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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <time.h> |
24 | #include <time.h> |
26 | #include <stdio.h> |
25 | #include <stdio.h> |
27 | #include <global.h> |
26 | #include <global.h> |
28 | #include <maze_gen.h> |
|
|
29 | #include <room_gen.h> |
|
|
30 | #include <random_map.h> |
27 | #include <random_map.h> |
31 | #include <rproto.h> |
28 | #include <rproto.h> |
32 | #include <sproto.h> |
29 | #include <sproto.h> |
33 | |
30 | |
34 | #define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); |
31 | #define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
35 | |
32 | |
36 | void |
33 | void |
37 | dump_layout (char **layout, random_map_params *RP) |
34 | dump_layout (char **layout, random_map_params *RP) |
38 | { |
35 | { |
39 | { |
36 | { |
… | |
… | |
56 | } |
53 | } |
57 | |
54 | |
58 | bool |
55 | bool |
59 | maptile::generate_random_map (random_map_params *RP) |
56 | maptile::generate_random_map (random_map_params *RP) |
60 | { |
57 | { |
61 | char **layout, buf[16384]; |
58 | char buf[16384]; |
62 | int i; |
59 | int i; |
63 | |
60 | |
64 | RP->Xsize = RP->xsize; |
61 | RP->Xsize = RP->xsize; |
65 | RP->Ysize = RP->ysize; |
62 | RP->Ysize = RP->ysize; |
66 | |
63 | |
… | |
… | |
90 | |
87 | |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
93 | |
90 | |
94 | if (RP->symmetry == SYMMETRY_RANDOM) |
91 | if (RP->symmetry == SYMMETRY_RANDOM) |
95 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
92 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
96 | else |
93 | else |
97 | RP->symmetry_used = RP->symmetry; |
94 | RP->symmetry_used = RP->symmetry; |
98 | |
95 | |
99 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
96 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
100 | RP->Ysize = RP->Ysize / 2 + 1; |
97 | RP->Ysize = RP->Ysize / 2 + 1; |
… | |
… | |
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
130 | if (strstr (RP->layoutstyle, "squarespiral")) |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
131 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
135 | |
132 | |
136 | /* No style found - choose one randomly */ |
133 | /* No style found - choose one randomly */ |
137 | if (RP->map_layout_style == LAYOUT_NONE) |
134 | if (RP->map_layout_style == LAYOUT_NONE) |
138 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
135 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
139 | |
136 | |
140 | layout = layoutgen (RP); |
137 | Maze layout = layoutgen (RP); |
141 | |
138 | |
142 | #ifdef RMAP_DEBUG |
139 | #ifdef RMAP_DEBUG |
143 | dump_layout (layout, RP); |
140 | dump_layout (layout, RP); |
144 | #endif |
141 | #endif |
145 | |
142 | |
… | |
… | |
212 | |
209 | |
213 | CEDE; |
210 | CEDE; |
214 | |
211 | |
215 | unblock_exits (this, layout, RP); |
212 | unblock_exits (this, layout, RP); |
216 | |
213 | |
217 | /* free the layout */ |
214 | layout.free (); |
218 | for (i = 0; i < RP->Xsize; i++) |
|
|
219 | free (layout[i]); |
|
|
220 | |
|
|
221 | free (layout); |
|
|
222 | |
215 | |
223 | msg = strdup (buf); |
216 | msg = strdup (buf); |
224 | in_memory = MAP_IN_MEMORY; |
217 | in_memory = MAP_IN_MEMORY; |
225 | |
218 | |
226 | CEDE; |
219 | CEDE; |
… | |
… | |
228 | return 1; |
221 | return 1; |
229 | } |
222 | } |
230 | |
223 | |
231 | /* function selects the layout function and gives it whatever |
224 | /* function selects the layout function and gives it whatever |
232 | arguments it needs. */ |
225 | arguments it needs. */ |
233 | char ** |
226 | Maze |
234 | layoutgen (random_map_params *RP) |
