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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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static void symmetrize_layout (Layout maze, random_map_params *RP); |
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static void rotate_layout (Layout maze, int rotation); |
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|
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void |
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dump_layout (Layout layout) |
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{ |
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for (int i = 0; i < layout->w; i++) |
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{ |
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for (int j = 0; j < layout->h; j++) |
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putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
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|
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putc ('\n', stdout); |
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} |
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|
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putc ('\n', stdout); |
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} |
49 |
|
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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); |
73 |
|
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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; |
79 |
|
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if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
82 |
|
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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; |
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|
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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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else if (strstr (RP->layoutstyle, "maze")) |
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RP->map_layout_style = LAYOUT_MAZE; |
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else if (strstr (RP->layoutstyle, "spiral")) |
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RP->map_layout_style = LAYOUT_SPIRAL; |
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else if (strstr (RP->layoutstyle, "rogue")) |
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RP->map_layout_style = LAYOUT_ROGUELIKE; |
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else if (strstr (RP->layoutstyle, "snake")) |
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RP->map_layout_style = LAYOUT_SNAKE; |
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else if (strstr (RP->layoutstyle, "squarespiral")) |
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RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
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else if (RP->map_layout_style == LAYOUT_NONE) |
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RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
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else |
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abort (); |
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|
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Layout layout = layoutgen (RP); |
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|
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#ifdef RMAP_DEBUG |
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dump_layout (layout, RP); |
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#endif |
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|
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/* increment these for the current map */ |
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RP->dungeon_level += 1; |
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/* allow constant-difficulty maps. */ |
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/* difficulty+=1; */ |
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|
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// need to patch RP becasue following code doesn't use the Layout object |
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RP->Xsize = layout->w; |
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RP->Ysize = layout->h; |
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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; |
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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; |
199 |
|
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unblock_exits (this, layout, RP); |
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|
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msg = strdup (buf); |
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in_memory = MAP_ACTIVE; |
204 |
|
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CEDE; |
206 |
|
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return 1; |
208 |
} |
209 |
|
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/* function selects the layout function and gives it whatever |
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arguments it needs. */ |
212 |
Layout |
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layoutgen (random_map_params *RP) |
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{ |
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Layout layout (RP); |
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|
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switch (RP->map_layout_style) |
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{ |
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case LAYOUT_ONION: |
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map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
221 |
|
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if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
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roomify_layout (layout, RP); |
224 |
|
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break; |
226 |
|
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case LAYOUT_MAZE: |
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maze_gen (layout, rndm (2)); |
229 |
|
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if (!(rndm (2))) |
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doorify_layout (layout, RP); |
232 |
|
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break; |
234 |
|
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case LAYOUT_SPIRAL: |
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map_gen_spiral (layout, RP->layoutoptions1); |
237 |
|
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if (!(rndm (2))) |
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doorify_layout (layout, RP); |
240 |
|
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break; |
242 |
|
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case LAYOUT_ROGUELIKE: |
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/* Don't put symmetry in rogue maps. There isn't much reason to |
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* 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 |
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* spirals, or maps with lots of passages - making a symmetric rogue |
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* map fails because its likely that the passages the symmetry process |
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* creates may not connect the rooms. |
250 |
*/ |
251 |
RP->symmetry_used = SYMMETRY_NONE; |
252 |
roguelike_layout_gen (layout, RP->layoutoptions1); |
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/* no doorifying... done already */ |
254 |
break; |
255 |
|
256 |
case LAYOUT_SNAKE: |
257 |
make_snake_layout (layout, RP->layoutoptions1); |
258 |
|
259 |
if (rndm (2)) |
260 |
roomify_layout (layout, RP); |
261 |
|
262 |
break; |
263 |
|
264 |
case LAYOUT_SQUARE_SPIRAL: |
265 |
make_square_spiral_layout (layout, RP->layoutoptions1); |
266 |
|
267 |
if (rndm (2)) |
268 |
roomify_layout (layout, RP); |
269 |
|
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break; |
271 |
|
272 |
default: |
273 |
abort (); |
274 |
} |
275 |
|
276 |
/* rotate the layout randomly */ |
277 |
rotate_layout (layout, rndm (4)); |
278 |
|
279 |
symmetrize_layout (layout, RP); |
280 |
|
281 |
#ifdef RMAP_DEBUG |
282 |
dump_layout (layout); |
283 |
#endif |
284 |
|
285 |
if (RP->expand2x) |
286 |
expand2x (layout); |
287 |
|
288 |
return layout; |
289 |
} |
290 |
|
291 |
/* takes a map and makes it symmetric: adjusts Xsize and |
292 |
* Ysize to produce a symmetric map. |
293 |
*/ |
294 |
static void |
295 |
symmetrize_layout (Layout layout, random_map_params *RP) |
296 |
{ |
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if (RP->symmetry_used == SYMMETRY_NONE) |
298 |
return; |
299 |
|
300 |
Layout sym_layout ( |
301 |
RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
302 |
RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
303 |
); |
304 |
|
305 |
if (RP->symmetry_used == SYMMETRY_X) |
306 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
307 |
