1 |
/* |
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* CrossFire, A Multiplayer game for X-windows |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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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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#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); |
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|
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void |
37 |
dump_layout (char **layout, random_map_params *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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bool |
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maptile::generate_random_map (random_map_params *RP) |
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{ |
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char **layout, buf[16384]; |
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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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RP->random_seed = RP->random_seed |
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? RP->random_seed + RP->dungeon_level |
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: time (0); |
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CEDE; |
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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; |
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|
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if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (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 + rndm (25) + 5; |
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|
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if (RP->symmetry == SYMMETRY_RANDOM) |
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RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
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else |
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RP->symmetry_used = RP->symmetry; |
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|
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if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
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RP->Ysize = RP->Ysize / 2 + 1; |
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if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
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RP->Xsize = RP->Xsize / 2 + 1; |
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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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RP->map_layout_style = LAYOUT_NONE; |
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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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*/ |
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if (strstr (RP->layoutstyle, "onion")) |
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RP->map_layout_style = LAYOUT_ONION; |
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|
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if (strstr (RP->layoutstyle, "maze")) |
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RP->map_layout_style = LAYOUT_MAZE; |
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|
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if (strstr (RP->layoutstyle, "spiral")) |
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RP->map_layout_style = LAYOUT_SPIRAL; |
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|
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if (strstr (RP->layoutstyle, "rogue")) |
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RP->map_layout_style = LAYOUT_ROGUELIKE; |
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|
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if (strstr (RP->layoutstyle, "snake")) |
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RP->map_layout_style = LAYOUT_SNAKE; |
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|
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if (strstr (RP->layoutstyle, "squarespiral")) |
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RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
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|
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/* No style found - choose one randomly */ |
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if (RP->map_layout_style == LAYOUT_NONE) |
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RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
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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; */ |
146 |
|
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/* rotate the layout randomly */ |
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layout = rotate_layout (layout, rndm (4), RP); |
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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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/* allocate the map and set the floor */ |
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make_map_floor (layout, RP->floorstyle, RP); |
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|
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/* set region */ |
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region = RP->region; |
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|
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CEDE; |
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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 (this, 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 (this, layout, RP->doorstyle, RP); |
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|
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} |
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|
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CEDE; |
173 |
|
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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 (this, layout, RP->exitstyle, RP->orientation, RP); |
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|
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CEDE; |
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|
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place_specials_in_map (this, layout, RP); |
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|
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CEDE; |
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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 (this, RP->monsterstyle, RP->difficulty, RP); |
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|
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CEDE; |
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|
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/* treasures needs to have a proper difficulty set for the map. */ |
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difficulty = estimate_difficulty (); |
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|
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CEDE; |
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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 (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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|
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CEDE; |
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|
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/* create decor unless the decorstyle is "none" */ |
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if (strcmp (RP->decorstyle, "none")) |
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put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
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|
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CEDE; |
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|
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/* generate treasures, etc. */ |
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fix_auto_apply (); |
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|
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CEDE; |
211 |
|
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unblock_exits (this, layout, RP); |
213 |
|
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/* free the layout */ |
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for (i = 0; i < RP->Xsize; i++) |
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free (layout[i]); |
217 |
|
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free (layout); |
219 |
|
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msg = strdup (buf); |
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in_memory = MAP_IN_MEMORY; |
222 |
|
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CEDE; |
224 |
|
225 |
return 1; |
226 |
} |
227 |
|
228 |
/* function selects the layout function and gives it whatever |
229 |
arguments it needs. */ |
230 |
char ** |
231 |
layoutgen (random_map_params *RP) |
232 |
{ |
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char **maze = 0; |
234 |
int oxsize = RP->Xsize, oysize = RP->Ysize; |
235 |
|
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switch (RP->map_layout_style) |
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{ |
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case LAYOUT_ONION: |
239 |
maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
240 |
if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
241 |
roomify_layout (maze, RP); |
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break; |
243 |
|
