1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <time.h> |
24 | #include <time.h> |
25 | #include <stdio.h> |
25 | #include <stdio.h> |
26 | #include <global.h> |
26 | #include <global.h> |
27 | #include <maze_gen.h> |
27 | #include <maze_gen.h> |
28 | #include <room_gen.h> |
28 | #include <room_gen.h> |
29 | #include <random_map.h> |
29 | #include <random_map.h> |
30 | #include <rproto.h> |
30 | #include <rproto.h> |
31 | #include <sproto.h> |
31 | #include <sproto.h> |
32 | |
32 | |
|
|
33 | #define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
|
|
34 | |
33 | void |
35 | void |
34 | dump_layout (char **layout, RMParms * RP) |
36 | dump_layout (char **layout, random_map_params *RP) |
35 | { |
37 | { |
36 | { |
38 | { |
37 | int i, j; |
39 | int i, j; |
38 | |
40 | |
39 | for (i = 0; i < RP->Xsize; i++) |
41 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
49 | printf ("\n"); |
51 | printf ("\n"); |
50 | } |
52 | } |
51 | } |
53 | } |
52 | printf ("\n"); |
54 | printf ("\n"); |
53 | } |
55 | } |
54 | EXTERN FILE *logfile; |
56 | |
55 | mapstruct * |
57 | bool |
56 | generate_random_map (const char *OutFileName, RMParms * RP) |
58 | maptile::generate_random_map (random_map_params *RP) |
57 | { |
59 | { |
58 | char **layout, buf[HUGE_BUF]; |
60 | char **layout, buf[16384]; |
59 | mapstruct *theMap; |
|
|
60 | int i; |
61 | int i; |
61 | |
62 | |
|
|
63 | RP->Xsize = RP->xsize; |
|
|
64 | RP->Ysize = RP->ysize; |
|
|
65 | |
62 | /* pick a random seed, or use the one from the input file */ |
66 | /* pick a random seed, or use the one from the input file */ |
63 | if (RP->random_seed == 0) |
67 | RP->random_seed = RP->random_seed |
64 | RP->random_seed = time (0); |
68 | ? RP->random_seed + RP->dungeon_level |
65 | |
69 | : time (0); |
66 | SRANDOM (RP->random_seed); |
70 | CEDE; |
67 | |
71 | |
68 | write_map_parameters_to_string (buf, RP); |
72 | write_map_parameters_to_string (buf, RP); |
69 | |
73 | |
70 | if (RP->difficulty == 0) |
74 | if (RP->difficulty == 0) |
71 | { |
75 | { |
72 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
76 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
|
|
77 | |
73 | if (RP->difficulty_increase > 0.001) |
78 | if (RP->difficulty_increase > 0.001) |
74 | { |
|
|
75 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
79 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
|
|
80 | |
76 | if (RP->difficulty < 1) |
81 | if (RP->difficulty < 1) |
77 | RP->difficulty = 1; |
82 | RP->difficulty = 1; |
78 | } |
|
|
79 | } |
83 | } |
80 | else |
84 | else |
81 | RP->difficulty_given = 1; |
85 | RP->difficulty_given = 1; |
82 | |
86 | |
83 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
87 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
84 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
88 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
|
|
89 | |
85 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
90 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
86 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
91 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
|
|
92 | |
|
|
93 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
|
94 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
|
|
95 | else |
|
|
96 | RP->symmetry_used = RP->symmetry; |
|
|
97 | |
|
|
98 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
|
99 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
100 | |
|
|
101 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
|
102 | RP->Xsize = RP->Xsize / 2 + 1; |
87 | |
103 | |
88 | if (RP->expand2x > 0) |
104 | if (RP->expand2x > 0) |
89 | { |
105 | { |
90 | RP->Xsize /= 2; |
106 | RP->Xsize /= 2; |
91 | RP->Ysize /= 2; |
107 | RP->Ysize /= 2; |
92 | } |
108 | } |
93 | |
109 | |
94 | layout = layoutgen (RP); |
|
|
95 | |
|
|
96 | #ifdef RMAP_DEBUG |
|
|
97 | dump_layout (layout, RP); |
|
|
98 | #endif |
|
|
99 | |
|
|
100 | /* increment these for the current map */ |
|
|
101 | RP->dungeon_level += 1; |
|
|
102 | /* allow constant-difficulty maps. */ |
|
|
103 | /* difficulty+=1; */ |
|
|
104 | |
|
|
105 | /* rotate the layout randomly */ |
|
|
106 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
|
|
107 | #ifdef RMAP_DEBUG |
|
|
108 | dump_layout (layout, RP); |
|
|
109 | #endif |
|
|
110 | |
|
|
111 | /* allocate the map and set the floor */ |
|
|
112 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
|
|
113 | |
|
|
114 | /* set the name of the map. */ |
|
|
115 | strcpy (theMap->path, OutFileName); |
|
|
116 | |
|
|
117 | /* set region */ |
|
|
118 | theMap->region = RP->region; |
|
|
119 | |
|
|
120 | /* create walls unless the wallstyle is "none" */ |
|
|
121 | if (strcmp (RP->wallstyle, "none")) |
|
|
122 | { |
|
|
123 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
|
|
124 | |
|
|
125 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
126 | if (strcmp (RP->doorstyle, "none")) |
|
|
127 | put_doors (theMap, layout, RP->doorstyle, RP); |
|
|
128 | |
|
|
129 | } |
|
|
130 | |
|
|
