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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.26 by root, Thu Jan 25 03:54:45 2007 UTC vs.
Revision 1.35 by root, Tue Apr 15 14:21:04 2008 UTC

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__);
32
33static void symmetrize_layout (Layout maze, random_map_params *RP);
34static void rotate_layout (Layout maze, int rotation);
35 35
36void 36void
37dump_layout (char **layout, random_map_params *RP) 37dump_layout (Layout layout)
38{ 38{
39 { 39 for (int i = 0; i < layout->w; i++)
40 int i, j;
41
42 for (i = 0; i < RP->Xsize; i++)
43 { 40 {
44 for (j = 0; j < RP->Ysize; j++) 41 for (int j = 0; j < layout->h; j++)
45 { 42 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
46 if (layout[i][j] == 0) 43
47 layout[i][j] = ' '; 44 putc ('\n', stdout);
48 printf ("%c", layout[i][j]);
49 if (layout[i][j] == ' ')
50 layout[i][j] = 0;
51 }
52 printf ("\n");
53 } 45 }
54 } 46
55 printf ("\n"); 47 putc ('\n', stdout);
56} 48}
57 49
58bool 50bool
59maptile::generate_random_map (random_map_params *RP) 51maptile::generate_random_map (random_map_params *RP)
60{ 52{
61 char **layout, buf[16384]; 53 char buf[16384];
62 int i; 54 int i;
63 55
64 RP->Xsize = RP->xsize; 56 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize; 57 RP->Ysize = RP->ysize;
66 58
90 82
91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 83 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
92 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 84 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
93 85
94 if (RP->symmetry == SYMMETRY_RANDOM) 86 if (RP->symmetry == SYMMETRY_RANDOM)
95 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; 87 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
96 else 88 else
97 RP->symmetry_used = RP->symmetry; 89 RP->symmetry_used = RP->symmetry;
98 90
99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 91 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
100 RP->Ysize = RP->Ysize / 2 + 1; 92 RP->Ysize = RP->Ysize / 2 + 1;
115 * the numeric layoutstyle, so there is only one area that actually 107 * the numeric layoutstyle, so there is only one area that actually
116 * calls the code to make the maps. 108 * calls the code to make the maps.
117 */ 109 */
118 if (strstr (RP->layoutstyle, "onion")) 110 if (strstr (RP->layoutstyle, "onion"))
119 RP->map_layout_style = LAYOUT_ONION; 111 RP->map_layout_style = LAYOUT_ONION;
120
121 if (strstr (RP->layoutstyle, "maze")) 112 else if (strstr (RP->layoutstyle, "maze"))
122 RP->map_layout_style = LAYOUT_MAZE; 113 RP->map_layout_style = LAYOUT_MAZE;
123
124 if (strstr (RP->layoutstyle, "spiral")) 114 else if (strstr (RP->layoutstyle, "spiral"))
125 RP->map_layout_style = LAYOUT_SPIRAL; 115 RP->map_layout_style = LAYOUT_SPIRAL;
126
127 if (strstr (RP->layoutstyle, "rogue")) 116 else if (strstr (RP->layoutstyle, "rogue"))
128 RP->map_layout_style = LAYOUT_ROGUELIKE; 117 RP->map_layout_style = LAYOUT_ROGUELIKE;
129
130 if (strstr (RP->layoutstyle, "snake")) 118 else if (strstr (RP->layoutstyle, "snake"))
131 RP->map_layout_style = LAYOUT_SNAKE; 119 RP->map_layout_style = LAYOUT_SNAKE;
132
133 if (strstr (RP->layoutstyle, "squarespiral")) 120 else if (strstr (RP->layoutstyle, "squarespiral"))
134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 121 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
135
136 /* No style found - choose one randomly */
137 if (RP->map_layout_style == LAYOUT_NONE) 122 else if (RP->map_layout_style == LAYOUT_NONE)
138 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; 123 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
124 else
125 abort ();
139 126
140 layout = layoutgen (RP); 127 Layout layout = layoutgen (RP);
141 128
142#ifdef RMAP_DEBUG 129#ifdef RMAP_DEBUG
143 dump_layout (layout, RP); 130 dump_layout (layout, RP);
144#endif 131#endif
145 132
146 /* increment these for the current map */ 133 /* increment these for the current map */
147 RP->dungeon_level += 1; 134 RP->dungeon_level += 1;
148 /* allow constant-difficulty maps. */ 135 /* allow constant-difficulty maps. */
149 /* difficulty+=1; */ 136 /* difficulty+=1; */
150 137
151 /* rotate the layout randomly */ 138 // need to patch RP becasue following code doesn't use the Layout object
152 layout = rotate_layout (layout, rndm (4), RP); 139 RP->Xsize = layout->w;
153#ifdef RMAP_DEBUG 140 RP->Ysize = layout->h;
154 dump_layout (layout, RP);
155#endif
156 141
157 /* allocate the map and set the floor */ 142 /* allocate the map and set the floor */
158 make_map_floor (layout, RP->floorstyle, RP); 143 make_map_floor (layout, RP->floorstyle, RP);
159 144
160 /* set region */ 145 /* set region */
212 197
213 CEDE; 198 CEDE;
214 199
215 unblock_exits (this, layout, RP); 200 unblock_exits (this, layout, RP);
216 201
217 /* free the layout */
218 for (i = 0; i < RP->Xsize; i++)
219 free (layout[i]);
220
221 free (layout);
222
223 msg = strdup (buf); 202 msg = strdup (buf);
224 in_memory = MAP_IN_MEMORY; 203 in_memory = MAP_ACTIVE;
225 204
226 CEDE; 205 CEDE;
227 206
228 return 1; 207 return 1;
229} 208}
230 209
231/* function selects the layout function and gives it whatever 210/* function selects the layout function and gives it whatever
232 arguments it needs. */ 211 arguments it needs. */
233char ** 212Layout
234layoutgen (random_map_params *RP) 213layoutgen (random_map_params *RP)
235{ 214{
236 char **maze = 0; 215 Layout layout (RP);
237 int oxsize = RP->Xsize, oysize = RP->Ysize;
238 216
239 switch (RP->map_layout_style) 217 switch (RP->map_layout_style)
240 { 218 {
241 case LAYOUT_ONION: 219 case LAYOUT_ONION:
242 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 220 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
221
243 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 222 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
244 roomify_layout (maze, RP); 223 roomify_layout (layout, RP);
224
245 break; 225 break;
246 226
247 case LAYOUT_MAZE: 227 case LAYOUT_MAZE:
248 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); 228 maze_gen (layout, rndm (2));
229
249 if (!(rndm (2))) 230 if (!(rndm (2)))
250 doorify_layout (maze, RP); 231 doorify_layout (layout, RP);
232
251 break; 233 break;
252 234
253 case LAYOUT_SPIRAL: 235 case LAYOUT_SPIRAL:
254 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 236 map_gen_spiral (layout, RP->layoutoptions1);
237
255 if (!(rndm (2))) 238 if (!(rndm (2)))
256 doorify_layout (maze, RP); 239 doorify_layout (layout, RP);
240
257 break; 241 break;
258 242
259 case LAYOUT_ROGUELIKE: 243 case LAYOUT_ROGUELIKE:
260 /* Don't put symmetry in rogue maps. There isn't much reason to 244 /* 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), 245 * 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 247 * spirals, or maps with lots of passages - making a symmetric rogue
264 * map fails because its likely that the passages the symmetry process 248 * map fails because its likely that the passages the symmetry process
265 * creates may not connect the rooms. 249 * creates may not connect the rooms.
266 */ 250 */
267 RP->symmetry_used = SYMMETRY_NONE; 251 RP->symmetry_used = SYMMETRY_NONE;
268 RP->Ysize = oysize;
269 RP->Xsize = oxsize;
270 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 252 roguelike_layout_gen (layout, RP->layoutoptions1);
271 /* no doorifying... done already */ 253 /* no doorifying... done already */
272 break; 254 break;
273 255
274 case LAYOUT_SNAKE: 256 case LAYOUT_SNAKE:
275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 257 make_snake_layout (layout, RP->layoutoptions1);
258
276 if (rndm (2)) 259 if (rndm (2))
277 roomify_layout (maze, RP); 260 roomify_layout (layout, RP);
261
278 break; 262 break;
279 263
280 case LAYOUT_SQUARE_SPIRAL: 264 case LAYOUT_SQUARE_SPIRAL:
281 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 265 make_square_spiral_layout (layout, RP->layoutoptions1);
266
282 if (rndm (2)) 267 if (rndm (2))
283 roomify_layout (maze, RP); 268 roomify_layout (layout, RP);
269
284 break; 270 break;
285 }
286 271
287 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 272 default:
273 abort ();
274 }
275
276 /* rotate the layout randomly */
277 rotate_layout (layout, rndm (4));
278
279 symmetrize_layout (layout, RP);
288 280
289#ifdef RMAP_DEBUG 281#ifdef RMAP_DEBUG
290 dump_layout (maze, RP); 282 dump_layout (layout);
291#endif 283#endif
292 284
293 if (RP->expand2x) 285 if (RP->expand2x)
294 { 286 expand2x (layout);
295 maze = expand2x (maze, RP->Xsize, RP->Ysize);
296 RP->Xsize = RP->Xsize * 2 - 1;
297 RP->Ysize = RP->Ysize * 2 - 1;
298 }
299 287
300 return maze; 288 return layout;
301} 289}
302 290
303/* takes a map and makes it symmetric: adjusts Xsize and 291/* takes a map and makes it symmetric: adjusts Xsize and
304Ysize to produce a symmetric map. */ 292 * Ysize to produce a symmetric map.
