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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.10 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.13 by root, Sun Dec 31 19:02:24 2006 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
29#include <random_map.h> 30#include <random_map.h>
30#include <rproto.h> 31#include <rproto.h>
31#include <sproto.h> 32#include <sproto.h>
32 33
33void 34void
34dump_layout (char **layout, RMParms * RP) 35dump_layout (char **layout, random_map_params *RP)
35{ 36{
36 { 37 {
37 int i, j; 38 int i, j;
38 39
39 for (i = 0; i < RP->Xsize; i++) 40 for (i = 0; i < RP->Xsize; i++)
53} 54}
54 55
55extern FILE *logfile; 56extern FILE *logfile;
56 57
57maptile * 58maptile *
58generate_random_map (const char *OutFileName, RMParms * RP) 59generate_random_map (const char *OutFileName, random_map_params *RP)
59{ 60{
60 char **layout, buf[HUGE_BUF]; 61 char **layout, buf[HUGE_BUF];
61 maptile *theMap; 62 maptile *theMap;
62 int i; 63 int i;
63 64
151 /* create decor unless the decorstyle is "none" */ 152 /* create decor unless the decorstyle is "none" */
152 if (strcmp (RP->decorstyle, "none")) 153 if (strcmp (RP->decorstyle, "none"))
153 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); 154 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154 155
155 /* generate treasures, etc. */ 156 /* generate treasures, etc. */
156 fix_auto_apply (theMap); 157 theMap->fix_auto_apply ();
157 158
158 unblock_exits (theMap, layout, RP); 159 unblock_exits (theMap, layout, RP);
159 160
160 /* free the layout */ 161 /* free the layout */
161 for (i = 0; i < RP->Xsize; i++) 162 for (i = 0; i < RP->Xsize; i++)
162 free (layout[i]); 163 free (layout[i]);
164
163 free (layout); 165 free (layout);
164 166
165 theMap->msg = strdup (buf); 167 theMap->msg = strdup (buf);
168 theMap->in_memory = MAP_IN_MEMORY;
166 169
167 return theMap; 170 return theMap;
168} 171}
169 172
170/* function selects the layout function and gives it whatever 173/* function selects the layout function and gives it whatever
171 arguments it needs. */ 174 arguments it needs. */
172char ** 175char **
173layoutgen (RMParms * RP) 176layoutgen (random_map_params *RP)
174{ 177{
175 char **maze = 0; 178 char **maze = 0;
176 int oxsize = RP->Xsize, oysize = RP->Ysize; 179 int oxsize = RP->Xsize, oysize = RP->Ysize;
177 180
178 if (RP->symmetry == RANDOM_SYM) 181 if (RP->symmetry == SYMMETRY_RANDOM)
179 RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; 182 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
180 else 183 else
181 RP->symmetry_used = RP->symmetry; 184 RP->symmetry_used = RP->symmetry;
182 185
183 if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) 186 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
184 RP->Ysize = RP->Ysize / 2 + 1; 187 RP->Ysize = RP->Ysize / 2 + 1;
185 if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) 188 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
186 RP->Xsize = RP->Xsize / 2 + 1; 189 RP->Xsize = RP->Xsize / 2 + 1;
187 190
188 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 191 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
189 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; 192 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 193 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
195 * layout style and then random layout style. Instead, figure out 198 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually 199 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps. 200 * calls the code to make the maps.
198 */ 201 */
199 if (strstr (RP->layoutstyle, "onion")) 202 if (strstr (RP->layoutstyle, "onion"))
200 {
201 RP->map_layout_style = ONION_LAYOUT; 203 RP->map_layout_style = LAYOUT_ONION;
202 }
203 204
204 if (strstr (RP->layoutstyle, "maze")) 205 if (strstr (RP->layoutstyle, "maze"))
205 {
206 RP->map_layout_style = MAZE_LAYOUT; 206 RP->map_layout_style = LAYOUT_MAZE;
207 }
208 207
209 if (strstr (RP->layoutstyle, "spiral")) 208 if (strstr (RP->layoutstyle, "spiral"))
210 {
211 RP->map_layout_style = SPIRAL_LAYOUT; 209 RP->map_layout_style = LAYOUT_SPIRAL;
212 }
213 210
214 if (strstr (RP->layoutstyle, "rogue")) 211 if (strstr (RP->layoutstyle, "rogue"))
215 {
216 RP->map_layout_style = ROGUELIKE_LAYOUT; 212 RP->map_layout_style = LAYOUT_ROGUELIKE;
217 }
218 213
219 if (strstr (RP->layoutstyle, "snake")) 214 if (strstr (RP->layoutstyle, "snake"))
220 {
221 RP->map_layout_style = SNAKE_LAYOUT; 215 RP->map_layout_style = LAYOUT_SNAKE;
222 }
223 216
224 if (strstr (RP->layoutstyle, "squarespiral")) 217 if (strstr (RP->layoutstyle, "squarespiral"))
225 {
226 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; 218 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
227 } 219
228 /* No style found - choose one ranomdly */ 220 /* No style found - choose one ranomdly */
229 if (RP->map_layout_style == 0) 221 if (RP->map_layout_style == LAYOUT_NONE)
230 {
231 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; 222 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
232 }
233 223
234 switch (RP->map_layout_style) 224 switch (RP->map_layout_style)
235 { 225 {
236 226 case LAYOUT_ONION:
237 case ONION_LAYOUT:
238 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 227 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
239 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) 228 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
240 roomify_layout (maze, RP); 229 roomify_layout (maze, RP);
241 break; 230 break;
242 231
243 case MAZE_LAYOUT: 232 case LAYOUT_MAZE:
244 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 233 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
245 if (!(RANDOM () % 2)) 234 if (!(RANDOM () % 2))
246 doorify_layout (maze, RP); 235 doorify_layout (maze, RP);
247 break; 236 break;
248 237
249 case SPIRAL_LAYOUT: 238 case LAYOUT_SPIRAL:
250 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 239 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
251 if (!(RANDOM () % 2)) 240 if (!(RANDOM () % 2))
252 doorify_layout (maze, RP); 241 doorify_layout (maze, RP);
253 break; 242 break;
254 243
255 case ROGUELIKE_LAYOUT: 244 case LAYOUT_ROGUELIKE:
256 /* Don't put symmetry in rogue maps. There isn't much reason to 245 /* Don't put symmetry in rogue maps. There isn't much reason to
257 * do so in the first place (doesn't make it any more interesting), 246 * do so in the first place (doesn't make it any more interesting),
258 * but more importantly, the symmetry code presumes we are symmetrizing 247 * but more importantly, the symmetry code presumes we are symmetrizing
259 * spirals, or maps with lots of passages - making a symmetric rogue 248 * spirals, or maps with lots of passages - making a symmetric rogue
260 * map fails because its likely that the passages the symmetry process 249 * map fails because its likely that the passages the symmetry process
261 * creates may not connect the rooms. 250 * creates may not connect the rooms.
