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 it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <time.h> |
25 | #include <time.h> |
25 | #include <stdio.h> |
26 | #include <stdio.h> |
26 | #include <global.h> |
27 | #include <global.h> |
27 | #include <maze_gen.h> |
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28 | #include <room_gen.h> |
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29 | #include <random_map.h> |
28 | #include <random_map.h> |
30 | #include <rproto.h> |
29 | #include <rproto.h> |
31 | #include <sproto.h> |
30 | #include <sproto.h> |
32 | |
31 | |
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32 | #define CEDE coroapi::cede_to_tick () |
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33 | |
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34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
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35 | static void rotate_layout (Layout maze, int rotation); |
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36 | |
33 | void |
37 | void |
34 | dump_layout (char **layout, random_map_params * RP) |
38 | dump_layout (Layout layout) |
35 | { |
39 | { |
36 | { |
40 | for (int j = 0; j < layout->h; j++) |
37 | int i, j; |
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38 | |
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39 | for (i = 0; i < RP->Xsize; i++) |
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40 | { |
41 | { |
41 | for (j = 0; j < RP->Ysize; j++) |
42 | for (int i = 0; i < layout->w; i++) |
42 | { |
43 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
43 | if (layout[i][j] == 0) |
44 | |
44 | layout[i][j] = ' '; |
45 | putc ('\n', stdout); |
45 | printf ("%c", layout[i][j]); |
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46 | if (layout[i][j] == ' ') |
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47 | layout[i][j] = 0; |
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48 | } |
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49 | printf ("\n"); |
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50 | } |
46 | } |
51 | } |
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52 | printf ("\n"); |
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53 | } |
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54 | |
47 | |
55 | extern FILE *logfile; |
48 | putc ('\n', stdout); |
56 | |
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57 | maptile * |
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58 | generate_random_map (const char *OutFileName, random_map_params * RP) |
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59 | { |
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60 | char **layout, buf[HUGE_BUF]; |
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61 | maptile *theMap; |
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62 | int i; |
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63 | |
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64 | /* pick a random seed, or use the one from the input file */ |
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65 | if (RP->random_seed == 0) |
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66 | RP->random_seed = time (0); |
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67 | |
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68 | SRANDOM (RP->random_seed); |
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69 | |
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70 | write_map_parameters_to_string (buf, RP); |
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71 | |
|
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72 | if (RP->difficulty == 0) |
|
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73 | { |
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74 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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75 | |
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76 | if (RP->difficulty_increase > 0.001) |
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77 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
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78 | |
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79 | if (RP->difficulty < 1) |
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80 | RP->difficulty = 1; |
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81 | } |
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82 | else |
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83 | RP->difficulty_given = 1; |
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84 | |
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85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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87 | |
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88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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90 | |
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91 | if (RP->expand2x > 0) |
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92 | { |
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93 | RP->Xsize /= 2; |
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94 | RP->Ysize /= 2; |
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95 | } |
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96 | |
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97 | layout = layoutgen (RP); |
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98 | |
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99 | #ifdef RMAP_DEBUG |
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100 | dump_layout (layout, RP); |
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101 | #endif |
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102 | |
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103 | /* increment these for the current map */ |
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104 | RP->dungeon_level += 1; |
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105 | /* allow constant-difficulty maps. */ |
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106 | /* difficulty+=1; */ |
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107 | |
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108 | /* rotate the layout randomly */ |
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109 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
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110 | #ifdef RMAP_DEBUG |
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111 | dump_layout (layout, RP); |
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112 | #endif |
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113 | |
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114 | /* allocate the map and set the floor */ |
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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 | |
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120 | /* set region */ |
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121 | theMap->region = RP->region; |
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122 | |
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123 | /* create walls unless the wallstyle is "none" */ |
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124 | if (strcmp (RP->wallstyle, "none")) |
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125 | { |
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126 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
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127 | |
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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 | |
|
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132 | } |
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133 | |
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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 | |
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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); |
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143 | |
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144 | /* treasures needs to have a proper difficulty set for the map. */ |
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145 | theMap->difficulty = theMap->estimate_difficulty (); |
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146 | |
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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 | |
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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 */ |
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161 | for (i = 0; i < RP->Xsize; i++) |
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162 | free (layout[i]); |
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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; |
|
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168 | } |
49 | } |
169 | |
50 | |
170 | /* function selects the layout function and gives it whatever |
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171 | arguments it needs. */ |
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172 | char ** |
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173 | layoutgen (random_map_params * RP) |
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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; |
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180 | else |
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181 | RP->symmetry_used = RP->symmetry; |
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182 | |
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183 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
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184 | RP->Ysize = RP->Ysize / 2 + 1; |
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185 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
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186 | RP->Xsize = RP->Xsize / 2 + 1; |
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187 | |
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188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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191 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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192 | RP->map_layout_style = 0; |
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193 | |
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194 | /* Redo this - there was a lot of redundant code of checking for preset |
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195 | * layout style and then random layout style. Instead, figure out |
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196 | * the numeric layoutstyle, so there is only one area that actually |
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197 | * calls the code to make the maps. |
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198 | */ |
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199 | if (strstr (RP->layoutstyle, "onion")) |
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200 | RP->map_layout_style = LAYOUT_ONION; |
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201 | |
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202 | if (strstr (RP->layoutstyle, "maze")) |
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203 | RP->map_layout_style = LAYOUT_MAZE; |
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204 | |
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205 | if (strstr (RP->layoutstyle, "spiral")) |
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206 | RP->map_layout_style = LAYOUT_SPIRAL; |
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207 | |
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208 | if (strstr (RP->layoutstyle, "rogue")) |
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209 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
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210 | |
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211 | if (strstr (RP->layoutstyle, "snake")) |
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212 | RP->map_layout_style = LAYOUT_SNAKE; |
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213 | |
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214 | if (strstr (RP->layoutstyle, "squarespiral")) |
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215 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
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216 | |
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217 | /* No style found - choose one ranomdly */ |
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218 | if (RP->map_layout_style == LAYOUT_NONE) |
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219 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
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220 | |
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221 | switch (RP->map_layout_style) |
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222 | { |
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223 | case LAYOUT_ONION: |
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224 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
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225 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
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226 | roomify_layout (maze, RP); |
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227 | break; |
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228 | |
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229 | case LAYOUT_MAZE: |
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230 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
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231 | if (!(RANDOM () % 2)) |
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232 | doorify_layout (maze, RP); |
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233 | break; |
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234 | |
|
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235 | case LAYOUT_SPIRAL: |
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236 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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237 | if (!(RANDOM () % 2)) |
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238 | doorify_layout (maze, RP); |
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239 | break; |
|
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240 | |
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241 | case LAYOUT_ROGUELIKE: |
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242 | /* Don't put symmetry in rogue maps. There isn't much reason to |
|
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243 | * do so in the first place (doesn't make it any more interesting), |
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244 | * but more importantly, the symmetry code presumes we are symmetrizing |
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245 | * spirals, or maps with lots of passages - making a symmetric rogue |
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246 | * map fails because its likely that the passages the symmetry process |
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247 | * creates may not connect the rooms. |
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248 | */ |
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249 | RP->symmetry_used = SYMMETRY_NONE; |
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250 | RP->Ysize = oysize; |
|
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251 | RP->Xsize = oxsize; |
|
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252 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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253 | /* no doorifying... done already */ |
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254 | break; |
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255 | |
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256 | case LAYOUT_SNAKE: |
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257 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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258 | if (RANDOM () % 2) |
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259 | roomify_layout (maze, RP); |
|
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260 | break; |
|
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261 | |
|
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262 | case LAYOUT_SQUARE_SPIRAL: |
|
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263 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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264 | if (RANDOM () % 2) |
|
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265 | roomify_layout (maze, RP); |
|
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266 | break; |
|
|
267 | } |
|
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268 | |
|
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269 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
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270 | |
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271 | #ifdef RMAP_DEBUG |
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272 | dump_layout (maze, RP); |
|
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273 | #endif |
|
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274 | |
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275 | if (RP->expand2x) |
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276 | { |
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277 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
|
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278 | RP->Xsize = RP->Xsize * 2 - 1; |
|
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279 | RP->Ysize = RP->Ysize * 2 - 1; |
|
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280 | } |
|
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281 | |
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282 | return maze; |
|
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283 | } |
|
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284 | |
|
|
285 | /* takes a map and makes it symmetric: adjusts Xsize and |
51 | /* takes a map and makes it symmetric: adjusts Xsize and |
286 | Ysize to produce a symmetric map. */ |
52 | * Ysize to produce a symmetric map. |
287 | char ** |
53 | */ |
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54 | static void |
288 | symmetrize_layout (char **maze, int sym, random_map_params * RP) |
55 | symmetrize_layout (Layout layout, random_map_params *RP) |
289 | { |
56 | { |
290 | int i, j; |
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291 | char **sym_maze; |
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292 | int Xsize_orig, Ysize_orig; |
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293 | |
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294 | Xsize_orig = RP->Xsize; |
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295 | Ysize_orig = RP->Ysize; |
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296 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
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297 | if (sym == SYMMETRY_NONE) |
57 | if (RP->symmetry_used == SYMMETRY_NONE) |
298 | { |
|
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299 | RP->Xsize = Xsize_orig; |
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300 | RP->Ysize = Ysize_orig; |
|
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301 | return maze; |
58 | return; |
302 | } |
|
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303 | /* pick new sizes */ |
|
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304 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
|
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305 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
|
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306 | |
59 | |
307 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
60 | Layout sym_layout ( |
308 | for (i = 0; i < RP->Xsize; i++) |
61 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
309 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
62 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
|
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63 | ); |
310 | |
64 | |
311 | if (sym == SYMMETRY_X) |
65 | if (RP->symmetry_used == SYMMETRY_X) |
312 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
66 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
313 | for (j = 0; j < RP->Ysize; j++) |
67 | for (int j = 0; j < sym_layout->h; j++) |
314 | { |
68 | { |
315 | sym_maze[i][j] = maze[i][j]; |
69 | sym_layout[i ][j] = |
316 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
70 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
317 | }; |
71 | } |
|
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72 | |
318 | if (sym == SYMMETRY_Y) |
73 | if (RP->symmetry_used == SYMMETRY_Y) |
319 | for (i = 0; i < RP->Xsize; i++) |
