1 | /* |
1 | /* |
2 | * static char *rcsid_random_map_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: random_map.C,v 1.2 2006/08/29 08:01:36 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
24 | |
29 | #include <time.h> |
25 | #include <time.h> |
30 | #include <stdio.h> |
26 | #include <stdio.h> |
31 | #include <global.h> |
27 | #include <global.h> |
32 | #include <maze_gen.h> |
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33 | #include <room_gen.h> |
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34 | #include <random_map.h> |
28 | #include <random_map.h> |
35 | #include <rproto.h> |
29 | #include <rproto.h> |
36 | #include <sproto.h> |
30 | #include <sproto.h> |
37 | |
31 | |
38 | void dump_layout(char **layout,RMParms *RP) { |
32 | #define CEDE coroapi::cede_to_tick () |
39 | { int i,j; |
33 | |
40 | for(i=0;i<RP->Xsize;i++) { |
34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
41 | for(j=0;j<RP->Ysize;j++) { |
35 | static void rotate_layout (Layout maze, int rotation); |
42 | if(layout[i][j]==0) layout[i][j]=' '; |
36 | |
43 | printf("%c",layout[i][j]); |
37 | void |
44 | if(layout[i][j]==' ') layout[i][j]=0; |
38 | dump_layout (Layout layout) |
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39 | { |
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40 | for (int j = 0; j < layout->h; j++) |
45 | } |
41 | { |
46 | printf("\n"); |
42 | for (int i = 0; i < layout->w; i++) |
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43 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
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44 | |
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45 | putc ('\n', stdout); |
47 | }} |
46 | } |
48 | printf("\n"); |
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49 | } |
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50 | EXTERN FILE *logfile; |
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51 | mapstruct *generate_random_map(const char *OutFileName, RMParms *RP) { |
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52 | char **layout, buf[HUGE_BUF]; |
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53 | mapstruct *theMap; |
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54 | int i; |
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55 | |
47 | |
56 | /* pick a random seed, or use the one from the input file */ |
48 | putc ('\n', stdout); |
57 | if(RP->random_seed == 0) |
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58 | RP->random_seed=time(0); |
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59 | |
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60 | SRANDOM(RP->random_seed); |
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61 | |
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62 | write_map_parameters_to_string(buf, RP); |
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63 | |
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64 | if(RP->difficulty==0) { |
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65 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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66 | if (RP->difficulty_increase > 0.001) { |
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67 | RP->difficulty = (int)((float)RP->dungeon_level * RP->difficulty_increase); |
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68 | if (RP->difficulty < 1) RP->difficulty=1; |
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69 | } |
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70 | } |
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71 | else |
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72 | RP->difficulty_given=1; |
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73 | |
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74 | if(RP->Xsize<MIN_RANDOM_MAP_SIZE) RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; |
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75 | if(RP->Ysize<MIN_RANDOM_MAP_SIZE) RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; |
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76 | |
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77 | if(RP->expand2x > 0) { |
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78 | RP->Xsize /=2; |
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79 | RP->Ysize /=2; |
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80 | } |
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81 | |
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82 | layout = layoutgen(RP); |
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83 | |
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84 | #ifdef RMAP_DEBUG |
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85 | dump_layout(layout,RP); |
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86 | #endif |
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87 | |
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88 | /* increment these for the current map */ |
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89 | RP->dungeon_level+=1; |
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90 | /* allow constant-difficulty maps. */ |
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91 | /* difficulty+=1; */ |
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92 | |
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93 | /* rotate the layout randomly */ |
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94 | layout=rotate_layout(layout,RANDOM()%4,RP); |
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95 | #ifdef RMAP_DEBUG |
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96 | dump_layout(layout,RP); |
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97 | #endif |
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98 | |
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99 | /* allocate the map and set the floor */ |
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100 | theMap = make_map_floor(layout,RP->floorstyle,RP); |
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101 | |
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102 | /* set the name of the map. */ |
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103 | strcpy(theMap->path,OutFileName); |
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104 | |
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105 | /* set region */ |
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106 | theMap->region=RP->region; |
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107 | |
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108 | /* create walls unless the wallstyle is "none" */ |
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109 | if (strcmp (RP->wallstyle, "none")) { |
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110 | make_map_walls(theMap,layout,RP->wallstyle,RP); |
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111 | |
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112 | /* place doors unless doorstyle or wallstyle is "none"*/ |
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113 | if (strcmp (RP->doorstyle, "none")) |
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114 | put_doors(theMap,layout,RP->doorstyle,RP); |
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115 | |
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116 | } |
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117 | |
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118 | /* create exits unless the exitstyle is "none" */ |