262 */ 251 */
263 RP->symmetry_used = NO_SYM; 252 RP->symmetry_used = SYMMETRY_NONE;
264 RP->Ysize = oysize; 253 RP->Ysize = oysize;
265 RP->Xsize = oxsize; 254 RP->Xsize = oxsize;
266 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 255 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 /* no doorifying... done already */ 256 /* no doorifying... done already */
268 break; 257 break;
269 258
270 case SNAKE_LAYOUT: 259 case LAYOUT_SNAKE:
271 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 260 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
272 if (RANDOM () % 2) 261 if (RANDOM () % 2)
273 roomify_layout (maze, RP); 262 roomify_layout (maze, RP);
274 break; 263 break;
275 264
276 case SQUARE_SPIRAL_LAYOUT: 265 case LAYOUT_SQUARE_SPIRAL:
277 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 266 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
278 if (RANDOM () % 2) 267 if (RANDOM () % 2)
279 roomify_layout (maze, RP); 268 roomify_layout (maze, RP);
280 break; 269 break;
281 } 270 }
282 271
283 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 272 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
273
284#ifdef RMAP_DEBUG 274#ifdef RMAP_DEBUG
285 dump_layout (maze, RP); 275 dump_layout (maze, RP);
286#endif 276#endif
277
287 if (RP->expand2x) 278 if (RP->expand2x)
288 { 279 {
289 maze = expand2x (maze, RP->Xsize, RP->Ysize); 280 maze = expand2x (maze, RP->Xsize, RP->Ysize);
290 RP->Xsize = RP->Xsize * 2 - 1; 281 RP->Xsize = RP->Xsize * 2 - 1;
291 RP->Ysize = RP->Ysize * 2 - 1; 282 RP->Ysize = RP->Ysize * 2 - 1;
292 } 283 }
284
293 return maze; 285 return maze;
294} 286}
295
296 287
297/* takes a map and makes it symmetric: adjusts Xsize and 288/* takes a map and makes it symmetric: adjusts Xsize and
298Ysize to produce a symmetric map. */ 289Ysize to produce a symmetric map. */
299
300char ** 290char **
301symmetrize_layout (char **maze, int sym, RMParms * RP) 291symmetrize_layout (char **maze, int sym, random_map_params *RP)
302{ 292{
303 int i, j; 293 int i, j;
304 char **sym_maze; 294 char **sym_maze;
305 int Xsize_orig, Ysize_orig; 295 int Xsize_orig, Ysize_orig;
306 296
307 Xsize_orig = RP->Xsize; 297 Xsize_orig = RP->Xsize;
308 Ysize_orig = RP->Ysize; 298 Ysize_orig = RP->Ysize;
309 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ 299 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
310 if (sym == NO_SYM) 300 if (sym == SYMMETRY_NONE)
311 { 301 {
312 RP->Xsize = Xsize_orig; 302 RP->Xsize = Xsize_orig;
313 RP->Ysize = Ysize_orig; 303 RP->Ysize = Ysize_orig;
314 return maze; 304 return maze;
315 } 305 }
316 /* pick new sizes */ 306 /* pick new sizes */
317 RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); 307 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
318 RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); 308 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
319 309
320 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 310 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
321 for (i = 0; i < RP->Xsize; i++) 311 for (i = 0; i < RP->Xsize; i++)
322 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 312 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
323 313
324 if (sym == X_SYM) 314 if (sym == SYMMETRY_X)
325 for (i = 0; i < RP->Xsize / 2 + 1; i++) 315 for (i = 0; i < RP->Xsize / 2 + 1; i++)
326 for (j = 0; j < RP->Ysize; j++) 316 for (j = 0; j < RP->Ysize; j++)
327 { 317 {
328 sym_maze[i][j] = maze[i][j]; 318 sym_maze[i][j] = maze[i][j];
329 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 319 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
330 }; 320 };
331 if (sym == Y_SYM) 321 if (sym == SYMMETRY_Y)
332 for (i = 0; i < RP->Xsize; i++) 322 for (i = 0; i < RP->Xsize; i++)
333 for (j = 0; j < RP->Ysize / 2 + 1; j++) 323 for (j = 0; j < RP->Ysize / 2 + 1; j++)
334 { 324 {
335 sym_maze[i][j] = maze[i][j]; 325 sym_maze[i][j] = maze[i][j];
336 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 326 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
337 } 327 }
338 if (sym == XY_SYM) 328 if (sym == SYMMETRY_XY)
339 for (i = 0; i < RP->Xsize / 2 + 1; i++) 329 for (i = 0; i < RP->Xsize / 2 + 1; i++)
340 for (j = 0; j < RP->Ysize / 2 + 1; j++) 330 for (j = 0; j < RP->Ysize / 2 + 1; j++)
341 { 331 {
342 sym_maze[i][j] = maze[i][j]; 332 sym_maze[i][j] = maze[i][j];
343 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 333 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
347 /* delete the old maze */ 337 /* delete the old maze */
348 for (i = 0; i < Xsize_orig; i++) 338 for (i = 0; i < Xsize_orig; i++)
349 free (maze[i]); 339 free (maze[i]);
350 free (maze); 340 free (maze);
351 /* reconnect disjointed spirals */ 341 /* reconnect disjointed spirals */
352 if (RP->map_layout_style == SPIRAL_LAYOUT) 342 if (RP->map_layout_style == LAYOUT_SPIRAL)
353 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 343 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
354 /* reconnect disjointed nethackmazes: the routine for 344 /* reconnect disjointed nethackmazes: the routine for
355 spirals will do the trick? */ 345 spirals will do the trick? */
356 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 346 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 347 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
358 348
359 return sym_maze; 349 return sym_maze;
360} 350}
361 351
364 onion layouts, making them possibly centered on any wall. 354 onion layouts, making them possibly centered on any wall.
