… | |
… | |
29 | #include <random_map.h> |
29 | #include <random_map.h> |
30 | #include <rproto.h> |
30 | #include <rproto.h> |
31 | #include <sproto.h> |
31 | #include <sproto.h> |
32 | |
32 | |
33 | void |
33 | void |
34 | dump_layout (char **layout, RMParms * RP) |
34 | dump_layout (char **layout, random_map_params * RP) |
35 | { |
35 | { |
36 | { |
36 | { |
37 | int i, j; |
37 | int i, j; |
38 | |
38 | |
39 | for (i = 0; i < RP->Xsize; i++) |
39 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
53 | } |
53 | } |
54 | |
54 | |
55 | extern FILE *logfile; |
55 | extern FILE *logfile; |
56 | |
56 | |
57 | maptile * |
57 | maptile * |
58 | generate_random_map (const char *OutFileName, RMParms * RP) |
58 | generate_random_map (const char *OutFileName, random_map_params * RP) |
59 | { |
59 | { |
60 | char **layout, buf[HUGE_BUF]; |
60 | char **layout, buf[HUGE_BUF]; |
61 | maptile *theMap; |
61 | maptile *theMap; |
62 | int i; |
62 | int i; |
63 | |
63 | |
… | |
… | |
151 | /* create decor unless the decorstyle is "none" */ |
151 | /* create decor unless the decorstyle is "none" */ |
152 | if (strcmp (RP->decorstyle, "none")) |
152 | if (strcmp (RP->decorstyle, "none")) |
153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
154 | |
154 | |
155 | /* generate treasures, etc. */ |
155 | /* generate treasures, etc. */ |
156 | fix_auto_apply (theMap); |
156 | theMap->fix_auto_apply (); |
157 | |
157 | |
158 | unblock_exits (theMap, layout, RP); |
158 | unblock_exits (theMap, layout, RP); |
159 | |
159 | |
160 | /* free the layout */ |
160 | /* free the layout */ |
161 | for (i = 0; i < RP->Xsize; i++) |
161 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
168 | } |
168 | } |
169 | |
169 | |
170 | /* function selects the layout function and gives it whatever |
170 | /* function selects the layout function and gives it whatever |
171 | arguments it needs. */ |
171 | arguments it needs. */ |
172 | char ** |
172 | char ** |
173 | layoutgen (RMParms * RP) |
173 | layoutgen (random_map_params * RP) |
174 | { |
174 | { |
175 | char **maze = 0; |
175 | char **maze = 0; |
176 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
176 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
177 | |
177 | |
178 | if (RP->symmetry == RANDOM_SYM) |
178 | if (RP->symmetry == SYMMETRY_RANDOM) |
179 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
179 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
180 | else |
180 | else |
181 | RP->symmetry_used = RP->symmetry; |
181 | RP->symmetry_used = RP->symmetry; |
182 | |
182 | |
183 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
183 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
184 | RP->Ysize = RP->Ysize / 2 + 1; |
184 | RP->Ysize = RP->Ysize / 2 + 1; |
185 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
185 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
186 | RP->Xsize = RP->Xsize / 2 + 1; |
186 | RP->Xsize = RP->Xsize / 2 + 1; |
187 | |
187 | |
188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
… | |
… | |
195 | * layout style and then random layout style. Instead, figure out |
195 | * layout style and then random layout style. Instead, figure out |
196 | * the numeric layoutstyle, so there is only one area that actually |
196 | * the numeric layoutstyle, so there is only one area that actually |
197 | * calls the code to make the maps. |
197 | * calls the code to make the maps. |
198 | */ |
198 | */ |
199 | if (strstr (RP->layoutstyle, "onion")) |
199 | if (strstr (RP->layoutstyle, "onion")) |
200 | { |
|
|
201 | RP->map_layout_style = ONION_LAYOUT; |
200 | RP->map_layout_style = LAYOUT_ONION; |
202 | } |
|
|
203 | |
201 | |
204 | if (strstr (RP->layoutstyle, "maze")) |
202 | if (strstr (RP->layoutstyle, "maze")) |
205 | { |
|
|
206 | RP->map_layout_style = MAZE_LAYOUT; |
203 | RP->map_layout_style = LAYOUT_MAZE; |
207 | } |
|
|
208 | |
204 | |
209 | if (strstr (RP->layoutstyle, "spiral")) |
205 | if (strstr (RP->layoutstyle, "spiral")) |
210 | { |
|
|
211 | RP->map_layout_style = SPIRAL_LAYOUT; |
206 | RP->map_layout_style = LAYOUT_SPIRAL; |
212 | } |
|
|
213 | |
207 | |
214 | if (strstr (RP->layoutstyle, "rogue")) |
