | break; |
238 | break; |
239 | |
239 | |
240 | case LAYOUT_MAZE: |
240 | case LAYOUT_MAZE: |
241 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
241 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
242 | if (!(RANDOM () % 2)) |
242 | if (!(rndm (2))) |
243 | doorify_layout (maze, RP); |
243 | doorify_layout (maze, RP); |
244 | break; |
244 | break; |
245 | |
245 | |
246 | case LAYOUT_SPIRAL: |
246 | case LAYOUT_SPIRAL: |
247 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
247 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
248 | if (!(RANDOM () % 2)) |
248 | if (!(rndm (2))) |
249 | doorify_layout (maze, RP); |
249 | doorify_layout (maze, RP); |
250 | break; |
250 | break; |
251 | |
251 | |
252 | case LAYOUT_ROGUELIKE: |
252 | case LAYOUT_ROGUELIKE: |
253 | /* Don't put symmetry in rogue maps. There isn't much reason to |
253 | /* Don't put symmetry in rogue maps. There isn't much reason to |
… | |
… | |
264 | /* no doorifying... done already */ |
264 | /* no doorifying... done already */ |
265 | break; |
265 | break; |
266 | |
266 | |
267 | case LAYOUT_SNAKE: |
267 | case LAYOUT_SNAKE: |
268 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
268 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
269 | if (RANDOM () % 2) |
269 | if (rndm (2)) |
270 | roomify_layout (maze, RP); |
270 | roomify_layout (maze, RP); |
271 | break; |
271 | break; |
272 | |
272 | |
273 | case LAYOUT_SQUARE_SPIRAL: |
273 | case LAYOUT_SQUARE_SPIRAL: |
274 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
274 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
275 | if (RANDOM () % 2) |
275 | if (rndm (2)) |
276 | roomify_layout (maze, RP); |
276 | roomify_layout (maze, RP); |
277 | break; |
277 | break; |
278 | } |
278 | } |
279 | |
279 | |
280 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
280 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |