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__); |
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|
32 | |
|
|
33 | static void symmetrize_layout (Maze maze, random_map_params *RP); |
|
|
34 | static void rotate_layout (Maze maze, int rotation); |
35 | |
35 | |
36 | void |
36 | void |
37 | dump_layout (char **layout, random_map_params *RP) |
37 | dump_layout (char **layout, random_map_params *RP) |
38 | { |
38 | { |
39 | { |
39 | { |
… | |
… | |
56 | } |
56 | } |
57 | |
57 | |
58 | bool |
58 | bool |
59 | maptile::generate_random_map (random_map_params *RP) |
59 | maptile::generate_random_map (random_map_params *RP) |
60 | { |
60 | { |
61 | char **layout, buf[16384]; |
61 | char buf[16384]; |
62 | int i; |
62 | int i; |
63 | |
63 | |
64 | RP->Xsize = RP->xsize; |
64 | RP->Xsize = RP->xsize; |
65 | RP->Ysize = RP->ysize; |
65 | RP->Ysize = RP->ysize; |
66 | |
66 | |
… | |
… | |
90 | |
90 | |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
93 | |
93 | |
94 | if (RP->symmetry == SYMMETRY_RANDOM) |
94 | if (RP->symmetry == SYMMETRY_RANDOM) |
95 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
95 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
96 | else |
96 | else |
97 | RP->symmetry_used = RP->symmetry; |
97 | RP->symmetry_used = RP->symmetry; |
98 | |
98 | |
99 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
99 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
100 | RP->Ysize = RP->Ysize / 2 + 1; |
100 | RP->Ysize = RP->Ysize / 2 + 1; |
… | |
… | |
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
135 | |
135 | |
136 | /* No style found - choose one randomly */ |
136 | /* No style found - choose one randomly */ |
137 | if (RP->map_layout_style == LAYOUT_NONE) |
137 | if (RP->map_layout_style == LAYOUT_NONE) |
138 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
138 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
139 | |
139 | |
140 | layout = layoutgen (RP); |
140 | Maze layout = layoutgen (RP); |
141 | |
141 | |
142 | #ifdef RMAP_DEBUG |
142 | #ifdef RMAP_DEBUG |
143 | dump_layout (layout, RP); |
143 | dump_layout (layout, RP); |
144 | #endif |
144 | #endif |
145 | |
145 | |
… | |
… | |
147 | RP->dungeon_level += 1; |
147 | RP->dungeon_level += 1; |
148 | /* allow constant-difficulty maps. */ |
148 | /* allow constant-difficulty maps. */ |
149 | /* difficulty+=1; */ |
149 | /* difficulty+=1; */ |
150 | |
150 | |
151 | /* rotate the layout randomly */ |
151 | /* rotate the layout randomly */ |
152 | layout = rotate_layout (layout, rndm (4), RP); |
152 | rotate_layout (layout, rndm (4)); |
153 | #ifdef RMAP_DEBUG |
153 | #ifdef RMAP_DEBUG |
154 | dump_layout (layout, RP); |
154 | dump_layout (layout, RP); |
155 | #endif |
155 | #endif |
156 | |
156 | |
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|
157 | // need to patch RP becasue following code doesn't use the Maze object |
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|
158 | RP->Xsize = layout->w; |
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|
159 | RP->Ysize = layout->h; |
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|
160 | |
157 | /* allocate the map and set the floor */ |
161 | /* allocate the map and set the floor */ |
158 | make_map_floor (layout, RP->floorstyle, RP); |
162 | make_map_floor (layout, RP->floorstyle, RP); |
159 | |
163 | |
160 | /* set region */ |
164 | /* set region */ |
161 | default_region = RP->region; |
165 | default_region = RP->region; |
… | |
… | |
212 | |
216 | |
213 | CEDE; |
217 | CEDE; |
214 | |
218 | |
215 | unblock_exits (this, layout, RP); |
219 | unblock_exits (this, layout, RP); |
216 | |
220 | |
217 | /* free the layout */ |
221 | layout.free (); |
218 | for (i = 0; i < RP->Xsize; i++) |
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|
219 | free (layout[i]); |
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|
220 | |
|
|
221 | free (layout); |
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|
222 | |
222 | |
223 | msg = strdup (buf); |
223 | msg = strdup (buf); |
224 | in_memory = MAP_IN_MEMORY; |
224 | in_memory = MAP_IN_MEMORY; |
225 | |
225 | |
226 | CEDE; |
226 | CEDE; |
… | |
… | |
228 | return 1; |
228 | return 1; |
229 | } |
229 | } |
230 | |
230 | |
231 | /* function selects the layout function and gives it whatever |
231 | /* function selects the layout function and gives it whatever |
232 | arguments it needs. */ |
232 | arguments it needs. */ |
233 | char ** |
233 | Maze |
234 | layoutgen (random_map_params *RP) |
234 | layoutgen (random_map_params *RP) |
235 | { |
235 | { |
236 | char **maze = 0; |
236 | Maze maze (RP); |
237 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
|
238 | |
237 | |
239 | switch (RP->map_layout_style) |
238 | switch (RP->map_layout_style) |
240 | { |
239 | { |
241 | case LAYOUT_ONION: |
240 | case LAYOUT_ONION: |
242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
241 | map_gen_onion (maze, RP->layoutoptions1, RP->layoutoptions2); |
|
|
242 | |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
244 | roomify_layout (maze, RP); |
244 | roomify_layout (maze, RP); |
|
|
245 | |
245 | break; |
246 | break; |
246 | |
247 | |
247 | case LAYOUT_MAZE: |
248 | case LAYOUT_MAZE: |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
249 | maze_gen (maze, rndm (2)); |
|
|
250 | |
249 | if (!(rndm (2))) |
251 | if (!(rndm (2))) |
250 | doorify_layout (maze, RP); |
252 | doorify_layout (maze, RP); |
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|
253 | |
251 | break; |
254 | break; |
252 | |
255 | |
253 | case LAYOUT_SPIRAL: |
256 | case LAYOUT_SPIRAL: |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
257 | map_gen_spiral (maze, RP->layoutoptions1); |
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|
258 | |
255 | if (!(rndm (2))) |
259 | if (!(rndm (2))) |
256 | doorify_layout (maze, RP); |
260 | doorify_layout (maze, RP); |
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|
261 | |
257 | break; |
262 | break; |
258 | |
263 | |
259 | case LAYOUT_ROGUELIKE: |
264 | case LAYOUT_ROGUELIKE: |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
265 | /* 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), |
266 | * do so in the first place (doesn't make it any more interesting), |
… | |
… | |
263 | * spirals, or maps with lots of passages - making a symmetric rogue |
268 | * spirals, or maps with lots of passages - making a symmetric rogue |
264 | * map fails because its likely that the passages the symmetry process |
269 | * map fails because its likely that the passages the symmetry process |
265 | * creates may not connect the rooms. |
270 | * creates may not connect the rooms. |
266 | */ |
271 | */ |
267 | RP->symmetry_used = SYMMETRY_NONE; |
272 | RP->symmetry_used = SYMMETRY_NONE; |
268 | RP->Ysize = oysize; |
|
|
269 | RP->Xsize = oxsize; |
|
|
270 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
273 | roguelike_layout_gen (maze, RP->layoutoptions1); |
271 | /* no doorifying... done already */ |
274 | /* no doorifying... done already */ |
272 | break; |
275 | break; |
273 | |
276 | |
274 | case LAYOUT_SNAKE: |
277 | case LAYOUT_SNAKE: |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
278 | make_snake_layout (maze, RP->layoutoptions1); |
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|
279 | |
276 | if (rndm (2)) |
280 | if (rndm (2)) |
277 | roomify_layout (maze, RP); |
281 | roomify_layout (maze, RP); |
|
|
282 | |
278 | break; |
283 | break; |
279 | |
284 | |
280 | case LAYOUT_SQUARE_SPIRAL: |
285 | case LAYOUT_SQUARE_SPIRAL: |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
286 | make_square_spiral_layout (maze, RP->layoutoptions1); |
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287 | |
282 | if (rndm (2)) |
288 | if (rndm (2)) |
283 | roomify_layout (maze, RP); |
289 | roomify_layout (maze, RP); |
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|
290 | |
284 | break; |
291 | break; |
285 | } |
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|
286 | |
292 | |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
293 | default: |
|
|
294 | abort (); |
|
|
295 | } |
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|
296 | |
|
|
297 | symmetrize_layout (maze, RP); |