305char ** 293 */
294static void
306symmetrize_layout (char **maze, int sym, random_map_params *RP) 295symmetrize_layout (Layout layout, random_map_params *RP)
307{ 296{
308 int i, j;
309 char **sym_maze;
310 int Xsize_orig, Ysize_orig;
311
312 Xsize_orig = RP->Xsize;
313 Ysize_orig = RP->Ysize;
314 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
315 if (sym == SYMMETRY_NONE) 297 if (RP->symmetry_used == SYMMETRY_NONE)
316 {
317 RP->Xsize = Xsize_orig;
318 RP->Ysize = Ysize_orig;
319 return maze; 298 return;
320 }
321 /* pick new sizes */
322 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);
324 299
325 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 300 Layout sym_layout (
326 for (i = 0; i < RP->Xsize; i++) 301 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
327 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 302 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
303 );
328 304
329 if (sym == SYMMETRY_X) 305 if (RP->symmetry_used == SYMMETRY_X)
330 for (i = 0; i < RP->Xsize / 2 + 1; i++) 306 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
331 for (j = 0; j < RP->Ysize; j++) 307 for (int j = 0; j < sym_layout->h; j++)
332 { 308 {
333 sym_maze[i][j] = maze[i][j]; 309 sym_layout[i ][j] =
334 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 310 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
335 }; 311 }
312
336 if (sym == SYMMETRY_Y) 313 if (RP->symmetry_used == SYMMETRY_Y)
337 for (i = 0; i < RP->Xsize; i++) 314 for (int i = 0; i < sym_layout->w; i++)
338 for (j = 0; j < RP->Ysize / 2 + 1; j++) 315 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
339 {
340 sym_maze[i][j] = maze[i][j];
341 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
342 } 316 {
343 if (sym == SYMMETRY_XY) 317 sym_layout[i][j ] =
344 for (i = 0; i < RP->Xsize / 2 + 1; i++) 318 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
345 for (j = 0; j < RP->Ysize / 2 + 1; j++)
346 { 319 }
347 sym_maze[i][j] = maze[i][j]; 320
348 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 321 if (RP->symmetry_used == SYMMETRY_XY)
349 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 322 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
350 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; 323 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
351 } 324 {
352 /* delete the old maze */ 325 sym_layout[i ][j ] =
353 for (i = 0; i < Xsize_orig; i++) 326 sym_layout[i ][sym_layout->h - j - 1] =
354 free (maze[i]); 327 sym_layout[sym_layout->w - i - 1][j ] =
355 free (maze); 328 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
329 }
330
331 layout.swap (sym_layout);
332 sym_layout.free ();
333
356 /* reconnect disjointed spirals */ 334 /* reconnect disjointed spirals */
357 if (RP->map_layout_style == LAYOUT_SPIRAL)
358 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
359 /* reconnect disjointed nethackmazes: the routine for 335 /* reconnect disjointed nethacklayouts: the routine for
360 spirals will do the trick? */ 336 spirals will do the trick? */
337 if (RP->map_layout_style == LAYOUT_SPIRAL
361 if (RP->map_layout_style == LAYOUT_ROGUELIKE) 338 || RP->map_layout_style == LAYOUT_ROGUELIKE)
362 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 339 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
363
364 return sym_maze;
365} 340}
366
367 341
368/* takes a map and rotates it. This completes the 342/* takes a map and rotates it. This completes the
369 onion layouts, making them possibly centered on any wall. 343 onion layouts, making them possibly centered on any wall.
