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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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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 <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_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
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|
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void |
34 |
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 buf[16384]; |
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int i; |
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|
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RP->Xsize = RP->xsize; |
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RP->Ysize = RP->ysize; |
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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); |
78 |
|
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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 = rndm (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; |
98 |
|
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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 = rndm (NROFLAYOUTS - 1) + 1; |
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|
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Maze 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. */ |
146 |
/* difficulty+=1; */ |
147 |
|
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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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default_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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CEDE; |
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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 (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; |
183 |
|
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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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layout.free (); |
215 |
|
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msg = strdup (buf); |
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in_memory = MAP_IN_MEMORY; |
218 |
|
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CEDE; |
220 |
|
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return 1; |
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} |
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|
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/* function selects the layout function and gives it whatever |
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arguments it needs. */ |
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Maze |
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layoutgen (random_map_params *RP) |
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{ |
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Maze maze; |
230 |
|
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int oxsize = RP->Xsize, oysize = RP->Ysize; |
232 |
|
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switch (RP->map_layout_style) |
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{ |
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case LAYOUT_ONION: |
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maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
237 |
|
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if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
239 |
roomify_layout (maze, RP); |
240 |
|
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break; |
242 |
|
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case LAYOUT_MAZE: |
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maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
245 |
|
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if (!(rndm (2))) |
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doorify_layout (maze, RP); |
248 |
|
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break; |
250 |
|
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case LAYOUT_SPIRAL: |
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maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
253 |
|
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if (!(rndm (2))) |
255 |
doorify_layout (maze, RP); |
256 |
|
257 |
break; |
258 |
|
259 |
case LAYOUT_ROGUELIKE: |
260 |
/* Don't put symmetry in rogue maps. There isn't much reason to |
261 |
* 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 |
263 |
* spirals, or maps with lots of passages - making a symmetric rogue |
264 |
* map fails because its likely that the passages the symmetry process |
265 |
* creates may not connect the rooms. |
266 |
*/ |
267 |
RP->symmetry_used = SYMMETRY_NONE; |
268 |
RP->Ysize = oysize; |
269 |
RP->Xsize = oxsize; |
270 |
maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
271 |
/* no doorifying... done already */ |
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break; |
273 |
|
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case LAYOUT_SNAKE: |
275 |
maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 |
|
277 |
if (rndm (2)) |
278 |
roomify_layout (maze, RP); |
279 |
|
280 |
break; |
281 |
|
282 |
case LAYOUT_SQUARE_SPIRAL: |
283 |
maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
284 |
|
285 |
if (rndm (2)) |
286 |
roomify_layout (maze, RP); |
287 |
|
288 |
break; |
289 |
|
290 |
default: |
291 |
abort (); |
292 |
} |
293 |
|
294 |
maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
295 |
|
296 |
#ifdef RMAP_DEBUG |
297 |
dump_layout (maze, RP); |
298 |
#endif |
299 |
|
300 |
if (RP->expand2x) |
301 |
{ |
302 |
maze = expand2x (maze, RP->Xsize, RP->Ysize); |
303 |
RP->Xsize = RP->Xsize * 2 - 1; |
304 |
RP->Ysize = RP->Ysize * 2 - 1; |
305 |
} |
306 |
|
307 |
return maze; |
308 |
} |
309 |
|
310 |
/* takes a map and makes it symmetric: adjusts Xsize and |
311 |
Ysize to produce a symmetric map. */ |
312 |
Maze |
313 |
symmetrize_layout (Maze maze, int sym, random_map_params *RP) |
314 |
{ |
315 |
int i, j; |
316 |
int Xsize_orig, Ysize_orig; |
317 |
|
318 |
Xsize_orig = RP->Xsize; |
319 |
Ysize_orig = RP->Ysize; |
320 |
|
321 |
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
322 |
|
323 |
if (sym == SYMMETRY_NONE) |
324 |
{ |
325 |
RP->Xsize = Xsize_orig; |
326 |
RP->Ysize = Ysize_orig; |
327 |
|
328 |
return maze; |
329 |
} |
330 |
|
331 |
/* pick new sizes */ |
332 |
RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
333 |
RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
334 |
|
335 |
Maze sym_maze (RP); |
336 |
|
337 |
if (sym == SYMMETRY_X) |
338 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
339 |
for (j = 0; j < RP->Ysize; j++) |
340 |
{ |
341 |
sym_maze[i][j] = maze[i][j]; |
342 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
343 |
} |
344 |
|
345 |
if (sym == SYMMETRY_Y) |
346 |
for (i = 0; i < RP->Xsize; i++) |
347 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
348 |
{ |
349 |
sym_maze[i][j] = maze[i][j]; |
350 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
351 |
} |
352 |
|
353 |
if (sym == SYMMETRY_XY) |
354 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
355 |
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
356 |
{ |
357 |
sym_maze[i][j] = maze[i][j]; |
358 |
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
359 |
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
360 |
sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
361 |
} |
362 |
|
363 |
maze.free (); |
364 |
|
365 |
/* reconnect disjointed spirals */ |
366 |
if (RP->map_layout_style == LAYOUT_SPIRAL) |
367 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
368 |
|
369 |
/* reconnect disjointed nethackmazes: the routine for |
370 |
spirals will do the trick? */ |
371 |
if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
372 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
373 |
|
374 |
return sym_maze; |
375 |
} |
376 |
|
377 |
/* takes a map and rotates it. This completes the |
378 |
onion layouts, making them possibly centered on any wall. |
379 |
It'll modify Xsize and Ysize if they're swapped. |
380 |
*/ |
381 |
Maze |
382 |
rotate_layout (Maze maze, int rotation, random_map_params *RP) |
383 |
{ |
384 |
switch (rotation) |
385 |
{ |
386 |
case 2: /* a reflection */ |
387 |
{ |
388 |
Maze new_maze (RP); |
389 |
|
390 |
for (int i = 0; i < RP->Xsize; i++) /* copy a reflection back */ |
391 |
for (int j = 0; j < RP->Ysize; j++) |
392 |
new_maze[i][j] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
393 |
|
394 |
maze.free (); |
395 |
maze = new_maze; |
396 |
} |
397 |
|
398 |
case 1: |
399 |
case 3: |
400 |
{ |
401 |
Maze new_maze (RP->Ysize, RP->Xsize); |
402 |
|
403 |
if (rotation == 1) /* swap x and y */ |
404 |
for (int i = 0; i < RP->Xsize; i++) |
405 |
for (int j = 0; j < RP->Ysize; j++) |
406 |
new_maze[j][i] = maze[i][j]; |
407 |
|
408 |
if (rotation == 3) /* swap x and y */ |
409 |
for (int i = 0; i < RP->Xsize; i++) |
410 |
for (int j = 0; j < RP->Ysize; j++) |
411 |
new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
412 |
|
413 |
maze.free (); |
414 |
maze = new_maze; |
415 |
swap (RP->Xsize, RP->Ysize); |
416 |
} |
417 |
} |
418 |
|
419 |
return maze; |
420 |
} |
421 |
|
422 |
/* take a layout and make some rooms in it. |
423 |
--works best on onions.*/ |
424 |
void |
425 |
roomify_layout (char **maze, random_map_params *RP) |
426 |
{ |
427 |
int tries = RP->Xsize * RP->Ysize / 30; |
428 |
int ti; |
429 |
|
430 |
for (ti = 0; ti < tries; ti++) |
431 |
{ |
432 |
int dx, dy; /* starting location for looking at creating a door */ |
433 |
int cx, cy; /* results of checking on creating walls. */ |
434 |
|
435 |
dx = rndm (RP->Xsize); |
436 |
dy = rndm (RP->Ysize); |
437 |
|
438 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
439 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
440 |
if (cx == -1) |
441 |
{ |
442 |
if (cy != -1) |
443 |
make_wall (maze, dx, dy, 1); |
444 |
|
445 |
continue; |
446 |
} |
447 |
|
448 |
if (cy == -1) |
449 |
{ |
450 |
make_wall (maze, dx, dy, 0); |
451 |
continue; |
452 |
} |
453 |
|
454 |
if (cx < cy) |
455 |
make_wall (maze, dx, dy, 0); |
456 |
else |
457 |
make_wall (maze, dx, dy, 1); |
458 |
} |
459 |
} |
460 |
|
461 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
462 |
(or vertical, dir == 1) |
463 |
here which ends up on other walls sensibly. */ |
464 |
|
465 |
int |
466 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
467 |
{ |
468 |
int i1; |
469 |
int length = 0; |
470 |
|
471 |
/* dont make walls if we're on the edge. */ |
472 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
473 |
return -1; |
474 |
|
475 |
/* don't make walls if we're ON a wall. */ |
476 |
if (maze[dx][dy] != 0) |
477 |
return -1; |
478 |
|
479 |
if (dir == 0) /* horizontal */ |
480 |
{ |
481 |
int y = dy; |
482 |
|
483 |
for (i1 = dx - 1; i1 > 0; i1--) |
484 |
{ |
485 |
int sindex = surround_flag2 (maze, i1, y, RP); |
486 |
|
487 |
if (sindex == 1) |
488 |
break; |
489 |
if (sindex != 0) |
490 |
return -1; /* can't make horiz. wall here */ |
491 |
if (maze[i1][y] != 0) |
492 |
return -1; /* can't make horiz. wall here */ |
493 |
length++; |
494 |
} |
495 |
|
496 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
497 |
{ |
498 |
int sindex = surround_flag2 (maze, i1, y, RP); |
499 |
|
500 |
if (sindex == 2) |
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 |
return length; |
509 |
} |
510 |
else |
511 |
{ /* vertical */ |
512 |
int x = dx; |
513 |
|
514 |
for (i1 = dy - 1; i1 > 0; i1--) |
515 |
{ |
516 |
int sindex = surround_flag2 (maze, x, i1, RP); |
517 |
|
518 |
if (sindex == 4) |
519 |
break; |
520 |
if (sindex != 0) |
521 |
return -1; /* can't make vert. wall here */ |
522 |
if (maze[x][i1] != 0) |
523 |
return -1; /* can't make horiz. wall here */ |
524 |
length++; |
525 |
} |
526 |
|
527 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
528 |
{ |
529 |
int sindex = surround_flag2 (maze, x, i1, RP); |
530 |
|
531 |
if (sindex == 8) |
532 |
break; |
533 |
if (sindex != 0) |
534 |
return -1; /* can't make verti. wall here */ |
535 |
if (maze[x][i1] != 0) |
536 |
return -1; /* can't make horiz. wall here */ |
537 |
length++; |
538 |
} |
539 |
return length; |
540 |
} |
541 |
return -1; |
542 |
} |
543 |
|
544 |
|
545 |
int |
546 |
make_wall (char **maze, int x, int y, int dir) |
547 |
{ |
548 |
maze[x][y] = 'D'; /* mark a door */ |
549 |
switch (dir) |
550 |
{ |
551 |
case 0: /* horizontal */ |
552 |
{ |
553 |
int i1; |
554 |
|
555 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
556 |
maze[i1][y] = '#'; |
557 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
558 |
maze[i1][y] = '#'; |
559 |
break; |
560 |
} |
561 |
case 1: /* vertical */ |
562 |
{ |
563 |
int i1; |
564 |
|
565 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
566 |
maze[x][i1] = '#'; |
567 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
568 |
maze[x][i1] = '#'; |
569 |
break; |
570 |
} |
571 |
} |
572 |
|
573 |
return 0; |
574 |
} |
575 |
|
576 |
/* puts doors at appropriate locations in a layout. */ |
577 |
void |
578 |
doorify_layout (char **maze, random_map_params *RP) |
579 |
{ |
580 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
581 |
int doorlocs = 0; /* # of available doorlocations */ |
582 |
int i, j; |
583 |
|
584 |
char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
585 |
char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
586 |
|
587 |
/* make a list of possible door locations */ |
588 |
for (i = 1; i < RP->Xsize - 1; i++) |
589 |
for (j = 1; j < RP->Ysize - 1; j++) |
590 |
{ |
591 |
int sindex = surround_flag (maze, i, j, RP); |
592 |
|
593 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
594 |
{ |
595 |
doorlist_x[doorlocs] = i; |
596 |
doorlist_y[doorlocs] = j; |
597 |
doorlocs++; |
598 |
} |
599 |
} |
600 |
|
601 |
while (ndoors > 0 && doorlocs > 0) |
602 |
{ |
603 |
int di; |
604 |
int sindex; |
605 |
|
606 |
di = rndm (doorlocs); |
607 |
i = doorlist_x[di]; |
608 |
j = doorlist_y[di]; |
609 |
sindex = surround_flag (maze, i, j, RP); |
610 |
|
611 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
612 |
{ |
613 |
maze[i][j] = 'D'; |
614 |
ndoors--; |
615 |
} |
616 |
|
617 |
/* reduce the size of the list */ |
618 |
doorlocs--; |
619 |
doorlist_x[di] = doorlist_x[doorlocs]; |
620 |
doorlist_y[di] = doorlist_y[doorlocs]; |
621 |
} |
622 |
|
623 |
sfree (doorlist_x, RP->Xsize * RP->Ysize); |
624 |
sfree (doorlist_y, RP->Xsize * RP->Ysize); |
625 |
} |
626 |
|
627 |
void |
628 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
629 |
{ |
630 |
char small_buf[16384]; |
631 |
|
632 |
sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
633 |
|
634 |
if (RP->wallstyle[0]) |
635 |
{ |
636 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
637 |
strcat (buf, small_buf); |
638 |
} |
639 |
|
640 |
if (RP->floorstyle[0]) |
641 |
{ |
642 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
643 |
strcat (buf, small_buf); |
644 |
} |
645 |
|
646 |
if (RP->monsterstyle[0]) |
647 |
{ |
648 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
649 |
strcat (buf, small_buf); |
650 |
} |
651 |
|
652 |
if (RP->treasurestyle[0]) |
653 |
{ |
654 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
655 |
strcat (buf, small_buf); |
656 |
} |
657 |
|
658 |
if (RP->layoutstyle[0]) |
659 |
{ |
660 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
661 |
strcat (buf, small_buf); |
662 |
} |
663 |
|
664 |
if (RP->decorstyle[0]) |
665 |
{ |
666 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
667 |
strcat (buf, small_buf); |
668 |
} |
669 |
|
670 |
if (RP->doorstyle[0]) |
671 |
{ |
672 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
673 |
strcat (buf, small_buf); |
674 |
} |
675 |
|
676 |
if (RP->exitstyle[0]) |
677 |
{ |
678 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
679 |
strcat (buf, small_buf); |
680 |
} |
681 |
|
682 |
if (RP->final_map.length ()) |
683 |
{ |
684 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
685 |
strcat (buf, small_buf); |
686 |
} |
687 |
|
688 |
if (RP->exit_on_final_map[0]) |
689 |
{ |
690 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
691 |
strcat (buf, small_buf); |
692 |
} |
693 |
|
694 |
if (RP->this_map.length ()) |
695 |
{ |
696 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
697 |
strcat (buf, small_buf); |
698 |
} |
699 |
|
700 |
if (RP->expand2x) |
701 |
{ |
702 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
703 |
strcat (buf, small_buf); |
704 |
} |
705 |
|
706 |
if (RP->layoutoptions1) |
707 |
{ |
708 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
709 |
strcat (buf, small_buf); |
710 |
} |
711 |
|
712 |
if (RP->layoutoptions2) |
713 |
{ |
714 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
715 |
strcat (buf, small_buf); |
716 |
} |
717 |
|
718 |
if (RP->layoutoptions3) |
719 |
{ |
720 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
721 |
strcat (buf, small_buf); |
722 |
} |
723 |
|
724 |
if (RP->symmetry) |
725 |
{ |
726 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
727 |
strcat (buf, small_buf); |
728 |
} |
729 |
|
730 |
if (RP->difficulty && RP->difficulty_given) |
731 |
{ |
732 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
733 |
strcat (buf, small_buf); |
734 |
} |
735 |
|
736 |
if (RP->difficulty_increase != 1.0) |
737 |
{ |
738 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
739 |
strcat (buf, small_buf); |
740 |
} |
741 |
|
742 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
743 |
strcat (buf, small_buf); |
744 |
|
745 |
if (RP->dungeon_depth) |
746 |
{ |
747 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
748 |
strcat (buf, small_buf); |
749 |
} |
750 |
|
751 |
if (RP->decoroptions) |
752 |
{ |
753 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
754 |
strcat (buf, small_buf); |
755 |
} |
756 |
|
757 |
if (RP->orientation) |
758 |
{ |
759 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
760 |
strcat (buf, small_buf); |
761 |
} |
762 |
|
763 |
if (RP->origin_x) |
764 |
{ |
765 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
766 |
strcat (buf, small_buf); |
767 |
} |
768 |
|
769 |
if (RP->origin_y) |
770 |
{ |
771 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
772 |
strcat (buf, small_buf); |
773 |
} |
774 |
|
775 |
if (RP->treasureoptions) |
776 |
{ |
777 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
778 |
strcat (buf, small_buf); |
779 |
} |
780 |
|
781 |
if (RP->random_seed) |
782 |
{ |
783 |
sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
784 |
strcat (buf, small_buf); |
785 |
} |
786 |
|
787 |
if (RP->custom) |
788 |
{ |
789 |
sprintf (small_buf, "custom %s\n", RP->custom); |
790 |
strcat (buf, small_buf); |
791 |
} |
792 |
} |
793 |
|
794 |
void |
795 |
write_parameters_to_string (char *buf, |
796 |
int xsize_n, |
797 |
int ysize_n, |
798 |
const char *wallstyle_n, |
799 |
const char *floorstyle_n, |
800 |
const char *monsterstyle_n, |
801 |
const char *treasurestyle_n, |
802 |
const char *layoutstyle_n, |
803 |
const char *decorstyle_n, |
804 |
const char *doorstyle_n, |
805 |
const char *exitstyle_n, |
806 |
const char *final_map_n, |
807 |
const char *exit_on_final_map_n, |
808 |
const char *this_map_n, |
809 |
int layoutoptions1_n, |
810 |
int layoutoptions2_n, |
811 |
int layoutoptions3_n, |
812 |
int symmetry_n, |
813 |
int dungeon_depth_n, |
814 |
int dungeon_level_n, |
815 |
int difficulty_n, |
816 |
int difficulty_given_n, |
817 |
int decoroptions_n, |
818 |
int orientation_n, |
819 |
int origin_x_n, |
820 |
int origin_y_n, |
821 |
uint32_t random_seed_n, |
822 |
int treasureoptions_n, |
823 |
float difficulty_increase) |
824 |
{ |
825 |
char small_buf[16384]; |
826 |
|
827 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
828 |
|
829 |
if (wallstyle_n && wallstyle_n[0]) |
830 |
{ |
831 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
832 |
strcat (buf, small_buf); |
833 |
} |
834 |
|
835 |
if (floorstyle_n && floorstyle_n[0]) |
836 |
{ |
837 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
838 |
strcat (buf, small_buf); |
839 |
} |
840 |
|
841 |
if (monsterstyle_n && monsterstyle_n[0]) |
842 |
{ |
843 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
844 |
strcat (buf, small_buf); |
845 |
} |
846 |
|
847 |
if (treasurestyle_n && treasurestyle_n[0]) |
848 |
{ |
849 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
850 |
strcat (buf, small_buf); |
851 |
} |
852 |
|
853 |
if (layoutstyle_n && layoutstyle_n[0]) |
854 |
{ |
855 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
856 |
strcat (buf, small_buf); |
857 |
} |
858 |
|
859 |
if (decorstyle_n && decorstyle_n[0]) |
860 |
{ |
861 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
862 |
strcat (buf, small_buf); |
863 |
} |
864 |
|
865 |
if (doorstyle_n && doorstyle_n[0]) |
866 |
{ |
867 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
868 |
strcat (buf, small_buf); |
869 |
} |
870 |
|
871 |
if (exitstyle_n && exitstyle_n[0]) |
872 |
{ |
873 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
874 |
strcat (buf, small_buf); |
875 |
} |
876 |
|
877 |
if (final_map_n && final_map_n[0]) |
878 |
{ |
879 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
880 |
strcat (buf, small_buf); |
881 |
} |
882 |
|
883 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
884 |
{ |
885 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
886 |
strcat (buf, small_buf); |
887 |
} |
888 |
|
889 |
if (this_map_n && this_map_n[0]) |
890 |
{ |
891 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
892 |
strcat (buf, small_buf); |
893 |
} |
894 |
|
895 |
if (layoutoptions1_n) |
896 |
{ |
897 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
898 |
strcat (buf, small_buf); |
899 |
} |
900 |
|
901 |
if (layoutoptions2_n) |
902 |
{ |
903 |
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
904 |
strcat (buf, small_buf); |
905 |
} |
906 |
|
907 |
|
908 |
if (layoutoptions3_n) |
909 |
{ |
910 |
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
911 |
strcat (buf, small_buf); |
912 |
} |
913 |
|
914 |
if (symmetry_n) |
915 |
{ |
916 |
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
917 |
strcat (buf, small_buf); |
918 |
} |
919 |
|
920 |
|
921 |
if (difficulty_n && difficulty_given_n) |
922 |
{ |
923 |
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
924 |
strcat (buf, small_buf); |
925 |
} |
926 |
|
927 |
if (difficulty_increase > 0.001) |
928 |
{ |
929 |
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
930 |
strcat (buf, small_buf); |
931 |
} |
932 |
|
933 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
934 |
strcat (buf, small_buf); |
935 |
|
936 |
if (dungeon_depth_n) |
937 |
{ |
938 |
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
939 |
strcat (buf, small_buf); |
940 |
} |
941 |
|
942 |
if (decoroptions_n) |
943 |
{ |
944 |
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
945 |
strcat (buf, small_buf); |
946 |
} |
947 |
|
948 |
if (orientation_n) |
949 |
{ |
950 |
sprintf (small_buf, "orientation %d\n", orientation_n); |
951 |
strcat (buf, small_buf); |
952 |
} |
953 |
|
954 |
if (origin_x_n) |
955 |
{ |
956 |
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
957 |
strcat (buf, small_buf); |
958 |
} |
959 |
|
960 |
if (origin_y_n) |
961 |
{ |
962 |
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
963 |
strcat (buf, small_buf); |
964 |
} |
965 |
|
966 |
if (random_seed_n) |
967 |
{ |
968 |
/* Add one so that the next map is a bit different */ |
969 |
sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
970 |
strcat (buf, small_buf); |
971 |
} |
972 |
|
973 |
if (treasureoptions_n) |
974 |
{ |
975 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
976 |
strcat (buf, small_buf); |
977 |
} |
978 |
} |
979 |
|
980 |
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
981 |
void |
982 |
copy_object_with_inv (object *src_ob, object *dest_ob) |
983 |
{ |
984 |
object *walk, *tmp; |
985 |
|
986 |
src_ob->copy_to (dest_ob); |
987 |
|
988 |
for (walk = src_ob->inv; walk; walk = walk->below) |
989 |
{ |
990 |
tmp = object::create (); |
991 |
|
992 |
walk->copy_to (tmp); |
993 |
insert_ob_in_ob (tmp, dest_ob); |
994 |
} |
995 |
} |
996 |
|
997 |
MazeData::MazeData (int xsize, int ysize) |
998 |
{ |
999 |
int size = xsize * ysize |
1000 |
+ sizeof (char *) * xsize |
1001 |
+ sizeof (char *); |
1002 |
|
1003 |
col = (char **)salloc0<char> (size); |
1004 |
*col++ = (char *)size; |
1005 |
|
1006 |
char *data = (char *)(col + xsize); |
1007 |
|
1008 |
for (int x = xsize; x--; ) |
1009 |
col [x] = data + x * ysize; |
1010 |
} |
1011 |
|
1012 |
MazeData::~MazeData () |
1013 |
{ |
1014 |
int size = (long)*--col; |
1015 |
sfree ((char *)col, size); |
1016 |
} |
1017 |
|