288 | |
298 | |
289 | #ifdef RMAP_DEBUG |
299 | #ifdef RMAP_DEBUG |
290 | dump_layout (maze, RP); |
300 | dump_layout (maze, RP); |
291 | #endif |
301 | #endif |
292 | |
302 | |
293 | if (RP->expand2x) |
303 | if (RP->expand2x) |
294 | { |
304 | expand2x (maze); |
295 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
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296 | RP->Xsize = RP->Xsize * 2 - 1; |
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297 | RP->Ysize = RP->Ysize * 2 - 1; |
|
|
298 | } |
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299 | |
305 | |
300 | return maze; |
306 | return maze; |
301 | } |
307 | } |
302 | |
308 | |
303 | /* takes a map and makes it symmetric: adjusts Xsize and |
309 | /* takes a map and makes it symmetric: adjusts Xsize and |
304 | Ysize to produce a symmetric map. */ |
310 | Ysize to produce a symmetric map. */ |
305 | char ** |
311 | static void |
306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
312 | symmetrize_layout (Maze maze, random_map_params *RP) |
307 | { |
313 | { |
308 | int i, j; |
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309 | char **sym_maze; |
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310 | int Xsize_orig, Ysize_orig; |
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311 | |
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312 | Xsize_orig = RP->Xsize; |
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313 | Ysize_orig = RP->Ysize; |
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314 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
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315 | if (sym == SYMMETRY_NONE) |
314 | if (RP->symmetry_used == SYMMETRY_NONE) |
316 | { |
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317 | RP->Xsize = Xsize_orig; |
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318 | RP->Ysize = Ysize_orig; |
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319 | return maze; |
315 | return; |
320 | } |
|
|
321 | /* pick new sizes */ |
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322 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
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323 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
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324 | |
316 | |
325 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
317 | Maze sym_maze ( |
326 | for (i = 0; i < RP->Xsize; i++) |
318 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? maze->w * 2 - 3 : maze->w, |
327 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
319 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? maze->h * 2 - 3 : maze->h |
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|
320 | ); |
328 | |
321 | |
329 | if (sym == SYMMETRY_X) |
322 | if (RP->symmetry_used == SYMMETRY_X) |
330 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
323 | for (int i = 0; i < sym_maze->w / 2 + 1; i++) |
331 | for (j = 0; j < RP->Ysize; j++) |
324 | for (int j = 0; j < sym_maze->h; j++) |
332 | { |
325 | { |
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|
326 | sym_maze[i ][j] = |
333 | sym_maze[i][j] = maze[i][j]; |
327 | sym_maze[sym_maze->w - i - 1][j] = maze[i][j]; |
334 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
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|
335 | }; |
328 | } |
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329 | |
336 | if (sym == SYMMETRY_Y) |
330 | if (RP->symmetry_used == SYMMETRY_Y) |
337 | for (i = 0; i < RP->Xsize; i++) |
331 | for (int i = 0; i < sym_maze->w; i++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
332 | for (int j = 0; j < sym_maze->h / 2 + 1; j++) |
339 | { |
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|
340 | sym_maze[i][j] = maze[i][j]; |
|
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341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
|
|
342 | } |
333 | { |
343 | if (sym == SYMMETRY_XY) |
334 | sym_maze[i][j ] = |
344 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
335 | sym_maze[i][sym_maze->h - j - 1] = maze[i][j]; |
345 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
|
|
346 | { |
336 | } |
347 | sym_maze[i][j] = maze[i][j]; |
337 | |
348 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
338 | if (RP->symmetry_used == SYMMETRY_XY) |
349 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
339 | for (int i = 0; i < sym_maze->w / 2 + 1; i++) |
350 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
340 | for (int j = 0; j < sym_maze->h / 2 + 1; j++) |
351 | } |
341 | { |
352 | /* delete the old maze */ |
342 | sym_maze[i ][j ] = |
353 | for (i = 0; i < Xsize_orig; i++) |
343 | sym_maze[i ][sym_maze->h - j - 1] = |
354 | free (maze[i]); |
344 | sym_maze[sym_maze->w - i - 1][j ] = |
355 | free (maze); |
345 | sym_maze[sym_maze->w - i - 1][sym_maze->h - j - 1] = maze[i][j]; |
|
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346 | } |
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347 | |
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348 | maze.swap (sym_maze); |
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349 | |
356 | /* reconnect disjointed spirals */ |
350 | /* reconnect disjointed spirals */ |
357 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
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358 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
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359 | /* reconnect disjointed nethackmazes: the routine for |
351 | /* reconnect disjointed nethackmazes: the routine for |
360 | spirals will do the trick? */ |
352 | spirals will do the trick? */ |
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353 | if (RP->map_layout_style == LAYOUT_SPIRAL |
361 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
354 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
362 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
355 | connect_spirals (maze->w, maze->h, RP->symmetry_used, maze); |
363 | |
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364 | return sym_maze; |
|
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365 | } |
356 | } |
366 | |
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|
367 | |
357 | |
368 | /* takes a map and rotates it. This completes the |
358 | /* takes a map and rotates it. This completes the |
369 | onion layouts, making them possibly centered on any wall. |
359 | onion layouts, making them possibly centered on any wall. |
370 | It'll modify Xsize and Ysize if they're swapped. |
360 | It'll modify Xsize and Ysize if they're swapped. |
371 | */ |
361 | */ |
372 | |
362 | static void |
373 | char ** |
363 | rotate_layout (Maze maze, int rotation) |
374 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
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375 | { |
364 | { |
376 | char **new_maze; |
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|
377 | int i, j; |
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378 | |
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379 | switch (rotation) |
365 | switch (rotation) |
380 | { |
366 | { |
381 | case 0: |
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|
382 | return maze; |
|
|
383 | break; |
|
|
384 | case 2: /* a reflection */ |
367 | case 2: /* a reflection */ |
385 | { |
368 | { |
386 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
369 | Maze new_maze (maze->w, maze->h); |
387 | |
370 | |
388 | for (i = 0; i < RP->Xsize; i++) |
371 | for (int i = 0; i < maze->w; i++) /* copy a reflection back */ |
389 | { /* make a copy */ |
|
|
390 | for (j = 0; j < RP->Ysize; j++) |
372 | for (int j = 0; j < maze->h; j++) |
391 | { |
373 | new_maze[i][j] = maze[maze->w - i - 1][maze->h - j - 1]; |
392 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
374 | |
393 | } |
375 | maze.swap (new_maze); |
394 | } |
376 | } |
395 | for (i = 0; i < RP->Xsize; i++) |
377 | |
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: |
378 | case 1: |
407 | case 3: |
379 | case 3: |
408 | { |
380 | { |
409 | int swap; |
381 | Maze new_maze (maze->h, maze->w); |
410 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
382 | |
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 */ |