for (int j = 0; j < sym_layout->h; j++) |
308 |
{ |
309 |
sym_layout[i ][j] = |
310 |
sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
311 |
} |
312 |
|
313 |
if (RP->symmetry_used == SYMMETRY_Y) |
314 |
for (int i = 0; i < sym_layout->w; i++) |
315 |
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
316 |
{ |
317 |
sym_layout[i][j ] = |
318 |
sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
319 |
} |
320 |
|
321 |
if (RP->symmetry_used == SYMMETRY_XY) |
322 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
323 |
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
324 |
{ |
325 |
sym_layout[i ][j ] = |
326 |
sym_layout[i ][sym_layout->h - j - 1] = |
327 |
sym_layout[sym_layout->w - i - 1][j ] = |
328 |
sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
329 |
} |
330 |
|
331 |
layout.swap (sym_layout); |
332 |
sym_layout.free (); |
333 |
|
334 |
/* reconnect disjointed spirals */ |
335 |
/* reconnect disjointed nethacklayouts: the routine for |
336 |
spirals will do the trick? */ |
337 |
if (RP->map_layout_style == LAYOUT_SPIRAL |
338 |
|| RP->map_layout_style == LAYOUT_ROGUELIKE) |
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connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
340 |
} |
341 |
|
342 |
/* takes a map and rotates it. This completes the |
343 |
onion layouts, making them possibly centered on any wall. |
344 |
It'll modify Xsize and Ysize if they're swapped. |
345 |
*/ |
346 |
static void |
347 |
rotate_layout (Layout layout, int rotation) |
348 |
{ |
349 |
int w = layout->w; |
350 |
int h = layout->h; |
351 |
|
352 |
switch (rotation) |
353 |
{ |
354 |
case 2: /* a reflection */ |
355 |
{ |
356 |
Layout new_layout (w, h); |
357 |
|
358 |
for (int i = 0; i < w; i++) /* copy a reflection back */ |
359 |
for (int j = 0; j < h; j++) |
360 |
new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
361 |
|
362 |
layout.swap (new_layout); |
363 |
new_layout.free (); |
364 |
} |
365 |
break; |
366 |
|
367 |
case 1: |
368 |
case 3: |
369 |
{ |
370 |
Layout new_layout (h, w); |
371 |
|
372 |
if (rotation == 1) /* swap x and y */ |
373 |
for (int i = 0; i < w; i++) |
374 |
for (int j = 0; j < h; j++) |
375 |
new_layout[j][i] = layout[i][j]; |
376 |
|
377 |
if (rotation == 3) /* swap x and y */ |
378 |
for (int i = 0; i < w; i++) |
379 |
for (int j = 0; j < h; j++) |
380 |
new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
381 |
|
382 |
layout.swap (new_layout); |
383 |
new_layout.free (); |
384 |
} |
385 |
break; |
386 |
} |
387 |
} |
388 |
|
389 |
/* take a layout and make some rooms in it. |
390 |
--works best on onions.*/ |
391 |
void |
392 |
roomify_layout (char **maze, random_map_params *RP) |
393 |
{ |
394 |
int tries = RP->Xsize * RP->Ysize / 30; |
395 |
int ti; |
396 |
|
397 |
for (ti = 0; ti < tries; ti++) |
398 |
{ |
399 |
int dx, dy; /* starting location for looking at creating a door */ |
400 |
int cx, cy; /* results of checking on creating walls. */ |
401 |
|
402 |
dx = rndm (RP->Xsize); |
403 |
dy = rndm (RP->Ysize); |
404 |
|
405 |
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
406 |
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
407 |
if (cx == -1) |
408 |
{ |
409 |
if (cy != -1) |
410 |
make_wall (maze, dx, dy, 1); |
411 |
|
412 |
continue; |
413 |
} |
414 |
|
415 |
if (cy == -1) |
416 |
{ |
417 |
make_wall (maze, dx, dy, 0); |
418 |
continue; |
419 |
} |
420 |
|
421 |
if (cx < cy) |
422 |
make_wall (maze, dx, dy, 0); |
423 |
else |
424 |
make_wall (maze, dx, dy, 1); |
425 |
} |
426 |
} |
427 |
|
428 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
429 |
(or vertical, dir == 1) |
430 |
here which ends up on other walls sensibly. */ |
431 |
|
432 |
int |
433 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
434 |
{ |
435 |
int i1; |
436 |
int length = 0; |
437 |
|
438 |
/* dont make walls if we're on the edge. */ |
439 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
440 |
return -1; |
441 |
|
442 |
/* don't make walls if we're ON a wall. */ |
443 |
if (maze[dx][dy] != 0) |
444 |
return -1; |
445 |
|
446 |
if (dir == 0) /* horizontal */ |
447 |
{ |
448 |
int y = dy; |
449 |
|
450 |
for (i1 = dx - 1; i1 > 0; i1--) |
451 |
{ |
452 |
int sindex = surround_flag2 (maze, i1, y, RP); |
453 |
|
454 |
if (sindex == 1) |
455 |
break; |
456 |
if (sindex != 0) |
457 |
return -1; /* can't make horiz. wall here */ |
458 |
if (maze[i1][y] != 0) |
459 |
return -1; /* can't make horiz. wall here */ |
460 |
length++; |
461 |
} |
462 |
|
463 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
464 |
{ |
465 |
int sindex = surround_flag2 (maze, i1, y, RP); |
466 |
|
467 |
if (sindex == 2) |