208 | if (strstr (RP->layoutstyle, "rogue")) |
215 | { |
|
|
216 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
209 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
217 | } |
|
|
218 | |
210 | |
219 | if (strstr (RP->layoutstyle, "snake")) |
211 | if (strstr (RP->layoutstyle, "snake")) |
220 | { |
|
|
221 | RP->map_layout_style = SNAKE_LAYOUT; |
212 | RP->map_layout_style = LAYOUT_SNAKE; |
222 | } |
|
|
223 | |
213 | |
224 | if (strstr (RP->layoutstyle, "squarespiral")) |
214 | if (strstr (RP->layoutstyle, "squarespiral")) |
225 | { |
|
|
226 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
215 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
227 | } |
216 | |
228 | /* No style found - choose one ranomdly */ |
217 | /* No style found - choose one ranomdly */ |
229 | if (RP->map_layout_style == 0) |
218 | if (RP->map_layout_style == LAYOUT_NONE) |
230 | { |
|
|
231 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
219 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
232 | } |
|
|
233 | |
220 | |
234 | switch (RP->map_layout_style) |
221 | switch (RP->map_layout_style) |
235 | { |
222 | { |
236 | |
223 | case LAYOUT_ONION: |
237 | case ONION_LAYOUT: |
|
|
238 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
224 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
239 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
225 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
240 | roomify_layout (maze, RP); |
226 | roomify_layout (maze, RP); |
241 | break; |
227 | break; |
242 | |
228 | |
243 | case MAZE_LAYOUT: |
229 | case LAYOUT_MAZE: |
244 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
230 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
245 | if (!(RANDOM () % 2)) |
231 | if (!(RANDOM () % 2)) |
246 | doorify_layout (maze, RP); |
232 | doorify_layout (maze, RP); |
247 | break; |
233 | break; |
248 | |
234 | |
249 | case SPIRAL_LAYOUT: |
235 | case LAYOUT_SPIRAL: |
250 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
236 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
251 | if (!(RANDOM () % 2)) |
237 | if (!(RANDOM () % 2)) |
252 | doorify_layout (maze, RP); |
238 | doorify_layout (maze, RP); |
253 | break; |
239 | break; |
254 | |
240 | |
255 | case ROGUELIKE_LAYOUT: |
241 | case LAYOUT_ROGUELIKE: |
256 | /* Don't put symmetry in rogue maps. There isn't much reason to |
242 | /* 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), |
243 | * do so in the first place (doesn't make it any more interesting), |
258 | * but more importantly, the symmetry code presumes we are symmetrizing |
244 | * but more importantly, the symmetry code presumes we are symmetrizing |
259 | * spirals, or maps with lots of passages - making a symmetric rogue |
245 | * spirals, or maps with lots of passages - making a symmetric rogue |
260 | * map fails because its likely that the passages the symmetry process |
246 | * map fails because its likely that the passages the symmetry process |
261 | * creates may not connect the rooms. |
247 | * creates may not connect the rooms. |
262 | */ |
248 | */ |
263 | RP->symmetry_used = NO_SYM; |
249 | RP->symmetry_used = SYMMETRY_NONE; |
264 | RP->Ysize = oysize; |
250 | RP->Ysize = oysize; |
265 | RP->Xsize = oxsize; |
251 | RP->Xsize = oxsize; |
266 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
252 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
267 | /* no doorifying... done already */ |
253 | /* no doorifying... done already */ |
268 | break; |
254 | break; |
269 | |
255 | |
270 | case SNAKE_LAYOUT: |
256 | case LAYOUT_SNAKE: |
271 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
257 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
272 | if (RANDOM () % 2) |
258 | if (RANDOM () % 2) |
273 | roomify_layout (maze, RP); |
259 | roomify_layout (maze, RP); |
274 | break; |
260 | break; |
275 | |
261 | |
276 | case SQUARE_SPIRAL_LAYOUT: |
262 | case LAYOUT_SQUARE_SPIRAL: |
277 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
263 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
278 | if (RANDOM () % 2) |
264 | if (RANDOM () % 2) |
279 | roomify_layout (maze, RP); |
265 | roomify_layout (maze, RP); |