74 | for (int i = 0; i < sym_layout->w; i++) |
320 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
75 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
321 | { |
|
|
322 | sym_maze[i][j] = maze[i][j]; |
|
|
323 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
|
|
324 | } |
76 | { |
325 | if (sym == SYMMETRY_XY) |
77 | sym_layout[i][j ] = |
326 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
78 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
327 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
|
|
328 | { |
79 | } |
329 | sym_maze[i][j] = maze[i][j]; |
80 | |
330 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
81 | if (RP->symmetry_used == SYMMETRY_XY) |
331 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
82 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
332 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
83 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
333 | } |
84 | { |
334 | /* delete the old maze */ |
85 | sym_layout[i ][j ] = |
335 | for (i = 0; i < Xsize_orig; i++) |
86 | sym_layout[i ][sym_layout->h - j - 1] = |
336 | free (maze[i]); |
87 | sym_layout[sym_layout->w - i - 1][j ] = |
337 | free (maze); |
88 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
|
|
89 | } |
|
|
90 | |
|
|
91 | layout.swap (sym_layout); |
|
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92 | sym_layout.free (); |
|
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93 | |
338 | /* reconnect disjointed spirals */ |
94 | /* reconnect disjointed spirals */ |
339 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
|
|
340 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
|
|
341 | /* reconnect disjointed nethackmazes: the routine for |
95 | /* reconnect disjointed nethacklayouts: the routine for |
342 | spirals will do the trick? */ |
96 | spirals will do the trick? */ |
|
|
97 | if (RP->map_layout_style == LAYOUT_SPIRAL |
343 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
98 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
344 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
99 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
345 | |
|
|
346 | return sym_maze; |
|
|
347 | } |
100 | } |
348 | |
|
|
349 | |
101 | |
350 | /* takes a map and rotates it. This completes the |
102 | /* takes a map and rotates it. This completes the |
351 | onion layouts, making them possibly centered on any wall. |
103 | onion layouts, making them possibly centered on any wall. |
352 | It'll modify Xsize and Ysize if they're swapped. |
104 | It'll modify Xsize and Ysize if they're swapped. |
353 | */ |
105 | */ |
354 | |
106 | static void |
355 | char ** |
107 | rotate_layout (Layout layout, int rotation) |
356 | rotate_layout (char **maze, int rotation, random_map_params * RP) |
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|
357 | { |
108 | { |
358 | char **new_maze; |
109 | int w = layout->w; |
359 | int i, j; |
110 | int h = layout->h; |
360 | |
111 | |
361 | switch (rotation) |
112 | switch (rotation) |
362 | { |
113 | { |
363 | case 0: |
114 | case 2: /* a reflection */ |
364 | return maze; |
115 | { |
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116 | Layout new_layout (w, h); |
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117 | |
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118 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
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119 | for (int j = 0; j < h; j++) |
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120 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
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121 | |
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122 | layout.swap (new_layout); |
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123 | new_layout.free (); |
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124 | } |
365 | break; |
125 | break; |
366 | case 2: /* a reflection */ |
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367 | { |
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368 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
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369 | |
126 | |
370 | for (i = 0; i < RP->Xsize; i++) |
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371 | { /* make a copy */ |
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372 | for (j = 0; j < RP->Ysize; j++) |
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373 | { |
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374 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
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375 | } |
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376 | } |
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377 | for (i = 0; i < RP->Xsize; i++) |
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378 | { /* copy a reflection back */ |
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379 | for (j = 0; j < RP->Ysize; j++) |
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380 | { |
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381 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
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382 | } |
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383 | } |
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384 | free (newmaze); |
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385 | return maze; |
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386 | break; |
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387 | } |
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388 | case 1: |
127 | case 1: |
389 | case 3: |
128 | case 3: |
390 | { |
129 | { |
391 | int swap; |
130 | Layout new_layout (h, w); |
392 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
131 | |
393 | for (i = 0; i < RP->Ysize; i++) |
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394 | { |
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395 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
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396 | } |
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397 | if (rotation == 1) /* swap x and y */ |
132 | if (rotation == 1) /* swap x and y */ |
398 | for (i = 0; i < RP->Xsize; i++) |
133 | for (int i = 0; i < w; i++) |
399 | for (j = 0; j < RP->Ysize; j++) |
134 | for (int j = 0; j < h; j++) |
400 | new_maze[j][i] = maze[i][j]; |
135 | new_layout[j][i] = layout[i][j]; |
401 | |
136 | |
402 | if (rotation == 3) |
137 | if (rotation == 3) /* swap x and y */ |
403 | { /* swap x and y */ |
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|
404 | for (i = 0; i < RP->Xsize; i++) |
138 | for (int i = 0; i < w; i++) |
405 | for (j = 0; j < RP->Ysize; j++) |
139 | for (int j = 0; j < h; j++) |
406 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
140 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
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141 | |
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142 | layout.swap (new_layout); |
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143 | new_layout.free (); |