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119 | if (strcmp (RP->exitstyle, "none")) |
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120 | place_exits(theMap,layout,RP->exitstyle,RP->orientation,RP); |
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121 | |
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122 | place_specials_in_map(theMap,layout,RP); |
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123 | |
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124 | /* create monsters unless the monsterstyle is "none" */ |
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125 | if (strcmp (RP->monsterstyle, "none")) |
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126 | place_monsters(theMap,RP->monsterstyle,RP->difficulty,RP); |
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127 | |
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128 | /* treasures needs to have a proper difficulty set for the map. */ |
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129 | theMap->difficulty=calculate_difficulty(theMap); |
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130 | |
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131 | /* create treasure unless the treasurestyle is "none" */ |
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132 | if (strcmp (RP->treasurestyle, "none")) |
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133 | place_treasure(theMap,layout,RP->treasurestyle,RP->treasureoptions,RP); |
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134 | |
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135 | /* create decor unless the decorstyle is "none" */ |
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136 | if (strcmp (RP->decorstyle, "none")) |
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137 | put_decor(theMap,layout,RP->decorstyle,RP->decoroptions,RP); |
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138 | |
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139 | /* generate treasures, etc. */ |
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140 | fix_auto_apply(theMap); |
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141 | |
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142 | unblock_exits(theMap,layout,RP); |
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143 | |
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144 | /* free the layout */ |
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145 | for(i=0;i<RP->Xsize;i++) |
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146 | free(layout[i]); |
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147 | free(layout); |
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148 | |
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149 | theMap->msg = strdup_local(buf); |
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150 | |
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151 | return theMap; |
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152 | } |
49 | } |
153 | |
50 | |
154 | |
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155 | /* function selects the layout function and gives it whatever |
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156 | arguments it needs. */ |
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157 | char **layoutgen(RMParms *RP) { |
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158 | char **maze=0; |
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159 | int oxsize= RP->Xsize, oysize=RP->Ysize; |
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160 | |
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161 | if(RP->symmetry == RANDOM_SYM) |
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162 | RP->symmetry_used = (RANDOM() % ( XY_SYM))+1; |
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163 | else RP->symmetry_used = RP->symmetry; |
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164 | |
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165 | if(RP->symmetry_used==Y_SYM||RP->symmetry_used==XY_SYM) RP->Ysize = RP->Ysize/2+1; |
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166 | if(RP->symmetry_used==X_SYM||RP->symmetry_used==XY_SYM) RP->Xsize = RP->Xsize/2+1; |
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167 | |
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168 | if(RP->Xsize<MIN_RANDOM_MAP_SIZE) RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; |
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169 | if(RP->Ysize<MIN_RANDOM_MAP_SIZE) RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; |
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170 | RP->map_layout_style = 0; |
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171 | |
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172 | /* Redo this - there was a lot of redundant code of checking for preset |
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173 | * layout style and then random layout style. Instead, figure out |
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174 | * the numeric layoutstyle, so there is only one area that actually |
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175 | * calls the code to make the maps. |
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176 | */ |
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177 | if(strstr(RP->layoutstyle,"onion")) { |
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178 | RP->map_layout_style = ONION_LAYOUT; |
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179 | } |
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180 | |
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181 | if(strstr(RP->layoutstyle,"maze")) { |
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182 | RP->map_layout_style = MAZE_LAYOUT; |
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183 | } |
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184 | |
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185 | if(strstr(RP->layoutstyle,"spiral")) { |
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186 | RP->map_layout_style = SPIRAL_LAYOUT; |
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187 | } |
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188 | |
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189 | if(strstr(RP->layoutstyle,"rogue")) { |
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190 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
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191 | } |
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192 | |
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193 | if(strstr(RP->layoutstyle,"snake")) { |
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194 | RP->map_layout_style = SNAKE_LAYOUT; |
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195 | } |
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196 | |
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197 | if(strstr(RP->layoutstyle,"squarespiral")) { |
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198 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
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199 | } |
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200 | /* No style found - choose one ranomdly */ |
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201 | if (RP->map_layout_style == 0) { |
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202 | RP->map_layout_style = (RANDOM() % NROFLAYOUTS) + 1; |
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203 | } |
