1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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> |
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29 | #include <room_gen.h> |
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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 | |
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32 | #define CEDE coroapi::cede_to_tick () |
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33 | |
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34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
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35 | static void rotate_layout (Layout maze, int rotation); |
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36 | |
34 | void |
37 | void |
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38 | dump_layout (Layout layout) |
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39 | { |
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40 | for (int j = 0; j < layout->h; j++) |
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41 | { |
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42 | for (int i = 0; i < layout->w; i++) |
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43 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
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44 | |
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45 | putc ('\n', stdout); |
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46 | } |
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47 | |
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48 | putc ('\n', stdout); |
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49 | } |
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50 | |
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51 | /* takes a map and makes it symmetric: adjusts Xsize and |
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52 | * Ysize to produce a symmetric map. |
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53 | */ |
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54 | static void |
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55 | symmetrize_layout (Layout layout, random_map_params *RP) |
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56 | { |
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57 | if (RP->symmetry_used == SYMMETRY_NONE) |
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58 | return; |
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59 | |
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60 | Layout sym_layout ( |
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61 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
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62 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
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63 | ); |
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64 | |
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65 | if (RP->symmetry_used == SYMMETRY_X) |
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66 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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67 | for (int j = 0; j < sym_layout->h; j++) |
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68 | { |
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69 | sym_layout[i ][j] = |
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70 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
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71 | } |
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72 | |
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73 | if (RP->symmetry_used == SYMMETRY_Y) |
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74 | for (int i = 0; i < sym_layout->w; i++) |
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75 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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76 | { |
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77 | sym_layout[i][j ] = |
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78 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
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79 | } |
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80 | |
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81 | if (RP->symmetry_used == SYMMETRY_XY) |
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82 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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83 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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84 | { |
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85 | sym_layout[i ][j ] = |
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86 | sym_layout[i ][sym_layout->h - j - 1] = |
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87 | sym_layout[sym_layout->w - i - 1][j ] = |
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88 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
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89 | } |
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90 | |
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91 | layout.swap (sym_layout); |
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92 | sym_layout.free (); |
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93 | |
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94 | /* reconnect disjointed spirals */ |
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95 | /* reconnect disjointed nethacklayouts: the routine for |
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96 | spirals will do the trick? */ |
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97 | if (RP->map_layout_style == LAYOUT_SPIRAL |
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98 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
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99 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
|
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100 | } |
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101 | |
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102 | /* takes a map and rotates it. This completes the |
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103 | onion layouts, making them possibly centered on any wall. |
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104 | It'll modify Xsize and Ysize if they're swapped. |
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105 | */ |
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106 | static void |
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107 | rotate_layout (Layout layout, int rotation) |
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108 | { |
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109 | int w = layout->w; |
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110 | int h = layout->h; |
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111 | |
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112 | switch (rotation) |
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113 | { |
