1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <time.h> |
24 | #include <time.h> |
25 | #include <stdio.h> |
25 | #include <stdio.h> |
26 | #include <global.h> |
26 | #include <global.h> |
27 | #include <maze_gen.h> |
|
|
28 | #include <room_gen.h> |
|
|
29 | #include <random_map.h> |
27 | #include <random_map.h> |
30 | #include <rproto.h> |
28 | #include <rproto.h> |
31 | #include <sproto.h> |
29 | #include <sproto.h> |
32 | |
30 | |
|
|
31 | #define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
|
|
32 | |
33 | void |
33 | void |
34 | dump_layout (char **layout, random_map_params * RP) |
34 | dump_layout (char **layout, random_map_params *RP) |
35 | { |
35 | { |
36 | { |
36 | { |
37 | int i, j; |
37 | int i, j; |
38 | |
38 | |
39 | for (i = 0; i < RP->Xsize; i++) |
39 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
50 | } |
50 | } |
51 | } |
51 | } |
52 | printf ("\n"); |
52 | printf ("\n"); |
53 | } |
53 | } |
54 | |
54 | |
55 | extern FILE *logfile; |
55 | bool |
56 | |
56 | maptile::generate_random_map (random_map_params *RP) |
57 | maptile * |
|
|
58 | generate_random_map (const char *OutFileName, random_map_params * RP) |
|
|
59 | { |
57 | { |
60 | char **layout, buf[HUGE_BUF]; |
58 | char buf[16384]; |
61 | maptile *theMap; |
|
|
62 | int i; |
59 | int i; |
63 | |
60 | |
|
|
61 | RP->Xsize = RP->xsize; |
|
|
62 | RP->Ysize = RP->ysize; |
|
|
63 | |
64 | /* pick a random seed, or use the one from the input file */ |
64 | /* pick a random seed, or use the one from the input file */ |
65 | if (RP->random_seed == 0) |
65 | RP->random_seed = RP->random_seed |
66 | RP->random_seed = time (0); |
66 | ? RP->random_seed + RP->dungeon_level |
67 | |
67 | : time (0); |
68 | SRANDOM (RP->random_seed); |
68 | CEDE; |
69 | |
69 | |
70 | write_map_parameters_to_string (buf, RP); |
70 | write_map_parameters_to_string (buf, RP); |
71 | |
71 | |
72 | if (RP->difficulty == 0) |
72 | if (RP->difficulty == 0) |
73 | { |
73 | { |
… | |
… | |
81 | } |
81 | } |
82 | else |
82 | else |
83 | RP->difficulty_given = 1; |
83 | RP->difficulty_given = 1; |
84 | |
84 | |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
87 | |
87 | |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
|
|
90 | |
|
|
91 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
|
92 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
|
|
93 | else |
|
|
94 | RP->symmetry_used = RP->symmetry; |
|
|
95 | |
|
|
96 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
|
97 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
98 | |
|
|
99 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
|
100 | RP->Xsize = RP->Xsize / 2 + 1; |
90 | |
101 | |
91 | if (RP->expand2x > 0) |
102 | if (RP->expand2x > 0) |
92 | { |
103 | { |
93 | RP->Xsize /= 2; |
104 | RP->Xsize /= 2; |
94 | RP->Ysize /= 2; |
105 | RP->Ysize /= 2; |
95 | } |
106 | } |
96 | |
107 | |
97 | layout = layoutgen (RP); |
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98 | |
|
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99 | #ifdef RMAP_DEBUG |
|
|
100 | dump_layout (layout, RP); |
|
|
101 | #endif |
|
|
102 | |
|
|
103 | /* increment these for the current map */ |
|
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104 | RP->dungeon_level += 1; |
|
|
105 | /* allow constant-difficulty maps. */ |
|
|
106 | /* difficulty+=1; */ |
|
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107 | |
|
|
108 | /* rotate the layout randomly */ |
|
|
109 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
|
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110 | #ifdef RMAP_DEBUG |
|
|
111 | dump_layout (layout, RP); |
|
|
112 | #endif |
|
|
113 | |
|
|
114 | /* allocate the map and set the floor */ |
|
|
115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
|
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116 | |
|
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117 | /* set the name of the map. */ |
|
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118 | theMap->path = OutFileName; |
|
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119 | |
|
|
120 | /* set region */ |
|
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121 | theMap->region = RP->region; |
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122 | |
|
|
123 | /* create walls unless the wallstyle is "none" */ |
|
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124 | if (strcmp (RP->wallstyle, "none")) |
|
|
125 | { |
|
|
126 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
|
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127 | |
|
|
128 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
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129 | if (strcmp (RP->doorstyle, "none")) |
|
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130 | put_doors (theMap, layout, RP->doorstyle, RP); |
|
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131 | |
|
|
132 | } |
|
|
133 | |
|
|
134 | /* create exits unless the exitstyle is "none" */ |
|
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135 | if (strcmp (RP->exitstyle, "none")) |
|
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136 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