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204 | |
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205 | switch(RP->map_layout_style) { |
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206 | |
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207 | case ONION_LAYOUT: |
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208 | maze = map_gen_onion(RP->Xsize,RP->Ysize,RP->layoutoptions1,RP->layoutoptions2); |
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209 | if(!(RANDOM()%3)&& !(RP->layoutoptions1 & OPT_WALLS_ONLY)) roomify_layout(maze,RP); |
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210 | break; |
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211 | |
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212 | case MAZE_LAYOUT: |
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213 | maze = maze_gen(RP->Xsize,RP->Ysize,RANDOM()%2); |
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214 | if(!(RANDOM()%2)) doorify_layout(maze,RP); |
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215 | break; |
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216 | |
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217 | case SPIRAL_LAYOUT: |
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218 | maze = map_gen_spiral(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
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219 | if(!(RANDOM()%2)) doorify_layout(maze,RP); |
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220 | break; |
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221 | |
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222 | case ROGUELIKE_LAYOUT: |
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223 | /* Don't put symmetry in rogue maps. There isn't much reason to |
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224 | * do so in the first place (doesn't make it any more interesting), |
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225 | * but more importantly, the symmetry code presumes we are symmetrizing |
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226 | * spirals, or maps with lots of passages - making a symmetric rogue |
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227 | * map fails because its likely that the passages the symmetry process |
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228 | * creates may not connect the rooms. |
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229 | */ |
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230 | RP->symmetry_used = NO_SYM; |
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231 | RP->Ysize = oysize; |
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232 | RP->Xsize = oxsize; |
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233 | maze = roguelike_layout_gen(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
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234 | /* no doorifying... done already */ |
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235 | break; |
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236 | |
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237 | case SNAKE_LAYOUT: |
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238 | maze = make_snake_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
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239 | if(RANDOM()%2) roomify_layout(maze,RP); |
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240 | break; |
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241 | |
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242 | case SQUARE_SPIRAL_LAYOUT: |
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243 | maze = make_square_spiral_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
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244 | if(RANDOM()%2) roomify_layout(maze,RP); |
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245 | break; |
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246 | } |
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247 | |
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248 | maze = symmetrize_layout(maze, RP->symmetry_used,RP); |
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249 | #ifdef RMAP_DEBUG |
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250 | dump_layout(maze,RP); |
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251 | #endif |
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252 | if(RP->expand2x) { |
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253 | maze = expand2x(maze,RP->Xsize,RP->Ysize); |
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254 | RP->Xsize = RP->Xsize * 2 -1; |
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255 | RP->Ysize = RP->Ysize * 2 -1; |
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256 | } |
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257 | return maze; |
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258 | } |
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259 | |
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260 | |
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261 | /* takes a map and makes it symmetric: adjusts Xsize and |
51 | /* takes a map and makes it symmetric: adjusts Xsize and |
262 | Ysize to produce a symmetric map. */ |
52 | * Ysize to produce a symmetric map. |
263 | |
53 | */ |
264 | char **symmetrize_layout(char **maze, int sym,RMParms *RP) { |
54 | static void |
265 | int i,j; |
55 | symmetrize_layout (Layout layout, random_map_params *RP) |
266 | char **sym_maze; |
56 | { |
267 | int Xsize_orig,Ysize_orig; |
57 | if (RP->symmetry_used == SYMMETRY_NONE) |
268 | Xsize_orig = RP->Xsize; |
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269 | Ysize_orig = RP->Ysize; |
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270 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used.*/ |
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271 | if(sym == NO_SYM) { |
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272 | RP->Xsize = Xsize_orig; |
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273 | RP->Ysize = Ysize_orig; |
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274 | return maze; |
58 | return; |
275 | } |
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276 | /* pick new sizes */ |
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277 | RP->Xsize = ((sym==X_SYM||sym==XY_SYM)?RP->Xsize*2-3:RP->Xsize); |
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278 | RP->Ysize = ((sym==Y_SYM||sym==XY_SYM)?RP->Ysize*2-3:RP->Ysize); |
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279 | |
59 | |
280 | sym_maze = (char **)calloc(sizeof(char*),RP->Xsize); |
60 | Layout sym_layout ( |
281 | for(i=0;i<RP->Xsize;i++) |
61 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
282 | 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 | ); |
283 | |
64 | |
284 | if(sym==X_SYM) |
65 | if (RP->symmetry_used == SYMMETRY_X) |
285 | for(i=0;i<RP->Xsize/2+1;i++) |
66 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
286 | for(j=0;j<RP->Ysize;j++) { |
67 | for (int j = 0; j < sym_layout->h; j++) |
287 | sym_maze[i][j] = maze[i][j]; |
68 | { |
288 | sym_maze[RP->Xsize - i-1][j] = maze[i][j]; |
69 | sym_layout[i ][j] = |
289 | }; |
70 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
290 | if(sym==Y_SYM) |
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291 | for(i=0;i<RP->Xsize;i++) |
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292 | for(j=0;j<RP->Ysize/2+1;j++) { |
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293 | sym_maze[i][j] = maze[i][j]; |