365 It'll modify Xsize and Ysize if they're swapped. 355 It'll modify Xsize and Ysize if they're swapped.
366*/ 356*/
367 357
368char ** 358char **
369rotate_layout (char **maze, int rotation, RMParms * RP) 359rotate_layout (char **maze, int rotation, random_map_params *RP)
370{ 360{
371 char **new_maze; 361 char **new_maze;
372 int i, j; 362 int i, j;
373 363
374 switch (rotation) 364 switch (rotation)
375 { 365 {
376 case 0: 366 case 0:
367 return maze;
368 break;
369 case 2: /* a reflection */
370 {
371 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
372
373 for (i = 0; i < RP->Xsize; i++)
374 { /* make a copy */
375 for (j = 0; j < RP->Ysize; j++)
376 {
377 newmaze[i * RP->Ysize + j] = maze[i][j];
378 }
379 }
380 for (i = 0; i < RP->Xsize; i++)
381 { /* copy a reflection back */
382 for (j = 0; j < RP->Ysize; j++)
383 {
384 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
385 }
386 }
387 free (newmaze);
377 return maze; 388 return maze;
378 break; 389 break;
379 case 2: /* a reflection */ 390 }
391 case 1:
392 case 3:
393 {
394 int swap;
395 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
396 for (i = 0; i < RP->Ysize; i++)
380 { 397 {
381 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 398 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
382 399 }
400 if (rotation == 1) /* swap x and y */
383 for (i = 0; i < RP->Xsize; i++) 401 for (i = 0; i < RP->Xsize; i++)
384 { /* make a copy */
385 for (j = 0; j < RP->Ysize; j++) 402 for (j = 0; j < RP->Ysize; j++)
386 {
387 newmaze[i * RP->Ysize + j] = maze[i][j]; 403 new_maze[j][i] = maze[i][j];
388 } 404
389 } 405 if (rotation == 3)
390 for (i = 0; i < RP->Xsize; i++) 406 { /* swap x and y */
391 { /* copy a reflection back */
392 for (j = 0; j < RP->Ysize; j++)
393 {
394 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
395 }
396 }
397 free (newmaze);
398 return maze;
399 break;
400 }
401 case 1:
402 case 3:
403 {
404 int swap;
405 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
406 for (i = 0; i < RP->Ysize; i++)
407 {
408 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
409 }
410 if (rotation == 1) /* swap x and y */
411 for (i = 0; i < RP->Xsize; i++) 407 for (i = 0; i < RP->Xsize; i++)
412 for (j = 0; j < RP->Ysize; j++) 408 for (j = 0; j < RP->Ysize; j++)
413 new_maze[j][i] = maze[i][j];
414
415 if (rotation == 3)
416 { /* swap x and y */
417 for (i = 0; i < RP->Xsize; i++)
418 for (j = 0; j < RP->Ysize; j++)
419 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; 409 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
420 } 410 }
421 411
422 /* delete the old layout */ 412 /* delete the old layout */
423 for (i = 0; i < RP->Xsize; i++) 413 for (i = 0; i < RP->Xsize; i++)
424 free (maze[i]); 414 free (maze[i]);
425 free (maze); 415 free (maze);
426 416
427 swap = RP->Ysize; 417 swap = RP->Ysize;
428 RP->Ysize = RP->Xsize; 418 RP->Ysize = RP->Xsize;
429 RP->Xsize = swap; 419 RP->Xsize = swap;
430 return new_maze; 420 return new_maze;
431 break; 421 break;
432 } 422 }
433 } 423 }
434 return NULL; 424 return NULL;
435} 425}
436 426
437/* take a layout and make some rooms in it. 427/* take a layout and make some rooms in it.