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114 | case 2: /* a reflection */ |
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115 | { |
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116 | Layout new_layout (w, h); |
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117 | |
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118 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
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119 | for (int j = 0; j < h; j++) |
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120 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
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121 | |
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122 | layout.swap (new_layout); |
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123 | new_layout.free (); |
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124 | } |
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125 | break; |
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126 | |
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127 | case 1: |
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128 | case 3: |
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129 | { |
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130 | Layout new_layout (h, w); |
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131 | |
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132 | if (rotation == 1) /* swap x and y */ |
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133 | for (int i = 0; i < w; i++) |
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134 | for (int j = 0; j < h; j++) |
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135 | new_layout[j][i] = layout[i][j]; |
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136 | |
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137 | if (rotation == 3) /* swap x and y */ |
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138 | for (int i = 0; i < w; i++) |
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139 | for (int j = 0; j < h; j++) |
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140 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
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141 | |
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142 | layout.swap (new_layout); |
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143 | new_layout.free (); |
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144 | } |
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145 | break; |
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146 | } |
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147 | } |
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148 | |
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149 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
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150 | (or vertical, dir == 1) |
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151 | here which ends up on other walls sensibly. */ |
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152 | static int |
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153 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
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154 | { |
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155 | int i1; |
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156 | int length = 0; |
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157 | |
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158 | /* dont make walls if we're on the edge. */ |
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159 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
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160 | return -1; |
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161 | |
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162 | /* don't make walls if we're ON a wall. */ |
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163 | if (maze[dx][dy] != 0) |
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164 | return -1; |
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165 | |
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166 | if (dir == 0) /* horizontal */ |
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167 | { |
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168 | int y = dy; |
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169 | |
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170 | for (i1 = dx - 1; i1 > 0; i1--) |
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171 | { |
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172 | int sindex = surround_flag2 (maze, i1, y, RP); |
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173 | |
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174 | if (sindex == 1) |
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175 | break; |
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176 | if (sindex != 0) |
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177 | return -1; /* can't make horiz. wall here */ |
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178 | if (maze[i1][y] != 0) |
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179 | return -1; /* can't make horiz. wall here */ |
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180 | length++; |
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181 | } |
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182 | |
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183 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
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184 | { |
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185 | int sindex = surround_flag2 (maze, i1, y, RP); |
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186 | |
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187 | if (sindex == 2) |
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188 | break; |
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189 | if (sindex != 0) |
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190 | return -1; /* can't make horiz. wall here */ |
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191 | if (maze[i1][y] != 0) |
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192 | return -1; /* can't make horiz. wall here */ |
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193 | length++; |
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194 | } |
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195 | return length; |
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196 | } |
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197 | else |
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198 | { /* vertical */ |
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199 | int x = dx; |
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200 | |
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201 | for (i1 = dy - 1; i1 > 0; i1--) |
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202 | { |
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203 | int sindex = surround_flag2 (maze, x, i1, RP); |
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204 | |