131 | /* create exits unless the exitstyle is "none" */ |
|
|
132 | if (strcmp (RP->exitstyle, "none")) |
|
|
133 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
|
|
134 | |
|
|
135 | place_specials_in_map (theMap, layout, RP); |
|
|
136 | |
|
|
137 | /* create monsters unless the monsterstyle is "none" */ |
|
|
138 | if (strcmp (RP->monsterstyle, "none")) |
|
|
139 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
|
|
140 | |
|
|
141 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
142 | theMap->difficulty = calculate_difficulty (theMap); |
|
|
143 | |
|
|
144 | /* create treasure unless the treasurestyle is "none" */ |
|
|
145 | if (strcmp (RP->treasurestyle, "none")) |
|
|
146 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
147 | |
|
|
148 | /* create decor unless the decorstyle is "none" */ |
|
|
149 | if (strcmp (RP->decorstyle, "none")) |
|
|
150 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
151 | |
|
|
152 | /* generate treasures, etc. */ |
|
|
153 | fix_auto_apply (theMap); |
|
|
154 | |
|
|
155 | unblock_exits (theMap, layout, RP); |
|
|
156 | |
|
|
157 | /* free the layout */ |
|
|
158 | for (i = 0; i < RP->Xsize; i++) |
|
|
159 | free (layout[i]); |
|
|
160 | free (layout); |
|
|
161 | |
|
|
162 | theMap->msg = strdup_local (buf); |
|
|
163 | |
|
|
164 | return theMap; |
|
|
165 | } |
|
|
166 | |
|
|
167 | |
|
|
168 | /* function selects the layout function and gives it whatever |
|
|
169 | arguments it needs. */ |
|
|
170 | char ** |
|
|
171 | layoutgen (RMParms * RP) |
|
|
172 | { |
|
|
173 | char **maze = 0; |
|
|
174 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
|
175 | |
|
|
176 | if (RP->symmetry == RANDOM_SYM) |
|
|
177 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
|
|
178 | else |
|
|
179 | RP->symmetry_used = RP->symmetry; |
|
|
180 | |
|
|
181 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
|
|
182 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
183 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
|
|
184 | RP->Xsize = RP->Xsize / 2 + 1; |
|
|
185 | |
|
|
186 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
|
187 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
188 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
|
189 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
190 | RP->map_layout_style = 0; |
110 | RP->map_layout_style = LAYOUT_NONE; |
191 | |
111 | |
192 | /* Redo this - there was a lot of redundant code of checking for preset |
112 | /* Redo this - there was a lot of redundant code of checking for preset |
193 | * layout style and then random layout style. Instead, figure out |
113 | * layout style and then random layout style. Instead, figure out |
194 | * the numeric layoutstyle, so there is only one area that actually |
114 | * the numeric layoutstyle, so there is only one area that actually |
195 | * calls the code to make the maps. |
115 | * calls the code to make the maps. |
196 | */ |
116 | */ |
197 | if (strstr (RP->layoutstyle, "onion")) |
117 | if (strstr (RP->layoutstyle, "onion")) |
198 | { |
|
|
199 | RP->map_layout_style = ONION_LAYOUT; |
118 | RP->map_layout_style = LAYOUT_ONION; |
200 | } |
|
|
201 | |
119 | |
202 | if (strstr (RP->layoutstyle, "maze")) |
120 | if (strstr (RP->layoutstyle, "maze")) |
203 | { |
|
|
204 | RP->map_layout_style = MAZE_LAYOUT; |
121 | RP->map_layout_style = LAYOUT_MAZE; |
205 | } |
|
|
206 | |
122 | |
207 | if (strstr (RP->layoutstyle, "spiral")) |
123 | if (strstr (RP->layoutstyle, "spiral")) |
208 | { |
|
|
209 | RP->map_layout_style = SPIRAL_LAYOUT; |
124 | RP->map_layout_style = LAYOUT_SPIRAL; |
210 | } |
|
|
211 | |
125 | |
212 | if (strstr (RP->layoutstyle, "rogue")) |
126 | if (strstr (RP->layoutstyle, "rogue")) |
213 | { |
|
|
214 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
127 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
215 | } |
|
|
216 | |
128 | |
217 | if (strstr (RP->layoutstyle, "snake")) |
129 | if (strstr (RP->layoutstyle, "snake")) |
218 | { |
|
|
219 | RP->map_layout_style = SNAKE_LAYOUT; |
130 | RP->map_layout_style = LAYOUT_SNAKE; |
220 | } |
|
|
221 | |
131 | |
222 | if (strstr (RP->layoutstyle, "squarespiral")) |
132 | if (strstr (RP->layoutstyle, "squarespiral")) |
223 | { |
|
|
224 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
133 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
225 | } |
134 | |
226 | /* No style found - choose one ranomdly */ |
135 | /* No style found - choose one randomly */ |
227 | if (RP->map_layout_style == 0) |
136 | if (RP->map_layout_style == LAYOUT_NONE) |
228 | { |
|
|
229 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
137 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
|
|
138 | |
|
|
139 | layout = layoutgen (RP); |
|
|
140 | |
|
|
141 | #ifdef RMAP_DEBUG |
|
|
142 | dump_layout (layout, RP); |
|
|
143 | #endif |
|
|
144 | |
|
|
145 | /* increment these for the current map */ |
|
|
146 | RP->dungeon_level += 1; |
|
|
147 | /* allow constant-difficulty maps. */ |
|
|
148 | /* difficulty+=1; */ |
|
|
149 | |