438 --works best on onions.*/ 428 --works best on onions.*/
439void 429void
440roomify_layout (char **maze, RMParms * RP) 430roomify_layout (char **maze, random_map_params *RP)
441{ 431{
442 int tries = RP->Xsize * RP->Ysize / 30; 432 int tries = RP->Xsize * RP->Ysize / 30;
443 int ti; 433 int ti;
444 434
445 for (ti = 0; ti < tries; ti++) 435 for (ti = 0; ti < tries; ti++)
472/* checks the layout to see if I can stick a horizontal(dir = 0) wall 462/* checks the layout to see if I can stick a horizontal(dir = 0) wall
473 (or vertical, dir == 1) 463 (or vertical, dir == 1)
474 here which ends up on other walls sensibly. */ 464 here which ends up on other walls sensibly. */
475 465
476int 466int
477can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 467can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
478{ 468{
479 int i1; 469 int i1;
480 int length = 0; 470 int length = 0;
481 471
482 /* dont make walls if we're on the edge. */ 472 /* dont make walls if we're on the edge. */
557make_wall (char **maze, int x, int y, int dir) 547make_wall (char **maze, int x, int y, int dir)
558{ 548{
559 maze[x][y] = 'D'; /* mark a door */ 549 maze[x][y] = 'D'; /* mark a door */
560 switch (dir) 550 switch (dir)
561 { 551 {
562 case 0: /* horizontal */ 552 case 0: /* horizontal */
563 { 553 {
564 int i1; 554 int i1;
565 555
566 for (i1 = x - 1; maze[i1][y] == 0; i1--) 556 for (i1 = x - 1; maze[i1][y] == 0; i1--)
567 maze[i1][y] = '#'; 557 maze[i1][y] = '#';
568 for (i1 = x + 1; maze[i1][y] == 0; i1++) 558 for (i1 = x + 1; maze[i1][y] == 0; i1++)
569 maze[i1][y] = '#'; 559 maze[i1][y] = '#';
570 break; 560 break;
571 } 561 }
572 case 1: /* vertical */ 562 case 1: /* vertical */
573 { 563 {
574 int i1; 564 int i1;
575 565
576 for (i1 = y - 1; maze[x][i1] == 0; i1--) 566 for (i1 = y - 1; maze[x][i1] == 0; i1--)
577 maze[x][i1] = '#'; 567 maze[x][i1] = '#';
578 for (i1 = y + 1; maze[x][i1] == 0; i1++) 568 for (i1 = y + 1; maze[x][i1] == 0; i1++)
579 maze[x][i1] = '#'; 569 maze[x][i1] = '#';
580 break; 570 break;
581 } 571 }
582 } 572 }
583 573
584 return 0; 574 return 0;
585} 575}
586 576
587/* puts doors at appropriate locations in a layout. */ 577/* puts doors at appropriate locations in a layout. */
588
589void 578void
590doorify_layout (char **maze, RMParms * RP) 579doorify_layout (char **maze, random_map_params *RP)
591{ 580{
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 581 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 char *doorlist_x; 582 char *doorlist_x;
594 char *doorlist_y; 583 char *doorlist_y;
595 int doorlocs = 0; /* # of available doorlocations */ 584 int doorlocs = 0; /* # of available doorlocations */
610 doorlist_x[doorlocs] = i; 599 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j; 600 doorlist_y[doorlocs] = j;
612 doorlocs++; 601 doorlocs++;
613 } 602 }
614 } 603 }
604
615 while (ndoors > 0 && doorlocs > 0) 605 while (ndoors > 0 && doorlocs > 0)
616 { 606 {
617 int di; 607 int di;
618 int sindex; 608 int sindex;
619 609
629 /* reduce the size of the list */ 619 /* reduce the size of the list */
630 doorlocs--; 620 doorlocs--;
631 doorlist_x[di] = doorlist_x[doorlocs]; 621 doorlist_x[di] = doorlist_x[doorlocs];