407 | } |
144 | } |
408 | |
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409 | /* delete the old layout */ |
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410 | for (i = 0; i < RP->Xsize; i++) |
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411 | free (maze[i]); |
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412 | free (maze); |
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413 | |
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414 | swap = RP->Ysize; |
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415 | RP->Ysize = RP->Xsize; |
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416 | RP->Xsize = swap; |
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417 | return new_maze; |
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418 | break; |
145 | break; |
419 | } |
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420 | } |
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421 | return NULL; |
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422 | } |
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|
423 | |
|
|
424 | /* take a layout and make some rooms in it. |
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425 | --works best on onions.*/ |
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426 | void |
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427 | roomify_layout (char **maze, random_map_params * RP) |
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428 | { |
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429 | int tries = RP->Xsize * RP->Ysize / 30; |
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430 | int ti; |
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431 | |
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432 | for (ti = 0; ti < tries; ti++) |
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|
433 | { |
|
|
434 | int dx, dy; /* starting location for looking at creating a door */ |
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|
435 | int cx, cy; /* results of checking on creating walls. */ |
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436 | |
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437 | dx = RANDOM () % RP->Xsize; |
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438 | dy = RANDOM () % RP->Ysize; |
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439 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
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440 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
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441 | if (cx == -1) |
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442 | { |
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443 | if (cy != -1) |
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444 | make_wall (maze, dx, dy, 1); |
|
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445 | continue; |
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|
446 | } |
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|
447 | if (cy == -1) |
|
|
448 | { |
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449 | make_wall (maze, dx, dy, 0); |
|
|
450 | continue; |
|
|
451 | } |
|
|
452 | if (cx < cy) |
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453 | make_wall (maze, dx, dy, 0); |
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454 | else |
|
|
455 | make_wall (maze, dx, dy, 1); |
|
|
456 | } |
146 | } |
457 | } |
147 | } |
458 | |
148 | |
459 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
149 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
460 | (or vertical, dir == 1) |
150 | (or vertical, dir == 1) |
461 | here which ends up on other walls sensibly. */ |
151 | here which ends up on other walls sensibly. */ |
462 | |
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|
463 | int |
152 | int |
464 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) |
153 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
465 | { |
154 | { |
466 | int i1; |
155 | int i1; |
467 | int length = 0; |
156 | int length = 0; |
468 | |
157 | |
469 | /* dont make walls if we're on the edge. */ |
158 | /* dont make walls if we're on the edge. */ |
… | |
… | |
532 | return -1; /* can't make verti. wall here */ |
221 | return -1; /* can't make verti. wall here */ |
533 | if (maze[x][i1] != 0) |
222 | if (maze[x][i1] != 0) |
534 | return -1; /* can't make horiz. wall here */ |
223 | return -1; /* can't make horiz. wall here */ |
535 | length++; |
224 | length++; |
536 | } |
225 | } |
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|
226 | |
537 | return length; |
227 | return length; |
538 | } |
228 | } |
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229 | |
539 | return -1; |
230 | return -1; |
540 | } |
231 | } |
541 | |
232 | |
|
|
233 | /* take a layout and make some rooms in it. |
|
|
234 | --works best on onions.*/ |
|
|
235 | void |
|
|
236 | roomify_layout (char **maze, random_map_params *RP) |
|
|
237 | { |
|
|
238 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
239 | int ti; |
|
|
240 | |
|
|
241 | for (ti = 0; ti < tries; ti++) |
|
|
242 | { |
|
|
243 | int dx, dy; /* starting location for looking at creating a door */ |
|
|
244 | int cx, cy; /* results of checking on creating walls. */ |
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245 | |
|
|
246 | dx = rmg_rndm (RP->Xsize); |
|
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247 | dy = rmg_rndm (RP->Ysize); |
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248 | |
|
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249 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
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250 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
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251 | if (cx == -1) |
|
|
252 | { |
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253 | if (cy != -1) |
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254 | make_wall (maze, dx, dy, 1); |
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|
255 | |
|
|
256 | continue; |
|
|
257 | } |
|
|
258 | |
|
|
259 | if (cy == -1) |
|
|
260 | { |
|
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261 | make_wall (maze, dx, dy, 0); |
|
|
262 | continue; |
|
|
263 | } |
|
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264 | |
|
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265 | if (cx < cy) |
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266 | make_wall (maze, dx, dy, 0); |
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267 | else |
|
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268 | make_wall (maze, dx, dy, 1); |
|
|
269 | } |
|
|
270 | } |
542 | |
271 | |
543 | int |
272 | int |
544 | make_wall (char **maze, int x, int y, int dir) |
273 | make_wall (char **maze, int x, int y, int dir) |
545 | { |
274 | { |
546 | maze[x][y] = 'D'; /* mark a door */ |
275 | maze[x][y] = 'D'; /* mark a door */ |
547 | switch (dir) |
276 | switch (dir) |
548 | { |
277 | { |
549 | case 0: /* horizontal */ |
278 | case 0: /* horizontal */ |
550 | { |
279 | { |
551 | int i1; |
280 | int i1; |
552 | |
281 | |
553 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
282 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
554 | maze[i1][y] = '#'; |
283 | maze[i1][y] = '#'; |
555 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
284 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
556 | maze[i1][y] = '#'; |
285 | maze[i1][y] = '#'; |
557 | break; |
286 | break; |
558 | } |
287 | } |
559 | case 1: /* vertical */ |
288 | case 1: /* vertical */ |
560 | { |
289 | { |
561 | int i1; |
290 | int i1; |
562 | |
291 | |
563 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
292 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
564 | maze[x][i1] = '#'; |
293 | maze[x][i1] = '#'; |
565 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
294 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
566 | maze[x][i1] = '#'; |
295 | maze[x][i1] = '#'; |
567 | break; |
296 | break; |
568 | } |
297 | } |
569 | } |
298 | } |
570 | |
299 | |
571 | return 0; |
300 | return 0; |
572 | } |
301 | } |
573 | |
302 | |
574 | /* puts doors at appropriate locations in a layout. */ |
303 | /* puts doors at appropriate locations in a layout. */ |
575 | |
|
|
576 | void |
304 | void |
577 | doorify_layout (char **maze, random_map_params * RP) |
305 | doorify_layout (char **maze, random_map_params *RP) |
578 | { |
306 | { |
579 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
307 | 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 */ |
308 | int doorlocs = 0; /* # of available doorlocations */ |
583 | int i, j; |
|
|
584 | |
309 | |
585 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
310 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
586 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
311 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
587 | |
|
|
588 | |
312 | |
589 | /* make a list of possible door locations */ |
313 | /* make a list of possible door locations */ |
590 | for (i = 1; i < RP->Xsize - 1; i++) |
314 | for (int i = 1; i < RP->Xsize - 1; i++) |
591 | for (j = 1; j < RP->Ysize - 1; j++) |
315 | for (int j = 1; j < RP->Ysize - 1; j++) |
592 | { |
316 | { |
593 | int sindex = surround_flag (maze, i, j, RP); |
317 | int sindex = surround_flag (maze, i, j, RP); |
594 | |
318 | |
595 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
319 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
596 | { |
320 | { |
597 | doorlist_x[doorlocs] = i; |
321 | doorlist_x[doorlocs] = i; |
598 | doorlist_y[doorlocs] = j; |
322 | doorlist_y[doorlocs] = j; |
599 | doorlocs++; |
323 | doorlocs++; |
600 | } |
324 | } |
601 | } |
325 | } |
|
|
326 | |
602 | while (ndoors > 0 && doorlocs > 0) |
327 | while (ndoors > 0 && doorlocs > 0) |
603 | { |
328 | { |
604 | int di; |
329 | int di = rmg_rndm (doorlocs); |
605 | int sindex; |
|
|
606 | |
|
|
607 | di = RANDOM () % doorlocs; |
|
|
608 | i = doorlist_x[di]; |
330 | int i = doorlist_x[di]; |
609 | j = doorlist_y[di]; |
331 | int j = doorlist_y[di]; |
610 | sindex = surround_flag (maze, i, j, RP); |
332 | int sindex = surround_flag (maze, i, j, RP); |
|
|
333 | |
611 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
334 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
612 | { |
335 | { |
613 | maze[i][j] = 'D'; |
336 | maze[i][j] = 'D'; |
614 | ndoors--; |
337 | ndoors--; |
615 | } |
338 | } |
|
|
339 | |
616 | /* reduce the size of the list */ |
340 | /* reduce the size of the list */ |
617 | doorlocs--; |
341 | doorlocs--; |
618 | doorlist_x[di] = doorlist_x[doorlocs]; |
342 | doorlist_x[di] = doorlist_x[doorlocs]; |
619 | doorlist_y[di] = doorlist_y[doorlocs]; |
343 | doorlist_y[di] = doorlist_y[doorlocs]; |
620 | } |
344 | } |
621 | free (doorlist_x); |
|
|
622 | free (doorlist_y); |
|
|
623 | } |
|
|
624 | |
345 | |
|
|
346 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
|
|
347 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
|
348 | } |
625 | |
349 | |
626 | void |
350 | void |
627 | write_map_parameters_to_string (char *buf, random_map_params * RP) |
351 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
628 | { |
352 | { |
629 | char small_buf[256]; |
353 | char small_buf[16384]; |
630 | |
354 | |
631 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
355 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
632 | |
356 | |
633 | if (RP->wallstyle[0]) |
357 | if (RP->wallstyle[0]) |
634 | { |
358 | { |
635 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
359 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
636 | strcat (buf, small_buf); |
360 | strcat (buf, small_buf); |
… | |
… | |
676 | { |
400 | { |
677 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
401 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
678 | strcat (buf, small_buf); |
402 | strcat (buf, small_buf); |
679 | } |
403 | } |
680 | |
404 | |
681 | if (RP->final_map[0]) |
405 | if (RP->final_map.length ()) |
682 | { |
406 | { |
683 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
407 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
684 | strcat (buf, small_buf); |
408 | strcat (buf, small_buf); |
685 | } |
409 | } |
686 | |
410 | |
687 | if (RP->exit_on_final_map[0]) |
411 | if (RP->exit_on_final_map[0]) |
688 | { |
412 | { |
689 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
413 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
690 | strcat (buf, small_buf); |
414 | strcat (buf, small_buf); |
691 | } |
415 | } |
692 | |
416 | |
693 | if (RP->this_map[0]) |
417 | if (RP->this_map.length ()) |
694 | { |
418 | { |
695 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
419 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
696 | strcat (buf, small_buf); |
420 | strcat (buf, small_buf); |
697 | } |
421 | } |
698 | |
422 | |
699 | if (RP->expand2x) |
423 | if (RP->expand2x) |
700 | { |
424 | { |
… | |
… | |
706 | { |
430 | { |
707 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
431 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
708 | strcat (buf, small_buf); |
432 | strcat (buf, small_buf); |
709 | } |
433 | } |
710 | |
434 | |
711 | |
|
|
712 | if (RP->layoutoptions2) |
435 | if (RP->layoutoptions2) |
713 | { |
436 | { |
714 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
437 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
715 | strcat (buf, small_buf); |
438 | strcat (buf, small_buf); |
716 | } |
439 | } |
717 | |
440 | |
718 | |
|
|
719 | if (RP->layoutoptions3) |
441 | if (RP->layoutoptions3) |
720 | { |
442 | { |
721 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
443 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
722 | strcat (buf, small_buf); |
444 | strcat (buf, small_buf); |
723 | } |
445 | } |
… | |
… | |
725 | if (RP->symmetry) |
447 | if (RP->symmetry) |
726 | { |
448 | { |
727 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
449 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
728 | strcat (buf, small_buf); |
450 | strcat (buf, small_buf); |
729 | } |
451 | } |
730 | |
|
|
731 | |
452 | |
732 | if (RP->difficulty && RP->difficulty_given) |
453 | if (RP->difficulty && RP->difficulty_given) |
733 | { |
454 | { |
734 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
455 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
735 | strcat (buf, small_buf); |
456 | strcat (buf, small_buf); |
… | |
… | |
772 | { |
493 | { |
773 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
494 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
774 | strcat (buf, small_buf); |
495 | strcat (buf, small_buf); |
775 | } |
496 | } |
776 | |
497 | |
|
|
498 | if (RP->treasureoptions) |
|
|
499 | { |
|
|
500 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
501 | strcat (buf, small_buf); |
|
|
502 | } |
|
|
503 | |
777 | if (RP->random_seed) |
504 | if (RP->random_seed) |
778 | { |
505 | { |
779 | /* Add one so that the next map is a bit different */ |
|
|
780 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
506 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
781 | strcat (buf, small_buf); |
507 | strcat (buf, small_buf); |
782 | } |
|
|
783 | |
|
|
784 | if (RP->treasureoptions) |
|
|
785 | { |
508 | } |
786 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
509 | |
|
|
510 | if (RP->custom) |
|
|
511 | { |
|
|
512 | sprintf (small_buf, "custom %s\n", RP->custom); |
787 | strcat (buf, small_buf); |
513 | strcat (buf, small_buf); |
788 | } |
514 | } |
789 | } |
515 | } |
790 | |
516 | |
791 | void |
517 | void |
792 | write_parameters_to_string (char *buf, |
518 | write_parameters_to_string (char *buf, |
793 | int xsize_n, |
519 | int xsize_n, |
794 | int ysize_n, |
520 | int ysize_n, |
795 | char *wallstyle_n, |
521 | const char *wallstyle_n, |
796 | char *floorstyle_n, |
522 | const char *floorstyle_n, |
797 | char *monsterstyle_n, |
523 | const char *monsterstyle_n, |
798 | char *treasurestyle_n, |
524 | const char *treasurestyle_n, |
799 | char *layoutstyle_n, |
525 | const char *layoutstyle_n, |
800 | char *decorstyle_n, |
526 | const char *decorstyle_n, |
801 | char *doorstyle_n, |
527 | const char *doorstyle_n, |
802 | char *exitstyle_n, |
528 | const char *exitstyle_n, |
803 | char *final_map_n, |
529 | const char *final_map_n, |
804 | char *exit_on_final_map_n, |
530 | const char *exit_on_final_map_n, |
805 | char *this_map_n, |
531 | const char *this_map_n, |
806 | int layoutoptions1_n, |
532 | int layoutoptions1_n, |
807 | int layoutoptions2_n, |
533 | int layoutoptions2_n, |
808 | int layoutoptions3_n, |
534 | int layoutoptions3_n, |
809 | int symmetry_n, |
535 | int symmetry_n, |
810 | int dungeon_depth_n, |
536 | int dungeon_depth_n, |
811 | int dungeon_level_n, |
537 | int dungeon_level_n, |
812 | int difficulty_n, |
538 | int difficulty_n, |
813 | int difficulty_given_n, |
539 | int difficulty_given_n, |
814 | int decoroptions_n, |
540 | int decoroptions_n, |
815 | int orientation_n, |
541 | int orientation_n, |
816 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
542 | int origin_x_n, |
|
|
543 | int origin_y_n, |
|
|
544 | uint32_t random_seed_n, |
|
|
545 | int treasureoptions_n, |
|
|
546 | float difficulty_increase) |
817 | { |
547 | { |
818 | |
|
|
819 | char small_buf[256]; |
548 | char small_buf[16384]; |
820 | |
549 | |
821 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
550 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
822 | |
551 | |
823 | if (wallstyle_n && wallstyle_n[0]) |
552 | if (wallstyle_n && wallstyle_n[0]) |
824 | { |
553 | { |
… | |
… | |
889 | if (layoutoptions1_n) |
618 | if (layoutoptions1_n) |
890 | { |
619 | { |
891 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
620 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
892 | strcat (buf, small_buf); |
621 | strcat (buf, small_buf); |
893 | } |
622 | } |
894 | |
|
|
895 | |
623 | |
896 | if (layoutoptions2_n) |
624 | if (layoutoptions2_n) |
897 | { |
625 | { |
898 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
626 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
899 | strcat (buf, small_buf); |
627 | strcat (buf, small_buf); |
… | |
… | |
959 | } |
687 | } |
960 | |
688 | |
961 | if (random_seed_n) |
689 | if (random_seed_n) |
962 | { |
690 | { |
963 | /* Add one so that the next map is a bit different */ |
691 | /* Add one so that the next map is a bit different */ |
964 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
692 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
965 | strcat (buf, small_buf); |
693 | strcat (buf, small_buf); |
966 | } |
694 | } |
967 | |
695 | |
968 | if (treasureoptions_n) |
696 | if (treasureoptions_n) |
969 | { |
697 | { |
970 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
698 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
971 | strcat (buf, small_buf); |
699 | strcat (buf, small_buf); |
972 | } |
700 | } |
973 | |
|
|
974 | |
|
|
975 | } |
701 | } |
976 | |
702 | |
977 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
703 | ///////////////////////////////////////////////////////////////////////////// |
978 | void |
|
|
979 | copy_object_with_inv (object *src_ob, object *dest_ob) |
|
|
980 | { |
|
|
981 | object *walk, *tmp; |
|
|
982 | |
704 | |
983 | src_ob->copy_to (dest_ob); |
705 | LayoutData::LayoutData (int w, int h) |
|
|
706 | : w(w), h(h) |
|
|
707 | { |
|
|
708 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
984 | |
709 | |
985 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
710 | col = (char **)salloc<char> (size); |
986 | { |
711 | |
987 | tmp = object::create (); |
712 | char *data = (char *)(col + w); |
988 | walk->copy_to (tmp); |
713 | |
989 | insert_ob_in_ob (tmp, dest_ob); |
714 | for (int x = w; x--; ) |
|
|
715 | col [x] = data + x * h; |
|
|
716 | } |
|
|
717 | |
|
|
718 | LayoutData::~LayoutData () |
|
|
719 | { |
|
|
720 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
721 | |
|
|
722 | sfree ((char *)col, size); |
|
|
723 | } |
|
|
724 | |
|
|
725 | void LayoutData::clear (char fill) |
|
|
726 | { |
|
|
727 | memset (col [0], fill, w * h); |
|
|
728 | } |
|
|
729 | |
|
|
730 | void LayoutData::border (char fill) |
|
|
731 | { |
|
|
732 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
733 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
734 | } |
|
|
735 | |
|
|
736 | /* function selects the layout function and gives it whatever |
|
|
737 | arguments it needs. */ |
|
|
738 | Layout |
|
|
739 | layoutgen (random_map_params *RP) |
|
|
740 | { |
|
|
741 | Layout layout (RP); |
|
|
742 | |
|
|
743 | switch (RP->map_layout_style) |
990 | } |
744 | { |
|
|
745 | case LAYOUT_ONION: |
|
|
746 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
|
|
747 | |
|
|
748 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
|
|
749 | roomify_layout (layout, RP); |
|
|
750 | |
|
|
751 | break; |
|
|
752 | |
|
|
753 | case LAYOUT_MAZE: |
|
|
754 | maze_gen (layout, rmg_rndm (2)); |
|
|
755 | |
|
|
756 | if (!(rmg_rndm (2))) |
|
|
757 | doorify_layout (layout, RP); |
|
|
758 | |
|
|
759 | break; |
|
|
760 | |
|
|
761 | case LAYOUT_SPIRAL: |
|
|
762 | map_gen_spiral (layout, RP->layoutoptions1); |
|
|
763 | |
|
|
764 | if (!(rmg_rndm (2))) |
|
|
765 | doorify_layout (layout, RP); |
|
|
766 | |
|
|