227 | layoutgen (random_map_params *RP) |
235 | { |
228 | { |
236 | char **maze = 0; |
229 | Maze maze; |
|
|
230 | |
237 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
231 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
238 | |
232 | |
239 | switch (RP->map_layout_style) |
233 | switch (RP->map_layout_style) |
240 | { |
234 | { |
241 | case LAYOUT_ONION: |
235 | case LAYOUT_ONION: |
242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
236 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
|
|
237 | |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
238 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
244 | roomify_layout (maze, RP); |
239 | roomify_layout (maze, RP); |
|
|
240 | |
245 | break; |
241 | break; |
246 | |
242 | |
247 | case LAYOUT_MAZE: |
243 | case LAYOUT_MAZE: |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
244 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
|
|
245 | |
249 | if (!(rndm (2))) |
246 | if (!(rndm (2))) |
250 | doorify_layout (maze, RP); |
247 | doorify_layout (maze, RP); |
|
|
248 | |
251 | break; |
249 | break; |
252 | |
250 | |
253 | case LAYOUT_SPIRAL: |
251 | case LAYOUT_SPIRAL: |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
252 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
|
253 | |
255 | if (!(rndm (2))) |
254 | if (!(rndm (2))) |
256 | doorify_layout (maze, RP); |
255 | doorify_layout (maze, RP); |
|
|
256 | |
257 | break; |
257 | break; |
258 | |
258 | |
259 | case LAYOUT_ROGUELIKE: |
259 | case LAYOUT_ROGUELIKE: |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
261 | * do so in the first place (doesn't make it any more interesting), |
261 | * do so in the first place (doesn't make it any more interesting), |
… | |
… | |
271 | /* no doorifying... done already */ |
271 | /* no doorifying... done already */ |
272 | break; |
272 | break; |
273 | |
273 | |
274 | case LAYOUT_SNAKE: |
274 | case LAYOUT_SNAKE: |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
|
276 | |
276 | if (rndm (2)) |
277 | if (rndm (2)) |
277 | roomify_layout (maze, RP); |
278 | roomify_layout (maze, RP); |
|
|
279 | |
278 | break; |
280 | break; |
279 | |
281 | |
280 | case LAYOUT_SQUARE_SPIRAL: |
282 | case LAYOUT_SQUARE_SPIRAL: |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
283 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
|
284 | |
282 | if (rndm (2)) |
285 | if (rndm (2)) |
283 | roomify_layout (maze, RP); |
286 | roomify_layout (maze, RP); |
|
|
287 | |
284 | break; |
288 | break; |
|
|
289 | |
|
|
290 | default: |
|
|
291 | abort (); |
285 | } |
292 | } |
286 | |
293 | |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
294 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
288 | |
295 | |
289 | #ifdef RMAP_DEBUG |
296 | #ifdef RMAP_DEBUG |
… | |
… | |
300 | return maze; |
307 | return maze; |
301 | } |
308 | } |
302 | |
309 | |
303 | /* takes a map and makes it symmetric: adjusts Xsize and |
310 | /* takes a map and makes it symmetric: adjusts Xsize and |
304 | Ysize to produce a symmetric map. */ |
311 | Ysize to produce a symmetric map. */ |
305 | char ** |
312 | Maze |
306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
313 | symmetrize_layout (Maze maze, int sym, random_map_params *RP) |
307 | { |
314 | { |
308 | int i, j; |
315 | int i, j; |
309 | char **sym_maze; |
|
|
310 | int Xsize_orig, Ysize_orig; |
316 | int Xsize_orig, Ysize_orig; |
311 | |
317 | |
312 | Xsize_orig = RP->Xsize; |
318 | Xsize_orig = RP->Xsize; |
313 | Ysize_orig = RP->Ysize; |
319 | Ysize_orig = RP->Ysize; |
|
|