370 It'll modify Xsize and Ysize if they're swapped. 344 It'll modify Xsize and Ysize if they're swapped.
371*/ 345*/
372 346static void
373char ** 347rotate_layout (Layout layout, int rotation)
374rotate_layout (char **maze, int rotation, random_map_params *RP)
375{ 348{
376 char **new_maze; 349 int w = layout->w;
377 int i, j; 350 int h = layout->h;
378 351
379 switch (rotation) 352 switch (rotation)
380 { 353 {
381 case 0: 354 case 2: /* a reflection */
382 return maze; 355 {
356 Layout new_layout (w, h);
357
358 for (int i = 0; i < w; i++) /* copy a reflection back */
359 for (int j = 0; j < h; j++)
360 new_layout[i][j] = layout[w - i - 1][h - j - 1];
361
362 layout.swap (new_layout);
363 new_layout.free ();
364 }
383 break; 365 break;
384 case 2: /* a reflection */
385 {
386 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
387 366
388 for (i = 0; i < RP->Xsize; i++)
389 { /* make a copy */
390 for (j = 0; j < RP->Ysize; j++)
391 {
392 newmaze[i * RP->Ysize + j] = maze[i][j];
393 }
394 }
395 for (i = 0; i < RP->Xsize; i++)
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: 367 case 1:
407 case 3: 368 case 3:
408 { 369 {
409 int swap; 370 Layout new_layout (h, w);
410 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 371
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 */ 372 if (rotation == 1) /* swap x and y */
416 for (i = 0; i < RP->Xsize; i++) 373 for (int i = 0; i < w; i++)
417 for (j = 0; j < RP->Ysize; j++) 374 for (int j = 0; j < h; j++)
418 new_maze[j][i] = maze[i][j]; 375 new_layout[j][i] = layout[i][j];
419 376
420 if (rotation == 3) 377 if (rotation == 3) /* swap x and y */
421 { /* swap x and y */
422 for (i = 0; i < RP->Xsize; i++) 378 for (int i = 0; i < w; i++)
423 for (j = 0; j < RP->Ysize; j++) 379 for (int j = 0; j < h; j++)
424 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; 380 new_layout[j][i] = layout[w - i - 1][h - j - 1];
381
382 layout.swap (new_layout);
383 new_layout.free ();
425 } 384 }
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; 385 break;
437 }
438 } 386 }
439 return NULL;
440} 387}
441 388
442/* take a layout and make some rooms in it. 389/* take a layout and make some rooms in it.
443 --works best on onions.*/ 390 --works best on onions.*/
444void 391void
450 for (ti = 0; ti < tries; ti++) 397 for (ti = 0; ti < tries; ti++)
451 { 398 {
452 int dx, dy; /* starting location for looking at creating a door */ 399 int dx, dy; /* starting location for looking at creating a door */
453 int cx, cy; /* results of checking on creating walls. */ 400 int cx, cy; /* results of checking on creating walls. */
454 401
455 dx = RANDOM () % RP->Xsize; 402 dx = rndm (RP->Xsize);
456 dy = RANDOM () % RP->Ysize; 403 dy = rndm (RP->Ysize);
404
457 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 405 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
458 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 406 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
459 if (cx == -1) 407 if (cx == -1)
460 { 408 {
461 if (cy != -1) 409 if (cy != -1)
462 make_wall (maze, dx, dy, 1); 410 make_wall (maze, dx, dy, 1);
411
463 continue; 412 continue;
464 } 413 }
414
465 if (cy == -1) 415 if (cy == -1)
466 { 416 {
467 make_wall (maze, dx, dy, 0); 417 make_wall (maze, dx, dy, 0);
468 continue; 418 continue;
469 } 419 }
420
470 if (cx < cy) 421 if (cx < cy)
471 make_wall (maze, dx, dy, 0); 422 make_wall (maze, dx, dy, 0);
472 else 423 else
473 make_wall (maze, dx, dy, 1); 424 make_wall (maze, dx, dy, 1);
474 } 425 }
592/* puts doors at appropriate locations in a layout. */ 543/* puts doors at appropriate locations in a layout. */
593void 544void
594doorify_layout (char **maze, random_map_params *RP) 545doorify_layout (char **maze, random_map_params *RP)
595{ 546{
596 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 547 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 */ 548 int doorlocs = 0; /* # of available doorlocations */
600 int i, j; 549 int i, j;
601 550
602 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 551 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
603 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 552 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