|
|
150 | /* rotate the layout randomly */ |
|
|
151 | layout = rotate_layout (layout, rndm (4), RP); |
|
|
152 | #ifdef RMAP_DEBUG |
|
|
153 | dump_layout (layout, RP); |
|
|
154 | #endif |
|
|
155 | |
|
|
156 | /* allocate the map and set the floor */ |
|
|
157 | make_map_floor (layout, RP->floorstyle, RP); |
|
|
158 | |
|
|
159 | /* set region */ |
|
|
160 | default_region = RP->region; |
|
|
161 | |
|
|
162 | CEDE; |
|
|
163 | |
|
|
164 | /* create walls unless the wallstyle is "none" */ |
|
|
165 | if (strcmp (RP->wallstyle, "none")) |
230 | } |
166 | { |
|
|
167 | make_map_walls (this, layout, RP->wallstyle, RP); |
|
|
168 | |
|
|
169 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
170 | if (strcmp (RP->doorstyle, "none")) |
|
|
171 | put_doors (this, layout, RP->doorstyle, RP); |
|
|
172 | } |
|
|
173 | |
|
|
174 | CEDE; |
|
|
175 | |
|
|
176 | /* create exits unless the exitstyle is "none" */ |
|
|
177 | if (strcmp (RP->exitstyle, "none")) |
|
|
178 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
|
|
179 | |
|
|
180 | CEDE; |
|
|
181 | |
|
|
182 | place_specials_in_map (this, layout, RP); |
|
|
183 | |
|
|
184 | CEDE; |
|
|
185 | |
|
|
186 | /* create monsters unless the monsterstyle is "none" */ |
|
|
187 | if (strcmp (RP->monsterstyle, "none")) |
|
|
188 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
|
189 | |
|
|
190 | CEDE; |
|
|
191 | |
|
|
192 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
193 | difficulty = estimate_difficulty (); |
|
|
194 | |
|
|
195 | CEDE; |
|
|
196 | |
|
|
197 | /* create treasure unless the treasurestyle is "none" */ |
|
|
198 | if (strcmp (RP->treasurestyle, "none")) |
|
|
199 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
200 | |
|
|
201 | CEDE; |
|
|
202 | |
|
|
203 | /* create decor unless the decorstyle is "none" */ |
|
|
204 | if (strcmp (RP->decorstyle, "none")) |
|
|
205 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
206 | |
|
|
207 | CEDE; |
|
|
208 | |
|
|
209 | /* generate treasures, etc. */ |
|
|
210 | fix_auto_apply (); |
|
|
211 | |
|
|
212 | CEDE; |
|
|
213 | |
|
|
214 | unblock_exits (this, layout, RP); |
|
|
215 | |
|
|
216 | /* free the layout */ |
|
|
217 | for (i = 0; i < RP->Xsize; i++) |
|
|
218 | free (layout[i]); |
|
|
219 | |
|
|
220 | free (layout); |
|
|
221 | |
|
|
222 | msg = strdup (buf); |
|
|
223 | in_memory = MAP_IN_MEMORY; |
|
|
224 | |
|
|
225 | CEDE; |
|
|
226 | |
|
|
227 | return 1; |
|
|
228 | } |
|
|
229 | |
|
|
230 | /* function selects the layout function and gives it whatever |
|
|
231 | arguments it needs. */ |
|
|
232 | char ** |
|
|
233 | layoutgen (random_map_params *RP) |
|
|
234 | { |
|
|
235 | char **maze = 0; |
|
|
236 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
231 | |
237 | |
232 | switch (RP->map_layout_style) |
238 | switch (RP->map_layout_style) |
233 | { |
239 | { |
234 | |
240 | case LAYOUT_ONION: |
235 | case ONION_LAYOUT: |
|
|
236 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
241 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
237 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
242 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
238 | roomify_layout (maze, RP); |
243 | roomify_layout (maze, RP); |
239 | break; |
244 | break; |
240 | |
245 | |
241 | case MAZE_LAYOUT: |
246 | case LAYOUT_MAZE: |
242 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
247 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
243 | if (!(RANDOM () % 2)) |
248 | if (!(rndm (2))) |
244 | doorify_layout (maze, RP); |
249 | doorify_layout (maze, RP); |
245 | break; |
250 | break; |
246 | |
251 | |
247 | case SPIRAL_LAYOUT: |
252 | case LAYOUT_SPIRAL: |
248 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
253 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
249 | if (!(RANDOM () % 2)) |
254 | if (!(rndm (2))) |
250 | doorify_layout (maze, RP); |
255 | doorify_layout (maze, RP); |
251 | break; |
256 | break; |
252 | |
257 | |
253 | case ROGUELIKE_LAYOUT: |
258 | case LAYOUT_ROGUELIKE: |
254 | /* Don't put symmetry in rogue maps. There isn't much reason to |
259 | /* Don't put symmetry in rogue maps. There isn't much reason to |
255 | * do so in the first place (doesn't make it any more interesting), |
260 | * do so in the first place (doesn't make it any more interesting), |
256 | * but more importantly, the symmetry code presumes we are symmetrizing |
261 | * but more importantly, the symmetry code presumes we are symmetrizing |
257 | * spirals, or maps with lots of passages - making a symmetric rogue |
262 | * spirals, or maps with lots of passages - making a symmetric rogue |
258 | * map fails because its likely that the passages the symmetry process |
263 | * map fails because its likely that the passages the symmetry process |
259 | * creates may not connect the rooms. |
264 | * creates may not connect the rooms. |
260 | */ |
265 | */ |
261 | RP->symmetry_used = NO_SYM; |
266 | RP->symmetry_used = SYMMETRY_NONE; |
262 | RP->Ysize = oysize; |
267 | RP->Ysize = oysize; |