767 | break; |
|
|
768 | |
|
|
769 | case LAYOUT_ROGUELIKE: |
|
|
770 | /* Don't put symmetry in rogue maps. There isn't much reason to |
|
|
771 | * do so in the first place (doesn't make it any more interesting), |
|
|
772 | * but more importantly, the symmetry code presumes we are symmetrizing |
|
|
773 | * spirals, or maps with lots of passages - making a symmetric rogue |
|
|
774 | * map fails because its likely that the passages the symmetry process |
|
|
775 | * creates may not connect the rooms. |
|
|
776 | */ |
|
|
777 | RP->symmetry_used = SYMMETRY_NONE; |
|
|
778 | roguelike_layout_gen (layout, RP->layoutoptions1); |
|
|
779 | /* no doorifying... done already */ |
|
|
780 | break; |
|
|
781 | |
|
|
782 | case LAYOUT_SNAKE: |
|
|
783 | make_snake_layout (layout, RP->layoutoptions1); |
|
|
784 | |
|
|
785 | if (rmg_rndm (2)) |
|
|
786 | roomify_layout (layout, RP); |
|
|
787 | |
|
|
788 | break; |
|
|
789 | |
|
|
790 | case LAYOUT_SQUARE_SPIRAL: |
|
|
791 | make_square_spiral_layout (layout, RP->layoutoptions1); |
|
|
792 | |
|
|
793 | if (rmg_rndm (2)) |
|
|
794 | roomify_layout (layout, RP); |
|
|
795 | |
|
|
796 | break; |
|
|
797 | |
|
|
798 | default: |
|
|
799 | abort (); |
|
|
800 | } |
|
|
801 | |
|
|
802 | /* rotate the layout randomly */ |
|
|
803 | rotate_layout (layout, rmg_rndm (4)); |
|
|
804 | |
|
|
805 | symmetrize_layout (layout, RP); |
|
|
806 | |
|
|
807 | #ifdef RMAP_DEBUG |
|
|
808 | dump_layout (layout); |
|
|
809 | #endif |
|
|
810 | |
|
|
811 | if (RP->expand2x) |
|
|
812 | expand2x (layout); |
|
|
813 | |
|
|
814 | return layout; |
991 | } |
815 | } |
|
|
816 | |
|
|
817 | bool |
|
|
818 | maptile::generate_random_map (random_map_params *RP) |
|
|
819 | { |
|
|
820 | char buf[16384]; |
|
|
821 | int i; |
|
|
822 | |
|
|
823 | RP->Xsize = RP->xsize; |
|
|
824 | RP->Ysize = RP->ysize; |
|
|
825 | |
|
|
826 | /* pick a random seed, or use the one from the input file */ |
|
|
827 | RP->random_seed = RP->random_seed |
|
|
828 | ? RP->random_seed + RP->dungeon_level |
|
|
829 | : time (0); |
|
|
830 | |
|
|
831 | // we run "single-threaded" |
|
|
832 | rmg_rndm.seed (RP->random_seed); |
|
|
833 | |
|
|
834 | write_map_parameters_to_string (buf, RP); |
|
|
835 | |
|
|
836 | if (RP->difficulty == 0) |
|
|
837 | { |
|
|
838 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
|
|
839 | |
|
|
840 | if (RP->difficulty_increase > 0.001) |
|
|
841 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
|
|
842 | |
|
|
843 | if (RP->difficulty < 1) |
|
|
844 | RP->difficulty = 1; |
|
|
845 | } |
|
|
846 | else |
|
|
847 | RP->difficulty_given = 1; |
|
|
848 | |
|
|
849 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
|
850 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
|
|
851 | |
|
|
852 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
|
853 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
|
|
854 | |
|
|
855 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
|
856 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
|
|
857 | else |
|
|
858 | RP->symmetry_used = RP->symmetry; |
|
|
859 | |
|
|
860 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
|
861 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
862 | |
|
|
863 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
|
864 | RP->Xsize = RP->Xsize / 2 + 1; |
|
|
865 | |
|
|
866 | if (RP->expand2x > 0) |
|
|
867 | { |
|
|
868 | RP->Xsize /= 2; |
|
|
869 | RP->Ysize /= 2; |
|
|
870 | } |
|
|
871 | |
|
|
872 | RP->map_layout_style = LAYOUT_NONE; |
|
|
873 | |
|
|
874 | /* Redo this - there was a lot of redundant code of checking for preset |
|
|
875 | * layout style and then random layout style. Instead, figure out |
|
|
876 | * the numeric layoutstyle, so there is only one area that actually |
|
|
877 | * calls the code to make the maps. |
|
|
878 | */ |
|
|
879 | if (strstr (RP->layoutstyle, "onion")) |
|
|
880 | RP->map_layout_style = LAYOUT_ONION; |
|
|
881 | else if (strstr (RP->layoutstyle, "maze")) |
|
|
882 | RP->map_layout_style = LAYOUT_MAZE; |
|
|
883 | else if (strstr (RP->layoutstyle, "spiral")) |
|
|
884 | RP->map_layout_style = LAYOUT_SPIRAL; |
|
|
885 | else if (strstr (RP->layoutstyle, "rogue")) |
|
|
886 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
|
|
887 | else if (strstr (RP->layoutstyle, "snake")) |
|
|
888 | RP->map_layout_style = LAYOUT_SNAKE; |
|
|
889 | else if (strstr (RP->layoutstyle, "squarespiral")) |
|
|
890 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
891 | else if (RP->map_layout_style == LAYOUT_NONE) |
|
|
892 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
|
|
893 | else |
|
|
894 | abort (); |
|
|
895 | |
|
|
896 | Layout layout = layoutgen (RP); |
|
|
897 | |
|
|
898 | #ifdef RMAP_DEBUG |
|
|
899 | dump_layout (layout); |
|
|
900 | #endif |
|
|
901 | |
|
|
902 | /* increment these for the current map */ |
|
|
903 | ++RP->dungeon_level; |
|
|
904 | |
|
|
905 | // need to patch RP becasue following code doesn't use the Layout object |
|
|
906 | RP->Xsize = layout->w; |
|
|
907 | RP->Ysize = layout->h; |
|
|
908 | |
|
|
909 | /* allocate the map and set the floor */ |
|
|
910 | make_map_floor (layout, RP->floorstyle, RP); |
|
|
911 | |
|
|
912 | /* set region */ |
|
|
913 | default_region = RP->region; |
|
|
914 | |
|
|
915 | CEDE; |
|
|
916 | |
|
|
917 | place_specials_in_map (this, layout, RP); |
|
|
918 | |
|
|
919 | CEDE; |
|
|
920 | |
|
|
921 | /* create walls unless the wallstyle is "none" */ |
|
|
922 | if (strcmp (RP->wallstyle, "none")) |
|
|
923 | { |
|
|
924 | make_map_walls (this, layout, RP->wallstyle, RP); |
|
|
925 | |
|
|
926 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
927 | if (strcmp (RP->doorstyle, "none")) |
|
|
928 | put_doors (this, layout, RP->doorstyle, RP); |
|
|
929 | } |
|
|
930 | |
|
|
931 | CEDE; |
|
|
932 | |
|
|
933 | /* create exits unless the exitstyle is "none" */ |
|
|
934 | if (strcmp (RP->exitstyle, "none")) |
|
|
935 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
|
|
936 | |
|
|
937 | CEDE; |
|
|
938 | |
|
|
939 | /* create monsters unless the monsterstyle is "none" */ |
|
|
940 | if (strcmp (RP->monsterstyle, "none")) |
|
|
941 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
|
942 | |
|
|
943 | CEDE; |
|
|
944 | |
|
|
945 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
946 | difficulty = estimate_difficulty (); |
|
|
947 | |
|
|
948 | CEDE; |
|
|
949 | |
|
|
950 | /* create treasure unless the treasurestyle is "none" */ |
|
|
951 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
952 | |
|
|
953 | CEDE; |
|
|
954 | |
|
|
955 | /* create decor unless the decorstyle is "none" */ |
|
|
956 | if (strcmp (RP->decorstyle, "none")) |
|
|
957 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
958 | |
|
|
959 | CEDE; |
|
|
960 | |
|
|
961 | /* generate treasures, etc. */ |
|
|
962 | fix_auto_apply (); |
|
|
963 | |
|
|
964 | CEDE; |
|
|
965 | |
|
|
966 | unblock_exits (this, layout, RP); |
|
|
967 | |
|
|
968 | msg = strdup (buf); |
|
|
969 | in_memory = MAP_ACTIVE; |
|
|
970 | |
|
|
971 | CEDE; |
|
|
972 | |
|
|
973 | return 1; |
|
|
974 | } |
|
|
975 | |