280 | break; |
266 | break; |
281 | } |
267 | } |
282 | |
268 | |
283 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
269 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
270 | |
284 | #ifdef RMAP_DEBUG |
271 | #ifdef RMAP_DEBUG |
285 | dump_layout (maze, RP); |
272 | dump_layout (maze, RP); |
286 | #endif |
273 | #endif |
|
|
274 | |
287 | if (RP->expand2x) |
275 | if (RP->expand2x) |
288 | { |
276 | { |
289 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
277 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
290 | RP->Xsize = RP->Xsize * 2 - 1; |
278 | RP->Xsize = RP->Xsize * 2 - 1; |
291 | RP->Ysize = RP->Ysize * 2 - 1; |
279 | RP->Ysize = RP->Ysize * 2 - 1; |
292 | } |
280 | } |
|
|
281 | |
293 | return maze; |
282 | return maze; |
294 | } |
283 | } |
295 | |
|
|
296 | |
284 | |
297 | /* takes a map and makes it symmetric: adjusts Xsize and |
285 | /* takes a map and makes it symmetric: adjusts Xsize and |
298 | Ysize to produce a symmetric map. */ |
286 | Ysize to produce a symmetric map. */ |
299 | |
|
|
300 | char ** |
287 | char ** |
301 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
288 | symmetrize_layout (char **maze, int sym, random_map_params * RP) |
302 | { |
289 | { |
303 | int i, j; |
290 | int i, j; |
304 | char **sym_maze; |
291 | char **sym_maze; |
305 | int Xsize_orig, Ysize_orig; |
292 | int Xsize_orig, Ysize_orig; |
306 | |
293 | |
307 | Xsize_orig = RP->Xsize; |
294 | Xsize_orig = RP->Xsize; |
308 | Ysize_orig = RP->Ysize; |
295 | Ysize_orig = RP->Ysize; |
309 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
296 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
310 | if (sym == NO_SYM) |
297 | if (sym == SYMMETRY_NONE) |
311 | { |
298 | { |
312 | RP->Xsize = Xsize_orig; |
299 | RP->Xsize = Xsize_orig; |
313 | RP->Ysize = Ysize_orig; |
300 | RP->Ysize = Ysize_orig; |
314 | return maze; |
301 | return maze; |
315 | } |
302 | } |
316 | /* pick new sizes */ |
303 | /* pick new sizes */ |
317 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
304 | 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); |
305 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
319 | |
306 | |
320 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
307 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
321 | for (i = 0; i < RP->Xsize; i++) |
308 | for (i = 0; i < RP->Xsize; i++) |
322 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
309 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
323 | |
310 | |
324 | if (sym == X_SYM) |
311 | if (sym == SYMMETRY_X) |
325 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
312 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
326 | for (j = 0; j < RP->Ysize; j++) |
313 | for (j = 0; j < RP->Ysize; j++) |
327 | { |
314 | { |
328 | sym_maze[i][j] = maze[i][j]; |
315 | sym_maze[i][j] = maze[i][j]; |
329 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
316 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
330 | }; |
317 | }; |
331 | if (sym == Y_SYM) |
318 | if (sym == SYMMETRY_Y) |
332 | for (i = 0; i < RP->Xsize; i++) |
319 | for (i = 0; i < RP->Xsize; i++) |
333 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
320 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
334 | { |
321 | { |
335 | sym_maze[i][j] = maze[i][j]; |
322 | sym_maze[i][j] = maze[i][j]; |
336 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
323 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
337 | } |
324 | } |
338 | if (sym == XY_SYM) |
325 | if (sym == SYMMETRY_XY) |
339 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
326 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
340 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
327 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
341 | { |
328 | { |
342 | sym_maze[i][j] = maze[i][j]; |
329 | sym_maze[i][j] = maze[i][j]; |
343 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
330 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
347 | /* delete the old maze */ |
334 | /* delete the old maze */ |
348 | for (i = 0; i < Xsize_orig; i++) |
335 | for (i = 0; i < Xsize_orig; i++) |
349 | free (maze[i]); |
336 | free (maze[i]); |