|
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137 | |
|
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138 | place_specials_in_map (theMap, layout, RP); |
|
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139 | |
|
|
140 | /* create monsters unless the monsterstyle is "none" */ |
|
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141 | if (strcmp (RP->monsterstyle, "none")) |
|
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142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
|
|
143 | |
|
|
144 | /* treasures needs to have a proper difficulty set for the map. */ |
|
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145 | theMap->difficulty = theMap->estimate_difficulty (); |
|
|
146 | |
|
|
147 | /* create treasure unless the treasurestyle is "none" */ |
|
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148 | if (strcmp (RP->treasurestyle, "none")) |
|
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149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
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150 | |
|
|
151 | /* create decor unless the decorstyle is "none" */ |
|
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152 | if (strcmp (RP->decorstyle, "none")) |
|
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153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
|
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154 | |
|
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155 | /* generate treasures, etc. */ |
|
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156 | theMap->fix_auto_apply (); |
|
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157 | |
|
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158 | unblock_exits (theMap, layout, RP); |
|
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159 | |
|
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160 | /* free the layout */ |
|
|
161 | for (i = 0; i < RP->Xsize; i++) |
|
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162 | free (layout[i]); |
|
|
163 | free (layout); |
|
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164 | |
|
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165 | theMap->msg = strdup (buf); |
|
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166 | |
|
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167 | return theMap; |
|
|
168 | } |
|
|
169 | |
|
|
170 | /* function selects the layout function and gives it whatever |
|
|
171 | arguments it needs. */ |
|
|
172 | char ** |
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|
173 | layoutgen (random_map_params * RP) |
|
|
174 | { |
|
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175 | char **maze = 0; |
|
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176 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
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177 | |
|
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178 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
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179 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
|
|
180 | else |
|
|
181 | RP->symmetry_used = RP->symmetry; |
|
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182 | |
|
|
183 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
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184 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
185 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
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186 | RP->Xsize = RP->Xsize / 2 + 1; |
|
|
187 | |
|
|
188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
|
189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
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191 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
192 | RP->map_layout_style = 0; |
108 | RP->map_layout_style = LAYOUT_NONE; |
193 | |
109 | |
194 | /* Redo this - there was a lot of redundant code of checking for preset |
110 | /* Redo this - there was a lot of redundant code of checking for preset |
195 | * layout style and then random layout style. Instead, figure out |
111 | * layout style and then random layout style. Instead, figure out |
196 | * the numeric layoutstyle, so there is only one area that actually |
112 | * the numeric layoutstyle, so there is only one area that actually |
197 | * calls the code to make the maps. |
113 | * calls the code to make the maps. |
… | |
… | |
212 | RP->map_layout_style = LAYOUT_SNAKE; |
128 | RP->map_layout_style = LAYOUT_SNAKE; |
213 | |
129 | |
214 | if (strstr (RP->layoutstyle, "squarespiral")) |
130 | if (strstr (RP->layoutstyle, "squarespiral")) |
215 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
131 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
216 | |
132 | |
217 | /* No style found - choose one ranomdly */ |
133 | /* No style found - choose one randomly */ |
218 | if (RP->map_layout_style == LAYOUT_NONE) |
134 | if (RP->map_layout_style == LAYOUT_NONE) |
219 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
135 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
|
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136 | |
|
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137 | Maze layout = layoutgen (RP); |
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138 | |
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139 | #ifdef RMAP_DEBUG |
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140 | dump_layout (layout, RP); |
|
|
141 | #endif |
|
|
142 | |
|
|
143 | /* increment these for the current map */ |
|
|
144 | RP->dungeon_level += 1; |
|
|
145 | /* allow constant-difficulty maps. */ |
|
|
146 | /* difficulty+=1; */ |
|
|
147 | |
|
|
148 | /* rotate the layout randomly */ |
|
|
149 | layout = rotate_layout (layout, rndm (4), RP); |
|
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150 | #ifdef RMAP_DEBUG |
|
|
151 | dump_layout (layout, RP); |
|
|
152 | #endif |
|
|
153 | |
|
|
154 | /* allocate the map and set the floor */ |
|
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155 | make_map_floor (layout, RP->floorstyle, RP); |
|
|
156 | |
|
|
157 | /* set region */ |
|
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158 | default_region = RP->region; |
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159 | |
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160 | CEDE; |
|
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161 | |
|
|
162 | /* create walls unless the wallstyle is "none" */ |
|
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163 | if (strcmp (RP->wallstyle, "none")) |
|
|
164 | { |
|
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165 | make_map_walls (this, layout, RP->wallstyle, RP); |
|
|
166 | |
|
|
167 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
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168 | if (strcmp (RP->doorstyle, "none")) |
|
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169 | put_doors (this, layout, RP->doorstyle, RP); |
|
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170 | } |
|
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171 | |
|
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172 | CEDE; |
|
|
173 | |
|
|
174 | /* create exits unless the exitstyle is "none" */ |
|
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175 | if (strcmp (RP->exitstyle, "none")) |
|
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176 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
|
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177 | |
|
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178 | CEDE; |
|
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179 | |
|
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180 | place_specials_in_map (this, layout, RP); |
|
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181 | |
|
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182 | CEDE; |
|
|
183 | |
|
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184 | /* create monsters unless the monsterstyle is "none" */ |
|
|
185 | if (strcmp (RP->monsterstyle, "none")) |
|
|
186 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
|
187 | |
|
|
188 | CEDE; |
|
|
189 | |
|
|
190 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
191 | difficulty = estimate_difficulty (); |
|
|
192 | |
|
|
193 | CEDE; |
|
|
194 | |
|
|
195 | /* create treasure unless the treasurestyle is "none" */ |
|
|
196 | if (strcmp (RP->treasurestyle, "none")) |
|
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197 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
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198 | |
|
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199 | CEDE; |
|
|
200 | |
|
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201 | /* create decor unless the decorstyle is "none" */ |
|
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202 | if (strcmp (RP->decorstyle, "none")) |
|
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203 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
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204 | |
|
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205 | CEDE; |
|
|
206 | |
|
|
207 | /* generate treasures, etc. */ |
|
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208 | fix_auto_apply (); |
|
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209 | |
|
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210 | CEDE; |
|
|
211 | |
|
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212 | unblock_exits (this, layout, RP); |
|
|
213 | |
|
|
214 | layout.free (); |
|
|
215 | |
|
|
216 | msg = strdup (buf); |
|
|
217 | in_memory = MAP_IN_MEMORY; |
|
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218 | |
|
|
219 | CEDE; |
|
|
220 | |
|
|
221 | return 1; |
|
|
222 | } |
|
|
223 | |
|
|
224 | /* function selects the layout function and gives it whatever |
|
|
225 | arguments it needs. */ |
|
|
226 | Maze |
|
|
227 | layoutgen (random_map_params *RP) |
|
|
228 | { |
|
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229 | Maze maze; |
|
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230 | |
|
|
231 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
220 | |
232 | |
221 | switch (RP->map_layout_style) |
233 | switch (RP->map_layout_style) |
222 | { |
234 | { |
223 | case LAYOUT_ONION: |
235 | case LAYOUT_ONION: |
224 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
236 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
|
|
237 | |
225 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
238 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
226 | roomify_layout (maze, RP); |
239 | roomify_layout (maze, RP); |
|
|
240 | |
227 | break; |
241 | break; |
228 | |
242 | |
229 | case LAYOUT_MAZE: |
243 | case LAYOUT_MAZE: |
230 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
244 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
231 | if (!(RANDOM () % 2)) |
245 | |
|
|
246 | if (!(rndm (2))) |
232 | doorify_layout (maze, RP); |
247 | doorify_layout (maze, RP); |
|
|
248 | |
233 | break; |
249 | break; |
234 | |
250 | |
235 | case LAYOUT_SPIRAL: |
251 | case LAYOUT_SPIRAL: |
236 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
252 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
237 | if (!(RANDOM () % 2)) |
253 | |
|
|
254 | if (!(rndm (2))) |
238 | doorify_layout (maze, RP); |
255 | doorify_layout (maze, RP); |
|
|
256 | |
239 | break; |
257 | break; |
240 | |
258 | |
241 | case LAYOUT_ROGUELIKE: |
259 | case LAYOUT_ROGUELIKE: |
242 | /* Don't put symmetry in rogue maps. There isn't much reason to |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
243 | * do so in the first place (doesn't make it any more interesting), |
261 | * do so in the first place (doesn't make it any more interesting), |
… | |
… | |
253 | /* no doorifying... done already */ |
271 | /* no doorifying... done already */ |
254 | break; |
272 | break; |
255 | |
273 | |
256 | case LAYOUT_SNAKE: |
274 | case LAYOUT_SNAKE: |
257 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
258 | if (RANDOM () % 2) |
276 | |
|
|
277 | if (rndm (2)) |
259 | roomify_layout (maze, RP); |
278 | roomify_layout (maze, RP); |
|
|
279 | |
260 | break; |
280 | break; |
261 | |
281 | |
262 | case LAYOUT_SQUARE_SPIRAL: |
282 | case LAYOUT_SQUARE_SPIRAL: |
263 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
283 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
264 | if (RANDOM () % 2) |
284 | |
|
|
285 | if (rndm (2)) |
265 | roomify_layout (maze, RP); |
286 | roomify_layout (maze, RP); |
|
|
287 | |
266 | break; |
288 | break; |
|
|
289 | |
|
|
290 | default: |
|
|
291 | abort (); |
267 | } |
292 | } |
268 | |
293 | |
269 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
294 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
270 | |
295 | |
271 | #ifdef RMAP_DEBUG |
296 | #ifdef RMAP_DEBUG |
… | |
… | |
282 | return maze; |
307 | return maze; |
283 | } |
308 | } |
284 | |
309 | |
285 | /* takes a map and makes it symmetric: adjusts Xsize and |
310 | /* takes a map and makes it symmetric: adjusts Xsize and |
286 | Ysize to produce a symmetric map. */ |
311 | Ysize to produce a symmetric map. */ |
287 | char ** |
312 | Maze |
288 | symmetrize_layout (char **maze, int sym, random_map_params * RP) |
313 | symmetrize_layout (Maze maze, int sym, random_map_params *RP) |
289 | { |
314 | { |
290 | int i, j; |
315 | int i, j; |
291 | char **sym_maze; |
|
|
292 | int Xsize_orig, Ysize_orig; |
316 | int Xsize_orig, Ysize_orig; |
293 | |
317 | |
294 | Xsize_orig = RP->Xsize; |
318 | Xsize_orig = RP->Xsize; |
295 | Ysize_orig = RP->Ysize; |
319 | Ysize_orig = RP->Ysize; |
|
|
320 | |
296 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
321 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
|
|
322 | |
297 | if (sym == SYMMETRY_NONE) |
323 | if (sym == SYMMETRY_NONE) |
298 | { |
324 | { |
299 | RP->Xsize = Xsize_orig; |
325 | RP->Xsize = Xsize_orig; |
300 | RP->Ysize = Ysize_orig; |
326 | RP->Ysize = Ysize_orig; |
|
|
327 | |
301 | return maze; |
328 | return maze; |
302 | } |
329 | } |
|
|
330 | |
303 | /* pick new sizes */ |
331 | /* pick new sizes */ |
304 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
332 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
305 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
333 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
306 | |
334 | |
307 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
335 | Maze sym_maze (RP); |
308 | for (i = 0; i < RP->Xsize; i++) |
|
|
309 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
310 | |
336 | |
311 | if (sym == SYMMETRY_X) |
337 | if (sym == SYMMETRY_X) |
312 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
338 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
313 | for (j = 0; j < RP->Ysize; j++) |
339 | for (j = 0; j < RP->Ysize; j++) |
314 | { |
340 | { |
315 | sym_maze[i][j] = maze[i][j]; |
341 | sym_maze[i][j] = maze[i][j]; |
316 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
342 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
317 | }; |
343 | } |
|
|
344 | |
318 | if (sym == SYMMETRY_Y) |
345 | if (sym == SYMMETRY_Y) |
319 | for (i = 0; i < RP->Xsize; i++) |
346 | for (i = 0; i < RP->Xsize; i++) |
320 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
347 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
321 | { |
348 | { |
322 | sym_maze[i][j] = maze[i][j]; |
349 | sym_maze[i][j] = maze[i][j]; |
323 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
350 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
324 | } |
351 | } |
|
|
352 | |
325 | if (sym == SYMMETRY_XY) |
353 | if (sym == SYMMETRY_XY) |
326 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
354 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
327 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
355 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
328 | { |
356 | { |
329 | sym_maze[i][j] = maze[i][j]; |
357 | sym_maze[i][j] = maze[i][j]; |
330 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
358 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
331 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
359 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
332 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
360 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
333 | } |
361 | } |
334 | /* delete the old maze */ |
362 | |
335 | for (i = 0; i < Xsize_orig; i++) |
363 | maze.free (); |
336 | free (maze[i]); |
364 | |
337 | free (maze); |
|
|
338 | /* reconnect disjointed spirals */ |
365 | /* reconnect disjointed spirals */ |
339 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
366 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
340 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
367 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
|
|
368 | |
341 | /* reconnect disjointed nethackmazes: the routine for |
369 | /* reconnect disjointed nethackmazes: the routine for |
342 | spirals will do the trick? */ |
370 | spirals will do the trick? */ |
343 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
371 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
344 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
372 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
345 | |
373 | |
346 | return sym_maze; |
374 | return sym_maze; |
347 | } |
375 | } |
348 | |
376 | |
349 | |
|
|
350 | /* takes a map and rotates it. This completes the |
377 | /* takes a map and rotates it. This completes the |
351 | onion layouts, making them possibly centered on any wall. |
378 | onion layouts, making them possibly centered on any wall. |
352 | It'll modify Xsize and Ysize if they're swapped. |
379 | It'll modify Xsize and Ysize if they're swapped. |
353 | */ |
380 | */ |
354 | |
381 | Maze |
355 | char ** |
|
|
356 | rotate_layout (char **maze, int rotation, random_map_params * RP) |
382 | rotate_layout (Maze maze, int rotation, random_map_params *RP) |
357 | { |
383 | { |
358 | char **new_maze; |
|
|
359 | int i, j; |
|
|
360 | |
|
|
361 | switch (rotation) |
384 | switch (rotation) |
362 | { |
385 | { |
363 | case 0: |
|
|
364 | return maze; |
|
|
365 | break; |
|
|
366 | case 2: /* a reflection */ |
386 | case 2: /* a reflection */ |
367 | { |
387 | { |
368 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
388 | Maze new_maze (RP); |
369 | |
389 | |
370 | for (i = 0; i < RP->Xsize; i++) |
390 | for (int i = 0; i < RP->Xsize; i++) /* copy a reflection back */ |
371 | { /* make a copy */ |
|
|
372 | for (j = 0; j < RP->Ysize; j++) |
391 | for (int j = 0; j < RP->Ysize; j++) |
373 | { |
392 | new_maze[i][j] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
374 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
393 | |
375 | } |
394 | maze.free (); |
|
|
395 | maze = new_maze; |
376 | } |
396 | } |
377 | for (i = 0; i < RP->Xsize; i++) |
397 | |
378 | { /* copy a reflection back */ |
|
|
379 | for (j = 0; j < RP->Ysize; j++) |
|
|
380 | { |
|
|
381 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
382 | } |
|
|
383 | } |
|
|
384 | free (newmaze); |
|
|
385 | return maze; |
|
|
386 | break; |
|
|
387 | } |
|
|
388 | case 1: |
398 | case 1: |
389 | case 3: |
399 | case 3: |
390 | { |
400 | { |
391 | int swap; |
401 | Maze new_maze (RP->Ysize, RP->Xsize); |
392 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
402 | |
393 | for (i = 0; i < RP->Ysize; i++) |
|
|
394 | { |
|
|
395 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
396 | } |
|
|
397 | if (rotation == 1) /* swap x and y */ |
403 | if (rotation == 1) /* swap x and y */ |
398 | for (i = 0; i < RP->Xsize; i++) |
404 | for (int i = 0; i < RP->Xsize; i++) |
399 | for (j = 0; j < RP->Ysize; j++) |
405 | for (int j = 0; j < RP->Ysize; j++) |
400 | new_maze[j][i] = maze[i][j]; |
406 | new_maze[j][i] = maze[i][j]; |
401 | |
407 | |
402 | if (rotation == 3) |
408 | if (rotation == 3) /* swap x and y */ |
403 | { /* swap x and y */ |
|
|
404 | for (i = 0; i < RP->Xsize; i++) |
409 | for (int i = 0; i < RP->Xsize; i++) |
405 | for (j = 0; j < RP->Ysize; j++) |
410 | for (int j = 0; j < RP->Ysize; j++) |
406 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
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); |
407 | } |
416 | } |
408 | |
|
|
409 | /* delete the old layout */ |
|
|
410 | for (i = 0; i < RP->Xsize; i++) |
|
|
411 | free (maze[i]); |
|
|
412 | free (maze); |
|
|
413 | |
|
|
414 | swap = RP->Ysize; |
|
|
415 | RP->Ysize = RP->Xsize; |
|
|
416 | RP->Xsize = swap; |
|
|
417 | return new_maze; |
|
|
418 | break; |
|
|
419 | } |
|
|
420 | } |
417 | } |
421 | return NULL; |
418 | |
|
|
419 | return maze; |
422 | } |
420 | } |
423 | |
421 | |
424 | /* take a layout and make some rooms in it. |
422 | /* take a layout and make some rooms in it. |
425 | --works best on onions.*/ |
423 | --works best on onions.*/ |
426 | void |
424 | void |
427 | roomify_layout (char **maze, random_map_params * RP) |
425 | roomify_layout (char **maze, random_map_params *RP) |
428 | { |
426 | { |
429 | int tries = RP->Xsize * RP->Ysize / 30; |
427 | int tries = RP->Xsize * RP->Ysize / 30; |
430 | int ti; |
428 | int ti; |
431 | |
429 | |
432 | for (ti = 0; ti < tries; ti++) |
430 | for (ti = 0; ti < tries; ti++) |
433 | { |
431 | { |
434 | int dx, dy; /* starting location for looking at creating a door */ |
432 | int dx, dy; /* starting location for looking at creating a door */ |
435 | int cx, cy; /* results of checking on creating walls. */ |
433 | int cx, cy; /* results of checking on creating walls. */ |
436 | |
434 | |
437 | dx = RANDOM () % RP->Xsize; |
435 | dx = rndm (RP->Xsize); |
438 | dy = RANDOM () % RP->Ysize; |
436 | dy = rndm (RP->Ysize); |
|
|
437 | |
439 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
438 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
440 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
439 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
441 | if (cx == -1) |
440 | if (cx == -1) |
442 | { |
441 | { |
443 | if (cy != -1) |
442 | if (cy != -1) |
444 | make_wall (maze, dx, dy, 1); |
443 | make_wall (maze, dx, dy, 1); |
|
|
444 | |
445 | continue; |
445 | continue; |
446 | } |
446 | } |
|
|
447 | |
447 | if (cy == -1) |
448 | if (cy == -1) |
448 | { |
449 | { |
449 | make_wall (maze, dx, dy, 0); |
450 | make_wall (maze, dx, dy, 0); |
450 | continue; |
451 | continue; |
451 | } |
452 | } |
|
|
453 | |
452 | if (cx < cy) |
454 | if (cx < cy) |
453 | make_wall (maze, dx, dy, 0); |
455 | make_wall (maze, dx, dy, 0); |
454 | else |
456 | else |
455 | make_wall (maze, dx, dy, 1); |
457 | make_wall (maze, dx, dy, 1); |
456 | } |
458 | } |
… | |
… | |
459 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
461 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
460 | (or vertical, dir == 1) |
462 | (or vertical, dir == 1) |
461 | here which ends up on other walls sensibly. */ |
463 | here which ends up on other walls sensibly. */ |
462 | |
464 | |
463 | int |
465 | int |
464 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) |
466 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
465 | { |
467 | { |
466 | int i1; |
468 | int i1; |
467 | int length = 0; |
469 | int length = 0; |
468 | |
470 | |
469 | /* dont make walls if we're on the edge. */ |
471 | /* dont make walls if we're on the edge. */ |
… | |
… | |
544 | make_wall (char **maze, int x, int y, int dir) |
546 | make_wall (char **maze, int x, int y, int dir) |
545 | { |
547 | { |
546 | maze[x][y] = 'D'; /* mark a door */ |
548 | maze[x][y] = 'D'; /* mark a door */ |
547 | switch (dir) |
549 | switch (dir) |
548 | { |
550 | { |
549 | case 0: /* horizontal */ |
551 | case 0: /* horizontal */ |
550 | { |
552 | { |
551 | int i1; |
553 | int i1; |
552 | |
554 | |
553 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
555 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
554 | maze[i1][y] = '#'; |
556 | maze[i1][y] = '#'; |
555 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
557 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
556 | maze[i1][y] = '#'; |
558 | maze[i1][y] = '#'; |
557 | break; |
559 | break; |
558 | } |
560 | } |
559 | case 1: /* vertical */ |
561 | case 1: /* vertical */ |
560 | { |
562 | { |
561 | int i1; |
563 | int i1; |
562 | |
564 | |
563 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
565 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
564 | maze[x][i1] = '#'; |
566 | maze[x][i1] = '#'; |
565 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
567 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
566 | maze[x][i1] = '#'; |
568 | maze[x][i1] = '#'; |
567 | break; |
569 | break; |
568 | } |
570 | } |
569 | } |
571 | } |
570 | |
572 | |
571 | return 0; |
573 | return 0; |
572 | } |
574 | } |
573 | |
575 | |
574 | /* puts doors at appropriate locations in a layout. */ |
576 | /* puts doors at appropriate locations in a layout. */ |
575 | |
|
|
576 | void |
577 | void |
577 | doorify_layout (char **maze, random_map_params * RP) |
578 | doorify_layout (char **maze, random_map_params *RP) |
578 | { |
579 | { |
579 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
580 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
580 | char *doorlist_x; |
|
|
581 | char *doorlist_y; |
|
|
582 | int doorlocs = 0; /* # of available doorlocations */ |
581 | int doorlocs = 0; /* # of available doorlocations */ |
583 | int i, j; |
582 | int i, j; |
584 | |
583 | |
585 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
584 | char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
586 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
585 | char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
587 | |
|
|
588 | |
586 | |
589 | /* make a list of possible door locations */ |
587 | /* make a list of possible door locations */ |
590 | for (i = 1; i < RP->Xsize - 1; i++) |
588 | for (i = 1; i < RP->Xsize - 1; i++) |
591 | for (j = 1; j < RP->Ysize - 1; j++) |
589 | for (j = 1; j < RP->Ysize - 1; j++) |