632 doorlist_y[di] = doorlist_y[doorlocs]; 622 doorlist_y[di] = doorlist_y[doorlocs];
633 } 623 }
624
634 free (doorlist_x); 625 free (doorlist_x);
635 free (doorlist_y); 626 free (doorlist_y);
636} 627}
637 628
638
639void 629void
640write_map_parameters_to_string (char *buf, RMParms * RP) 630write_map_parameters_to_string (char *buf, random_map_params *RP)
641{ 631{
642
643 char small_buf[256]; 632 char small_buf[256];
644 633
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 634 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
646 635
647 if (RP->wallstyle[0]) 636 if (RP->wallstyle[0])
785 if (RP->origin_y) 774 if (RP->origin_y)
786 { 775 {
787 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 776 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
788 strcat (buf, small_buf); 777 strcat (buf, small_buf);
789 } 778 }
779
790 if (RP->random_seed) 780 if (RP->random_seed)
791 { 781 {
792 /* Add one so that the next map is a bit different */ 782 /* Add one so that the next map is a bit different */
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 783 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
794 strcat (buf, small_buf); 784 strcat (buf, small_buf);
797 if (RP->treasureoptions) 787 if (RP->treasureoptions)
798 { 788 {
799 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 789 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
800 strcat (buf, small_buf); 790 strcat (buf, small_buf);
801 } 791 }
802
803
804} 792}
805 793
806void 794void
807write_parameters_to_string (char *buf, 795write_parameters_to_string (char *buf,
808 int xsize_n, 796 int xsize_n,
905 { 893 {
906 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); 894 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907 strcat (buf, small_buf); 895 strcat (buf, small_buf);
908 } 896 }
909 897
910
911 if (layoutoptions2_n) 898 if (layoutoptions2_n)
912 { 899 {
913 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); 900 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
914 strcat (buf, small_buf); 901 strcat (buf, small_buf);
915 } 902 }
970 if (origin_y_n) 957 if (origin_y_n)
971 { 958 {
972 sprintf (small_buf, "origin_y %d\n", origin_y_n); 959 sprintf (small_buf, "origin_y %d\n", origin_y_n);
973 strcat (buf, small_buf); 960 strcat (buf, small_buf);
974 } 961 }
962
975 if (random_seed_n) 963 if (random_seed_n)
976 { 964 {
977 /* Add one so that the next map is a bit different */ 965 /* Add one so that the next map is a bit different */
978 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 966 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979 strcat (buf, small_buf); 967 strcat (buf, small_buf);
997 src_ob->copy_to (dest_ob); 985 src_ob->copy_to (dest_ob);
998 986
999 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 987 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
1000 { 988 {
1001 tmp = object::create (); 989 tmp = object::create ();
990
1002 walk->copy_to (tmp); 991 walk->copy_to (tmp);
1003 insert_ob_in_ob (tmp, dest_ob); 992 insert_ob_in_ob (tmp, dest_ob);
1004 } 993 }
1005} 994}

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