263 | RP->Xsize = oxsize; |
268 | RP->Xsize = oxsize; |
264 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
269 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
265 | /* no doorifying... done already */ |
270 | /* no doorifying... done already */ |
266 | break; |
271 | break; |
267 | |
272 | |
268 | case SNAKE_LAYOUT: |
273 | case LAYOUT_SNAKE: |
269 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
274 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
270 | if (RANDOM () % 2) |
275 | if (rndm (2)) |
271 | roomify_layout (maze, RP); |
276 | roomify_layout (maze, RP); |
272 | break; |
277 | break; |
273 | |
278 | |
274 | case SQUARE_SPIRAL_LAYOUT: |
279 | case LAYOUT_SQUARE_SPIRAL: |
275 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
280 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 | if (RANDOM () % 2) |
281 | if (rndm (2)) |
277 | roomify_layout (maze, RP); |
282 | roomify_layout (maze, RP); |
278 | break; |
283 | break; |
279 | } |
284 | } |
280 | |
285 | |
281 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
286 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
287 | |
282 | #ifdef RMAP_DEBUG |
288 | #ifdef RMAP_DEBUG |
283 | dump_layout (maze, RP); |
289 | dump_layout (maze, RP); |
284 | #endif |
290 | #endif |
|
|
291 | |
285 | if (RP->expand2x) |
292 | if (RP->expand2x) |
286 | { |
293 | { |
287 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
294 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
288 | RP->Xsize = RP->Xsize * 2 - 1; |
295 | RP->Xsize = RP->Xsize * 2 - 1; |
289 | RP->Ysize = RP->Ysize * 2 - 1; |
296 | RP->Ysize = RP->Ysize * 2 - 1; |
290 | } |
297 | } |
|
|
298 | |
291 | return maze; |
299 | return maze; |
292 | } |
300 | } |
293 | |
|
|
294 | |
301 | |
295 | /* takes a map and makes it symmetric: adjusts Xsize and |
302 | /* takes a map and makes it symmetric: adjusts Xsize and |
296 | Ysize to produce a symmetric map. */ |
303 | Ysize to produce a symmetric map. */ |
297 | |
|
|
298 | char ** |
304 | char ** |
299 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
305 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
300 | { |
306 | { |
301 | int i, j; |
307 | int i, j; |
302 | char **sym_maze; |
308 | char **sym_maze; |
303 | int Xsize_orig, Ysize_orig; |
309 | int Xsize_orig, Ysize_orig; |
304 | |
310 | |
305 | Xsize_orig = RP->Xsize; |
311 | Xsize_orig = RP->Xsize; |
306 | Ysize_orig = RP->Ysize; |
312 | Ysize_orig = RP->Ysize; |
307 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
313 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
308 | if (sym == NO_SYM) |
314 | if (sym == SYMMETRY_NONE) |
309 | { |
315 | { |
310 | RP->Xsize = Xsize_orig; |
316 | RP->Xsize = Xsize_orig; |
311 | RP->Ysize = Ysize_orig; |
317 | RP->Ysize = Ysize_orig; |
312 | return maze; |
318 | return maze; |
313 | } |
319 | } |
314 | /* pick new sizes */ |
320 | /* pick new sizes */ |
315 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
321 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
316 | RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
322 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
317 | |
323 | |
318 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
324 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
319 | for (i = 0; i < RP->Xsize; i++) |
325 | for (i = 0; i < RP->Xsize; i++) |
320 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
326 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
321 | |
327 | |
322 | if (sym == X_SYM) |
328 | if (sym == SYMMETRY_X) |
323 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
329 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
324 | for (j = 0; j < RP->Ysize; j++) |
330 | for (j = 0; j < RP->Ysize; j++) |
325 | { |
331 | { |
326 | sym_maze[i][j] = maze[i][j]; |
332 | sym_maze[i][j] = maze[i][j]; |
327 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
333 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
328 | }; |
334 | }; |
329 | if (sym == Y_SYM) |
335 | if (sym == SYMMETRY_Y) |
330 | for (i = 0; i < RP->Xsize; i++) |
336 | for (i = 0; i < RP->Xsize; i++) |
331 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
337 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
332 | { |
338 | { |
333 | sym_maze[i][j] = maze[i][j]; |
339 | sym_maze[i][j] = maze[i][j]; |
334 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
340 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
335 | } |
341 | } |
336 | if (sym == XY_SYM) |
342 | if (sym == SYMMETRY_XY) |
337 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
343 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
344 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
339 | { |
345 | { |
340 | sym_maze[i][j] = maze[i][j]; |
346 | sym_maze[i][j] = maze[i][j]; |
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
347 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
345 | /* delete the old maze */ |
351 | /* delete the old maze */ |
346 | for (i = 0; i < Xsize_orig; i++) |
352 | for (i = 0; i < Xsize_orig; i++) |