592 | { |
590 | { |
… | |
… | |
597 | doorlist_x[doorlocs] = i; |
595 | doorlist_x[doorlocs] = i; |
598 | doorlist_y[doorlocs] = j; |
596 | doorlist_y[doorlocs] = j; |
599 | doorlocs++; |
597 | doorlocs++; |
600 | } |
598 | } |
601 | } |
599 | } |
|
|
600 | |
602 | while (ndoors > 0 && doorlocs > 0) |
601 | while (ndoors > 0 && doorlocs > 0) |
603 | { |
602 | { |
604 | int di; |
603 | int di; |
605 | int sindex; |
604 | int sindex; |
606 | |
605 | |
607 | di = RANDOM () % doorlocs; |
606 | di = rndm (doorlocs); |
608 | i = doorlist_x[di]; |
607 | i = doorlist_x[di]; |
609 | j = doorlist_y[di]; |
608 | j = doorlist_y[di]; |
610 | sindex = surround_flag (maze, i, j, RP); |
609 | sindex = surround_flag (maze, i, j, RP); |
|
|
610 | |
611 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
611 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
612 | { |
612 | { |
613 | maze[i][j] = 'D'; |
613 | maze[i][j] = 'D'; |
614 | ndoors--; |
614 | ndoors--; |
615 | } |
615 | } |
|
|
616 | |
616 | /* reduce the size of the list */ |
617 | /* reduce the size of the list */ |
617 | doorlocs--; |
618 | doorlocs--; |
618 | doorlist_x[di] = doorlist_x[doorlocs]; |
619 | doorlist_x[di] = doorlist_x[doorlocs]; |
619 | doorlist_y[di] = doorlist_y[doorlocs]; |
620 | doorlist_y[di] = doorlist_y[doorlocs]; |
620 | } |
621 | } |
621 | free (doorlist_x); |
|
|
622 | free (doorlist_y); |
|
|
623 | } |
|
|
624 | |
622 | |
|
|
623 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
|
|
624 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
|
625 | } |
625 | |
626 | |
626 | void |
627 | void |
627 | write_map_parameters_to_string (char *buf, random_map_params * RP) |
628 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
628 | { |
629 | { |
629 | char small_buf[256]; |
630 | char small_buf[16384]; |
630 | |
631 | |
631 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
632 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
632 | |
633 | |
633 | if (RP->wallstyle[0]) |
634 | if (RP->wallstyle[0]) |
634 | { |
635 | { |
635 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
636 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
636 | strcat (buf, small_buf); |
637 | strcat (buf, small_buf); |
… | |
… | |
676 | { |
677 | { |
677 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
678 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
678 | strcat (buf, small_buf); |
679 | strcat (buf, small_buf); |
679 | } |
680 | } |
680 | |
681 | |
681 | if (RP->final_map[0]) |
682 | if (RP->final_map.length ()) |
682 | { |
683 | { |
683 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
684 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
684 | strcat (buf, small_buf); |
685 | strcat (buf, small_buf); |
685 | } |
686 | } |
686 | |
687 | |
687 | if (RP->exit_on_final_map[0]) |
688 | if (RP->exit_on_final_map[0]) |
688 | { |
689 | { |
689 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
690 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
690 | strcat (buf, small_buf); |
691 | strcat (buf, small_buf); |
691 | } |
692 | } |
692 | |
693 | |
693 | if (RP->this_map[0]) |
694 | if (RP->this_map.length ()) |
694 | { |
695 | { |
695 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
696 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
696 | strcat (buf, small_buf); |
697 | strcat (buf, small_buf); |
697 | } |
698 | } |
698 | |
699 | |
699 | if (RP->expand2x) |
700 | if (RP->expand2x) |
700 | { |
701 | { |
… | |
… | |
706 | { |
707 | { |
707 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
708 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
708 | strcat (buf, small_buf); |
709 | strcat (buf, small_buf); |
709 | } |
710 | } |
710 | |
711 | |
711 | |
|
|
712 | if (RP->layoutoptions2) |
712 | if (RP->layoutoptions2) |
713 | { |
713 | { |
714 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
714 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
715 | strcat (buf, small_buf); |
715 | strcat (buf, small_buf); |
716 | } |
716 | } |
717 | |
717 | |
718 | |
|
|
719 | if (RP->layoutoptions3) |
718 | if (RP->layoutoptions3) |
720 | { |
719 | { |
721 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
720 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
722 | strcat (buf, small_buf); |
721 | strcat (buf, small_buf); |
723 | } |
722 | } |
… | |
… | |
725 | if (RP->symmetry) |
724 | if (RP->symmetry) |
726 | { |
725 | { |
727 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
726 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
728 | strcat (buf, small_buf); |
727 | strcat (buf, small_buf); |
729 | } |
728 | } |
730 | |
|
|
731 | |
729 | |
732 | if (RP->difficulty && RP->difficulty_given) |
730 | if (RP->difficulty && RP->difficulty_given) |
733 | { |
731 | { |
734 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
732 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
735 | strcat (buf, small_buf); |
733 | strcat (buf, small_buf); |
… | |
… | |
772 | { |
770 | { |
773 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
771 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
774 | strcat (buf, small_buf); |
772 | strcat (buf, small_buf); |
775 | } |
773 | } |