320 | |
314 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
321 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
|
|
322 | |
315 | if (sym == SYMMETRY_NONE) |
323 | if (sym == SYMMETRY_NONE) |
316 | { |
324 | { |
317 | RP->Xsize = Xsize_orig; |
325 | RP->Xsize = Xsize_orig; |
318 | RP->Ysize = Ysize_orig; |
326 | RP->Ysize = Ysize_orig; |
|
|
327 | |
319 | return maze; |
328 | return maze; |
320 | } |
329 | } |
|
|
330 | |
321 | /* pick new sizes */ |
331 | /* pick new sizes */ |
322 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
332 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
323 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
333 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
324 | |
334 | |
325 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
335 | Maze sym_maze (RP); |
326 | for (i = 0; i < RP->Xsize; i++) |
|
|
327 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
328 | |
336 | |
329 | if (sym == SYMMETRY_X) |
337 | if (sym == SYMMETRY_X) |
330 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
338 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
331 | for (j = 0; j < RP->Ysize; j++) |
339 | for (j = 0; j < RP->Ysize; j++) |
332 | { |
340 | { |
333 | sym_maze[i][j] = maze[i][j]; |
341 | sym_maze[i][j] = maze[i][j]; |
334 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
342 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
335 | }; |
343 | } |
|
|
344 | |
336 | if (sym == SYMMETRY_Y) |
345 | if (sym == SYMMETRY_Y) |
337 | for (i = 0; i < RP->Xsize; i++) |
346 | for (i = 0; i < RP->Xsize; i++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
347 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
339 | { |
348 | { |
340 | sym_maze[i][j] = maze[i][j]; |
349 | sym_maze[i][j] = maze[i][j]; |
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
350 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
342 | } |
351 | } |
|
|
352 | |
343 | if (sym == SYMMETRY_XY) |
353 | if (sym == SYMMETRY_XY) |
344 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
354 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
345 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
355 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
346 | { |
356 | { |
347 | sym_maze[i][j] = maze[i][j]; |
357 | sym_maze[i][j] = maze[i][j]; |
348 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
358 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
349 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
359 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
350 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
360 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
351 | } |
361 | } |
352 | /* delete the old maze */ |
362 | |
353 | for (i = 0; i < Xsize_orig; i++) |
363 | maze.free (); |
354 | free (maze[i]); |
364 | |
355 | free (maze); |
|
|
356 | /* reconnect disjointed spirals */ |
365 | /* reconnect disjointed spirals */ |
357 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
366 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
358 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
367 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
|
|
368 | |
359 | /* reconnect disjointed nethackmazes: the routine for |
369 | /* reconnect disjointed nethackmazes: the routine for |
360 | spirals will do the trick? */ |
370 | spirals will do the trick? */ |
361 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
371 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
362 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