347 | free (maze[i]); |
353 | free (maze[i]); |
348 | free (maze); |
354 | free (maze); |
349 | /* reconnect disjointed spirals */ |
355 | /* reconnect disjointed spirals */ |
350 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
356 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
351 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
352 | /* reconnect disjointed nethackmazes: the routine for |
358 | /* reconnect disjointed nethackmazes: the routine for |
353 | spirals will do the trick? */ |
359 | spirals will do the trick? */ |
354 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
360 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
355 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
361 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
356 | |
362 | |
357 | return sym_maze; |
363 | return sym_maze; |
358 | } |
364 | } |
359 | |
365 | |
… | |
… | |
362 | onion layouts, making them possibly centered on any wall. |
368 | onion layouts, making them possibly centered on any wall. |
363 | It'll modify Xsize and Ysize if they're swapped. |
369 | It'll modify Xsize and Ysize if they're swapped. |
364 | */ |
370 | */ |
365 | |
371 | |
366 | char ** |
372 | char ** |
367 | rotate_layout (char **maze, int rotation, RMParms * RP) |
373 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
368 | { |
374 | { |
369 | char **new_maze; |
375 | char **new_maze; |
370 | int i, j; |
376 | int i, j; |
371 | |
377 | |
372 | switch (rotation) |
378 | switch (rotation) |
373 | { |
379 | { |
374 | case 0: |
380 | case 0: |
|
|
381 | return maze; |
|
|
382 | break; |
|
|
383 | case 2: /* a reflection */ |
|
|
384 | { |
|
|
385 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
386 | |
|
|
387 | for (i = 0; i < RP->Xsize; i++) |
|
|
388 | { /* make a copy */ |
|
|
389 | for (j = 0; j < RP->Ysize; j++) |
|
|
390 | { |
|
|
391 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
392 | } |
|
|
393 | } |
|
|
394 | for (i = 0; i < RP->Xsize; i++) |
|
|
395 | { /* copy a reflection back */ |
|
|
396 | for (j = 0; j < RP->Ysize; j++) |
|
|
397 | { |
|
|
398 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
399 | } |
|
|
400 | } |
|
|
401 | free (newmaze); |
375 | return maze; |
402 | return maze; |
376 | break; |
403 | break; |
377 | case 2: /* a reflection */ |
404 | } |
|
|
405 | case 1: |
|
|
406 | case 3: |
|
|
407 | { |
|
|
408 | int swap; |
|
|
409 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
410 | for (i = 0; i < RP->Ysize; i++) |
378 | { |
411 | { |
379 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
412 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
380 | |
413 | } |
|
|
414 | if (rotation == 1) /* swap x and y */ |
381 | for (i = 0; i < RP->Xsize; i++) |
415 | for (i = 0; i < RP->Xsize; i++) |
382 | { /* make a copy */ |
|
|
383 | for (j = 0; j < RP->Ysize; j++) |
416 | for (j = 0; j < RP->Ysize; j++) |
384 | { |
|
|
385 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
417 | new_maze[j][i] = maze[i][j]; |
386 | } |
418 | |
387 | } |
419 | if (rotation == 3) |
388 | for (i = 0; i < RP->Xsize; i++) |
420 | { /* swap x and y */ |
389 | { /* copy a reflection back */ |
|
|
390 | for (j = 0; j < RP->Ysize; j++) |
|
|
391 | { |
|
|
392 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
393 | } |
|
|
394 | } |
|
|
395 | free (newmaze); |
|
|
396 | return maze; |
|
|
397 | break; |
|
|
398 | } |
|
|
399 | case 1: |
|
|
400 | case 3: |
|
|
401 | { |
|
|
402 | int swap; |
|
|
403 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
404 | for (i = 0; i < RP->Ysize; i++) |
|
|
405 | { |
|
|
406 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
407 | } |
|
|
408 | if (rotation == 1) /* swap x and y */ |
|
|
409 | for (i = 0; i < RP->Xsize; i++) |
421 | for (i = 0; i < RP->Xsize; i++) |
410 | for (j = 0; j < RP->Ysize; j++) |
422 | for (j = 0; j < RP->Ysize; j++) |
411 | new_maze[j][i] = maze[i][j]; |
|
|
412 | |
|
|
413 | if (rotation == 3) |
|
|
414 | { /* swap x and y */ |
|
|
415 | for (i = 0; i < RP->Xsize; i++) |
|
|
416 | for (j = 0; j < RP->Ysize; j++) |
|
|
417 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
423 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
418 | } |
424 | } |
419 | |
425 | |
420 | /* delete the old layout */ |
426 | /* delete the old layout */ |
421 | for (i = 0; i < RP->Xsize; i++) |
427 | for (i = 0; i < RP->Xsize; i++) |
422 | free (maze[i]); |
428 | free (maze[i]); |
423 | free (maze); |
429 | free (maze); |
424 | |
430 | |
425 | swap = RP->Ysize; |
431 | swap = RP->Ysize; |
426 | RP->Ysize = RP->Xsize; |
432 | RP->Ysize = RP->Xsize; |
427 | RP->Xsize = swap; |
433 | RP->Xsize = swap; |
428 | return new_maze; |
434 | return new_maze; |
429 | break; |
435 | break; |
430 | } |
436 | } |
431 | } |
437 | } |
432 | return NULL; |
438 | return NULL; |
433 | } |
439 | } |
434 | |
440 | |
435 | /* take a layout and make some rooms in it. |
441 | /* take a layout and make some rooms in it. |
436 | --works best on onions.*/ |
442 | --works best on onions.*/ |
437 | void |
443 | void |
438 | roomify_layout (char **maze, RMParms * RP) |
444 | roomify_layout (char **maze, random_map_params *RP) |
439 | { |
445 | { |
440 | int tries = RP->Xsize * RP->Ysize / 30; |
446 | int tries = RP->Xsize * RP->Ysize / 30; |
441 | int ti; |
447 | int ti; |
442 | |
448 | |
443 | for (ti = 0; ti < tries; ti++) |
449 | for (ti = 0; ti < tries; ti++) |
444 | { |
450 | { |
445 | int dx, dy; /* starting location for looking at creating a door */ |
451 | int dx, dy; /* starting location for looking at creating a door */ |
446 | int cx, cy; /* results of checking on creating walls. */ |
452 | int cx, cy; /* results of checking on creating walls. */ |
447 | |
453 | |
448 | dx = RANDOM () % RP->Xsize; |
454 | dx = rndm (RP->Xsize); |
449 | dy = RANDOM () % RP->Ysize; |
455 | dy = rndm (RP->Ysize); |
|
|
456 | |
450 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
457 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
451 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
458 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
452 | if (cx == -1) |
459 | if (cx == -1) |
453 | { |
460 | { |
454 | if (cy != -1) |
461 | if (cy != -1) |
455 | make_wall (maze, dx, dy, 1); |
462 | make_wall (maze, dx, dy, 1); |
|
|
463 | |
456 | continue; |
464 | continue; |
457 | } |
465 | } |
|
|
466 | |
458 | if (cy == -1) |
467 | if (cy == -1) |
459 | { |
468 | { |
460 | make_wall (maze, dx, dy, 0); |
469 | make_wall (maze, dx, dy, 0); |
461 | continue; |
470 | continue; |
462 | } |
471 | } |
|
|
472 | |
463 | if (cx < cy) |
473 | if (cx < cy) |
464 | make_wall (maze, dx, dy, 0); |
474 | make_wall (maze, dx, dy, 0); |
465 | else |
475 | else |
466 | make_wall (maze, dx, dy, 1); |
476 | make_wall (maze, dx, dy, 1); |
467 | } |
477 | } |
… | |
… | |
470 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
480 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
471 | (or vertical, dir == 1) |
481 | (or vertical, dir == 1) |
472 | here which ends up on other walls sensibly. */ |
482 | here which ends up on other walls sensibly. */ |
473 | |
483 | |
474 | int |
484 | int |
475 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
485 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
476 | { |
486 | { |
477 | int i1; |
487 | int i1; |
478 | int length = 0; |
488 | int length = 0; |
479 | |
489 | |
480 | /* dont make walls if we're on the edge. */ |
490 | /* dont make walls if we're on the edge. */ |
… | |
… | |
555 | make_wall (char **maze, int x, int y, int dir) |
565 | make_wall (char **maze, int x, int y, int dir) |
556 | { |
566 | { |
557 | maze[x][y] = 'D'; /* mark a door */ |
567 | maze[x][y] = 'D'; /* mark a door */ |
558 | switch (dir) |
568 | switch (dir) |
559 | { |
569 | { |
560 | case 0: /* horizontal */ |
570 | case 0: /* horizontal */ |
561 | { |
571 | { |
562 | int i1; |
572 | int i1; |
563 | |
573 | |
564 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
574 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
565 | maze[i1][y] = '#'; |
575 | maze[i1][y] = '#'; |
566 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
576 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
567 | maze[i1][y] = '#'; |
577 | maze[i1][y] = '#'; |
568 | break; |
578 | break; |
569 | } |
579 | } |
570 | case 1: /* vertical */ |
580 | case 1: /* vertical */ |
571 | { |
581 | { |
572 | int i1; |
582 | int i1; |
573 | |
583 | |
574 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
584 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
575 | maze[x][i1] = '#'; |
585 | maze[x][i1] = '#'; |
576 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
586 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
577 | maze[x][i1] = '#'; |
587 | maze[x][i1] = '#'; |
578 | break; |
588 | break; |
579 | } |
589 | } |
580 | } |
590 | } |
581 | |
591 | |
582 | return 0; |
592 | return 0; |
583 | } |
593 | } |
584 | |
594 | |
585 | /* puts doors at appropriate locations in a layout. */ |
595 | /* puts doors at appropriate locations in a layout. */ |
586 | |
|
|
587 | void |
596 | void |
588 | doorify_layout (char **maze, RMParms * RP) |
597 | doorify_layout (char **maze, random_map_params *RP) |
589 | { |
598 | { |
590 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
599 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
591 | char *doorlist_x; |
600 | char *doorlist_x; |
592 | char *doorlist_y; |
601 | char *doorlist_y; |
593 | int doorlocs = 0; /* # of available doorlocations */ |
602 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
608 | doorlist_x[doorlocs] = i; |
617 | doorlist_x[doorlocs] = i; |
609 | doorlist_y[doorlocs] = j; |
618 | doorlist_y[doorlocs] = j; |
610 | doorlocs++; |
619 | doorlocs++; |
611 | } |
620 | } |
612 | } |
621 | } |
|
|
622 | |
613 | while (ndoors > 0 && doorlocs > 0) |
623 | while (ndoors > 0 && doorlocs > 0) |
614 | { |
624 | { |
615 | int di; |
625 | int di; |
616 | int sindex; |
626 | int sindex; |
617 | |
627 | |
618 | di = RANDOM () % doorlocs; |
628 | di = rndm (doorlocs); |