604
605 553
606 /* make a list of possible door locations */ 554 /* make a list of possible door locations */
607 for (i = 1; i < RP->Xsize - 1; i++) 555 for (i = 1; i < RP->Xsize - 1; i++)
608 for (j = 1; j < RP->Ysize - 1; j++) 556 for (j = 1; j < RP->Ysize - 1; j++)
609 { 557 {
620 while (ndoors > 0 && doorlocs > 0) 568 while (ndoors > 0 && doorlocs > 0)
621 { 569 {
622 int di; 570 int di;
623 int sindex; 571 int sindex;
624 572
625 di = RANDOM () % doorlocs; 573 di = rndm (doorlocs);
626 i = doorlist_x[di]; 574 i = doorlist_x[di];
627 j = doorlist_y[di]; 575 j = doorlist_y[di];
628 sindex = surround_flag (maze, i, j, RP); 576 sindex = surround_flag (maze, i, j, RP);
577
629 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 578 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
630 { 579 {
631 maze[i][j] = 'D'; 580 maze[i][j] = 'D';
632 ndoors--; 581 ndoors--;
633 } 582 }
583
634 /* reduce the size of the list */ 584 /* reduce the size of the list */
635 doorlocs--; 585 doorlocs--;
636 doorlist_x[di] = doorlist_x[doorlocs]; 586 doorlist_x[di] = doorlist_x[doorlocs];
637 doorlist_y[di] = doorlist_y[doorlocs]; 587 doorlist_y[di] = doorlist_y[doorlocs];
638 } 588 }
639 589
640 free (doorlist_x); 590 sfree (doorlist_x, RP->Xsize * RP->Ysize);
641 free (doorlist_y); 591 sfree (doorlist_y, RP->Xsize * RP->Ysize);
642} 592}
643 593
644void 594void
645write_map_parameters_to_string (char *buf, random_map_params *RP) 595write_map_parameters_to_string (char *buf, random_map_params *RP)
646{ 596{
810 760
811void 761void
812write_parameters_to_string (char *buf, 762write_parameters_to_string (char *buf,
813 int xsize_n, 763 int xsize_n,
814 int ysize_n, 764 int ysize_n,
815 char *wallstyle_n, 765 const char *wallstyle_n,
816 char *floorstyle_n, 766 const char *floorstyle_n,
817 char *monsterstyle_n, 767 const char *monsterstyle_n,
818 char *treasurestyle_n, 768 const char *treasurestyle_n,
819 char *layoutstyle_n, 769 const char *layoutstyle_n,
820 char *decorstyle_n, 770 const char *decorstyle_n,
821 char *doorstyle_n, 771 const char *doorstyle_n,
822 char *exitstyle_n, 772 const char *exitstyle_n,
823 char *final_map_n, 773 const char *final_map_n,
824 char *exit_on_final_map_n, 774 const char *exit_on_final_map_n,
825 char *this_map_n, 775 const char *this_map_n,
826 int layoutoptions1_n, 776 int layoutoptions1_n,
827 int layoutoptions2_n, 777 int layoutoptions2_n,
828 int layoutoptions3_n, 778 int layoutoptions3_n,
829 int symmetry_n, 779 int symmetry_n,
830 int dungeon_depth_n, 780 int dungeon_depth_n,
831 int dungeon_level_n, 781 int dungeon_level_n,
832 int difficulty_n, 782 int difficulty_n,
833 int difficulty_given_n, 783 int difficulty_given_n,
834 int decoroptions_n, 784 int decoroptions_n,
835 int orientation_n, 785 int orientation_n,
836 int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase) 786 int origin_x_n,
787 int origin_y_n,
788 uint32_t random_seed_n,
789 int treasureoptions_n,
790 float difficulty_increase)
837{ 791{
838 char small_buf[16384]; 792 char small_buf[16384];
839 793
840 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 794 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
841 795
1004 958
1005 walk->copy_to (tmp); 959 walk->copy_to (tmp);
1006 insert_ob_in_ob (tmp, dest_ob); 960 insert_ob_in_ob (tmp, dest_ob);
1007 } 961 }
1008} 962}
963
964/////////////////////////////////////////////////////////////////////////////
965
966LayoutData::LayoutData (int w, int h)
967: w(w), h(h)
968{
969 int size = (sizeof (char *) + sizeof (char) * h) * w;
970
971 col = (char **)salloc<char> (size);
972
973 char *data = (char *)(col + w);
974
975 for (int x = w; x--; )
976 col [x] = data + x * h;
977}
978
979LayoutData::~LayoutData ()
980{
981 int size = (sizeof (char *) + sizeof (char) * h) * w;
982
983 sfree ((char *)col, size);
984}
985
986void LayoutData::clear (char fill)
987{
988 memset (col [0], fill, w * h);
989}
990
991void LayoutData::border (char fill)
992{
993 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
994 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
995}
996

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