468 |
break; |
469 |
if (sindex != 0) |
470 |
return -1; /* can't make horiz. wall here */ |
471 |
if (maze[i1][y] != 0) |
472 |
return -1; /* can't make horiz. wall here */ |
473 |
length++; |
474 |
} |
475 |
return length; |
476 |
} |
477 |
else |
478 |
{ /* vertical */ |
479 |
int x = dx; |
480 |
|
481 |
for (i1 = dy - 1; i1 > 0; i1--) |
482 |
{ |
483 |
int sindex = surround_flag2 (maze, x, i1, RP); |
484 |
|
485 |
if (sindex == 4) |
486 |
break; |
487 |
if (sindex != 0) |
488 |
return -1; /* can't make vert. wall here */ |
489 |
if (maze[x][i1] != 0) |
490 |
return -1; /* can't make horiz. wall here */ |
491 |
length++; |
492 |
} |
493 |
|
494 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
495 |
{ |
496 |
int sindex = surround_flag2 (maze, x, i1, RP); |
497 |
|
498 |
if (sindex == 8) |
499 |
break; |
500 |
if (sindex != 0) |
501 |
return -1; /* can't make verti. wall here */ |
502 |
if (maze[x][i1] != 0) |
503 |
return -1; /* can't make horiz. wall here */ |
504 |
length++; |
505 |
} |
506 |
return length; |
507 |
} |
508 |
return -1; |
509 |
} |
510 |
|
511 |
|
512 |
int |
513 |
make_wall (char **maze, int x, int y, int dir) |
514 |
{ |
515 |
maze[x][y] = 'D'; /* mark a door */ |
516 |
switch (dir) |
517 |
{ |
518 |
case 0: /* horizontal */ |
519 |
{ |
520 |
int i1; |
521 |
|
522 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
523 |
maze[i1][y] = '#'; |
524 |
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
525 |
maze[i1][y] = '#'; |
526 |
break; |
527 |
} |
528 |
case 1: /* vertical */ |
529 |
{ |
530 |
int i1; |
531 |
|
532 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
533 |
maze[x][i1] = '#'; |
534 |
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
535 |
maze[x][i1] = '#'; |
536 |
break; |
537 |
} |
538 |
} |
539 |
|
540 |
return 0; |
541 |
} |
542 |
|
543 |
/* puts doors at appropriate locations in a layout. */ |
544 |
void |
545 |
doorify_layout (char **maze, random_map_params *RP) |
546 |
{ |
547 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
548 |
int doorlocs = 0; /* # of available doorlocations */ |
549 |
int i, j; |
550 |
|
551 |
char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
552 |
char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
553 |
|
554 |
/* make a list of possible door locations */ |
555 |
for (i = 1; i < RP->Xsize - 1; i++) |
556 |
for (j = 1; j < RP->Ysize - 1; j++) |
557 |
{ |
558 |
int sindex = surround_flag (maze, i, j, RP); |
559 |
|
560 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
561 |
{ |
562 |
doorlist_x[doorlocs] = i; |
563 |
doorlist_y[doorlocs] = j; |
564 |
doorlocs++; |
565 |
} |
566 |
} |
567 |
|
568 |
while (ndoors > 0 && doorlocs > 0) |
569 |
{ |
570 |
int di; |
571 |
int sindex; |
572 |
|
573 |
di = rndm (doorlocs); |
574 |
i = doorlist_x[di]; |
575 |
j = doorlist_y[di]; |
576 |
sindex = surround_flag (maze, i, j, RP); |
577 |
|
578 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
579 |
{ |
580 |
maze[i][j] = 'D'; |
581 |
ndoors--; |
582 |
} |
583 |
|
584 |
/* reduce the size of the list */ |
585 |
doorlocs--; |
586 |
doorlist_x[di] = doorlist_x[doorlocs]; |
587 |
doorlist_y[di] = doorlist_y[doorlocs]; |
588 |
} |
589 |
|
590 |
sfree (doorlist_x, RP->Xsize * RP->Ysize); |
591 |
sfree (doorlist_y, RP->Xsize * RP->Ysize); |
592 |
} |
593 |
|
594 |
void |
595 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
596 |
{ |
597 |
char small_buf[16384]; |
598 |
|
599 |
sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
600 |
|
601 |
if (RP->wallstyle[0]) |
602 |
{ |
603 |
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
604 |
strcat (buf, small_buf); |
605 |
} |
606 |
|
607 |
if (RP->floorstyle[0]) |
608 |
{ |
609 |
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
610 |
strcat (buf, small_buf); |
611 |
} |
612 |
|
613 |
if (RP->monsterstyle[0]) |
614 |
{ |
615 |
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
616 |
strcat (buf, small_buf); |
617 |
} |
618 |
|
619 |
if (RP->treasurestyle[0]) |
620 |
{ |
621 |
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
622 |
strcat (buf, small_buf); |
623 |
} |
624 |
|
625 |
if (RP->layoutstyle[0]) |
626 |
{ |
627 |
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
628 |
strcat (buf, small_buf); |
629 |
} |
630 |
|
631 |
if (RP->decorstyle[0]) |
632 |
{ |
633 |
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
634 |
strcat (buf, small_buf); |
635 |
} |
636 |
|
637 |
if (RP->doorstyle[0]) |
638 |
{ |
639 |
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
640 |
strcat (buf, small_buf); |
641 |
} |
642 |
|
643 |
if (RP->exitstyle[0]) |
644 |
{ |
645 |
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