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205 | if (sindex == 4) |
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206 | break; |
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207 | if (sindex != 0) |
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208 | return -1; /* can't make vert. wall here */ |
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209 | if (maze[x][i1] != 0) |
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210 | return -1; /* can't make horiz. wall here */ |
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211 | length++; |
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212 | } |
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213 | |
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214 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
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215 | { |
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216 | int sindex = surround_flag2 (maze, x, i1, RP); |
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217 | |
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218 | if (sindex == 8) |
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219 | break; |
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220 | if (sindex != 0) |
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221 | return -1; /* can't make verti. wall here */ |
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222 | if (maze[x][i1] != 0) |
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223 | return -1; /* can't make horiz. wall here */ |
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224 | length++; |
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225 | } |
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226 | |
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227 | return length; |
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228 | } |
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229 | |
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230 | return -1; |
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231 | } |
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232 | |
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233 | /* take a layout and make some rooms in it. |
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234 | --works best on onions.*/ |
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235 | static void |
35 | dump_layout (char **layout, random_map_params *RP) |
236 | roomify_layout (char **maze, random_map_params *RP) |
36 | { |
237 | { |
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238 | int tries = RP->Xsize * RP->Ysize / 30; |
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239 | int ti; |
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240 | |
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241 | for (ti = 0; ti < tries; ti++) |
37 | { |
242 | { |
38 | int i, j; |
243 | int dx, dy; /* starting location for looking at creating a door */ |
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244 | int cx, cy; /* results of checking on creating walls. */ |
39 | |
245 | |
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246 | dx = rmg_rndm (RP->Xsize); |
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247 | dy = rmg_rndm (RP->Ysize); |
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248 | |
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249 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
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250 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
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251 | if (cx == -1) |
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252 | { |
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253 | if (cy != -1) |
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254 | make_wall (maze, dx, dy, 1); |
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255 | |
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256 | continue; |
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257 | } |
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258 | |
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259 | if (cy == -1) |
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260 | { |
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261 | make_wall (maze, dx, dy, 0); |
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262 | continue; |
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263 | } |
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264 | |
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265 | if (cx < cy) |
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266 | make_wall (maze, dx, dy, 0); |
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267 | else |
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268 | make_wall (maze, dx, dy, 1); |
|
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269 | } |
|
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270 | } |
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271 | |
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272 | int |
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273 | make_wall (char **maze, int x, int y, int dir) |
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274 | { |
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275 | maze[x][y] = 'D'; /* mark a door */ |
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276 | switch (dir) |
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277 | { |
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278 | case 0: /* horizontal */ |
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279 | { |
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280 | int i1; |
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281 | |
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282 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
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283 | maze[i1][y] = '#'; |
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284 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
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285 | maze[i1][y] = '#'; |
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286 | break; |
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287 | } |
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288 | case 1: /* vertical */ |
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289 | { |
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290 | int i1; |
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291 | |
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292 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
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293 | maze[x][i1] = '#'; |
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294 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
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295 | maze[x][i1] = '#'; |
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296 | break; |
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297 | } |
|
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298 | } |
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299 | |
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300 | return 0; |
|
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301 | } |
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302 | |
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303 | /* puts doors at appropriate locations in a layout. */ |
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304 | static void |
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305 | doorify_layout (char **maze, random_map_params *RP) |
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306 | { |
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307 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
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308 | int doorlocs = 0; /* # of available doorlocations */ |
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309 | |
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310 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
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311 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
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312 | |
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313 | /* make a list of possible door locations */ |
40 | for (i = 0; i < RP->Xsize; i++) |
314 | for (int i = 1; i < RP->Xsize - 1; i++) |
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315 | for (int j = 1; j < RP->Ysize - 1; j++) |
41 | { |
316 | { |
42 | for (j = 0; j < RP->Ysize; j++) |
317 | int sindex = surround_flag (maze, i, j, RP); |
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318 | |
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319 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
43 | { |
320 | { |
44 | if (layout[i][j] == 0) |
321 | doorlist_x[doorlocs] = i; |
45 | layout[i][j] = ' '; |
322 | doorlist_y[doorlocs] = j; |
46 | printf ("%c", layout[i][j]); |
323 | doorlocs++; |
47 | if (layout[i][j] == ' ') |
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48 | layout[i][j] = 0; |
|
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49 | } |
324 | } |
50 | printf ("\n"); |
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51 | } |
325 | } |
52 | } |
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53 | printf ("\n"); |
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54 | } |
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55 | |
326 | |
56 | maptile * |
327 | while (ndoors > 0 && doorlocs > 0) |
57 | generate_random_map (const char *OutFileName, random_map_params *RP) |
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58 | { |
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59 | char **layout, buf[HUGE_BUF]; |
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60 | maptile *theMap; |
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61 | int i; |
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62 | |
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63 | /* pick a random seed, or use the one from the input file */ |
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64 | SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0)); |
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65 | |
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66 | write_map_parameters_to_string (buf, RP); |
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67 | |
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68 | if (RP->difficulty == 0) |
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69 | { |
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70 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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71 | |
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72 | if (RP->difficulty_increase > 0.001) |
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73 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
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74 | |
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75 | if (RP->difficulty < 1) |
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76 | RP->difficulty = 1; |
|
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77 | } |
328 | { |
78 | else |
329 | int di = rmg_rndm (doorlocs); |
79 | RP->difficulty_given = 1; |
330 | int i = doorlist_x[di]; |
|
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331 | int j = doorlist_y[di]; |
|
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332 | int sindex = surround_flag (maze, i, j, RP); |
80 | |
333 | |
81 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
334 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
82 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
335 | { |
|
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336 | maze[i][j] = 'D'; |
|
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337 | ndoors--; |
|
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338 | } |
83 | |
339 | |
84 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
340 | /* reduce the size of the list */ |
85 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
341 | doorlocs--; |
|
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342 | doorlist_x[di] = doorlist_x[doorlocs]; |
|
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343 | doorlist_y[di] = doorlist_y[doorlocs]; |
|
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344 | } |
86 | |
345 | |
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346 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
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347 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
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348 | } |
|
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349 | |
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350 | void |
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351 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
|
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352 | { |
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353 | char small_buf[16384]; |
|
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354 | |
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355 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
|
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356 | |
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357 | if (RP->wallstyle[0]) |
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358 | { |
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359 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
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360 | strcat (buf, small_buf); |
|
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361 | } |
|
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362 | |
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363 | if (RP->miningstyle[0]) |
|
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364 | { |
|
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365 | sprintf (small_buf, "miningstyle %s\n", RP->miningstyle); |
|
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366 | strcat (buf, small_buf); |
|
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367 | } |
|
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368 | |
|
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369 | if (RP->floorstyle[0]) |
|
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370 | { |
|
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371 | sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
|
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372 | strcat (buf, small_buf); |
|
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373 | } |
|
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374 | |
|
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375 | if (RP->monsterstyle[0]) |
|
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376 | { |
|
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377 | sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
|
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378 | strcat (buf, small_buf); |
|
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379 | } |
|
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380 | |
|
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381 | if (RP->treasurestyle[0]) |
|
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382 | { |
|
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383 | sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
|
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384 | strcat (buf, small_buf); |
|
|
385 | } |
|
|
386 | |
|
|
387 | if (RP->layoutstyle[0]) |
|
|
388 | { |
|
|
389 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
|
|
390 | strcat (buf, small_buf); |
|
|
391 | } |
|
|
392 | |
|
|
393 | if (RP->decorstyle[0]) |
|
|
394 | { |
|
|
395 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
|
|
396 | strcat (buf, small_buf); |
|
|
397 | } |
|
|
398 | |
|
|
399 | if (RP->doorstyle[0]) |
|
|
400 | { |
|
|
401 | sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
|
|
402 | strcat (buf, small_buf); |
|
|
403 | } |
|
|
404 | |
|
|
405 | if (RP->exitstyle[0]) |
|
|
406 | { |
|
|
407 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
|
|
408 | strcat (buf, small_buf); |
|
|
409 | } |
|
|
410 | |
|
|
411 | if (RP->final_map.length ()) |
|
|
412 | { |
|
|
413 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
|
|
414 | strcat (buf, small_buf); |
|
|
415 | } |
|
|
416 | |
|
|
417 | if (RP->exit_on_final_map[0]) |
|
|
418 | { |
|
|
419 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
420 | strcat (buf, small_buf); |
|
|
421 | } |
|
|
422 | |
|
|
423 | if (RP->this_map.length ()) |
|
|
424 | { |
|
|
425 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
|
|
426 | strcat (buf, small_buf); |
|
|
427 | } |
|
|
428 | |
87 | if (RP->expand2x > 0) |
429 | if (RP->expand2x) |
88 | { |
|
|
89 | RP->Xsize /= 2; |
|
|
90 | RP->Ysize /= 2; |
|
|
91 | } |
430 | { |
92 | |
431 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
93 | layout = layoutgen (RP); |
432 | strcat (buf, small_buf); |
94 | |
|
|
95 | #ifdef RMAP_DEBUG |
|
|
96 | dump_layout (layout, RP); |
|
|
97 | #endif |
|
|
98 | |
|
|
99 | /* increment these for the current map */ |
|
|
100 | RP->dungeon_level += 1; |
|
|
101 | /* allow constant-difficulty maps. */ |
|
|
102 | /* difficulty+=1; */ |
|
|
103 | |
|
|
104 | /* rotate the layout randomly */ |
|
|
105 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
|
|
106 | #ifdef RMAP_DEBUG |
|
|
107 | dump_layout (layout, RP); |
|
|
108 | #endif |
|
|
109 | |
|
|
110 | /* allocate the map and set the floor */ |
|
|
111 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
|
|
112 | |
|
|
113 | /* set the name of the map. */ |
|
|
114 | theMap->path = OutFileName; |
|
|
115 | |
|
|
116 | /* set region */ |
|
|
117 | theMap->region = RP->region; |
|
|
118 | |
|
|
119 | coroapi.cede (); |
|
|
120 | /* create walls unless the wallstyle is "none" */ |
|
|
121 | if (strcmp (RP->wallstyle, "none")) |
|
|
122 | { |
433 | } |
123 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
|
|
124 | |
434 | |
125 | /* place doors unless doorstyle or wallstyle is "none" */ |
435 | if (RP->layoutoptions1) |
126 | if (strcmp (RP->doorstyle, "none")) |
|
|
127 | put_doors (theMap, layout, RP->doorstyle, RP); |
|
|
128 | |
|
|
129 | } |
436 | { |
|
|
437 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
438 | strcat (buf, small_buf); |
|
|
439 | } |
130 | |
440 | |
131 | coroapi.cede (); |
441 | if (RP->layoutoptions2) |
132 | /* create exits unless the exitstyle is "none" */ |
442 | { |
133 | if (strcmp (RP->exitstyle, "none")) |
443 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
134 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
444 | strcat (buf, small_buf); |
|
|
445 | } |
135 | |
446 | |
136 | coroapi.cede (); |
447 | if (RP->layoutoptions3) |
137 | place_specials_in_map (theMap, layout, RP); |
448 | { |
|
|
449 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
450 | strcat (buf, small_buf); |
|
|
451 | } |
138 | |
452 | |
139 | coroapi.cede (); |
453 | if (RP->symmetry) |
140 | /* create monsters unless the monsterstyle is "none" */ |
454 | { |
141 | if (strcmp (RP->monsterstyle, "none")) |
455 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
456 | strcat (buf, small_buf); |
|
|
457 | } |
143 | |
458 | |
144 | coroapi.cede (); |
459 | if (RP->difficulty && RP->difficulty_given) |
145 | /* treasures needs to have a proper difficulty set for the map. */ |
460 | { |
146 | theMap->difficulty = theMap->estimate_difficulty (); |
461 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
|
|
462 | strcat (buf, small_buf); |
|
|
463 | } |
147 | |
464 | |
148 | coroapi.cede (); |
465 | if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f)) |
149 | /* create treasure unless the treasurestyle is "none" */ |
466 | { |
150 | if (strcmp (RP->treasurestyle, "none")) |
467 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
151 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
468 | strcat (buf, small_buf); |
|
|
469 | } |
152 | |
470 | |
153 | coroapi.cede (); |
471 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
154 | /* create decor unless the decorstyle is "none" */ |
472 | strcat (buf, small_buf); |
155 | if (strcmp (RP->decorstyle, "none")) |
|
|
156 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
157 | |
473 | |
158 | coroapi.cede (); |
474 | if (RP->dungeon_depth) |
159 | /* generate treasures, etc. */ |
475 | { |
160 | theMap->fix_auto_apply (); |
476 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
|
|
477 | strcat (buf, small_buf); |
|
|
478 | } |
161 | |
479 | |
162 | coroapi.cede (); |
480 | if (RP->decoroptions) |
163 | unblock_exits (theMap, layout, RP); |
481 | { |
|
|
482 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
|
|
483 | strcat (buf, small_buf); |
|
|
484 | } |
164 | |
485 | |
165 | /* free the layout */ |
486 | if (RP->orientation) |
166 | for (i = 0; i < RP->Xsize; i++) |
487 | { |
167 | free (layout[i]); |
488 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
|
|
489 | strcat (buf, small_buf); |
|
|
490 | } |
168 | |
491 | |
169 | free (layout); |
492 | if (RP->origin_x) |
|
|
493 | { |
|
|
494 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
|
|
495 | strcat (buf, small_buf); |