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case LAYOUT_MAZE: |
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maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
246 |
if (!(rndm (2))) |
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doorify_layout (maze, RP); |
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break; |
249 |
|
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case LAYOUT_SPIRAL: |
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maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
252 |
if (!(rndm (2))) |
253 |
doorify_layout (maze, RP); |
254 |
break; |
255 |
|
256 |
case LAYOUT_ROGUELIKE: |
257 |
/* Don't put symmetry in rogue maps. There isn't much reason to |
258 |
* 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 |
260 |
* spirals, or maps with lots of passages - making a symmetric rogue |
261 |
* map fails because its likely that the passages the symmetry process |
262 |
* creates may not connect the rooms. |
263 |
*/ |
264 |
RP->symmetry_used = SYMMETRY_NONE; |
265 |
RP->Ysize = oysize; |
266 |
RP->Xsize = oxsize; |
267 |
maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
268 |
/* no doorifying... done already */ |
269 |
break; |
270 |
|
271 |
case LAYOUT_SNAKE: |
272 |
maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
273 |
if (rndm (2)) |
274 |
roomify_layout (maze, RP); |
275 |
break; |
276 |
|
277 |
case LAYOUT_SQUARE_SPIRAL: |
278 |
maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
279 |
if (rndm (2)) |
280 |
roomify_layout (maze, RP); |
281 |
break; |
282 |
} |
283 |
|
284 |
maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
285 |
|
286 |
#ifdef RMAP_DEBUG |
287 |
dump_layout (maze, RP); |
288 |
#endif |
289 |
|
290 |
if (RP->expand2x) |
291 |
{ |
292 |
maze = expand2x (maze, RP->Xsize, RP->Ysize); |
293 |
RP->Xsize = RP->Xsize * 2 - 1; |
294 |
RP->Ysize = RP->Ysize * 2 - 1; |
295 |
} |
296 |
|
297 |
return maze; |
298 |
} |
299 |
|
300 |
/* takes a map and makes it symmetric: adjusts Xsize and |
301 |
Ysize to produce a symmetric map. */ |
302 |
char ** |
303 |
symmetrize_layout (char **maze, int sym, random_map_params *RP) |
304 |
{ |
305 |
int i, j; |
306 |
char **sym_maze; |
307 |
int Xsize_orig, Ysize_orig; |
308 |
|
309 |
Xsize_orig = RP->Xsize; |
310 |
Ysize_orig = RP->Ysize; |
311 |
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
312 |
if (sym == SYMMETRY_NONE) |
313 |
{ |
314 |
RP->Xsize = Xsize_orig; |
315 |
RP->Ysize = Ysize_orig; |
316 |
return maze; |
317 |
} |
318 |
/* pick new sizes */ |
319 |
RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
320 |
RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
321 |
|
322 |
sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
323 |
for (i = 0; i < RP->Xsize; i++) |
324 |
sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
325 |
|
326 |
if (sym == SYMMETRY_X) |
327 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
328 |
for (j = 0; j < RP->Ysize; j++) |
329 |
{ |
330 |
sym_maze[i][j] = maze[i][j]; |
331 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
332 |
}; |
333 |
if (sym == SYMMETRY_Y) |
334 |
for (i = 0; i < RP->Xsize; i++) |
335 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
336 |
{ |
337 |
sym_maze[i][j] = maze[i][j]; |
338 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
339 |
} |
340 |
if (sym == SYMMETRY_XY) |
341 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
342 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
343 |
{ |
344 |
sym_maze[i][j] = maze[i][j]; |
345 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
346 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
347 |
sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
348 |
} |
349 |
/* delete the old maze */ |
350 |
for (i = 0; i < Xsize_orig; i++) |
351 |
free (maze[i]); |
352 |
free (maze); |
353 |
/* reconnect disjointed spirals */ |
354 |
if (RP->map_layout_style == LAYOUT_SPIRAL) |
355 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
356 |
/* reconnect disjointed nethackmazes: the routine for |
357 |
spirals will do the trick? */ |
358 |
if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
359 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
360 |
|
361 |
return sym_maze; |
362 |
} |
363 |
|
364 |
|
365 |
/* takes a map and rotates it. This completes the |
366 |
onion layouts, making them possibly centered on any wall. |
367 |
It'll modify Xsize and Ysize if they're swapped. |
368 |
*/ |
369 |
|
370 |
char ** |
371 |
rotate_layout (char **maze, int rotation, random_map_params *RP) |
372 |
{ |
373 |
char **new_maze; |
374 |
int i, j; |
375 |
|
376 |
switch (rotation) |
377 |
{ |
378 |
case 0: |
379 |
return maze; |
380 |
break; |
381 |
case 2: /* a reflection */ |
382 |
{ |
383 |
char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
384 |
|
385 |
for (i = 0; i < RP->Xsize; i++) |
386 |
{ /* make a copy */ |