372 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
363 | |
373 | |
364 | return sym_maze; |
374 | return sym_maze; |
365 | } |
375 | } |
366 | |
376 | |
367 | |
|
|
368 | /* takes a map and rotates it. This completes the |
377 | /* takes a map and rotates it. This completes the |
369 | onion layouts, making them possibly centered on any wall. |
378 | onion layouts, making them possibly centered on any wall. |
370 | It'll modify Xsize and Ysize if they're swapped. |
379 | It'll modify Xsize and Ysize if they're swapped. |
371 | */ |
380 | */ |
372 | |
381 | Maze |
373 | char ** |
|
|
374 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
382 | rotate_layout (Maze maze, int rotation, random_map_params *RP) |
375 | { |
383 | { |
376 | char **new_maze; |
|
|
377 | int i, j; |
|
|
378 | |
|
|
379 | switch (rotation) |
384 | switch (rotation) |
380 | { |
385 | { |
381 | case 0: |
|
|
382 | return maze; |
|
|
383 | break; |
|
|
384 | case 2: /* a reflection */ |
386 | case 2: /* a reflection */ |
385 | { |
387 | { |
386 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
388 | Maze new_maze (RP); |
387 | |
389 | |
388 | for (i = 0; i < RP->Xsize; i++) |
390 | for (int i = 0; i < RP->Xsize; i++) /* copy a reflection back */ |
389 | { /* make a copy */ |
|
|
390 | for (j = 0; j < RP->Ysize; j++) |
391 | for (int j = 0; j < RP->Ysize; j++) |
391 | { |
392 | new_maze[i][j] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
392 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
393 | |
393 | } |
394 | maze.free (); |
|
|
395 | maze = new_maze; |
394 | } |
396 | } |
395 | for (i = 0; i < RP->Xsize; i++) |
397 | |
396 | { /* copy a reflection back */ |
|
|
397 | for (j = 0; j < RP->Ysize; j++) |
|
|
398 | { |
|
|
399 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
400 | } |
|
|
401 | } |
|
|
402 | free (newmaze); |
|
|
403 | return maze; |
|
|
404 | break; |
|
|
405 | } |
|
|
406 | case 1: |
398 | case 1: |
407 | case 3: |
399 | case 3: |
408 | { |
400 | { |
409 | int swap; |
401 | Maze new_maze (RP->Ysize, RP->Xsize); |
410 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
402 | |
411 | for (i = 0; i < RP->Ysize; i++) |
|
|
412 | { |
|
|
413 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
414 | } |
|
|
415 | if (rotation == 1) /* swap x and y */ |
403 | if (rotation == 1) /* swap x and y */ |
416 | for (i = 0; i < RP->Xsize; i++) |
404 | for (int i = 0; i < RP->Xsize; i++) |
417 | for (j = 0; j < RP->Ysize; j++) |
405 | for (int j = 0; j < RP->Ysize; j++) |
418 | new_maze[j][i] = maze[i][j]; |
406 | new_maze[j][i] = maze[i][j]; |
419 | |
407 | |
420 | if (rotation == 3) |
408 | if (rotation == 3) /* swap x and y */ |
421 | { /* swap x and y */ |
|
|
422 | for (i = 0; i < RP->Xsize; i++) |
409 | for (int i = 0; i < RP->Xsize; i++) |
423 | for (j = 0; j < RP->Ysize; j++) |
410 | for (int j = 0; j < RP->Ysize; j++) |
424 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
411 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
|
|
412 | |
|
|
413 | maze.free (); |
|
|
414 | maze = new_maze; |
|
|
415 | swap (RP->Xsize, RP->Ysize); |
425 | } |
416 | } |
426 | |
|
|
427 | /* delete the old layout */ |
|
|
428 | for (i = 0; i < RP->Xsize; i++) |
|
|
429 | free (maze[i]); |
|
|
430 | free (maze); |
|
|
431 | |
|
|
432 | swap = RP->Ysize; |
|
|
433 | RP->Ysize = RP->Xsize; |
|
|
434 | RP->Xsize = swap; |
|
|
435 | return new_maze; |
|
|
436 | break; |
|
|
437 | } |
|
|
438 | } |
417 | } |
439 | return NULL; |
418 | |
|
|
419 | return maze; |
440 | } |
420 | } |
441 | |
421 | |
442 | /* take a layout and make some rooms in it. |