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294 | sym_maze[i][RP->Ysize-j-1] = maze[i][j]; |
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295 | } |
71 | } |
296 | if(sym==XY_SYM) |
72 | |
297 | for(i=0;i<RP->Xsize/2+1;i++) |
73 | if (RP->symmetry_used == SYMMETRY_Y) |
298 | for(j=0;j<RP->Ysize/2+1;j++) { |
74 | for (int i = 0; i < sym_layout->w; i++) |
299 | sym_maze[i][j] = maze[i][j]; |
75 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
300 | sym_maze[i][RP->Ysize-j-1] = maze[i][j]; |
76 | { |
301 | sym_maze[RP->Xsize - i-1][j] = maze[i][j]; |
77 | sym_layout[i][j ] = |
302 | sym_maze[RP->Xsize - i-1][RP->Ysize-j-1] = maze[i][j]; |
78 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
303 | } |
79 | } |
304 | /* delete the old maze */ |
80 | |
305 | for(i=0;i<Xsize_orig;i++) |
81 | if (RP->symmetry_used == SYMMETRY_XY) |
306 | free(maze[i]); |
82 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
307 | free(maze); |
83 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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84 | { |
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85 | sym_layout[i ][j ] = |
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86 | sym_layout[i ][sym_layout->h - j - 1] = |
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87 | sym_layout[sym_layout->w - i - 1][j ] = |
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88 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
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89 | } |
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90 | |
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91 | layout.swap (sym_layout); |
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92 | sym_layout.free (); |
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93 | |
308 | /* reconnect disjointed spirals */ |
94 | /* reconnect disjointed spirals */ |
309 | if(RP->map_layout_style==SPIRAL_LAYOUT) |
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310 | connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); |
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311 | /* reconnect disjointed nethackmazes: the routine for |
95 | /* reconnect disjointed nethacklayouts: the routine for |
312 | spirals will do the trick?*/ |
96 | spirals will do the trick? */ |
313 | if(RP->map_layout_style==ROGUELIKE_LAYOUT) |
97 | if (RP->map_layout_style == LAYOUT_SPIRAL |
314 | connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); |
98 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
315 | |
99 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
316 | return sym_maze; |
|
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317 | } |
100 | } |
318 | |
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319 | |
101 | |
320 | /* takes a map and rotates it. This completes the |
102 | /* takes a map and rotates it. This completes the |
321 | onion layouts, making them possibly centered on any wall. |
103 | onion layouts, making them possibly centered on any wall. |
322 | It'll modify Xsize and Ysize if they're swapped. |
104 | It'll modify Xsize and Ysize if they're swapped. |
323 | */ |
105 | */ |
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106 | static void |
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107 | rotate_layout (Layout layout, int rotation) |
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108 | { |
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109 | int w = layout->w; |
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110 | int h = layout->h; |
324 | |
111 | |
325 | char ** rotate_layout(char **maze,int rotation,RMParms *RP) { |
|
|
326 | char **new_maze; |
|
|
327 | int i,j; |
|
|
328 | |
|
|
329 | switch(rotation) { |
112 | switch (rotation) |
330 | case 0: |
|
|
331 | return maze; |
|
|
332 | break; |
|
|
333 | case 2: /* a reflection */ |
|
|
334 | { |
113 | { |
335 | char *newmaze= (char *) malloc(sizeof(char) * RP->Xsize*RP->Ysize); |
114 | case 2: /* a reflection */ |
336 | for(i=0;i<RP->Xsize;i++) { /* make a copy */ |
|
|
337 | for(j=0;j<RP->Ysize;j++) { |
|
|
338 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
339 | } |
115 | { |
|
|
116 | Layout new_layout (w, h); |
|
|
117 | |
|
|
118 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
|
|
119 | for (int j = 0; j < h; j++) |
|
|
120 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
|
|
121 | |
|
|
122 | layout.swap (new_layout); |
|
|
123 | new_layout.free (); |
340 | } |
124 | } |
341 | for(i=0;i<RP->Xsize;i++) { /* copy a reflection back */ |
|
|
342 | for(j=0;j<RP->Ysize;j++) { |
|
|
343 | maze[i][j]= newmaze[(RP->Xsize-i-1)*RP->Ysize + RP->Ysize-j-1]; |
|
|
344 | } |
|
|
345 | } |
|
|
346 | free(newmaze); |
|
|
347 | return maze; |
|
|
348 | break; |
125 | break; |
349 | } |
126 | |
350 | case 1: |
127 | case 1: |
351 | case 3: |
128 | case 3: |
352 | { int swap; |
129 | { |
353 | new_maze = (char **) calloc(sizeof(char *),RP->Ysize); |
130 | Layout new_layout (h, w); |
354 | for(i=0;i<RP->Ysize;i++) { |
131 | |
355 | new_maze[i] = (char *) calloc(sizeof(char),RP->Xsize); |
|
|
356 | } |
|
|
357 | if(rotation == 1) /* swap x and y */ |
132 | if (rotation == 1) /* swap x and y */ |
358 | for(i=0;i<RP->Xsize;i++) |
133 | for (int i = 0; i < w; i++) |
359 | for(j=0;j<RP->Ysize;j++) |
134 | for (int j = 0; j < h; j++) |
360 | new_maze[j][i] = maze[i][j]; |
135 | new_layout[j][i] = layout[i][j]; |
361 | |
136 | |
362 | if(rotation == 3) { /* swap x and y */ |
137 | if (rotation == 3) /* swap x and y */ |
363 | for(i=0;i<RP->Xsize;i++) |
138 | for (int i = 0; i < w; i++) |
364 | for(j=0;j<RP->Ysize;j++) |
139 | for (int j = 0; j < h; j++) |
365 | 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]; |
366 | } |
|
|
367 | |
141 | |
368 | /* delete the old layout */ |
142 | layout.swap (new_layout); |
369 | for(i=0;i<RP->Xsize;i++) |
143 | new_layout.free (); |
370 | free(maze[i]); |
144 | } |
371 | free(maze); |
|
|
372 | |
|
|
373 | swap = RP->Ysize; |
|
|
374 | RP->Ysize = RP->Xsize; |
|
|
375 | RP->Xsize = swap; |
|
|
376 | return new_maze; |
|
|
377 | break; |
145 | break; |
378 | } |
|
|
379 | } |
146 | } |
380 | return NULL; |
|
|
381 | } |
|
|
382 | |
|
|
383 | /* take a layout and make some rooms in it. |
|
|
384 | --works best on onions.*/ |
|
|
385 | void roomify_layout(char **maze,RMParms *RP) { |
|
|
386 | int tries = RP->Xsize*RP->Ysize/30; |
|
|
387 | int ti; |
|
|
388 | |
|
|
389 | for(ti=0;ti<tries;ti++) { |
|
|
390 | int dx,dy; /* starting location for looking at creating a door */ |
|
|
391 | int cx,cy; /* results of checking on creating walls. */ |
|
|
392 | dx = RANDOM() % RP->Xsize; |
|
|
393 | dy = RANDOM() % RP->Ysize; |
|
|
394 | cx = can_make_wall(maze,dx,dy,0,RP); /* horizontal */ |
|
|
395 | cy = can_make_wall(maze,dx,dy,1,RP); /* vertical */ |
|
|
396 | if(cx == -1) { |
|
|
397 | if(cy != -1) |
|
|
398 | make_wall(maze,dx,dy,1); |
|
|
399 | continue; |
|
|
400 | } |
|
|
401 | if(cy == -1) { |
|
|
402 | make_wall(maze,dx,dy,0); |
|
|
403 | continue; |
|
|
404 | } |
|
|
405 | if(cx < cy) make_wall(maze,dx,dy,0); |
|
|
406 | else make_wall(maze,dx,dy,1); |
|
|
407 | } |
|
|
408 | } |
147 | } |
409 | |
148 | |
410 | /* 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 |
411 | (or vertical, dir == 1) |
150 | (or vertical, dir == 1) |
412 | here which ends up on other walls sensibly. */ |
151 | here which ends up on other walls sensibly. */ |
413 | |
152 | static int |
414 | int can_make_wall(char **maze,int dx,int dy,int dir,RMParms *RP) { |
153 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
|
|
154 | { |
415 | int i1; |
155 | int i1; |
416 | int length=0; |
156 | int length = 0; |
417 | |
157 | |
418 | /* dont make walls if we're on the edge. */ |
158 | /* dont make walls if we're on the edge. */ |
419 | if(dx == 0 || dx == (RP->Xsize -1) || dy == 0 || dy == (RP->Ysize-1)) return -1; |
159 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
|
|
160 | return -1; |
420 | |
161 | |
421 | /* don't make walls if we're ON a wall. */ |
162 | /* don't make walls if we're ON a wall. */ |
422 | if(maze[dx][dy]!=0) return -1; |
163 | if (maze[dx][dy] != 0) |
|
|
164 | return -1; |
423 | |
165 | |
424 | if(dir==0) /* horizontal */ |
166 | if (dir == 0) /* horizontal */ |
425 | { |
167 | { |
426 | int y = dy; |
168 | int y = dy; |
|
|
169 | |
427 | for(i1=dx-1;i1>0;i1--) { |
170 | for (i1 = dx - 1; i1 > 0; i1--) |
|
|
171 | { |
428 | int sindex=surround_flag2(maze,i1,y,RP); |
172 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
173 | |
429 | if(sindex == 1) break; |
174 | if (sindex == 1) |
|
|
175 | break; |
|
|
176 | if (sindex != 0) |
430 | if(sindex != 0) return -1; /* can't make horiz. wall here */ |
177 | return -1; /* can't make horiz. wall here */ |
|
|
178 | if (maze[i1][y] != 0) |
431 | if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ |
179 | return -1; /* can't make horiz. wall here */ |
432 | length++; |
180 | length++; |
|
|
181 | } |
|
|
182 | |
|
|
183 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
|
|
184 | { |
|
|
185 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
186 | |
|
|
187 | if (sindex == 2) |
|
|
188 | break; |
|
|
189 | if (sindex != 0) |
|
|
190 | return -1; /* can't make horiz. wall here */ |
|
|
191 | if (maze[i1][y] != 0) |
|
|
192 | return -1; /* can't make horiz. wall here */ |
|
|
193 | length++; |
|
|
194 | } |
|
|
195 | return length; |
|
|
196 | } |
|
|
197 | else |
|
|
198 | { /* vertical */ |
|
|
199 | int x = dx; |
|
|
200 | |
|
|
201 | for (i1 = dy - 1; i1 > 0; i1--) |
|
|
202 | { |
|
|
203 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
204 | |
|
|
205 | if (sindex == 4) |
|
|
206 | break; |
|
|
207 | if (sindex != 0) |
|
|
208 | return -1; /* can't make vert. wall here */ |
|
|
209 | if (maze[x][i1] != 0) |
|
|
210 | return -1; /* can't make horiz. wall here */ |
|
|
211 | length++; |
|
|
212 | } |
|
|
213 | |
|
|
214 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
|
|
215 | { |
|
|
216 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
217 | |
|
|
218 | if (sindex == 8) |
|
|
219 | break; |
|
|
220 | if (sindex != 0) |
|
|
221 | return -1; /* can't make verti. wall here */ |
|
|
222 | if (maze[x][i1] != 0) |
|
|
223 | return -1; /* can't make horiz. wall here */ |
|
|
224 | length++; |
|
|
225 | } |
|
|
226 | |
|
|
227 | return length; |
|
|
228 | } |
|
|
229 | |
|
|
230 | return -1; |
|
|
231 | } |
|
|
232 | |
|
|
233 | /* take a layout and make some rooms in it. |
|
|
234 | --works best on onions.*/ |
|
|
235 | static 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. */ |
|
|
245 | |
|
|
246 | dx = rmg_rndm (RP->Xsize); |
|
|
247 | dy = rmg_rndm (RP->Ysize); |
|
|
248 | |
|
|
249 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
250 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
|
251 | if (cx == -1) |
|
|
252 | { |
|
|
253 | if (cy != -1) |
|
|
254 | make_wall (maze, dx, dy, 1); |
|
|
255 | |
|
|
256 | continue; |
|
|
257 | } |
|
|
258 | |
|
|
259 | if (cy == -1) |
|
|
260 | { |
|
|
261 | make_wall (maze, dx, dy, 0); |
|
|
262 | continue; |
|
|
263 | } |
|
|
264 | |
|
|
265 | if (cx < cy) |
|
|
266 | make_wall (maze, dx, dy, 0); |
|
|
267 | else |
|
|
268 | make_wall (maze, dx, dy, 1); |
|
|
269 | } |
|
|
270 | } |
|
|
271 | |
|
|
272 | int |
|
|
273 | make_wall (char **maze, int x, int y, int dir) |
|
|
274 | { |
|
|
275 | maze[x][y] = 'D'; /* mark a door */ |
|
|
276 | switch (dir) |
|
|
277 | { |
|
|
278 | case 0: /* horizontal */ |
|
|
279 | { |
|
|
280 | int i1; |
|
|
281 | |
|
|
282 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
|
|
283 | maze[i1][y] = '#'; |
|
|
284 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
|
|
285 | maze[i1][y] = '#'; |
|
|
286 | break; |
|
|
287 | } |
|
|
288 | case 1: /* vertical */ |
|
|
289 | { |
|
|
290 | int i1; |
|
|
291 | |
|
|
292 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
|
|
293 | maze[x][i1] = '#'; |
|
|
294 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
|
|
295 | maze[x][i1] = '#'; |
|
|
296 | break; |
|
|
297 | } |
|
|
298 | } |
|
|
299 | |
|
|
300 | return 0; |
|
|
301 | } |
|
|
302 | |
|
|
303 | /* puts doors at appropriate locations in a layout. */ |
|
|
304 | static void |
|
|
305 | doorify_layout (char **maze, random_map_params *RP) |
|
|
306 | { |
|
|
307 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
|
|
308 | int doorlocs = 0; /* # of available doorlocations */ |
|
|
309 | |
|
|
310 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
|
|
311 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
|
|
312 | |
|
|
313 | /* make a list of possible door locations */ |
|
|
314 | for (int i = 1; i < RP->Xsize - 1; i++) |
|
|
315 | for (int j = 1; j < RP->Ysize - 1; j++) |
|
|
316 | { |
|
|
317 | int sindex = surround_flag (maze, i, j, RP); |
|
|
318 | |
|
|
319 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
320 | { |
|
|
321 | doorlist_x[doorlocs] = i; |
|
|
322 | doorlist_y[doorlocs] = j; |
|
|
323 | doorlocs++; |
|
|
324 | } |
433 | } |
325 | } |
434 | |
326 | |
435 | for(i1=dx+1;i1<RP->Xsize-1;i1++) { |
327 | while (ndoors > 0 && doorlocs > 0) |
436 | int sindex=surround_flag2(maze,i1,y,RP); |
|
|
437 | if(sindex == 2) break; |
|
|
438 | if(sindex != 0) return -1; /* can't make horiz. wall here */ |
|
|
439 | if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ |
|
|
440 | length++; |
|
|
441 | } |
|
|
442 | return length; |
|
|
443 | } |
328 | { |
444 | else { /* vertical */ |
329 | int di = rmg_rndm (doorlocs); |
445 | int x = dx; |
330 | int i = doorlist_x[di]; |
446 | for(i1=dy-1;i1>0;i1--) { |
331 | int j = doorlist_y[di]; |
447 | int sindex=surround_flag2(maze,x,i1,RP); |
|
|
448 | if(sindex == 4) break; |
|
|
449 | if(sindex != 0) return -1; /* can't make vert. wall here */ |
|
|
450 | if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ |
|
|
451 | length++; |
|
|
452 | } |
|
|
453 | |
|
|
454 | for(i1=dy+1;i1<RP->Ysize-1;i1++) { |
|
|
455 | int sindex=surround_flag2(maze,x,i1,RP); |
|
|
456 | if(sindex == 8) break; |
|
|
457 | if(sindex != 0) return -1; /* can't make verti. wall here */ |
|
|
458 | if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ |
|
|
459 | length++; |
|
|
460 | } |
|
|
461 | return length; |
|
|
462 | } |
|
|
463 | return -1; |
|
|
464 | } |
|
|
465 | |
|
|
466 | |
|
|
467 | int make_wall(char **maze,int x, int y, int dir){ |
|
|
468 | maze[x][y] = 'D'; /* mark a door */ |
|
|
469 | switch(dir) { |
|
|
470 | case 0: /* horizontal */ |
|
|
471 | { |
|
|
472 | int i1; |
|
|
473 | for(i1 = x-1;maze[i1][y]==0;i1--) |
|
|
474 | maze[i1][y]='#'; |
|
|
475 | for(i1 = x+1;maze[i1][y]==0;i1++) |
|
|
476 | maze[i1][y]='#'; |
|
|
477 | break; |
|
|
478 | } |
|
|
479 | case 1: /* vertical */ |
|
|
480 | { |
|
|
481 | int i1; |
|
|
482 | for(i1 = y-1;maze[x][i1]==0;i1--) |
|
|
483 | maze[x][i1]='#'; |
|
|
484 | for(i1 = y+1;maze[x][i1]==0;i1++) |
|
|
485 | maze[x][i1]='#'; |
|
|
486 | break; |
|
|
487 | } |
|
|
488 | } |
|
|
489 | |
|
|
490 | return 0; |
|
|
491 | } |
|
|
492 | |
|
|
493 | /* puts doors at appropriate locations in a layout. */ |
|
|
494 | |
|
|
495 | void doorify_layout(char **maze,RMParms *RP) { |
|
|
496 | int ndoors = RP->Xsize*RP->Ysize/60; /* reasonable number of doors. */ |
|
|
497 | char *doorlist_x; |
|
|
498 | char *doorlist_y; |
|
|
499 | int doorlocs = 0; /* # of available doorlocations */ |
|
|
500 | int i,j; |
|
|
501 | |
|
|
502 | doorlist_x = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); |
|
|
503 | doorlist_y = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); |
|
|
504 | |
|
|
505 | |
|
|
506 | /* make a list of possible door locations */ |
|
|
507 | for(i=1;i<RP->Xsize-1;i++) |
|
|
508 | for(j=1;j<RP->Ysize-1;j++) { |
|
|
509 | int sindex = surround_flag(maze,i,j,RP); |
332 | int sindex = surround_flag (maze, i, j, RP); |
|
|
333 | |
510 | if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ |
334 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
511 | { |
|
|
512 | doorlist_x[doorlocs]=i; |
|
|
513 | doorlist_y[doorlocs]=j; |
|
|
514 | doorlocs++; |
|
|
515 | } |
335 | { |
516 | } |
|
|
517 | while(ndoors > 0 && doorlocs > 0) { |
|
|
518 | int di; |
|
|
519 | int sindex; |
|
|
520 | di = RANDOM() % doorlocs; |
|
|
521 | i=doorlist_x[di]; |
|
|
522 | j=doorlist_y[di]; |
|
|
523 | sindex= surround_flag(maze,i,j,RP); |
|
|
524 | if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ |
|
|
525 | { |
|
|
526 | maze[i][j] = 'D'; |
336 | maze[i][j] = 'D'; |
527 | ndoors--; |
337 | ndoors--; |
528 | } |
338 | } |
|
|
339 | |
529 | /* reduce the size of the list */ |
340 | /* reduce the size of the list */ |
530 | doorlocs--; |
341 | doorlocs--; |
531 | doorlist_x[di]=doorlist_x[doorlocs]; |
342 | doorlist_x[di] = doorlist_x[doorlocs]; |
532 | doorlist_y[di]=doorlist_y[doorlocs]; |
343 | doorlist_y[di] = doorlist_y[doorlocs]; |
533 | } |
344 | } |
534 | free(doorlist_x); |
|
|
535 | free(doorlist_y); |
|
|
536 | } |
|
|
537 | |
345 | |
|
|
346 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
|
|
347 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
|
348 | } |
538 | |
349 | |
|
|
350 | void |
539 | void write_map_parameters_to_string(char *buf,RMParms *RP) { |
351 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
540 | |
352 | { |
541 | char small_buf[256]; |
353 | char small_buf[16384]; |
|
|
354 | |
542 | sprintf(buf,"xsize %d\nysize %d\n",RP->Xsize,RP->Ysize); |
355 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
543 | |
356 | |
544 | if(RP->wallstyle[0]) { |
357 | if (RP->wallstyle[0]) |
|
|
358 | { |
545 | sprintf(small_buf,"wallstyle %s\n",RP->wallstyle); |
359 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
546 | strcat(buf,small_buf); |
360 | strcat (buf, small_buf); |
547 | } |
361 | } |
548 | |
362 | |
549 | if(RP->floorstyle[0]) { |
363 | if (RP->floorstyle[0]) |
|
|
364 | { |
550 | sprintf(small_buf,"floorstyle %s\n",RP->floorstyle); |
365 | sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
551 | strcat(buf,small_buf); |
366 | strcat (buf, small_buf); |
552 | } |
367 | } |
553 | |
368 | |
554 | if(RP->monsterstyle[0]) { |
369 | if (RP->monsterstyle[0]) |
|
|
370 | { |
555 | sprintf(small_buf,"monsterstyle %s\n",RP->monsterstyle); |
371 | sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
556 | strcat(buf,small_buf); |
372 | strcat (buf, small_buf); |
557 | } |
373 | } |
558 | |
374 | |
559 | if(RP->treasurestyle[0]) { |
375 | if (RP->treasurestyle[0]) |
|
|
376 | { |
560 | sprintf(small_buf,"treasurestyle %s\n",RP->treasurestyle); |
377 | sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
561 | strcat(buf,small_buf); |
378 | strcat (buf, small_buf); |
562 | } |
379 | } |
563 | |
380 | |
564 | if(RP->layoutstyle[0]) { |
381 | if (RP->layoutstyle[0]) |
|
|
382 | { |
565 | sprintf(small_buf,"layoutstyle %s\n",RP->layoutstyle); |
383 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
566 | strcat(buf,small_buf); |
384 | strcat (buf, small_buf); |
567 | } |
385 | } |
568 | |
386 | |
569 | if(RP->decorstyle[0]) { |
387 | if (RP->decorstyle[0]) |
|
|
388 | { |
570 | sprintf(small_buf,"decorstyle %s\n",RP->decorstyle); |
389 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
571 | strcat(buf,small_buf); |
390 | strcat (buf, small_buf); |
572 | } |
391 | } |
573 | |
392 | |
574 | if(RP->doorstyle[0]) { |
393 | if (RP->doorstyle[0]) |
|
|
394 | { |
575 | sprintf(small_buf,"doorstyle %s\n",RP->doorstyle); |
395 | sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
576 | strcat(buf,small_buf); |
396 | strcat (buf, small_buf); |
577 | } |
397 | } |
578 | |
398 | |
579 | if(RP->exitstyle[0]) { |
399 | if (RP->exitstyle[0]) |
|
|
400 | { |
580 | sprintf(small_buf,"exitstyle %s\n",RP->exitstyle); |
401 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
581 | strcat(buf,small_buf); |
402 | strcat (buf, small_buf); |
582 | } |
403 | } |
583 | |
404 | |
584 | if(RP->final_map[0]) { |
405 | if (RP->final_map.length ()) |
|
|
406 | { |
585 | sprintf(small_buf,"final_map %s\n",RP->final_map); |
407 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
586 | strcat(buf,small_buf); |
408 | strcat (buf, small_buf); |
587 | } |
409 | } |
588 | |
410 | |
589 | if(RP->exit_on_final_map[0]) { |
411 | if (RP->exit_on_final_map[0]) |
|
|
412 | { |
590 | 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); |
591 | strcat(buf,small_buf); |
414 | strcat (buf, small_buf); |
592 | } |
415 | } |
593 | |
416 | |
594 | if(RP->this_map[0]) { |
417 | if (RP->this_map.length ()) |
|
|
418 | { |
595 | sprintf(small_buf,"origin_map %s\n",RP->this_map); |
419 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
596 | strcat(buf,small_buf); |
420 | strcat (buf, small_buf); |
597 | } |
421 | } |
598 | |
422 | |
599 | if(RP->expand2x) { |
423 | if (RP->expand2x) |
|
|
424 | { |
600 | sprintf(small_buf,"expand2x %d\n",RP->expand2x); |
425 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
601 | strcat(buf,small_buf); |
426 | strcat (buf, small_buf); |
602 | } |
427 | } |
603 | |
428 | |
604 | if(RP->layoutoptions1) { |
429 | if (RP->layoutoptions1) |
|
|
430 | { |
605 | sprintf(small_buf,"layoutoptions1 %d\n",RP->layoutoptions1); |
431 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
606 | strcat(buf,small_buf); |
432 | strcat (buf, small_buf); |
607 | } |
433 | } |
608 | |
434 | |
609 | |
|
|
610 | if(RP->layoutoptions2) { |
435 | if (RP->layoutoptions2) |
|
|
436 | { |
611 | sprintf(small_buf,"layoutoptions2 %d\n",RP->layoutoptions2); |
437 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
612 | strcat(buf,small_buf); |
438 | strcat (buf, small_buf); |
613 | } |
439 | } |
614 | |
440 | |
615 | |
|
|
616 | if(RP->layoutoptions3) { |
441 | if (RP->layoutoptions3) |
|
|
442 | { |
617 | sprintf(small_buf,"layoutoptions3 %d\n",RP->layoutoptions3); |
443 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
618 | strcat(buf,small_buf); |
444 | strcat (buf, small_buf); |
619 | } |
445 | } |
620 | |
446 | |
621 | if(RP->symmetry) { |
447 | if (RP->symmetry) |
|
|
448 | { |
622 | sprintf(small_buf,"symmetry %d\n",RP->symmetry); |
449 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
623 | strcat(buf,small_buf); |
450 | strcat (buf, small_buf); |
624 | } |
451 | } |
625 | |
452 | |
626 | |
|
|
627 | if(RP->difficulty && RP->difficulty_given ) { |
453 | if (RP->difficulty && RP->difficulty_given) |
|
|
454 | { |
628 | sprintf(small_buf,"difficulty %d\n",RP->difficulty); |
455 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
629 | strcat(buf,small_buf); |
456 | strcat (buf, small_buf); |
630 | } |
457 | } |
631 | |
458 | |
632 | if(RP->difficulty_increase != 1.0 ) { |
459 | if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f)) |
|
|
460 | { |
633 | sprintf(small_buf,"difficulty_increase %f\n",RP->difficulty_increase); |
461 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
634 | strcat(buf,small_buf); |
462 | strcat (buf, small_buf); |
635 | } |
463 | } |
636 | |
464 | |
637 | sprintf(small_buf,"dungeon_level %d\n",RP->dungeon_level); |
465 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
638 | strcat(buf,small_buf); |
466 | strcat (buf, small_buf); |
639 | |
467 | |
640 | if(RP->dungeon_depth) { |
468 | if (RP->dungeon_depth) |
|
|
469 | { |
641 | sprintf(small_buf,"dungeon_depth %d\n",RP->dungeon_depth); |
470 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
642 | strcat(buf,small_buf); |
471 | strcat (buf, small_buf); |
643 | } |
472 | } |
644 | |
473 | |
645 | if(RP->decoroptions) { |
474 | if (RP->decoroptions) |
|
|
475 | { |
646 | sprintf(small_buf,"decoroptions %d\n",RP->decoroptions); |
476 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
647 | strcat(buf,small_buf); |
477 | strcat (buf, small_buf); |
648 | } |
478 | } |
649 | |
479 | |
650 | if(RP->orientation) { |
480 | if (RP->orientation) |
|
|
481 | { |
651 | sprintf(small_buf,"orientation %d\n",RP->orientation); |
482 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
652 | strcat(buf,small_buf); |
483 | strcat (buf, small_buf); |
653 | } |
484 | } |
654 | |
485 | |
655 | if(RP->origin_x) { |
486 | if (RP->origin_x) |
|
|
487 | { |
656 | sprintf(small_buf,"origin_x %d\n",RP->origin_x); |
488 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
657 | strcat(buf,small_buf); |
489 | strcat (buf, small_buf); |
658 | } |
490 | } |
659 | |
491 | |
660 | if(RP->origin_y) { |
492 | if (RP->origin_y) |
|
|
493 | { |
661 | sprintf(small_buf,"origin_y %d\n",RP->origin_y); |
494 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
662 | strcat(buf,small_buf); |
495 | strcat (buf, small_buf); |
663 | } |
496 | } |
|
|
497 | |
|
|
498 | if (RP->treasureoptions) |
|
|
499 | { |
|
|
500 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
501 | strcat (buf, small_buf); |
|
|
502 | } |
|
|
503 | |
664 | if(RP->random_seed) { |
504 | if (RP->random_seed) |
|
|
505 | { |
|
|
506 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
|
|
507 | strcat (buf, small_buf); |
|
|
508 | } |
|
|
509 | |
|
|
510 | if (RP->custom) |
|
|
511 | { |
|
|
512 | sprintf (small_buf, "custom %s\n", RP->custom); |
|
|
513 | strcat (buf, small_buf); |
|
|
514 | } |
|
|
515 | } |
|
|
516 | |
|
|
517 | void |
|
|
518 | write_parameters_to_string (char *buf, |
|
|
519 | int xsize_n, |
|
|
520 | int ysize_n, |
|
|
521 | const char *wallstyle_n, |
|
|
522 | const char *floorstyle_n, |
|
|
523 | const char *monsterstyle_n, |
|
|
524 | const char *treasurestyle_n, |
|
|
525 | const char *layoutstyle_n, |
|
|
526 | const char *decorstyle_n, |
|
|
527 | const char *doorstyle_n, |
|
|
528 | const char *exitstyle_n, |
|
|
529 | const char *final_map_n, |
|
|
530 | const char *exit_on_final_map_n, |
|
|
531 | const char *this_map_n, |
|
|
532 | int layoutoptions1_n, |
|
|
533 | int layoutoptions2_n, |
|
|
534 | int layoutoptions3_n, |
|
|
535 | int symmetry_n, |
|
|
536 | int dungeon_depth_n, |
|
|
537 | int dungeon_level_n, |
|
|
538 | int difficulty_n, |
|
|
539 | int difficulty_given_n, |
|
|
540 | int decoroptions_n, |
|
|
541 | int orientation_n, |
|
|
542 | int origin_x_n, |
|
|
543 | int origin_y_n, |
|
|
544 | uint32_t random_seed_n, |
|
|
545 | int treasureoptions_n, |
|
|
546 | float difficulty_increase) |
|
|
547 | { |
|
|
548 | char small_buf[16384]; |
|
|
549 | |
|
|
550 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
|
|
551 | |
|
|
552 | if (wallstyle_n && wallstyle_n[0]) |
|
|
553 | { |
|
|
554 | sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
|
|
555 | strcat (buf, small_buf); |
|
|
556 | } |
|
|
557 | |
|
|
558 | if (floorstyle_n && floorstyle_n[0]) |
|
|
559 | { |
|
|
560 | sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
|
|
561 | strcat (buf, small_buf); |
|
|
562 | } |
|
|
563 | |
|
|
564 | if (monsterstyle_n && monsterstyle_n[0]) |
|
|
565 | { |
|
|
566 | sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
|
|
567 | strcat (buf, small_buf); |
|
|
568 | } |
|
|
569 | |
|
|
570 | if (treasurestyle_n && treasurestyle_n[0]) |
|
|
571 | { |
|
|
572 | sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
|
|
573 | strcat (buf, small_buf); |
|
|
574 | } |
|
|
575 | |
|
|
576 | if (layoutstyle_n && layoutstyle_n[0]) |
|
|
577 | { |
|
|
578 | sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
|
|
579 | strcat (buf, small_buf); |
|
|
580 | } |
|
|
581 | |
|
|
582 | if (decorstyle_n && decorstyle_n[0]) |
|
|
583 | { |
|
|
584 | sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
|
|
585 | strcat (buf, small_buf); |
|
|
586 | } |
|
|
587 | |
|
|
588 | if (doorstyle_n && doorstyle_n[0]) |
|
|
589 | { |
|
|
590 | sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
|
|
591 | strcat (buf, small_buf); |
|
|
592 | } |
|
|
593 | |
|
|
594 | if (exitstyle_n && exitstyle_n[0]) |
|
|
595 | { |
|
|
596 | sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
|
|
597 | strcat (buf, small_buf); |
|
|
598 | } |
|
|
599 | |
|
|
600 | if (final_map_n && final_map_n[0]) |
|
|
601 | { |
|
|
602 | sprintf (small_buf, "final_map %s\n", final_map_n); |
|
|
603 | strcat (buf, small_buf); |
|
|
604 | } |
|
|
605 | |
|
|
606 | if (exit_on_final_map_n && exit_on_final_map_n[0]) |
|
|
607 | { |
|
|
608 | sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
|
|
609 | strcat (buf, small_buf); |
|
|
610 | } |
|
|
611 | |
|
|
612 | if (this_map_n && this_map_n[0]) |
|
|
613 | { |
|
|
614 | sprintf (small_buf, "origin_map %s\n", this_map_n); |
|
|
615 | strcat (buf, small_buf); |
|
|
616 | } |
|
|
617 | |
|
|
618 | if (layoutoptions1_n) |
|
|
619 | { |
|
|
620 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
|
|
621 | strcat (buf, small_buf); |
|
|
622 | } |
|
|
623 | |
|
|
624 | if (layoutoptions2_n) |
|
|
625 | { |
|
|
626 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
|
|
627 | strcat (buf, small_buf); |
|
|
628 | } |
|
|
629 | |
|
|
630 | |
|
|
631 | if (layoutoptions3_n) |
|
|
632 | { |
|
|
633 | sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
|
|
634 | strcat (buf, small_buf); |
|
|
635 | } |
|
|
636 | |
|
|
637 | if (symmetry_n) |
|
|
638 | { |
|
|
639 | sprintf (small_buf, "symmetry %d\n", symmetry_n); |
|
|
640 | strcat (buf, small_buf); |
|
|
641 | } |
|
|
642 | |
|
|
643 | |
|
|
644 | if (difficulty_n && difficulty_given_n) |
|
|
645 | { |
|
|
646 | sprintf (small_buf, "difficulty %d\n", difficulty_n); |
|
|
647 | strcat (buf, small_buf); |
|
|
648 | } |
|
|
649 | |
|
|
650 | if (difficulty_increase > 0.001) |
|
|
651 | { |
|
|
652 | sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
|
|
653 | strcat (buf, small_buf); |
|
|
654 | } |
|
|
655 | |
|
|
656 | sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
|
|
657 | strcat (buf, small_buf); |
|
|
658 | |
|
|
659 | if (dungeon_depth_n) |
|
|
660 | { |
|
|
661 | sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
|
|
662 | strcat (buf, small_buf); |
|
|
663 | } |
|
|
664 | |
|
|
665 | if (decoroptions_n) |
|
|
666 | { |
|
|
667 | sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
|
|
668 | strcat (buf, small_buf); |
|
|
669 | } |
|
|
670 | |
|
|
671 | if (orientation_n) |
|
|
672 | { |
|
|
673 | sprintf (small_buf, "orientation %d\n", orientation_n); |
|
|
674 | strcat (buf, small_buf); |
|
|
675 | } |
|
|
676 | |
|
|
677 | if (origin_x_n) |
|
|
678 | { |
|
|