387 |
for (j = 0; j < RP->Ysize; j++) |
388 |
{ |
389 |
newmaze[i * RP->Ysize + j] = maze[i][j]; |
390 |
} |
391 |
} |
392 |
for (i = 0; i < RP->Xsize; i++) |
393 |
{ /* copy a reflection back */ |
394 |
for (j = 0; j < RP->Ysize; j++) |
395 |
{ |
396 |
maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
397 |
} |
398 |
} |
399 |
free (newmaze); |
400 |
return maze; |
401 |
break; |
402 |
} |
403 |
case 1: |
404 |
case 3: |
405 |
{ |
406 |
int swap; |
407 |
new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
408 |
for (i = 0; i < RP->Ysize; i++) |
409 |
{ |
410 |
new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
411 |
} |
412 |
if (rotation == 1) /* swap x and y */ |
413 |
for (i = 0; i < RP->Xsize; i++) |
414 |
for (j = 0; j < RP->Ysize; j++) |
415 |
new_maze[j][i] = maze[i][j]; |
416 |
|
417 |
if (rotation == 3) |
418 |
{ /* swap x and y */ |
419 |
for (i = 0; i < RP->Xsize; i++) |
420 |
for (j = 0; j < RP->Ysize; j++) |
421 |
new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
422 |
} |
423 |
|
424 |
/* delete the old layout */ |
425 |
for (i = 0; i < RP->Xsize; i++) |
426 |
free (maze[i]); |
427 |
free (maze); |
428 |
|
429 |
swap = RP->Ysize; |
430 |
RP->Ysize = RP->Xsize; |
431 |
RP->Xsize = swap; |
432 |
return new_maze; |
433 |
break; |
434 |
} |
435 |
} |
436 |
return NULL; |
437 |
} |
438 |
|
439 |
/* take a layout and make some rooms in it. |
440 |
--works best on onions.*/ |
441 |
void |
442 |
roomify_layout (char **maze, random_map_params *RP) |
443 |
{ |
444 |
int tries = RP->Xsize * RP->Ysize / 30; |
445 |
int ti; |
446 |
|
447 |
for (ti = 0; ti < tries; ti++) |
448 |
{ |
449 |
int dx, dy; /* starting location for looking at creating a door */ |
450 |
int cx, cy; /* results of checking on creating walls. */ |
451 |
|
452 |
dx = RANDOM () % RP->Xsize; |
453 |
dy = RANDOM () % RP->Ysize; |
454 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
455 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
456 |
if (cx == -1) |
457 |
{ |
458 |
if (cy != -1) |
459 |
make_wall (maze, dx, dy, 1); |
460 |
continue; |
461 |
} |
462 |
if (cy == -1) |
463 |
{ |
464 |
make_wall (maze, dx, dy, 0); |
465 |
continue; |
466 |
} |
467 |
if (cx < cy) |
468 |
make_wall (maze, dx, dy, 0); |
469 |
else |
470 |
make_wall (maze, dx, dy, 1); |
471 |
} |
472 |
} |
473 |
|
474 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
475 |
(or vertical, dir == 1) |
476 |
here which ends up on other walls sensibly. */ |
477 |
|
478 |
int |
479 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
480 |
{ |
481 |
int i1; |
482 |
int length = 0; |
483 |
|
484 |
/* dont make walls if we're on the edge. */ |
485 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
486 |
return -1; |
487 |
|
488 |
/* don't make walls if we're ON a wall. */ |
489 |
if (maze[dx][dy] != 0) |
490 |
return -1; |
491 |
|
492 |
if (dir == 0) /* horizontal */ |
493 |
{ |
494 |
int y = dy; |
495 |
|
496 |
for (i1 = dx - 1; i1 > 0; i1--) |
497 |
{ |
498 |
int sindex = surround_flag2 (maze, i1, y, RP); |
499 |
|
500 |
if (sindex == 1) |
501 |
break; |
502 |
if (sindex != 0) |
503 |
return -1; /* can't make horiz. wall here */ |
504 |
if (maze[i1][y] != 0) |
505 |
return -1; /* can't make horiz. wall here */ |
506 |
length++; |
507 |
} |
508 |
|
509 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
510 |
{ |
511 |
int sindex = surround_flag2 (maze, i1, y, RP); |
512 |
|
513 |
if (sindex == 2) |
514 |
break; |
515 |
if (sindex != 0) |
516 |
return -1; /* can't make horiz. wall here */ |
517 |
if (maze[i1][y] != 0) |
518 |
return -1; /* can't make horiz. wall here */ |
519 |
length++; |
520 |
} |
521 |
return length; |
522 |
} |
523 |
else |
524 |
{ /* vertical */ |
525 |
int x = dx; |
526 |
|
527 |
for (i1 = dy - 1; i1 > 0; i1--) |
528 |
{ |
529 |
int sindex = surround_flag2 (maze, x, i1, RP); |
530 |
|
531 |
if (sindex == 4) |
532 |
break; |
533 |
if (sindex != 0) |
534 |
return -1; /* can't make vert. wall here */ |
535 |
if (maze[x][i1] != 0) |
536 |
return -1; /* can't make horiz. wall here */ |
537 |
length++; |
538 |
} |
539 |
|
540 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
541 |
{ |
542 |
int sindex = surround_flag2 (maze, x, i1, RP); |
543 |
|
544 |
if (sindex == 8) |
545 |
break; |
546 |
if (sindex != 0) |
547 |
return -1; /* can't make verti. wall here */ |
548 |
if (maze[x][i1] != 0) |
549 |
return -1; /* can't make horiz. wall here */ |
550 |
length++; |
551 |
} |
552 |
return length; |
553 |
} |
554 |
return -1; |
555 |
} |
556 |
|
557 |
|
558 |
int |
559 |
make_wall (char **maze, int x, int y, int dir) |
560 |
{ |
561 |
maze[x][y] = 'D'; /* mark a door */ |
562 |
switch (dir) |
563 |
{ |
564 |
case 0: /* horizontal */ |
565 |
{ |
566 |
int i1; |
567 |
|
568 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
569 |
maze[i1][y] = '#'; |
570 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
571 |
maze[i1][y] = '#'; |
572 |
break; |
573 |
} |
574 |
case 1: /* vertical */ |
575 |
{ |
576 |
int i1; |
577 |
|
578 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
579 |
maze[x][i1] = '#'; |
580 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
581 |
maze[x][i1] = '#'; |
582 |
break; |
583 |
} |
584 |
} |
585 |
|
586 |
return 0; |
587 |
} |
588 |
|
589 |
/* puts doors at appropriate locations in a layout. */ |
590 |
void |
591 |
doorify_layout (char **maze, random_map_params *RP) |
592 |
{ |
593 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
594 |
char *doorlist_x; |
595 |
char *doorlist_y; |
596 |
int doorlocs = 0; /* # of available doorlocations */ |
597 |
int i, j; |
598 |
|
599 |
doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
600 |
doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
601 |
|
602 |
|
603 |
/* make a list of possible door locations */ |
604 |
for (i = 1; i < RP->Xsize - 1; i++) |
605 |
for (j = 1; j < RP->Ysize - 1; j++) |
606 |
{ |
607 |
int sindex = surround_flag (maze, i, j, RP); |
608 |
|
609 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
610 |
{ |
611 |
doorlist_x[doorlocs] = i; |
612 |
doorlist_y[doorlocs] = j; |
613 |
doorlocs++; |
614 |
} |
615 |
} |
616 |
|
617 |
while (ndoors > 0 && doorlocs > 0) |
618 |
{ |
619 |
int di; |
620 |
int sindex; |
621 |
|
622 |
di = RANDOM () % doorlocs; |
623 |
i = doorlist_x[di]; |
624 |
j = doorlist_y[di]; |
625 |
sindex = surround_flag (maze, i, j, RP); |
626 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
627 |
{ |
628 |
maze[i][j] = 'D'; |
629 |
ndoors--; |
630 |
} |
631 |
/* reduce the size of the list */ |
632 |
doorlocs--; |
633 |
doorlist_x[di] = doorlist_x[doorlocs]; |
634 |
doorlist_y[di] = doorlist_y[doorlocs]; |
635 |
} |
636 |
|
637 |
free (doorlist_x); |
638 |
free (doorlist_y); |
639 |
} |
640 |
|
641 |
void |
642 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
643 |
{ |
644 |
char small_buf[16384]; |
645 |
|
646 |
sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
647 |
|
648 |
if (RP->wallstyle[0]) |
649 |
{ |
650 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
651 |
strcat (buf, small_buf); |
652 |
} |
653 |
|
654 |
if (RP->floorstyle[0]) |
655 |
{ |
656 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
657 |
strcat (buf, small_buf); |
658 |
} |
659 |
|
660 |
if (RP->monsterstyle[0]) |
661 |
{ |
662 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
663 |
strcat (buf, small_buf); |
664 |
} |
665 |
|
666 |
if (RP->treasurestyle[0]) |
667 |
{ |
668 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
669 |
strcat (buf, small_buf); |
670 |
} |
671 |
|
672 |
if (RP->layoutstyle[0]) |
673 |
{ |
674 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
675 |
strcat (buf, small_buf); |
676 |
} |
677 |
|
678 |
if (RP->decorstyle[0]) |
679 |
{ |
680 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
681 |
strcat (buf, small_buf); |
682 |
} |
683 |
|
684 |
if (RP->doorstyle[0]) |
685 |
{ |
686 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
687 |
strcat (buf, small_buf); |
688 |
} |
689 |
|
690 |
if (RP->exitstyle[0]) |
691 |
{ |
692 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
693 |
strcat (buf, small_buf); |
694 |
} |
695 |
|
696 |
if (RP->final_map.length ()) |
697 |
{ |
698 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
699 |
strcat (buf, small_buf); |
700 |
} |
701 |
|
702 |
if (RP->exit_on_final_map[0]) |
703 |
{ |
704 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
705 |
strcat (buf, small_buf); |
706 |
} |
707 |
|
708 |
if (RP->this_map.length ()) |
709 |
{ |
710 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
711 |
strcat (buf, small_buf); |
712 |
} |
713 |
|
714 |
if (RP->expand2x) |
715 |
{ |
716 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
717 |
strcat (buf, small_buf); |
718 |
} |
719 |
|
720 |
if (RP->layoutoptions1) |
721 |
{ |
722 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
723 |
strcat (buf, small_buf); |
724 |
} |
725 |
|
726 |
if (RP->layoutoptions2) |
727 |
{ |
728 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
729 |
strcat (buf, small_buf); |
730 |
} |
731 |
|
732 |
if (RP->layoutoptions3) |
733 |
{ |
734 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
735 |
strcat (buf, small_buf); |
736 |
} |
737 |
|
738 |
if (RP->symmetry) |
739 |
{ |
740 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
741 |
strcat (buf, small_buf); |
742 |
} |
743 |
|
744 |
if (RP->difficulty && RP->difficulty_given) |
745 |
{ |
746 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
747 |
strcat (buf, small_buf); |
748 |
} |
749 |
|
750 |
if (RP->difficulty_increase != 1.0) |
751 |
{ |
752 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
753 |
strcat (buf, small_buf); |
754 |
} |
755 |
|
756 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
757 |
strcat (buf, small_buf); |
758 |
|
759 |
if (RP->dungeon_depth) |
760 |
{ |
761 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
762 |
strcat (buf, small_buf); |
763 |
} |
764 |
|
765 |
if (RP->decoroptions) |
766 |
{ |
767 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
768 |
strcat (buf, small_buf); |
769 |
} |
770 |
|
771 |
if (RP->orientation) |
772 |
{ |
773 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
774 |
strcat (buf, small_buf); |
775 |
} |
776 |
|
777 |
if (RP->origin_x) |
778 |
{ |
779 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
780 |
strcat (buf, small_buf); |
781 |
} |
782 |
|
783 |
if (RP->origin_y) |
784 |
{ |
785 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
786 |
strcat (buf, small_buf); |
787 |
} |
788 |
|
789 |
if (RP->treasureoptions) |
790 |
{ |
791 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
792 |
strcat (buf, small_buf); |
793 |
} |
794 |
|
795 |
if (RP->random_seed) |
796 |
{ |
797 |
sprintf (small_buf, "random_seed %d\n", RP->random_seed); |
798 |
strcat (buf, small_buf); |
799 |
} |
800 |
|
801 |
if (RP->custom) |
802 |
{ |
803 |
sprintf (small_buf, "custom %s\n", RP->custom); |
804 |
strcat (buf, small_buf); |
805 |
} |
806 |
} |
807 |
|
808 |
void |
809 |
write_parameters_to_string (char *buf, |
810 |
int xsize_n, |
811 |
int ysize_n, |
812 |
char *wallstyle_n, |
813 |
char *floorstyle_n, |
814 |
char *monsterstyle_n, |
815 |
char *treasurestyle_n, |
816 |
char *layoutstyle_n, |
817 |
char *decorstyle_n, |
818 |
char *doorstyle_n, |
819 |
char *exitstyle_n, |
820 |
char *final_map_n, |
821 |
char *exit_on_final_map_n, |
822 |
char *this_map_n, |
823 |
int layoutoptions1_n, |
824 |
int layoutoptions2_n, |
825 |
int layoutoptions3_n, |
826 |
int symmetry_n, |
827 |
int dungeon_depth_n, |
828 |
int dungeon_level_n, |
829 |
int difficulty_n, |
830 |
int difficulty_given_n, |
831 |
int decoroptions_n, |
832 |
int orientation_n, |
833 |
int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
834 |
{ |
835 |
char small_buf[16384]; |
836 |
|
837 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
838 |
|
839 |
if (wallstyle_n && wallstyle_n[0]) |
840 |
{ |
841 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
842 |
strcat (buf, small_buf); |
843 |
} |
844 |
|
845 |
if (floorstyle_n && floorstyle_n[0]) |
846 |
{ |
847 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
848 |
strcat (buf, small_buf); |
849 |
} |
850 |
|
851 |
if (monsterstyle_n && monsterstyle_n[0]) |
852 |
{ |
853 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
854 |
strcat (buf, small_buf); |
855 |
} |
856 |
|
857 |
if (treasurestyle_n && treasurestyle_n[0]) |
858 |
{ |
859 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
860 |
strcat (buf, small_buf); |
861 |
} |
862 |
|
863 |
if (layoutstyle_n && layoutstyle_n[0]) |
864 |
{ |
865 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
866 |
strcat (buf, small_buf); |
867 |
} |
868 |
|
869 |
if (decorstyle_n && decorstyle_n[0]) |
870 |
{ |
871 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
872 |
strcat (buf, small_buf); |
873 |
} |
874 |
|
875 |
if (doorstyle_n && doorstyle_n[0]) |
876 |
{ |
877 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
878 |
strcat (buf, small_buf); |
879 |
} |
880 |
|
881 |
if (exitstyle_n && exitstyle_n[0]) |
882 |
{ |
883 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
884 |
strcat (buf, small_buf); |
885 |
} |
886 |
|
887 |
if (final_map_n && final_map_n[0]) |
888 |
{ |
889 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
890 |
strcat (buf, small_buf); |
891 |
} |
892 |
|
893 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
894 |
{ |
895 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
896 |
strcat (buf, small_buf); |
897 |
} |
898 |
|
899 |
if (this_map_n && this_map_n[0]) |
900 |
{ |
901 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
902 |
strcat (buf, small_buf); |
903 |
} |
904 |
|
905 |
if (layoutoptions1_n) |
906 |
{ |
907 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
908 |
strcat (buf, small_buf); |
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 |
|
976 |
if (random_seed_n) |
977 |
{ |
978 |
/* Add one so that the next map is a bit different */ |
979 |
sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
980 |
strcat (buf, small_buf); |
981 |
} |
982 |
|
983 |
if (treasureoptions_n) |
984 |
{ |
985 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
986 |
strcat (buf, small_buf); |
987 |
} |
988 |
} |
989 |
|
990 |
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
991 |
void |
992 |
copy_object_with_inv (object *src_ob, object *dest_ob) |
993 |
{ |
994 |
object *walk, *tmp; |
995 |
|
996 |
src_ob->copy_to (dest_ob); |
997 |
|
998 |
for (walk = src_ob->inv; walk; walk = walk->below) |
999 |
{ |
1000 |
tmp = object::create (); |
1001 |
|
1002 |
walk->copy_to (tmp); |
1003 |
insert_ob_in_ob (tmp, dest_ob); |
1004 |
} |
1005 |
} |