619 | i = doorlist_x[di]; |
629 | i = doorlist_x[di]; |
620 | j = doorlist_y[di]; |
630 | j = doorlist_y[di]; |
621 | sindex = surround_flag (maze, i, j, RP); |
631 | sindex = surround_flag (maze, i, j, RP); |
|
|
632 | |
622 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
633 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
623 | { |
634 | { |
624 | maze[i][j] = 'D'; |
635 | maze[i][j] = 'D'; |
625 | ndoors--; |
636 | ndoors--; |
626 | } |
637 | } |
|
|
638 | |
627 | /* reduce the size of the list */ |
639 | /* reduce the size of the list */ |
628 | doorlocs--; |
640 | doorlocs--; |
629 | doorlist_x[di] = doorlist_x[doorlocs]; |
641 | doorlist_x[di] = doorlist_x[doorlocs]; |
630 | doorlist_y[di] = doorlist_y[doorlocs]; |
642 | doorlist_y[di] = doorlist_y[doorlocs]; |
631 | } |
643 | } |
|
|
644 | |
632 | free (doorlist_x); |
645 | free (doorlist_x); |
633 | free (doorlist_y); |
646 | free (doorlist_y); |
634 | } |
647 | } |
635 | |
648 | |
636 | |
|
|
637 | void |
649 | void |
638 | write_map_parameters_to_string (char *buf, RMParms * RP) |
650 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
639 | { |
651 | { |
640 | |
|
|
641 | char small_buf[256]; |
652 | char small_buf[16384]; |
642 | |
653 | |
643 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
654 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
644 | |
655 | |
645 | if (RP->wallstyle[0]) |
656 | if (RP->wallstyle[0]) |
646 | { |
657 | { |
647 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
658 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
648 | strcat (buf, small_buf); |
659 | strcat (buf, small_buf); |
… | |
… | |
688 | { |
699 | { |
689 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
700 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
690 | strcat (buf, small_buf); |
701 | strcat (buf, small_buf); |
691 | } |
702 | } |
692 | |
703 | |
693 | if (RP->final_map[0]) |
704 | if (RP->final_map.length ()) |
694 | { |
705 | { |
695 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
706 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
696 | strcat (buf, small_buf); |
707 | strcat (buf, small_buf); |
697 | } |
708 | } |
698 | |
709 | |
699 | if (RP->exit_on_final_map[0]) |
710 | if (RP->exit_on_final_map[0]) |
700 | { |
711 | { |
701 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
712 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
702 | strcat (buf, small_buf); |
713 | strcat (buf, small_buf); |
703 | } |
714 | } |
704 | |
715 | |
705 | if (RP->this_map[0]) |
716 | if (RP->this_map.length ()) |
706 | { |
717 | { |
707 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
718 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
708 | strcat (buf, small_buf); |
719 | strcat (buf, small_buf); |
709 | } |
720 | } |
710 | |
721 | |
711 | if (RP->expand2x) |
722 | if (RP->expand2x) |
712 | { |
723 | { |
… | |
… | |
718 | { |
729 | { |
719 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
730 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
720 | strcat (buf, small_buf); |
731 | strcat (buf, small_buf); |
721 | } |
732 | } |
722 | |
733 | |
723 | |
|
|
724 | if (RP->layoutoptions2) |
734 | if (RP->layoutoptions2) |
725 | { |
735 | { |
726 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
736 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
727 | strcat (buf, small_buf); |
737 | strcat (buf, small_buf); |
728 | } |
738 | } |
729 | |
739 | |
730 | |
|
|
731 | if (RP->layoutoptions3) |
740 | if (RP->layoutoptions3) |
732 | { |
741 | { |
733 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
742 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
734 | strcat (buf, small_buf); |
743 | strcat (buf, small_buf); |
735 | } |
744 | } |
… | |
… | |
737 | if (RP->symmetry) |
746 | if (RP->symmetry) |
738 | { |
747 | { |
739 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
748 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
740 | strcat (buf, small_buf); |
749 | strcat (buf, small_buf); |
741 | } |
750 | } |
742 | |
|
|
743 | |
751 | |
744 | if (RP->difficulty && RP->difficulty_given) |
752 | if (RP->difficulty && RP->difficulty_given) |
745 | { |
753 | { |
746 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
754 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
747 | strcat (buf, small_buf); |
755 | strcat (buf, small_buf); |
… | |
… | |
783 | if (RP->origin_y) |
791 | if (RP->origin_y) |
784 | { |
792 | { |
785 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
793 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
786 | strcat (buf, small_buf); |
794 | strcat (buf, small_buf); |
787 | } |
795 | } |
|
|
796 | |
|
|
797 | if (RP->treasureoptions) |
|
|
798 | { |
|
|
799 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
800 | strcat (buf, small_buf); |
|
|
801 | } |
|
|
802 | |
788 | if (RP->random_seed) |
803 | if (RP->random_seed) |
789 | { |
804 | { |
790 | /* Add one so that the next map is a bit different */ |
|
|
791 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