422 | /* take a layout and make some rooms in it. |
443 | --works best on onions.*/ |
423 | --works best on onions.*/ |
444 | void |
424 | void |
… | |
… | |
450 | for (ti = 0; ti < tries; ti++) |
430 | for (ti = 0; ti < tries; ti++) |
451 | { |
431 | { |
452 | int dx, dy; /* starting location for looking at creating a door */ |
432 | int dx, dy; /* starting location for looking at creating a door */ |
453 | int cx, cy; /* results of checking on creating walls. */ |
433 | int cx, cy; /* results of checking on creating walls. */ |
454 | |
434 | |
455 | dx = RANDOM () % RP->Xsize; |
435 | dx = rndm (RP->Xsize); |
456 | dy = RANDOM () % RP->Ysize; |
436 | dy = rndm (RP->Ysize); |
|
|
437 | |
457 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
438 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
458 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
439 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
459 | if (cx == -1) |
440 | if (cx == -1) |
460 | { |
441 | { |
461 | if (cy != -1) |
442 | if (cy != -1) |
462 | make_wall (maze, dx, dy, 1); |
443 | make_wall (maze, dx, dy, 1); |
|
|
444 | |
463 | continue; |
445 | continue; |
464 | } |
446 | } |
|
|
447 | |
465 | if (cy == -1) |
448 | if (cy == -1) |
466 | { |
449 | { |
467 | make_wall (maze, dx, dy, 0); |
450 | make_wall (maze, dx, dy, 0); |
468 | continue; |
451 | continue; |
469 | } |
452 | } |
|
|
453 | |
470 | if (cx < cy) |
454 | if (cx < cy) |
471 | make_wall (maze, dx, dy, 0); |
455 | make_wall (maze, dx, dy, 0); |
472 | else |
456 | else |
473 | make_wall (maze, dx, dy, 1); |
457 | make_wall (maze, dx, dy, 1); |
474 | } |
458 | } |
… | |
… | |
592 | /* puts doors at appropriate locations in a layout. */ |
576 | /* puts doors at appropriate locations in a layout. */ |
593 | void |
577 | void |
594 | doorify_layout (char **maze, random_map_params *RP) |
578 | doorify_layout (char **maze, random_map_params *RP) |
595 | { |
579 | { |
596 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
580 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
597 | char *doorlist_x; |
|
|
598 | char *doorlist_y; |
|
|
599 | int doorlocs = 0; /* # of available doorlocations */ |
581 | int doorlocs = 0; /* # of available doorlocations */ |
600 | int i, j; |
582 | int i, j; |
601 | |
583 | |
602 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
584 | char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
603 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
585 | char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
604 | |
|
|
605 | |
586 | |
606 | /* make a list of possible door locations */ |
587 | /* make a list of possible door locations */ |
607 | for (i = 1; i < RP->Xsize - 1; i++) |
588 | for (i = 1; i < RP->Xsize - 1; i++) |
608 | for (j = 1; j < RP->Ysize - 1; j++) |
589 | for (j = 1; j < RP->Ysize - 1; j++) |
609 | { |
590 | { |
… | |
… | |
620 | while (ndoors > 0 && doorlocs > 0) |
601 | while (ndoors > 0 && doorlocs > 0) |
621 | { |
602 | { |
622 | int di; |
603 | int di; |
623 | int sindex; |
604 | int sindex; |
624 | |
605 | |
625 | di = RANDOM () % doorlocs; |
606 | di = rndm (doorlocs); |
626 | i = doorlist_x[di]; |
607 | i = doorlist_x[di]; |
627 | j = doorlist_y[di]; |
608 | j = doorlist_y[di]; |
628 | sindex = surround_flag (maze, i, j, RP); |
609 | sindex = surround_flag (maze, i, j, RP); |
|
|
610 | |
629 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
611 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
630 | { |
612 | { |
631 | maze[i][j] = 'D'; |
613 | maze[i][j] = 'D'; |
632 | ndoors--; |
614 | ndoors--; |
633 | } |
615 | } |
|
|
616 | |
634 | /* reduce the size of the list */ |
617 | /* reduce the size of the list */ |
635 | doorlocs--; |
618 | doorlocs--; |
636 | doorlist_x[di] = doorlist_x[doorlocs]; |
619 | doorlist_x[di] = doorlist_x[doorlocs]; |
637 | doorlist_y[di] = doorlist_y[doorlocs]; |
620 | doorlist_y[di] = doorlist_y[doorlocs]; |
638 | } |
621 | } |
639 | |
622 | |
640 | free (doorlist_x); |
623 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
641 | free (doorlist_y); |
624 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
642 | } |
625 | } |
643 | |
626 | |
644 | void |
627 | void |
645 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
628 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
646 | { |
629 | { |
… | |
… | |
810 | |
793 | |
811 | void |
794 | void |
812 | write_parameters_to_string (char *buf, |
795 | write_parameters_to_string (char *buf, |
813 | int xsize_n, |
796 | int xsize_n, |
814 | int ysize_n, |
797 | int ysize_n, |
815 | char *wallstyle_n, |
798 | const char *wallstyle_n, |
816 | char *floorstyle_n, |
799 | const char *floorstyle_n, |
817 | char *monsterstyle_n, |
800 | const char *monsterstyle_n, |
818 | char *treasurestyle_n, |
801 | const char *treasurestyle_n, |
819 | char *layoutstyle_n, |
802 | const char *layoutstyle_n, |
820 | char *decorstyle_n, |
803 | const char *decorstyle_n, |
821 | char *doorstyle_n, |
804 | const char *doorstyle_n, |
822 | char *exitstyle_n, |
805 | const char *exitstyle_n, |
823 | char *final_map_n, |
806 | const char *final_map_n, |
824 | char *exit_on_final_map_n, |
807 | const char *exit_on_final_map_n, |
825 | char *this_map_n, |
808 | const char *this_map_n, |
826 | int layoutoptions1_n, |
809 | int layoutoptions1_n, |
827 | int layoutoptions2_n, |
810 | int layoutoptions2_n, |
828 | int layoutoptions3_n, |
811 | int layoutoptions3_n, |
829 | int symmetry_n, |
812 | int symmetry_n, |
830 | int dungeon_depth_n, |
813 | int dungeon_depth_n, |
831 | int dungeon_level_n, |
814 | int dungeon_level_n, |
832 | int difficulty_n, |
815 | int difficulty_n, |
833 | int difficulty_given_n, |
816 | int difficulty_given_n, |
834 | int decoroptions_n, |
817 | int decoroptions_n, |
835 | int orientation_n, |
818 | int orientation_n, |
836 | int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase) |
819 | int origin_x_n, |
|
|
820 | int origin_y_n, |
|
|
821 | uint32_t random_seed_n, |
|
|
822 | int treasureoptions_n, |
|
|
823 | float difficulty_increase) |
837 | { |
824 | { |
838 | char small_buf[16384]; |
825 | char small_buf[16384]; |
839 | |
826 | |
840 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
827 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
841 | |
828 | |
… | |
… | |
1004 | |
991 | |
1005 | walk->copy_to (tmp); |
992 | walk->copy_to (tmp); |
1006 | insert_ob_in_ob (tmp, dest_ob); |
993 | insert_ob_in_ob (tmp, dest_ob); |
1007 | } |
994 | } |
1008 | } |
995 | } |
|
|
996 | |
|
|
997 | MazeData::MazeData (int xsize, int ysize) |
|
|
998 | { |
|
|
999 | int size = xsize * ysize |
|
|
1000 | + sizeof (char *) * xsize |
|
|
1001 | + sizeof (char *); |
|
|
1002 | |
|
|
1003 | col = (char **)salloc0<char> (size); |
|
|
1004 | *col++ = (char *)size; |
|
|
1005 | |
|
|
1006 | char *data = (char *)(col + xsize); |
|
|
1007 | |
|
|
1008 | for (int x = xsize; x--; ) |
|
|
1009 | col [x] = data + x * ysize; |
|
|
1010 | } |
|
|
1011 | |
|
|
1012 | MazeData::~MazeData () |
|
|
1013 | { |
|
|
1014 | int size = (long)*--col; |
|
|
1015 | sfree ((char *)col, size); |
|
|
1016 | } |
|
|
1017 | |