679 | sprintf (small_buf, "origin_x %d\n", origin_x_n); |
|
|
680 | strcat (buf, small_buf); |
|
|
681 | } |
|
|
682 | |
|
|
683 | if (origin_y_n) |
|
|
684 | { |
|
|
685 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
|
|
686 | strcat (buf, small_buf); |
|
|
687 | } |
|
|
688 | |
|
|
689 | if (random_seed_n) |
|
|
690 | { |
665 | /* Add one so that the next map is a bit different */ |
691 | /* Add one so that the next map is a bit different */ |
666 | sprintf(small_buf,"random_seed %d\n",RP->random_seed + 1); |
|
|
667 | strcat(buf,small_buf); |
|
|
668 | } |
|
|
669 | |
|
|
670 | if(RP->treasureoptions) { |
|
|
671 | sprintf(small_buf,"treasureoptions %d\n",RP->treasureoptions); |
|
|
672 | strcat(buf,small_buf); |
|
|
673 | } |
|
|
674 | |
|
|
675 | |
|
|
676 | } |
|
|
677 | |
|
|
678 | void write_parameters_to_string(char *buf, |
|
|
679 | int xsize_n, |
|
|
680 | int ysize_n, |
|
|
681 | char *wallstyle_n, |
|
|
682 | char *floorstyle_n, |
|
|
683 | char *monsterstyle_n, |
|
|
684 | char *treasurestyle_n, |
|
|
685 | char *layoutstyle_n, |
|
|
686 | char *decorstyle_n, |
|
|
687 | char *doorstyle_n, |
|
|
688 | char *exitstyle_n, |
|
|
689 | char *final_map_n, |
|
|
690 | char *exit_on_final_map_n, |
|
|
691 | char *this_map_n, |
|
|
692 | int layoutoptions1_n, |
|
|
693 | int layoutoptions2_n, |
|
|
694 | int layoutoptions3_n, |
|
|
695 | int symmetry_n, |
|
|
696 | int dungeon_depth_n, |
|
|
697 | int dungeon_level_n, |
|
|
698 | int difficulty_n, |
|
|
699 | int difficulty_given_n, |
|
|
700 | int decoroptions_n, |
|
|
701 | int orientation_n, |
|
|
702 | int origin_x_n, |
|
|
703 | int origin_y_n, |
|
|
704 | int random_seed_n, |
|
|
705 | int treasureoptions_n, |
|
|
706 | float difficulty_increase) |
|
|
707 | { |
|
|
708 | |
|
|
709 | char small_buf[256]; |
|
|
710 | sprintf(buf,"xsize %d\nysize %d\n",xsize_n,ysize_n); |
|
|
711 | |
|
|
712 | if(wallstyle_n && wallstyle_n[0]) { |
|
|
713 | sprintf(small_buf,"wallstyle %s\n",wallstyle_n); |
|
|
714 | strcat(buf,small_buf); |
|
|
715 | } |
|
|
716 | |
|
|
717 | if(floorstyle_n && floorstyle_n[0]) { |
|
|
718 | sprintf(small_buf,"floorstyle %s\n",floorstyle_n); |
|
|
719 | strcat(buf,small_buf); |
|
|
720 | } |
|
|
721 | |
|
|
722 | if(monsterstyle_n && monsterstyle_n[0]) { |
|
|
723 | sprintf(small_buf,"monsterstyle %s\n",monsterstyle_n); |
|
|
724 | strcat(buf,small_buf); |
|
|
725 | } |
|
|
726 | |
|
|
727 | if(treasurestyle_n && treasurestyle_n[0]) { |
|
|
728 | sprintf(small_buf,"treasurestyle %s\n",treasurestyle_n); |
|
|
729 | strcat(buf,small_buf); |
|
|
730 | } |
|
|
731 | |
|
|
732 | if(layoutstyle_n &&layoutstyle_n[0]) { |
|
|
733 | sprintf(small_buf,"layoutstyle %s\n",layoutstyle_n); |
|
|
734 | strcat(buf,small_buf); |
|
|
735 | } |
|
|
736 | |
|
|
737 | if(decorstyle_n && decorstyle_n[0]) { |
|
|
738 | sprintf(small_buf,"decorstyle %s\n",decorstyle_n); |
|
|
739 | strcat(buf,small_buf); |
|
|
740 | } |
|
|
741 | |
|
|
742 | if(doorstyle_n && doorstyle_n[0]) { |
|
|
743 | sprintf(small_buf,"doorstyle %s\n",doorstyle_n); |
|
|
744 | strcat(buf,small_buf); |
|
|
745 | } |
|
|
746 | |
|
|
747 | if(exitstyle_n && exitstyle_n[0]) { |
|
|
748 | sprintf(small_buf,"exitstyle %s\n",exitstyle_n); |
|
|
749 | strcat(buf,small_buf); |
|
|
750 | } |
|
|
751 | |
|
|
752 | if(final_map_n && final_map_n[0]) { |
|
|
753 | sprintf(small_buf,"final_map %s\n",final_map_n); |
|
|
754 | strcat(buf,small_buf); |
|
|
755 | } |
|
|
756 | |
|
|
757 | if(exit_on_final_map_n && exit_on_final_map_n[0]) { |
|
|
758 | sprintf(small_buf,"exit_on_final_map %s\n",exit_on_final_map_n); |
|
|
759 | strcat(buf,small_buf); |
|
|
760 | } |
|
|
761 | |
|
|
762 | if(this_map_n && this_map_n[0]) { |
|
|
763 | sprintf(small_buf,"origin_map %s\n",this_map_n); |
|
|
764 | strcat(buf,small_buf); |
|
|
765 | } |
|
|
766 | |
|
|
767 | if(layoutoptions1_n) { |
|
|
768 | sprintf(small_buf,"layoutoptions1 %d\n",layoutoptions1_n); |
|
|
769 | strcat(buf,small_buf); |
|
|
770 | } |
|
|
771 | |
|
|
772 | |
|
|
773 | if(layoutoptions2_n) { |
|
|
774 | sprintf(small_buf,"layoutoptions2 %d\n",layoutoptions2_n); |
|
|
775 | strcat(buf,small_buf); |
|
|
776 | } |
|
|
777 | |
|
|
778 | |
|
|
779 | if(layoutoptions3_n) { |
|
|
780 | sprintf(small_buf,"layoutoptions3 %d\n",layoutoptions3_n); |
|
|
781 | strcat(buf,small_buf); |
|
|
782 | } |
|
|
783 | |
|
|
784 | if(symmetry_n) { |
|
|
785 | sprintf(small_buf,"symmetry %d\n",symmetry_n); |
|
|
786 | strcat(buf,small_buf); |
|
|
787 | } |
|
|
788 | |
|
|
789 | |
|
|
790 | if(difficulty_n && difficulty_given_n ) { |
|
|
791 | sprintf(small_buf,"difficulty %d\n",difficulty_n); |
|
|
792 | strcat(buf,small_buf); |
|
|
793 | } |
|
|
794 | |
|
|
795 | if(difficulty_increase > 0.001 ) { |
|
|
796 | sprintf(small_buf,"difficulty_increase %f\n",difficulty_increase); |
|
|
797 | strcat(buf,small_buf); |
|
|
798 | } |
|
|
799 | |
|
|
800 | sprintf(small_buf,"dungeon_level %d\n",dungeon_level_n); |
|
|
801 | strcat(buf,small_buf); |
|
|
802 | |
|
|
803 | if(dungeon_depth_n) { |
|
|
804 | sprintf(small_buf,"dungeon_depth %d\n",dungeon_depth_n); |
|
|
805 | strcat(buf,small_buf); |
|
|
806 | } |
|
|
807 | |
|
|
808 | if(decoroptions_n) { |
|
|
809 | sprintf(small_buf,"decoroptions %d\n",decoroptions_n); |
|
|
810 | strcat(buf,small_buf); |
|
|
811 | } |
|
|
812 | |
|
|
813 | if(orientation_n) { |
|
|
814 | sprintf(small_buf,"orientation %d\n",orientation_n); |
|
|
815 | strcat(buf,small_buf); |
|
|
816 | } |
|
|
817 | |
|
|
818 | if(origin_x_n) { |
|
|
819 | sprintf(small_buf,"origin_x %d\n",origin_x_n); |
|
|
820 | strcat(buf,small_buf); |
|
|
821 | } |
|
|
822 | |
|
|
823 | if(origin_y_n) { |
|
|
824 | sprintf(small_buf,"origin_y %d\n",origin_y_n); |
|
|
825 | strcat(buf,small_buf); |
|
|
826 | } |
|
|
827 | if(random_seed_n) { |
|
|
828 | /* Add one so that the next map is a bit different */ |
|
|
829 | sprintf(small_buf,"random_seed %d\n",random_seed_n + 1); |
692 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
830 | strcat(buf,small_buf); |
693 | strcat (buf, small_buf); |
831 | } |
694 | } |
832 | |
695 | |
833 | if(treasureoptions_n) { |
696 | if (treasureoptions_n) |
|
|
697 | { |
834 | sprintf(small_buf,"treasureoptions %d\n",treasureoptions_n); |
698 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
835 | strcat(buf,small_buf); |
699 | strcat (buf, small_buf); |
836 | } |
700 | } |
837 | |
|
|
838 | |
|
|
839 | } |
701 | } |
840 | |
702 | |
841 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
703 | ///////////////////////////////////////////////////////////////////////////// |
842 | void copy_object_with_inv(object *src_ob, object *dest_ob) { |
|
|
843 | object *walk,*tmp; |
|
|
844 | |
704 | |
845 | copy_object(src_ob,dest_ob); |
705 | LayoutData::LayoutData (int w, int h) |
|
|
706 | : w(w), h(h) |
|
|
707 | { |
|
|
708 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
846 | |
709 | |
847 | for(walk=src_ob->inv;walk!=NULL;walk=walk->below) { |
710 | col = (char **)salloc<char> (size); |
848 | tmp=get_object(); |
711 | |
849 | copy_object(walk,tmp); |
712 | char *data = (char *)(col + w); |
850 | insert_ob_in_ob(tmp,dest_ob); |
713 | |
|
|
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 | static Layout |
|
|
739 | layoutgen (random_map_params *RP) |
|
|
740 | { |
|
|
741 | Layout layout (RP); |
|
|
742 | |
|
|
743 | switch (RP->map_layout_style) |
|
|
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 (); |
851 | } |
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; |
852 | } |
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 | |