805 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
792 | strcat (buf, small_buf); |
806 | strcat (buf, small_buf); |
793 | } |
|
|
794 | |
|
|
795 | if (RP->treasureoptions) |
|
|
796 | { |
807 | } |
797 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
808 | |
798 | strcat (buf, small_buf); |
809 | if (RP->custom) |
799 | } |
810 | { |
800 | |
811 | sprintf (small_buf, "custom %s\n", RP->custom); |
801 | |
812 | strcat (buf, small_buf); |
|
|
813 | } |
802 | } |
814 | } |
803 | |
815 | |
804 | void |
816 | void |
805 | write_parameters_to_string (char *buf, |
817 | write_parameters_to_string (char *buf, |
806 | int xsize_n, |
818 | int xsize_n, |
807 | int ysize_n, |
819 | int ysize_n, |
808 | char *wallstyle_n, |
820 | const char *wallstyle_n, |
809 | char *floorstyle_n, |
821 | const char *floorstyle_n, |
810 | char *monsterstyle_n, |
822 | const char *monsterstyle_n, |
811 | char *treasurestyle_n, |
823 | const char *treasurestyle_n, |
812 | char *layoutstyle_n, |
824 | const char *layoutstyle_n, |
813 | char *decorstyle_n, |
825 | const char *decorstyle_n, |
814 | char *doorstyle_n, |
826 | const char *doorstyle_n, |
815 | char *exitstyle_n, |
827 | const char *exitstyle_n, |
816 | char *final_map_n, |
828 | const char *final_map_n, |
817 | char *exit_on_final_map_n, |
829 | const char *exit_on_final_map_n, |
818 | char *this_map_n, |
830 | const char *this_map_n, |
819 | int layoutoptions1_n, |
831 | int layoutoptions1_n, |
820 | int layoutoptions2_n, |
832 | int layoutoptions2_n, |
821 | int layoutoptions3_n, |
833 | int layoutoptions3_n, |
822 | int symmetry_n, |
834 | int symmetry_n, |
823 | int dungeon_depth_n, |
835 | int dungeon_depth_n, |
824 | int dungeon_level_n, |
836 | int dungeon_level_n, |
825 | int difficulty_n, |
837 | int difficulty_n, |
826 | int difficulty_given_n, |
838 | int difficulty_given_n, |
827 | int decoroptions_n, |
839 | int decoroptions_n, |
828 | int orientation_n, |
840 | int orientation_n, |
829 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
841 | int origin_x_n, |
|
|
842 | int origin_y_n, |
|
|
843 | uint32_t random_seed_n, |
|
|
844 | int treasureoptions_n, |
|
|
845 | float difficulty_increase) |
830 | { |
846 | { |
831 | |
|
|
832 | char small_buf[256]; |
847 | char small_buf[16384]; |
833 | |
848 | |
834 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
849 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
835 | |
850 | |
836 | if (wallstyle_n && wallstyle_n[0]) |
851 | if (wallstyle_n && wallstyle_n[0]) |
837 | { |
852 | { |
… | |
… | |
902 | if (layoutoptions1_n) |
917 | if (layoutoptions1_n) |
903 | { |
918 | { |
904 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
919 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
905 | strcat (buf, small_buf); |
920 | strcat (buf, small_buf); |
906 | } |
921 | } |
907 | |
|
|
908 | |
922 | |
909 | if (layoutoptions2_n) |
923 | if (layoutoptions2_n) |
910 | { |
924 | { |
911 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
925 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
912 | strcat (buf, small_buf); |
926 | strcat (buf, small_buf); |
… | |
… | |
968 | if (origin_y_n) |
982 | if (origin_y_n) |
969 | { |
983 | { |
970 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
984 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
971 | strcat (buf, small_buf); |
985 | strcat (buf, small_buf); |
972 | } |
986 | } |
|
|
987 | |
973 | if (random_seed_n) |
988 | if (random_seed_n) |
974 | { |
989 | { |
975 | /* Add one so that the next map is a bit different */ |
990 | /* Add one so that the next map is a bit different */ |
976 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
991 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
977 | strcat (buf, small_buf); |
992 | strcat (buf, small_buf); |
978 | } |
993 | } |
979 | |
994 | |
980 | if (treasureoptions_n) |
995 | if (treasureoptions_n) |
981 | { |
996 | { |
982 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
997 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
983 | strcat (buf, small_buf); |
998 | strcat (buf, small_buf); |
984 | } |
999 | } |
985 | |
|
|
986 | |
|
|
987 | } |
1000 | } |
988 | |
1001 | |
989 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
1002 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
990 | void |
1003 | void |
991 | copy_object_with_inv (object *src_ob, object *dest_ob) |
1004 | copy_object_with_inv (object *src_ob, object *dest_ob) |
992 | { |
1005 | { |
993 | object *walk, *tmp; |
1006 | object *walk, *tmp; |
994 | |
1007 | |
995 | copy_object (src_ob, dest_ob); |
1008 | src_ob->copy_to (dest_ob); |
996 | |
1009 | |
997 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
1010 | for (walk = src_ob->inv; walk; walk = walk->below) |
998 | { |
1011 | { |
999 | tmp = get_object (); |
1012 | tmp = object::create (); |
1000 | copy_object (walk, tmp); |
1013 | |
|
|
1014 | walk->copy_to (tmp); |
1001 | insert_ob_in_ob (tmp, dest_ob); |
1015 | insert_ob_in_ob (tmp, dest_ob); |
1002 | } |
1016 | } |
1003 | } |
1017 | } |