|
|
496 | } |
170 | |
497 | |
171 | theMap->msg = strdup (buf); |
498 | if (RP->origin_y) |
172 | theMap->in_memory = MAP_IN_MEMORY; |
499 | { |
|
|
500 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
|
|
501 | strcat (buf, small_buf); |
|
|
502 | } |
173 | |
503 | |
174 | return theMap; |
504 | if (RP->treasureoptions) |
|
|
505 | { |
|
|
506 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
507 | strcat (buf, small_buf); |
|
|
508 | } |
|
|
509 | |
|
|
510 | if (RP->random_seed) |
|
|
511 | { |
|
|
512 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
|
|
513 | strcat (buf, small_buf); |
|
|
514 | } |
|
|
515 | |
|
|
516 | if (RP->custom) |
|
|
517 | { |
|
|
518 | sprintf (small_buf, "custom %s\n", RP->custom); |
|
|
519 | strcat (buf, small_buf); |
|
|
520 | } |
|
|
521 | } |
|
|
522 | |
|
|
523 | ///////////////////////////////////////////////////////////////////////////// |
|
|
524 | |
|
|
525 | LayoutData::LayoutData (int w, int h) |
|
|
526 | : w(w), h(h) |
|
|
527 | { |
|
|
528 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
529 | |
|
|
530 | col = (char **)salloc<char> (size); |
|
|
531 | |
|
|
532 | char *data = (char *)(col + w); |
|
|
533 | |
|
|
534 | for (int x = w; x--; ) |
|
|
535 | col [x] = data + x * h; |
|
|
536 | } |
|
|
537 | |
|
|
538 | LayoutData::~LayoutData () |
|
|
539 | { |
|
|
540 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
541 | |
|
|
542 | sfree ((char *)col, size); |
|
|
543 | } |
|
|
544 | |
|
|
545 | void LayoutData::clear (char fill) |
|
|
546 | { |
|
|
547 | memset (col [0], fill, w * h); |
|
|
548 | } |
|
|
549 | |
|
|
550 | void LayoutData::border (char fill) |
|
|
551 | { |
|
|
552 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
553 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
175 | } |
554 | } |
176 | |
555 | |
177 | /* function selects the layout function and gives it whatever |
556 | /* function selects the layout function and gives it whatever |
178 | arguments it needs. */ |
557 | arguments it needs. */ |
179 | char ** |
558 | static Layout |
180 | layoutgen (random_map_params *RP) |
559 | layoutgen (random_map_params *RP) |
181 | { |
560 | { |
182 | char **maze = 0; |
561 | Layout layout (RP); |
183 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
|
184 | |
|
|
185 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
|
186 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
|
|
187 | else |
|
|
188 | RP->symmetry_used = RP->symmetry; |
|
|
189 | |
|
|
190 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
|
191 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
192 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
|
193 | RP->Xsize = RP->Xsize / 2 + 1; |
|
|
194 | |
|
|
195 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
|
196 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
197 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
|
198 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
199 | RP->map_layout_style = 0; |
|
|
200 | |
|
|
201 | /* Redo this - there was a lot of redundant code of checking for preset |
|
|
202 | * layout style and then random layout style. Instead, figure out |
|
|
203 | * the numeric layoutstyle, so there is only one area that actually |
|
|
204 | * calls the code to make the maps. |
|
|
205 | */ |
|
|
206 | if (strstr (RP->layoutstyle, "onion")) |
|
|
207 | RP->map_layout_style = LAYOUT_ONION; |
|
|
208 | |
|
|
209 | if (strstr (RP->layoutstyle, "maze")) |
|
|
210 | RP->map_layout_style = LAYOUT_MAZE; |
|
|
211 | |
|
|
212 | if (strstr (RP->layoutstyle, "spiral")) |
|
|
213 | RP->map_layout_style = LAYOUT_SPIRAL; |
|
|
214 | |
|
|
215 | if (strstr (RP->layoutstyle, "rogue")) |
|
|
216 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
|
|
217 | |
|
|
218 | if (strstr (RP->layoutstyle, "snake")) |
|
|
219 | RP->map_layout_style = LAYOUT_SNAKE; |
|
|
220 | |
|
|
221 | if (strstr (RP->layoutstyle, "squarespiral")) |
|
|
222 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
223 | |
|
|
224 | /* No style found - choose one ranomdly */ |
|
|
225 | if (RP->map_layout_style == LAYOUT_NONE) |
|
|
226 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
|
|
227 | |
562 | |
228 | switch (RP->map_layout_style) |
563 | switch (RP->map_layout_style) |
229 | { |
564 | { |
230 | case LAYOUT_ONION: |
565 | case LAYOUT_ONION: |
231 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
566 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
|
|
567 | |
232 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
568 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
233 | roomify_layout (maze, RP); |
569 | roomify_layout (layout, RP); |
|
|
570 | |
234 | break; |
571 | break; |
235 | |
572 | |
236 | case LAYOUT_MAZE: |
573 | case LAYOUT_MAZE: |
237 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
574 | maze_gen (layout, rmg_rndm (2)); |
238 | if (!(RANDOM () % 2)) |
575 | |
|
|
576 | if (!(rmg_rndm (2))) |
239 | doorify_layout (maze, RP); |
577 | doorify_layout (layout, RP); |
|
|
578 | |
240 | break; |
579 | break; |
241 | |
580 | |
242 | case LAYOUT_SPIRAL: |
581 | case LAYOUT_SPIRAL: |
243 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
582 | map_gen_spiral (layout, RP->layoutoptions1); |
244 | if (!(RANDOM () % 2)) |
583 | |
|
|
584 | if (!(rmg_rndm (2))) |
245 | doorify_layout (maze, RP); |
585 | doorify_layout (layout, RP); |
|
|
586 | |
246 | break; |
587 | break; |
247 | |
588 | |
248 | case LAYOUT_ROGUELIKE: |
589 | case LAYOUT_ROGUELIKE: |
249 | /* Don't put symmetry in rogue maps. There isn't much reason to |
590 | /* Don't put symmetry in rogue maps. There isn't much reason to |
250 | * do so in the first place (doesn't make it any more interesting), |
591 | * do so in the first place (doesn't make it any more interesting), |
… | |
… | |
252 | * spirals, or maps with lots of passages - making a symmetric rogue |
593 | * spirals, or maps with lots of passages - making a symmetric rogue |
253 | * map fails because its likely that the passages the symmetry process |
594 | * map fails because its likely that the passages the symmetry process |
254 | * creates may not connect the rooms. |
595 | * creates may not connect the rooms. |
255 | */ |
596 | */ |
256 | RP->symmetry_used = SYMMETRY_NONE; |
597 | RP->symmetry_used = SYMMETRY_NONE; |
257 | RP->Ysize = oysize; |
|
|
258 | RP->Xsize = oxsize; |
|
|
259 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
598 | roguelike_layout_gen (layout, RP->layoutoptions1); |
260 | /* no doorifying... done already */ |
599 | /* no doorifying... done already */ |
261 | break; |
600 | break; |
262 | |
601 | |
263 | case LAYOUT_SNAKE: |
602 | case LAYOUT_SNAKE: |
264 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
603 | make_snake_layout (layout, RP->layoutoptions1); |
265 | if (RANDOM () % 2) |
604 | |
|
|
605 | if (rmg_rndm (2)) |
266 | roomify_layout (maze, RP); |
606 | roomify_layout (layout, RP); |
|
|
607 | |
267 | break; |
608 | break; |
268 | |
609 | |
269 | case LAYOUT_SQUARE_SPIRAL: |
610 | case LAYOUT_SQUARE_SPIRAL: |
270 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
611 | make_square_spiral_layout (layout, RP->layoutoptions1); |
271 | if (RANDOM () % 2) |
612 | |
|
|
613 | if (rmg_rndm (2)) |
272 | roomify_layout (maze, RP); |
614 | roomify_layout (layout, RP); |
|
|
615 | |
273 | break; |
616 | break; |
274 | } |
|
|
275 | |
617 | |
276 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
618 | default: |
|
|
619 | abort (); |
|
|
620 | } |
|
|
621 | |
|
|
622 | /* rotate the layout randomly */ |
|
|
623 | rotate_layout (layout, rmg_rndm (4)); |
|
|
624 | |
|
|
625 | symmetrize_layout (layout, RP); |
277 | |
626 | |
278 | #ifdef RMAP_DEBUG |
627 | #ifdef RMAP_DEBUG |
279 | dump_layout (maze, RP); |
628 | dump_layout (layout); |
280 | #endif |
629 | #endif |
281 | |
630 | |
282 | if (RP->expand2x) |
631 | if (RP->expand2x) |
283 | { |
632 | expand2x (layout); |
284 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
|
|
285 | RP->Xsize = RP->Xsize * 2 - 1; |
|
|
286 | RP->Ysize = RP->Ysize * 2 - 1; |
|
|
287 | } |
|
|
288 | |
633 | |
289 | return maze; |
634 | return layout; |
290 | } |
635 | } |
291 | |
636 | |
292 | /* takes a map and makes it symmetric: adjusts Xsize and |
637 | bool |
293 | Ysize to produce a symmetric map. */ |
638 | maptile::generate_random_map (random_map_params *RP) |
294 | char ** |
|
|
295 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
|
|
296 | { |
639 | { |
297 | int i, j; |
640 | char buf[16384]; |
298 | char **sym_maze; |
|
|
299 | int Xsize_orig, Ysize_orig; |
|
|
300 | |
|
|
301 | Xsize_orig = RP->Xsize; |
|
|
302 | Ysize_orig = RP->Ysize; |
|
|
303 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
|
|
304 | if (sym == SYMMETRY_NONE) |
|
|
305 | { |
|
|
306 | RP->Xsize = Xsize_orig; |
|
|
307 | RP->Ysize = Ysize_orig; |
|
|
308 | return maze; |
|
|
309 | } |
|
|
310 | /* pick new sizes */ |
|
|
311 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
|
|
312 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
|
|
313 | |
|
|
314 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
315 | for (i = 0; i < RP->Xsize; i++) |
|
|
316 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
317 | |
|
|
318 | if (sym == SYMMETRY_X) |
|
|
319 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
|
|
320 | for (j = 0; j < RP->Ysize; j++) |
|
|
321 | { |
|
|
322 | sym_maze[i][j] = maze[i][j]; |
|
|
323 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
|
|
324 | }; |
|
|
325 | if (sym == SYMMETRY_Y) |
|
|
326 | for (i = 0; i < RP->Xsize; i++) |
|
|
327 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
|
|
328 | { |
|
|
329 | sym_maze[i][j] = maze[i][j]; |
|
|
330 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
|
|
331 | } |
|
|
332 | if (sym == SYMMETRY_XY) |
|
|
333 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
|
|
334 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
|
|
335 | { |
|
|
336 | sym_maze[i][j] = maze[i][j]; |
|
|
337 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
|
|
338 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
|
|
339 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
|
|
340 | } |
|
|
341 | /* delete the old maze */ |
|
|
342 | for (i = 0; i < Xsize_orig; i++) |
|
|
343 | free (maze[i]); |
|
|
344 | free (maze); |
|
|
345 | /* reconnect disjointed spirals */ |
|
|
346 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
|
|
347 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
|
|
348 | /* reconnect disjointed nethackmazes: the routine for |
|
|
349 | spirals will do the trick? */ |
|
|
350 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
|
|
351 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
|
|
352 | |
|
|
353 | return sym_maze; |
|
|
354 | } |
|
|
355 | |
|
|
356 | |
|
|
357 | /* takes a map and rotates it. This completes the |
|
|
358 | onion layouts, making them possibly centered on any wall. |
|
|
359 | It'll modify Xsize and Ysize if they're swapped. |
|
|
360 | */ |
|
|
361 | |
|
|
362 | char ** |
|
|
363 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
|
|
364 | { |
|
|
365 | char **new_maze; |
|
|
366 | int i, j; |
|
|
367 | |
|
|
368 | switch (rotation) |
|
|
369 | { |
|
|
370 | case 0: |
|
|
371 | return maze; |
|
|
372 | break; |
|
|
373 | case 2: /* a reflection */ |
|
|
374 | { |
|
|
375 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
376 | |
|
|
377 | for (i = 0; i < RP->Xsize; i++) |
|
|
378 | { /* make a copy */ |
|
|
379 | for (j = 0; j < RP->Ysize; j++) |
|
|
380 | { |
|
|
381 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
382 | } |
|
|
383 | } |
|
|
384 | for (i = 0; i < RP->Xsize; i++) |
|
|
385 | { /* copy a reflection back */ |
|
|
386 | for (j = 0; j < RP->Ysize; j++) |
|
|
387 | { |
|
|
388 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
389 | } |
|
|
390 | } |
|
|
391 | free (newmaze); |
|
|
392 | return maze; |
|
|
393 | break; |
|
|
394 | } |
|
|
395 | case 1: |
|
|
396 | case 3: |
|
|
397 | { |
|
|
398 | int swap; |
|
|
399 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
400 | for (i = 0; i < RP->Ysize; i++) |
|
|
401 | { |
|
|
402 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
403 | } |
|
|
404 | if (rotation == 1) /* swap x and y */ |
|
|
405 | for (i = 0; i < RP->Xsize; i++) |
|
|
406 | for (j = 0; j < RP->Ysize; j++) |
|
|
407 | new_maze[j][i] = maze[i][j]; |
|
|
408 | |
|
|
409 | if (rotation == 3) |
|
|
410 | { /* swap x and y */ |
|
|
411 | for (i = 0; i < RP->Xsize; i++) |
|
|
412 | for (j = 0; j < RP->Ysize; j++) |
|
|
413 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
|
|
414 | } |
|
|
415 | |
|
|
416 | /* delete the old layout */ |
|
|
417 | for (i = 0; i < RP->Xsize; i++) |
|
|
418 | free (maze[i]); |
|
|
419 | free (maze); |
|
|
420 | |
|
|
421 | swap = RP->Ysize; |
|
|
422 | RP->Ysize = RP->Xsize; |
|
|
423 | RP->Xsize = swap; |
|
|
424 | return new_maze; |
|
|
425 | break; |
|
|
426 | } |
|
|
427 | } |
|
|
428 | return NULL; |
|
|
429 | } |
|
|
430 | |
|
|
431 | /* take a layout and make some rooms in it. |
|
|
432 | --works best on onions.*/ |
|
|
433 | void |
|
|
434 | roomify_layout (char **maze, random_map_params *RP) |
|
|
435 | { |
|
|
436 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
437 | int ti; |
641 | int i; |
438 | |
642 | |
439 | for (ti = 0; ti < tries; ti++) |
643 | RP->Xsize = RP->xsize; |
440 | { |
644 | RP->Ysize = RP->ysize; |
441 | int dx, dy; /* starting location for looking at creating a door */ |
|
|
442 | int cx, cy; /* results of checking on creating walls. */ |
|
|
443 | |
645 | |
444 | dx = RANDOM () % RP->Xsize; |
646 | /* pick a random seed, or use the one from the input file */ |
445 | dy = RANDOM () % RP->Ysize; |
647 | RP->random_seed = RP->random_seed |
446 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
648 | ? RP->random_seed + RP->dungeon_level |
447 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
649 | : time (0); |
448 | if (cx == -1) |
650 | |
449 | { |
651 | // we run "single-threaded" |
450 | if (cy != -1) |
652 | rmg_rndm.seed (RP->random_seed); |
451 | make_wall (maze, dx, dy, 1); |
653 | |
452 | continue; |
654 | write_map_parameters_to_string (buf, RP); |
453 | } |
655 | |
454 | if (cy == -1) |
656 | if (RP->difficulty == 0) |
455 | { |
|
|
456 | make_wall (maze, dx, dy, 0); |
|
|
457 | continue; |
|
|
458 | } |
|
|
459 | if (cx < cy) |
|