350 | free (maze); |
337 | free (maze); |
351 | /* reconnect disjointed spirals */ |
338 | /* reconnect disjointed spirals */ |
352 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
339 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
353 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
340 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
354 | /* reconnect disjointed nethackmazes: the routine for |
341 | /* reconnect disjointed nethackmazes: the routine for |
355 | spirals will do the trick? */ |
342 | spirals will do the trick? */ |
356 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
343 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
344 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
358 | |
345 | |
359 | return sym_maze; |
346 | return sym_maze; |
360 | } |
347 | } |
361 | |
348 | |
… | |
… | |
364 | onion layouts, making them possibly centered on any wall. |
351 | onion layouts, making them possibly centered on any wall. |
365 | It'll modify Xsize and Ysize if they're swapped. |
352 | It'll modify Xsize and Ysize if they're swapped. |
366 | */ |
353 | */ |
367 | |
354 | |
368 | char ** |
355 | char ** |
369 | rotate_layout (char **maze, int rotation, RMParms * RP) |
356 | rotate_layout (char **maze, int rotation, random_map_params * RP) |
370 | { |
357 | { |
371 | char **new_maze; |
358 | char **new_maze; |
372 | int i, j; |
359 | int i, j; |
373 | |
360 | |
374 | switch (rotation) |
361 | switch (rotation) |
375 | { |
362 | { |
376 | case 0: |
363 | case 0: |
|
|
364 | return maze; |
|
|
365 | break; |
|
|
366 | case 2: /* a reflection */ |
|
|
367 | { |
|
|
368 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
369 | |
|
|
370 | for (i = 0; i < RP->Xsize; i++) |
|
|
371 | { /* make a copy */ |
|
|
372 | for (j = 0; j < RP->Ysize; j++) |
|
|
373 | { |
|
|
374 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
375 | } |
|
|
376 | } |
|
|
377 | for (i = 0; i < RP->Xsize; i++) |
|
|
378 | { /* copy a reflection back */ |
|
|
379 | for (j = 0; j < RP->Ysize; j++) |
|
|
380 | { |
|
|
381 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
382 | } |
|
|
383 | } |
|
|
384 | free (newmaze); |
377 | return maze; |
385 | return maze; |
378 | break; |
386 | break; |
379 | case 2: /* a reflection */ |
387 | } |
|
|
388 | case 1: |
|
|
389 | case 3: |
|
|
390 | { |
|
|
391 | int swap; |
|
|
392 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
393 | for (i = 0; i < RP->Ysize; i++) |
380 | { |
394 | { |
381 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
395 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
382 | |
396 | } |
|
|
397 | if (rotation == 1) /* swap x and y */ |
383 | for (i = 0; i < RP->Xsize; i++) |
398 | for (i = 0; i < RP->Xsize; i++) |
384 | { /* make a copy */ |
|
|
385 | for (j = 0; j < RP->Ysize; j++) |
399 | for (j = 0; j < RP->Ysize; j++) |
386 | { |
|
|
387 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
400 | new_maze[j][i] = maze[i][j]; |
388 | } |
401 | |
389 | } |
402 | if (rotation == 3) |
390 | for (i = 0; i < RP->Xsize; i++) |
403 | { /* 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++) |
404 | for (i = 0; i < RP->Xsize; i++) |
412 | for (j = 0; j < RP->Ysize; j++) |
405 | 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]; |
406 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
420 | } |
407 | } |
421 | |
408 | |
422 | /* delete the old layout */ |
409 | /* delete the old layout */ |
423 | for (i = 0; i < RP->Xsize; i++) |
410 | for (i = 0; i < RP->Xsize; i++) |
424 | free (maze[i]); |
411 | free (maze[i]); |
425 | free (maze); |
412 | free (maze); |
426 | |
413 | |
427 | swap = RP->Ysize; |
414 | swap = RP->Ysize; |
428 | RP->Ysize = RP->Xsize; |
415 | RP->Ysize = RP->Xsize; |
429 | RP->Xsize = swap; |
416 | RP->Xsize = swap; |
430 | return new_maze; |
417 | return new_maze; |
431 | break; |
418 | break; |
432 | } |
419 | } |
433 | } |
420 | } |
434 | return NULL; |
421 | return NULL; |
435 | } |
422 | } |
436 | |
423 | |
437 | /* take a layout and make some rooms in it. |
424 | /* take a layout and make some rooms in it. |
438 | --works best on onions.*/ |
425 | --works best on onions.*/ |
439 | void |