383 | if (rotation == 1) /* swap x and y */ |
416 | for (i = 0; i < RP->Xsize; i++) |
384 | for (int i = 0; i < maze->w; i++) |
417 | for (j = 0; j < RP->Ysize; j++) |
385 | for (int j = 0; j < maze->h; j++) |
418 | new_maze[j][i] = maze[i][j]; |
386 | new_maze[j][i] = maze[i][j]; |
419 | |
387 | |
420 | if (rotation == 3) |
388 | if (rotation == 3) /* swap x and y */ |
421 | { /* swap x and y */ |
|
|
422 | for (i = 0; i < RP->Xsize; i++) |
389 | for (int i = 0; i < maze->w; i++) |
423 | for (j = 0; j < RP->Ysize; j++) |
390 | for (int j = 0; j < maze->h; j++) |
424 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
391 | new_maze[j][i] = maze[maze->w - i - 1][maze->h - j - 1]; |
|
|
392 | |
|
|
393 | maze.swap (new_maze); |
425 | } |
394 | } |
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 | } |
395 | } |
439 | return NULL; |
|
|
440 | } |
396 | } |
441 | |
397 | |
442 | /* take a layout and make some rooms in it. |
398 | /* take a layout and make some rooms in it. |
443 | --works best on onions.*/ |
399 | --works best on onions.*/ |
444 | void |
400 | void |
… | |
… | |
450 | for (ti = 0; ti < tries; ti++) |
406 | for (ti = 0; ti < tries; ti++) |
451 | { |
407 | { |
452 | int dx, dy; /* starting location for looking at creating a door */ |
408 | int dx, dy; /* starting location for looking at creating a door */ |
453 | int cx, cy; /* results of checking on creating walls. */ |
409 | int cx, cy; /* results of checking on creating walls. */ |
454 | |
410 | |
455 | dx = RANDOM () % RP->Xsize; |
411 | dx = rndm (RP->Xsize); |
456 | dy = RANDOM () % RP->Ysize; |
412 | dy = rndm (RP->Ysize); |
|
|
413 | |
457 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
414 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
458 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
415 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
459 | if (cx == -1) |
416 | if (cx == -1) |
460 | { |
417 | { |
461 | if (cy != -1) |
418 | if (cy != -1) |
462 | make_wall (maze, dx, dy, 1); |
419 | make_wall (maze, dx, dy, 1); |
|
|
420 | |
463 | continue; |
421 | continue; |
464 | } |
422 | } |
|
|
423 | |
465 | if (cy == -1) |
424 | if (cy == -1) |
466 | { |
425 | { |
467 | make_wall (maze, dx, dy, 0); |
426 | make_wall (maze, dx, dy, 0); |
468 | continue; |
427 | continue; |
469 | } |
428 | } |
|
|
429 | |
470 | if (cx < cy) |
430 | if (cx < cy) |
471 | make_wall (maze, dx, dy, 0); |
431 | make_wall (maze, dx, dy, 0); |
472 | else |
432 | else |
473 | make_wall (maze, dx, dy, 1); |
433 | make_wall (maze, dx, dy, 1); |
474 | } |
434 | } |
… | |
… | |
592 | /* puts doors at appropriate locations in a layout. */ |
552 | /* puts doors at appropriate locations in a layout. */ |
593 | void |
553 | void |
594 | doorify_layout (char **maze, random_map_params *RP) |
554 | doorify_layout (char **maze, random_map_params *RP) |
595 | { |
555 | { |
596 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
556 | 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 */ |
557 | int doorlocs = 0; /* # of available doorlocations */ |
600 | int i, j; |
558 | int i, j; |
601 | |
559 | |
602 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
560 | char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
603 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
561 | char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
604 | |
|
|
605 | |
562 | |
606 | /* make a list of possible door locations */ |
563 | /* make a list of possible door locations */ |
607 | for (i = 1; i < RP->Xsize - 1; i++) |
564 | for (i = 1; i < RP->Xsize - 1; i++) |
608 | for (j = 1; j < RP->Ysize - 1; j++) |
565 | for (j = 1; j < RP->Ysize - 1; j++) |
609 | { |
566 | { |
… | |
… | |
620 | while (ndoors > 0 && doorlocs > 0) |
577 | while (ndoors > 0 && doorlocs > 0) |
621 | { |
578 | { |
622 | int di; |
579 | int di; |
623 | int sindex; |
580 | int sindex; |
624 | |
581 | |
625 | di = RANDOM () % doorlocs; |
582 | di = rndm (doorlocs); |
626 | i = doorlist_x[di]; |
583 | i = doorlist_x[di]; |
627 | j = doorlist_y[di]; |
584 | j = doorlist_y[di]; |