646 |
strcat (buf, small_buf); |
647 |
} |
648 |
|
649 |
if (RP->final_map.length ()) |
650 |
{ |
651 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
652 |
strcat (buf, small_buf); |
653 |
} |
654 |
|
655 |
if (RP->exit_on_final_map[0]) |
656 |
{ |
657 |
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
658 |
strcat (buf, small_buf); |
659 |
} |
660 |
|
661 |
if (RP->this_map.length ()) |
662 |
{ |
663 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
664 |
strcat (buf, small_buf); |
665 |
} |
666 |
|
667 |
if (RP->expand2x) |
668 |
{ |
669 |
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
670 |
strcat (buf, small_buf); |
671 |
} |
672 |
|
673 |
if (RP->layoutoptions1) |
674 |
{ |
675 |
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
676 |
strcat (buf, small_buf); |
677 |
} |
678 |
|
679 |
if (RP->layoutoptions2) |
680 |
{ |
681 |
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
682 |
strcat (buf, small_buf); |
683 |
} |
684 |
|
685 |
if (RP->layoutoptions3) |
686 |
{ |
687 |
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
688 |
strcat (buf, small_buf); |
689 |
} |
690 |
|
691 |
if (RP->symmetry) |
692 |
{ |
693 |
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
694 |
strcat (buf, small_buf); |
695 |
} |
696 |
|
697 |
if (RP->difficulty && RP->difficulty_given) |
698 |
{ |
699 |
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
700 |
strcat (buf, small_buf); |
701 |
} |
702 |
|
703 |
if (RP->difficulty_increase != 1.0) |
704 |
{ |
705 |
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
706 |
strcat (buf, small_buf); |
707 |
} |
708 |
|
709 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
710 |
strcat (buf, small_buf); |
711 |
|
712 |
if (RP->dungeon_depth) |
713 |
{ |
714 |
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
715 |
strcat (buf, small_buf); |
716 |
} |
717 |
|
718 |
if (RP->decoroptions) |
719 |
{ |
720 |
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
721 |
strcat (buf, small_buf); |
722 |
} |
723 |
|
724 |
if (RP->orientation) |
725 |
{ |
726 |
sprintf (small_buf, "orientation %d\n", RP->orientation); |
727 |
strcat (buf, small_buf); |
728 |
} |
729 |
|
730 |
if (RP->origin_x) |
731 |
{ |
732 |
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
733 |
strcat (buf, small_buf); |
734 |
} |
735 |
|
736 |
if (RP->origin_y) |
737 |
{ |
738 |
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
739 |
strcat (buf, small_buf); |
740 |
} |
741 |
|
742 |
if (RP->treasureoptions) |
743 |
{ |
744 |
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
745 |
strcat (buf, small_buf); |
746 |
} |
747 |
|
748 |
if (RP->random_seed) |
749 |
{ |
750 |
sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
751 |
strcat (buf, small_buf); |
752 |
} |
753 |
|
754 |
if (RP->custom) |
755 |
{ |
756 |
sprintf (small_buf, "custom %s\n", RP->custom); |
757 |
strcat (buf, small_buf); |
758 |
} |
759 |
} |
760 |
|
761 |
void |
762 |
write_parameters_to_string (char *buf, |
763 |
int xsize_n, |
764 |
int ysize_n, |
765 |
const char *wallstyle_n, |
766 |
const char *floorstyle_n, |
767 |
const char *monsterstyle_n, |
768 |
const char *treasurestyle_n, |
769 |
const char *layoutstyle_n, |
770 |
const char *decorstyle_n, |
771 |
const char *doorstyle_n, |
772 |
const char *exitstyle_n, |
773 |
const char *final_map_n, |
774 |
const char *exit_on_final_map_n, |
775 |
const char *this_map_n, |
776 |
int layoutoptions1_n, |
777 |
int layoutoptions2_n, |
778 |
int layoutoptions3_n, |
779 |
int symmetry_n, |
780 |
int dungeon_depth_n, |
781 |
int dungeon_level_n, |
782 |
int difficulty_n, |
783 |
int difficulty_given_n, |
784 |
int decoroptions_n, |
785 |
int orientation_n, |
786 |
int origin_x_n, |
787 |
int origin_y_n, |
788 |
uint32_t random_seed_n, |
789 |
int treasureoptions_n, |
790 |
float difficulty_increase) |
791 |
{ |
792 |
char small_buf[16384]; |
793 |
|
794 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
795 |
|
796 |
if (wallstyle_n && wallstyle_n[0]) |
797 |
{ |
798 |
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
799 |
strcat (buf, small_buf); |
800 |
} |
801 |
|
802 |
if (floorstyle_n && floorstyle_n[0]) |
803 |
{ |
804 |
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
805 |
strcat (buf, small_buf); |
806 |
} |
807 |
|
808 |
if (monsterstyle_n && monsterstyle_n[0]) |
809 |
{ |
810 |
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
811 |
strcat (buf, small_buf); |
812 |
} |
813 |
|
814 |
if (treasurestyle_n && treasurestyle_n[0]) |
815 |
{ |
816 |
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
817 |
strcat (buf, small_buf); |
818 |
} |
819 |
|
820 |
if (layoutstyle_n && layoutstyle_n[0]) |
821 |
{ |
822 |
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
823 |
strcat (buf, small_buf); |
824 |
} |
825 |
|
826 |
if (decorstyle_n && decorstyle_n[0]) |
827 |
{ |
828 |
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
829 |
strcat (buf, small_buf); |
830 |
} |
831 |
|
832 |
if (doorstyle_n && doorstyle_n[0]) |
833 |
{ |
834 |
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
835 |
strcat (buf, small_buf); |
836 |
} |
837 |
|
838 |
if (exitstyle_n && exitstyle_n[0]) |
839 |
{ |
840 |
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
841 |
strcat (buf, small_buf); |
842 |
} |
843 |
|
844 |
if (final_map_n && final_map_n[0]) |
845 |
{ |
846 |
sprintf (small_buf, "final_map %s\n", final_map_n); |
847 |
strcat (buf, small_buf); |
848 |
} |
849 |
|
850 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
851 |
{ |
852 |
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
853 |
strcat (buf, small_buf); |
854 |
} |
855 |
|
856 |
if (this_map_n && this_map_n[0]) |
857 |
{ |
858 |
sprintf (small_buf, "origin_map %s\n", this_map_n); |
859 |
strcat (buf, small_buf); |
860 |
} |
861 |
|
862 |
if (layoutoptions1_n) |
863 |
{ |
864 |
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
865 |
strcat (buf, small_buf); |
866 |
} |
867 |
|
868 |
if (layoutoptions2_n) |
869 |
{ |
870 |
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
871 |
strcat (buf, small_buf); |
872 |
} |
873 |
|
874 |
|
875 |
if (layoutoptions3_n) |
876 |
{ |
877 |
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
878 |
strcat (buf, small_buf); |
879 |
} |
880 |
|
881 |
if (symmetry_n) |
882 |
{ |
883 |
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
884 |
strcat (buf, small_buf); |
885 |
} |
886 |
|
887 |
|
888 |
if (difficulty_n && difficulty_given_n) |
889 |
{ |
890 |
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
891 |
strcat (buf, small_buf); |
892 |
} |
893 |
|
894 |
if (difficulty_increase > 0.001) |
895 |
{ |
896 |
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
897 |
strcat (buf, small_buf); |
898 |
} |
899 |
|
900 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
901 |
strcat (buf, small_buf); |
902 |
|
903 |
if (dungeon_depth_n) |
904 |
{ |
905 |
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
906 |
strcat (buf, small_buf); |
907 |
} |
908 |
|
909 |
if (decoroptions_n) |
910 |
{ |
911 |
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
912 |
strcat (buf, small_buf); |
913 |
} |
914 |
|
915 |
if (orientation_n) |
916 |
{ |
917 |
sprintf (small_buf, "orientation %d\n", orientation_n); |
918 |
strcat (buf, small_buf); |
919 |
} |
920 |
|
921 |
if (origin_x_n) |
922 |
{ |
923 |
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
924 |
strcat (buf, small_buf); |
925 |
} |
926 |
|
927 |
if (origin_y_n) |
928 |
{ |
929 |
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
930 |
strcat (buf, small_buf); |
931 |
} |
932 |
|
933 |
if (random_seed_n) |
934 |
{ |
935 |
/* Add one so that the next map is a bit different */ |
936 |
sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
937 |
strcat (buf, small_buf); |
938 |
} |
939 |
|
940 |
if (treasureoptions_n) |
941 |
{ |
942 |
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
943 |
strcat (buf, small_buf); |
944 |
} |
945 |
} |
946 |
|
947 |
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
948 |
void |
949 |
copy_object_with_inv (object *src_ob, object *dest_ob) |
950 |
{ |
951 |
object *walk, *tmp; |
952 |
|
953 |
src_ob->copy_to (dest_ob); |
954 |
|
955 |
for (walk = src_ob->inv; walk; walk = walk->below) |
956 |
{ |
957 |
tmp = object::create (); |
958 |
|
959 |
walk->copy_to (tmp); |
960 |
insert_ob_in_ob (tmp, dest_ob); |
961 |
} |
962 |
} |
963 |
|
964 |
///////////////////////////////////////////////////////////////////////////// |
965 |
|
966 |
LayoutData::LayoutData (int w, int h) |
967 |
: w(w), h(h) |
968 |
{ |
969 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
970 |
|
971 |
col = (char **)salloc<char> (size); |
972 |
|
973 |
char *data = (char *)(col + w); |
974 |
|
975 |
for (int x = w; x--; ) |
976 |
col [x] = data + x * h; |
977 |
} |
978 |
|
979 |
LayoutData::~LayoutData () |
980 |
{ |
981 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
982 |
|
983 |
sfree ((char *)col, size); |
984 |
} |
985 |
|
986 |
void LayoutData::clear (char fill) |
987 |
{ |
988 |
memset (col [0], fill, w * h); |
989 |
} |
990 |
|
991 |
void LayoutData::border (char fill) |
992 |
{ |
993 |
for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
994 |
for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
995 |
} |
996 |
|