426 | void |
440 | roomify_layout (char **maze, RMParms * RP) |
427 | roomify_layout (char **maze, random_map_params * RP) |
441 | { |
428 | { |
442 | int tries = RP->Xsize * RP->Ysize / 30; |
429 | int tries = RP->Xsize * RP->Ysize / 30; |
443 | int ti; |
430 | int ti; |
444 | |
431 | |
445 | for (ti = 0; ti < tries; ti++) |
432 | for (ti = 0; ti < tries; ti++) |
… | |
… | |
472 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
459 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
473 | (or vertical, dir == 1) |
460 | (or vertical, dir == 1) |
474 | here which ends up on other walls sensibly. */ |
461 | here which ends up on other walls sensibly. */ |
475 | |
462 | |
476 | int |
463 | int |
477 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
464 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) |
478 | { |
465 | { |
479 | int i1; |
466 | int i1; |
480 | int length = 0; |
467 | int length = 0; |
481 | |
468 | |
482 | /* dont make walls if we're on the edge. */ |
469 | /* dont make walls if we're on the edge. */ |
… | |
… | |
585 | } |
572 | } |
586 | |
573 | |
587 | /* puts doors at appropriate locations in a layout. */ |
574 | /* puts doors at appropriate locations in a layout. */ |
588 | |
575 | |
589 | void |
576 | void |
590 | doorify_layout (char **maze, RMParms * RP) |
577 | doorify_layout (char **maze, random_map_params * RP) |
591 | { |
578 | { |
592 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
579 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
593 | char *doorlist_x; |
580 | char *doorlist_x; |
594 | char *doorlist_y; |
581 | char *doorlist_y; |
595 | int doorlocs = 0; /* # of available doorlocations */ |
582 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
635 | free (doorlist_y); |
622 | free (doorlist_y); |
636 | } |
623 | } |
637 | |
624 | |
638 | |
625 | |
639 | void |
626 | void |
640 | write_map_parameters_to_string (char *buf, RMParms * RP) |
627 | write_map_parameters_to_string (char *buf, random_map_params * RP) |
641 | { |
628 | { |
642 | |
|
|
643 | char small_buf[256]; |
629 | char small_buf[256]; |
644 | |
630 | |
645 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
631 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
646 | |
632 | |
647 | if (RP->wallstyle[0]) |
633 | if (RP->wallstyle[0]) |
… | |
… | |
785 | if (RP->origin_y) |
771 | if (RP->origin_y) |
786 | { |
772 | { |
787 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
773 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
788 | strcat (buf, small_buf); |
774 | strcat (buf, small_buf); |
789 | } |
775 | } |
|
|
776 | |
790 | if (RP->random_seed) |
777 | if (RP->random_seed) |
791 | { |
778 | { |
792 | /* Add one so that the next map is a bit different */ |
779 | /* Add one so that the next map is a bit different */ |
793 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
780 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
794 | strcat (buf, small_buf); |
781 | strcat (buf, small_buf); |
… | |
… | |
797 | if (RP->treasureoptions) |
784 | if (RP->treasureoptions) |
798 | { |
785 | { |
799 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
786 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
800 | strcat (buf, small_buf); |
787 | strcat (buf, small_buf); |
801 | } |
788 | } |
802 | |
|
|
803 | |
|
|
804 | } |
789 | } |
805 | |
790 | |
806 | void |
791 | void |
807 | write_parameters_to_string (char *buf, |
792 | write_parameters_to_string (char *buf, |
808 | int xsize_n, |
793 | int xsize_n, |
… | |
… | |
970 | if (origin_y_n) |
955 | if (origin_y_n) |
971 | { |
956 | { |
972 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
957 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
973 | strcat (buf, small_buf); |
958 | strcat (buf, small_buf); |
974 | } |
959 | } |
|
|
960 | |
975 | if (random_seed_n) |
961 | if (random_seed_n) |
976 | { |
962 | { |
977 | /* Add one so that the next map is a bit different */ |
963 | /* Add one so that the next map is a bit different */ |
978 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
964 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
979 | strcat (buf, small_buf); |
965 | strcat (buf, small_buf); |