628 | sindex = surround_flag (maze, i, j, RP); |
585 | sindex = surround_flag (maze, i, j, RP); |
|
|
586 | |
629 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
587 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
630 | { |
588 | { |
631 | maze[i][j] = 'D'; |
589 | maze[i][j] = 'D'; |
632 | ndoors--; |
590 | ndoors--; |
633 | } |
591 | } |
|
|
592 | |
634 | /* reduce the size of the list */ |
593 | /* reduce the size of the list */ |
635 | doorlocs--; |
594 | doorlocs--; |
636 | doorlist_x[di] = doorlist_x[doorlocs]; |
595 | doorlist_x[di] = doorlist_x[doorlocs]; |
637 | doorlist_y[di] = doorlist_y[doorlocs]; |
596 | doorlist_y[di] = doorlist_y[doorlocs]; |
638 | } |
597 | } |
639 | |
598 | |
640 | free (doorlist_x); |
599 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
641 | free (doorlist_y); |
600 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
642 | } |
601 | } |
643 | |
602 | |
644 | void |
603 | void |
645 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
604 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
646 | { |
605 | { |
… | |
… | |
810 | |
769 | |
811 | void |
770 | void |
812 | write_parameters_to_string (char *buf, |
771 | write_parameters_to_string (char *buf, |
813 | int xsize_n, |
772 | int xsize_n, |
814 | int ysize_n, |
773 | int ysize_n, |
815 | char *wallstyle_n, |
774 | const char *wallstyle_n, |
816 | char *floorstyle_n, |
775 | const char *floorstyle_n, |
817 | char *monsterstyle_n, |
776 | const char *monsterstyle_n, |
818 | char *treasurestyle_n, |
777 | const char *treasurestyle_n, |
819 | char *layoutstyle_n, |
778 | const char *layoutstyle_n, |
820 | char *decorstyle_n, |
779 | const char *decorstyle_n, |
821 | char *doorstyle_n, |
780 | const char *doorstyle_n, |
822 | char *exitstyle_n, |
781 | const char *exitstyle_n, |
823 | char *final_map_n, |
782 | const char *final_map_n, |
824 | char *exit_on_final_map_n, |
783 | const char *exit_on_final_map_n, |
825 | char *this_map_n, |
784 | const char *this_map_n, |
826 | int layoutoptions1_n, |
785 | int layoutoptions1_n, |
827 | int layoutoptions2_n, |
786 | int layoutoptions2_n, |
828 | int layoutoptions3_n, |
787 | int layoutoptions3_n, |
829 | int symmetry_n, |
788 | int symmetry_n, |
830 | int dungeon_depth_n, |
789 | int dungeon_depth_n, |
831 | int dungeon_level_n, |
790 | int dungeon_level_n, |
832 | int difficulty_n, |
791 | int difficulty_n, |
833 | int difficulty_given_n, |
792 | int difficulty_given_n, |
834 | int decoroptions_n, |
793 | int decoroptions_n, |
835 | int orientation_n, |
794 | int orientation_n, |
836 | int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase) |
795 | int origin_x_n, |
|
|
796 | int origin_y_n, |
|
|
797 | uint32_t random_seed_n, |
|
|
798 | int treasureoptions_n, |
|
|
799 | float difficulty_increase) |
837 | { |
800 | { |
838 | char small_buf[16384]; |
801 | char small_buf[16384]; |
839 | |
802 | |
840 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
803 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
841 | |
804 | |
… | |
… | |
1004 | |
967 | |
1005 | walk->copy_to (tmp); |
968 | walk->copy_to (tmp); |
1006 | insert_ob_in_ob (tmp, dest_ob); |
969 | insert_ob_in_ob (tmp, dest_ob); |
1007 | } |
970 | } |
1008 | } |
971 | } |
|
|
972 | |
|
|
973 | MazeData::MazeData (int w, int h) |
|
|
974 | : w(w), h(h) |
|
|
975 | { |
|
|
976 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
977 | |
|
|
978 | col = (char **)salloc<char> (size); |
|
|
979 | |
|
|
980 | char *data = (char *)(col + w); |
|
|
981 | |
|
|
982 | for (int x = w; x--; ) |
|
|
983 | col [x] = data + x * h; |
|
|
984 | } |
|
|
985 | |
|
|
986 | MazeData::~MazeData () |
|
|
987 | { |
|
|
988 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
989 | |
|
|
990 | sfree ((char *)col, size); |
|
|
991 | } |
|
|
992 | |
|
|
993 | void MazeData::clear (char fill) |
|
|
994 | { |
|
|
995 | memset (col [0], fill, w * h); |
|
|
996 | } |
|
|
997 | |
|
|
998 | void MazeData::border (char fill) |
|
|
999 | { |
|
|
1000 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
1001 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | |