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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <time.h> |
25 | #include <time.h> |
26 | #include <stdio.h> |
26 | #include <stdio.h> |
27 | #include <global.h> |
27 | #include <global.h> |
28 | #include <maze_gen.h> |
|
|
29 | #include <room_gen.h> |
|
|
30 | #include <random_map.h> |
28 | #include <random_map.h> |
31 | #include <rproto.h> |
29 | #include <rproto.h> |
32 | #include <sproto.h> |
30 | #include <sproto.h> |
33 | |
31 | |
34 | #define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); |
32 | #define CEDE coroapi::cede_to_tick () |
|
|
33 | |
|
|
34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
|
|
35 | static void rotate_layout (Layout maze, int rotation); |
35 | |
36 | |
36 | void |
37 | void |
37 | dump_layout (char **layout, random_map_params *RP) |
38 | dump_layout (Layout layout) |
38 | { |
39 | { |
39 | { |
40 | for (int j = 0; j < layout->h; j++) |
40 | int i, j; |
|
|
41 | |
|
|
42 | for (i = 0; i < RP->Xsize; i++) |
|
|
43 | { |
41 | { |
44 | for (j = 0; j < RP->Ysize; j++) |
42 | for (int i = 0; i < layout->w; i++) |
45 | { |
43 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
46 | if (layout[i][j] == 0) |
44 | |
47 | layout[i][j] = ' '; |
45 | putc ('\n', stdout); |
48 | printf ("%c", layout[i][j]); |
|
|
49 | if (layout[i][j] == ' ') |
|
|
50 | layout[i][j] = 0; |
|
|
51 | } |
|
|
52 | printf ("\n"); |
|
|
53 | } |
46 | } |
54 | } |
47 | |
55 | printf ("\n"); |
48 | putc ('\n', stdout); |
56 | } |
49 | } |
57 | |
50 | |
58 | bool |
51 | bool |
59 | maptile::generate_random_map (random_map_params *RP) |
52 | maptile::generate_random_map (random_map_params *RP) |
60 | { |
53 | { |
61 | char **layout, buf[16384]; |
54 | char buf[16384]; |
62 | int i; |
55 | int i; |
63 | |
56 | |
64 | RP->Xsize = RP->xsize; |
57 | RP->Xsize = RP->xsize; |
65 | RP->Ysize = RP->ysize; |
58 | RP->Ysize = RP->ysize; |
66 | |
59 | |
67 | /* pick a random seed, or use the one from the input file */ |
60 | /* pick a random seed, or use the one from the input file */ |
68 | RP->random_seed = RP->random_seed |
61 | RP->random_seed = RP->random_seed |
69 | ? RP->random_seed + RP->dungeon_level |
62 | ? RP->random_seed + RP->dungeon_level |
70 | : time (0); |
63 | : time (0); |
71 | CEDE; |
64 | |
|
|
65 | // we run "single-threaded" |
|
|
66 | rmg_rndm.seed (RP->random_seed); |
72 | |
67 | |
73 | write_map_parameters_to_string (buf, RP); |
68 | write_map_parameters_to_string (buf, RP); |
74 | |
69 | |
75 | if (RP->difficulty == 0) |
70 | if (RP->difficulty == 0) |
76 | { |
71 | { |
… | |
… | |
84 | } |
79 | } |
85 | else |
80 | else |
86 | RP->difficulty_given = 1; |
81 | RP->difficulty_given = 1; |
87 | |
82 | |
88 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
83 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
89 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
84 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
90 | |
85 | |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
86 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
87 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
93 | |
88 | |
94 | if (RP->symmetry == SYMMETRY_RANDOM) |
89 | if (RP->symmetry == SYMMETRY_RANDOM) |
95 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
90 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
96 | else |
91 | else |
97 | RP->symmetry_used = RP->symmetry; |
92 | RP->symmetry_used = RP->symmetry; |
98 | |
93 | |
99 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
94 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
100 | RP->Ysize = RP->Ysize / 2 + 1; |
95 | RP->Ysize = RP->Ysize / 2 + 1; |
… | |
… | |
115 | * the numeric layoutstyle, so there is only one area that actually |
110 | * the numeric layoutstyle, so there is only one area that actually |
116 | * calls the code to make the maps. |
111 | * calls the code to make the maps. |
117 | */ |
112 | */ |
118 | if (strstr (RP->layoutstyle, "onion")) |
113 | if (strstr (RP->layoutstyle, "onion")) |
119 | RP->map_layout_style = LAYOUT_ONION; |
114 | RP->map_layout_style = LAYOUT_ONION; |
120 | |
|
|
121 | if (strstr (RP->layoutstyle, "maze")) |
115 | else if (strstr (RP->layoutstyle, "maze")) |
122 | RP->map_layout_style = LAYOUT_MAZE; |
116 | RP->map_layout_style = LAYOUT_MAZE; |
123 | |
|
|
124 | if (strstr (RP->layoutstyle, "spiral")) |
117 | else if (strstr (RP->layoutstyle, "spiral")) |
125 | RP->map_layout_style = LAYOUT_SPIRAL; |
118 | RP->map_layout_style = LAYOUT_SPIRAL; |
126 | |
|
|
127 | if (strstr (RP->layoutstyle, "rogue")) |
119 | else if (strstr (RP->layoutstyle, "rogue")) |
128 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
120 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
129 | |
|
|
130 | if (strstr (RP->layoutstyle, "snake")) |
121 | else if (strstr (RP->layoutstyle, "snake")) |
131 | RP->map_layout_style = LAYOUT_SNAKE; |
122 | RP->map_layout_style = LAYOUT_SNAKE; |
132 | |
|
|
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
123 | else if (strstr (RP->layoutstyle, "squarespiral")) |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
124 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
135 | |
|
|
136 | /* No style found - choose one randomly */ |
|
|
137 | if (RP->map_layout_style == LAYOUT_NONE) |
125 | else if (RP->map_layout_style == LAYOUT_NONE) |
138 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
126 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
|
|
127 | else |
|
|
128 | abort (); |
139 | |
129 | |
140 | layout = layoutgen (RP); |
130 | Layout layout = layoutgen (RP); |
141 | |
131 | |
142 | #ifdef RMAP_DEBUG |
132 | #ifdef RMAP_DEBUG |
143 | dump_layout (layout, RP); |
133 | dump_layout (layout); |
144 | #endif |
134 | #endif |
145 | |
135 | |
146 | /* increment these for the current map */ |
136 | /* increment these for the current map */ |
147 | RP->dungeon_level += 1; |
137 | ++RP->dungeon_level; |
148 | /* allow constant-difficulty maps. */ |
|
|
149 | /* difficulty+=1; */ |
|
|
150 | |
138 | |
151 | /* rotate the layout randomly */ |
139 | // need to patch RP becasue following code doesn't use the Layout object |
152 | layout = rotate_layout (layout, rndm (4), RP); |
140 | RP->Xsize = layout->w; |
153 | #ifdef RMAP_DEBUG |
141 | RP->Ysize = layout->h; |
154 | dump_layout (layout, RP); |
|
|
155 | #endif |
|
|
156 | |
142 | |
157 | /* allocate the map and set the floor */ |
143 | /* allocate the map and set the floor */ |
158 | make_map_floor (layout, RP->floorstyle, RP); |
144 | make_map_floor (layout, RP->floorstyle, RP); |
159 | |
145 | |
160 | /* set region */ |
146 | /* set region */ |
161 | default_region = RP->region; |
147 | default_region = RP->region; |
|
|
148 | |
|
|
149 | CEDE; |
|
|
150 | |
|
|
151 | place_specials_in_map (this, layout, RP); |
162 | |
152 | |
163 | CEDE; |
153 | CEDE; |
164 | |
154 | |
165 | /* create walls unless the wallstyle is "none" */ |
155 | /* create walls unless the wallstyle is "none" */ |
166 | if (strcmp (RP->wallstyle, "none")) |
156 | if (strcmp (RP->wallstyle, "none")) |
… | |
… | |
178 | if (strcmp (RP->exitstyle, "none")) |
168 | if (strcmp (RP->exitstyle, "none")) |
179 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
169 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
180 | |
170 | |
181 | CEDE; |
171 | CEDE; |
182 | |
172 | |
183 | place_specials_in_map (this, layout, RP); |
|
|
184 | |
|
|
185 | CEDE; |
|
|
186 | |
|
|
187 | /* create monsters unless the monsterstyle is "none" */ |
173 | /* create monsters unless the monsterstyle is "none" */ |
188 | if (strcmp (RP->monsterstyle, "none")) |
174 | if (strcmp (RP->monsterstyle, "none")) |
189 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
175 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
190 | |
176 | |
191 | CEDE; |
177 | CEDE; |
… | |
… | |
194 | difficulty = estimate_difficulty (); |
180 | difficulty = estimate_difficulty (); |
195 | |
181 | |
196 | CEDE; |
182 | CEDE; |
197 | |
183 | |
198 | /* create treasure unless the treasurestyle is "none" */ |
184 | /* create treasure unless the treasurestyle is "none" */ |
199 | if (strcmp (RP->treasurestyle, "none")) |
|
|
200 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
185 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
201 | |
186 | |
202 | CEDE; |
187 | CEDE; |
203 | |
188 | |
204 | /* create decor unless the decorstyle is "none" */ |
189 | /* create decor unless the decorstyle is "none" */ |
205 | if (strcmp (RP->decorstyle, "none")) |
190 | if (strcmp (RP->decorstyle, "none")) |
… | |
… | |
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. */ |
233 | char ** |
212 | Layout |
234 | layoutgen (random_map_params *RP) |
213 | layoutgen (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 (!(rmg_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, rmg_rndm (2)); |
|
|
229 | |
249 | if (!(rndm (2))) |
230 | if (!(rmg_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 (!(rmg_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 (rmg_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 (rmg_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, rmg_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 |
304 | Ysize to produce a symmetric map. */ |
292 | * Ysize to produce a symmetric map. |
305 | char ** |
293 | */ |
|
|
294 | static void |
306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
295 | symmetrize_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 | |
346 | static void |
373 | char ** |
347 | rotate_layout (Layout layout, int rotation) |
374 | rotate_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.*/ |
444 | void |
391 | void |
… | |
… | |
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 = rndm (RP->Xsize); |
402 | dx = rmg_rndm (RP->Xsize); |
456 | dy = rndm (RP->Ysize); |
403 | dy = rmg_rndm (RP->Ysize); |
457 | |
404 | |
458 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
405 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
459 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
406 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
460 | if (cx == -1) |
407 | if (cx == -1) |
461 | { |
408 | { |
… | |
… | |
596 | /* puts doors at appropriate locations in a layout. */ |
543 | /* puts doors at appropriate locations in a layout. */ |
597 | void |
544 | void |
598 | doorify_layout (char **maze, random_map_params *RP) |
545 | doorify_layout (char **maze, random_map_params *RP) |
599 | { |
546 | { |
600 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
547 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
601 | char *doorlist_x; |
|
|
602 | char *doorlist_y; |
|
|
603 | int doorlocs = 0; /* # of available doorlocations */ |
548 | int doorlocs = 0; /* # of available doorlocations */ |
604 | int i, j; |
|
|
605 | |
549 | |
606 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
550 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
607 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
551 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
608 | |
|
|
609 | |
552 | |
610 | /* make a list of possible door locations */ |
553 | /* make a list of possible door locations */ |
611 | for (i = 1; i < RP->Xsize - 1; i++) |
554 | for (int i = 1; i < RP->Xsize - 1; i++) |
612 | for (j = 1; j < RP->Ysize - 1; j++) |
555 | for (int j = 1; j < RP->Ysize - 1; j++) |
613 | { |
556 | { |
614 | int sindex = surround_flag (maze, i, j, RP); |
557 | int sindex = surround_flag (maze, i, j, RP); |
615 | |
558 | |
616 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
559 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
617 | { |
560 | { |
… | |
… | |
621 | } |
564 | } |
622 | } |
565 | } |
623 | |
566 | |
624 | while (ndoors > 0 && doorlocs > 0) |
567 | while (ndoors > 0 && doorlocs > 0) |
625 | { |
568 | { |
626 | int di; |
|
|
627 | int sindex; |
|
|
628 | |
|
|
629 | di = rndm (doorlocs); |
569 | int di = rmg_rndm (doorlocs); |
630 | i = doorlist_x[di]; |
570 | int i = doorlist_x[di]; |
631 | j = doorlist_y[di]; |
571 | int j = doorlist_y[di]; |
632 | sindex = surround_flag (maze, i, j, RP); |
572 | int sindex = surround_flag (maze, i, j, RP); |
633 | |
573 | |
634 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
574 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
635 | { |
575 | { |
636 | maze[i][j] = 'D'; |
576 | maze[i][j] = 'D'; |
637 | ndoors--; |
577 | ndoors--; |
… | |
… | |
641 | doorlocs--; |
581 | doorlocs--; |
642 | doorlist_x[di] = doorlist_x[doorlocs]; |
582 | doorlist_x[di] = doorlist_x[doorlocs]; |
643 | doorlist_y[di] = doorlist_y[doorlocs]; |
583 | doorlist_y[di] = doorlist_y[doorlocs]; |
644 | } |
584 | } |
645 | |
585 | |
646 | free (doorlist_x); |
586 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
647 | free (doorlist_y); |
587 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
648 | } |
588 | } |
649 | |
589 | |
650 | void |
590 | void |
651 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
591 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
652 | { |
592 | { |
… | |
… | |
998 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
938 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
999 | strcat (buf, small_buf); |
939 | strcat (buf, small_buf); |
1000 | } |
940 | } |
1001 | } |
941 | } |
1002 | |
942 | |
1003 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
943 | ///////////////////////////////////////////////////////////////////////////// |
1004 | void |
|
|
1005 | copy_object_with_inv (object *src_ob, object *dest_ob) |
|
|
1006 | { |
|
|
1007 | object *walk, *tmp; |
|
|
1008 | |
944 | |
1009 | src_ob->copy_to (dest_ob); |
945 | LayoutData::LayoutData (int w, int h) |
|
|
946 | : w(w), h(h) |
|
|
947 | { |
|
|
948 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
1010 | |
949 | |
1011 | for (walk = src_ob->inv; walk; walk = walk->below) |
950 | col = (char **)salloc<char> (size); |
1012 | { |
|
|
1013 | tmp = object::create (); |
|
|
1014 | |
951 | |
1015 | walk->copy_to (tmp); |
952 | char *data = (char *)(col + w); |
1016 | insert_ob_in_ob (tmp, dest_ob); |
953 | |
1017 | } |
954 | for (int x = w; x--; ) |
|
|
955 | col [x] = data + x * h; |
1018 | } |
956 | } |
|
|
957 | |
|
|
958 | LayoutData::~LayoutData () |
|
|
959 | { |
|
|
960 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
961 | |
|
|
962 | sfree ((char *)col, size); |
|
|
963 | } |
|
|
964 | |
|
|
965 | void LayoutData::clear (char fill) |
|
|
966 | { |
|
|
967 | memset (col [0], fill, w * h); |
|
|
968 | } |
|
|
969 | |
|
|
970 | void LayoutData::border (char fill) |
|
|
971 | { |
|
|
972 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
973 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
974 | } |
|
|
975 | |