776 | |
774 | |
|
|
775 | if (RP->treasureoptions) |
|
|
776 | { |
|
|
777 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
778 | strcat (buf, small_buf); |
|
|
779 | } |
|
|
780 | |
777 | if (RP->random_seed) |
781 | if (RP->random_seed) |
778 | { |
782 | { |
779 | /* Add one so that the next map is a bit different */ |
|
|
780 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
783 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
781 | strcat (buf, small_buf); |
784 | strcat (buf, small_buf); |
782 | } |
|
|
783 | |
|
|
784 | if (RP->treasureoptions) |
|
|
785 | { |
785 | } |
786 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
786 | |
|
|
787 | if (RP->custom) |
|
|
788 | { |
|
|
789 | sprintf (small_buf, "custom %s\n", RP->custom); |
787 | strcat (buf, small_buf); |
790 | strcat (buf, small_buf); |
788 | } |
791 | } |
789 | } |
792 | } |
790 | |
793 | |
791 | void |
794 | void |
792 | write_parameters_to_string (char *buf, |
795 | write_parameters_to_string (char *buf, |
793 | int xsize_n, |
796 | int xsize_n, |
794 | int ysize_n, |
797 | int ysize_n, |
795 | char *wallstyle_n, |
798 | const char *wallstyle_n, |
796 | char *floorstyle_n, |
799 | const char *floorstyle_n, |
797 | char *monsterstyle_n, |
800 | const char *monsterstyle_n, |
798 | char *treasurestyle_n, |
801 | const char *treasurestyle_n, |
799 | char *layoutstyle_n, |
802 | const char *layoutstyle_n, |
800 | char *decorstyle_n, |
803 | const char *decorstyle_n, |
801 | char *doorstyle_n, |
804 | const char *doorstyle_n, |
802 | char *exitstyle_n, |
805 | const char *exitstyle_n, |
803 | char *final_map_n, |
806 | const char *final_map_n, |
804 | char *exit_on_final_map_n, |
807 | const char *exit_on_final_map_n, |
805 | char *this_map_n, |
808 | const char *this_map_n, |
806 | int layoutoptions1_n, |
809 | int layoutoptions1_n, |
807 | int layoutoptions2_n, |
810 | int layoutoptions2_n, |
808 | int layoutoptions3_n, |
811 | int layoutoptions3_n, |
809 | int symmetry_n, |
812 | int symmetry_n, |
810 | int dungeon_depth_n, |
813 | int dungeon_depth_n, |
811 | int dungeon_level_n, |
814 | int dungeon_level_n, |
812 | int difficulty_n, |
815 | int difficulty_n, |
813 | int difficulty_given_n, |
816 | int difficulty_given_n, |
814 | int decoroptions_n, |
817 | int decoroptions_n, |
815 | int orientation_n, |
818 | int orientation_n, |
816 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
819 | int origin_x_n, |
|
|
820 | int origin_y_n, |
|
|
821 | uint32_t random_seed_n, |
|
|
822 | int treasureoptions_n, |
|
|
823 | float difficulty_increase) |
817 | { |
824 | { |
818 | |
|
|
819 | char small_buf[256]; |
825 | char small_buf[16384]; |
820 | |
826 | |
821 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
827 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
822 | |
828 | |
823 | if (wallstyle_n && wallstyle_n[0]) |
829 | if (wallstyle_n && wallstyle_n[0]) |
824 | { |
830 | { |
… | |
… | |
889 | if (layoutoptions1_n) |
895 | if (layoutoptions1_n) |
890 | { |
896 | { |
891 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
897 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
892 | strcat (buf, small_buf); |
898 | strcat (buf, small_buf); |
893 | } |
899 | } |
894 | |
|
|
895 | |
900 | |
896 | if (layoutoptions2_n) |
901 | if (layoutoptions2_n) |
897 | { |
902 | { |
898 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
903 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
899 | strcat (buf, small_buf); |
904 | strcat (buf, small_buf); |
… | |
… | |
959 | } |
964 | } |
960 | |
965 | |
961 | if (random_seed_n) |
966 | if (random_seed_n) |
962 | { |
967 | { |
963 | /* Add one so that the next map is a bit different */ |
968 | /* Add one so that the next map is a bit different */ |
964 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
969 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
965 | strcat (buf, small_buf); |
970 | strcat (buf, small_buf); |
966 | } |
971 | } |
967 | |
972 | |
968 | if (treasureoptions_n) |
973 | if (treasureoptions_n) |
969 | { |
974 | { |
970 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
975 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
971 | strcat (buf, small_buf); |
976 | strcat (buf, small_buf); |
972 | } |
977 | } |
973 | |
|
|
974 | |
|
|
975 | } |
978 | } |
976 | |
979 | |
977 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
980 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
978 | void |
981 | void |
979 | copy_object_with_inv (object *src_ob, object *dest_ob) |
982 | copy_object_with_inv (object *src_ob, object *dest_ob) |
980 | { |
983 | { |
981 | object *walk, *tmp; |
984 | object *walk, *tmp; |
982 | |
985 | |
983 | src_ob->copy_to (dest_ob); |
986 | src_ob->copy_to (dest_ob); |
984 | |
987 | |
985 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
988 | for (walk = src_ob->inv; walk; walk = walk->below) |
986 | { |
989 | { |
987 | tmp = object::create (); |
990 | tmp = object::create (); |
|
|
991 | |
988 | walk->copy_to (tmp); |
992 | walk->copy_to (tmp); |
989 | insert_ob_in_ob (tmp, dest_ob); |
993 | insert_ob_in_ob (tmp, dest_ob); |
990 | } |
994 | } |
991 | } |
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 | |