|
460 | make_wall (maze, dx, dy, 0); |
|
|
461 | else |
|
|
462 | make_wall (maze, dx, dy, 1); |
|
|
463 | } |
657 | { |
464 | } |
658 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
465 | |
659 | |
466 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
660 | if (RP->difficulty_increase > 0.001) |
467 | (or vertical, dir == 1) |
661 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
468 | here which ends up on other walls sensibly. */ |
|
|
469 | |
662 | |
470 | int |
663 | if (RP->difficulty < 1) |
471 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
664 | RP->difficulty = 1; |
472 | { |
|
|
473 | int i1; |
|
|
474 | int length = 0; |
|
|
475 | |
|
|
476 | /* dont make walls if we're on the edge. */ |
|
|
477 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
|
|
478 | return -1; |
|
|
479 | |
|
|
480 | /* don't make walls if we're ON a wall. */ |
|
|
481 | if (maze[dx][dy] != 0) |
|
|
482 | return -1; |
|
|
483 | |
|
|
484 | if (dir == 0) /* horizontal */ |
|
|
485 | { |
|
|
486 | int y = dy; |
|
|
487 | |
|
|
488 | for (i1 = dx - 1; i1 > 0; i1--) |
|
|
489 | { |
|
|
490 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
491 | |
|
|
492 | if (sindex == 1) |
|
|
493 | break; |
|
|
494 | if (sindex != 0) |
|
|
495 | return -1; /* can't make horiz. wall here */ |
|
|
496 | if (maze[i1][y] != 0) |
|
|
497 | return -1; /* can't make horiz. wall here */ |
|
|
498 | length++; |
|
|
499 | } |
|
|
500 | |
|
|
501 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
|
|
502 | { |
|
|
503 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
504 | |
|
|
505 | if (sindex == 2) |
|
|
506 | break; |
|
|
507 | if (sindex != 0) |
|
|
508 | return -1; /* can't make horiz. wall here */ |
|
|
509 | if (maze[i1][y] != 0) |
|
|
510 | return -1; /* can't make horiz. wall here */ |
|
|
511 | length++; |
|
|
512 | } |
|
|
513 | return length; |
|
|
514 | } |
665 | } |
515 | else |
666 | else |
516 | { /* vertical */ |
667 | RP->difficulty_given = 1; |
517 | int x = dx; |
|
|
518 | |
668 | |
519 | for (i1 = dy - 1; i1 > 0; i1--) |
669 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
520 | { |
670 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
521 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
522 | |
671 | |
523 | if (sindex == 4) |
672 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
524 | break; |
673 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
525 | if (sindex != 0) |
|
|
526 | return -1; /* can't make vert. wall here */ |
|
|
527 | if (maze[x][i1] != 0) |
|
|
528 | return -1; /* can't make horiz. wall here */ |
|
|
529 | length++; |
|
|
530 | } |
|
|
531 | |
674 | |
532 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
675 | if (RP->symmetry == SYMMETRY_RANDOM) |
533 | { |
676 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
534 | int sindex = surround_flag2 (maze, x, i1, RP); |
677 | else |
|
|
678 | RP->symmetry_used = RP->symmetry; |
535 | |
679 | |
536 | if (sindex == 8) |
680 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
537 | break; |
681 | RP->Ysize = RP->Ysize / 2 + 1; |
538 | if (sindex != 0) |
682 | |
539 | return -1; /* can't make verti. wall here */ |
683 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
540 | if (maze[x][i1] != 0) |
684 | RP->Xsize = RP->Xsize / 2 + 1; |
541 | return -1; /* can't make horiz. wall here */ |
685 | |
542 | length++; |
686 | if (RP->expand2x > 0) |
543 | } |
|
|
544 | return length; |
|
|
545 | } |
687 | { |
|
|
688 | RP->Xsize /= 2; |
|
|
689 | RP->Ysize /= 2; |
|
|
690 | } |
|
|
691 | |
|
|
692 | RP->map_layout_style = LAYOUT_NONE; |
|
|
693 | |
|
|
694 | /* Redo this - there was a lot of redundant code of checking for preset |
|
|
695 | * layout style and then random layout style. Instead, figure out |
|
|
696 | * the numeric layoutstyle, so there is only one area that actually |
|
|
697 | * calls the code to make the maps. |
|
|
698 | */ |
|
|
699 | if (strstr (RP->layoutstyle, "onion")) |
|
|
700 | RP->map_layout_style = LAYOUT_ONION; |
|
|
701 | else if (strstr (RP->layoutstyle, "maze")) |
|
|
702 | RP->map_layout_style = LAYOUT_MAZE; |
|
|
703 | else if (strstr (RP->layoutstyle, "spiral")) |
|
|
704 | RP->map_layout_style = LAYOUT_SPIRAL; |
|
|
705 | else if (strstr (RP->layoutstyle, "rogue")) |
|
|
706 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
|
|
707 | else if (strstr (RP->layoutstyle, "snake")) |
|
|
708 | RP->map_layout_style = LAYOUT_SNAKE; |
|
|
709 | else if (strstr (RP->layoutstyle, "squarespiral")) |
|
|
710 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
711 | else if (RP->map_layout_style == LAYOUT_NONE) |
|
|
712 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
|
|
713 | else |
|
|
714 | abort (); |
|
|
715 | |
|
|
716 | Layout layout = layoutgen (RP); |
|
|
717 | |
|
|
718 | #ifdef RMAP_DEBUG |
|
|
719 | dump_layout (layout); |
|
|
720 | #endif |
|
|
721 | |
|
|
722 | /* increment these for the current map */ |
|
|
723 | ++RP->dungeon_level; |
|
|
724 | |
|
|
725 | // need to patch RP becasue following code doesn't use the Layout object |
|
|
726 | RP->Xsize = layout->w; |
|
|
727 | RP->Ysize = layout->h; |
|
|
728 | |
|
|
729 | /* allocate the map and set the floor */ |
|
|
730 | make_map_floor (layout, RP->floorstyle, RP); |
|
|
731 | |
|
|
732 | /* set region */ |
|
|
733 | default_region = RP->region; |
|
|
734 | |
|
|
735 | CEDE; |
|
|
736 | |
|
|
737 | place_specials_in_map (this, layout, RP); |
|
|
738 | |
|
|
739 | CEDE; |
|
|
740 | |
|
|
741 | /* create walls unless the wallstyle is "none" */ |
|
|
742 | if (strcmp (RP->wallstyle, "none")) |
|
|
743 | { |
|
|
744 | make_map_walls (this, layout, RP->wallstyle, RP->miningstyle, RP); |
|
|
745 | |
|
|
746 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
747 | if (strcmp (RP->doorstyle, "none")) |
|
|
748 | put_doors (this, layout, RP->doorstyle, RP); |
|
|
749 | } |
|
|
750 | |
|
|
751 | CEDE; |
|
|
752 | |
|
|
753 | /* create exits unless the exitstyle is "none" */ |
|
|
754 | if (strcmp (RP->exitstyle, "none")) |
|
|
755 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
|
|
756 | |
|
|
757 | CEDE; |
|
|
758 | |
|
|
759 | /* create monsters unless the monsterstyle is "none" */ |
|
|
760 | if (strcmp (RP->monsterstyle, "none")) |
|
|
761 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
|
762 | |
|
|
763 | CEDE; |
|
|
764 | |
|
|
765 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
766 | difficulty = estimate_difficulty (); |
|
|
767 | |
|
|
768 | CEDE; |
|
|
769 | |
|
|
770 | /* create treasure unless the treasurestyle is "none" */ |
|
|
771 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
772 | |
|
|
773 | CEDE; |
|
|
774 | |
|
|
775 | /* create decor unless the decorstyle is "none" */ |
|
|
776 | if (strcmp (RP->decorstyle, "none")) |
|
|
777 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
778 | |
|
|
779 | CEDE; |
|
|
780 | |
|
|
781 | /* generate treasures, etc. */ |
|
|
782 | fix_auto_apply (); |
|
|
783 | |
|
|
784 | CEDE; |
|
|
785 | |
|
|
786 | unblock_exits (this, layout, RP); |
|
|
787 | |
|
|
788 | msg = strdup (buf); |
|
|
789 | in_memory = MAP_ACTIVE; |
|
|
790 | |
|
|
791 | CEDE; |
|
|
792 | |
546 | return -1; |
793 | return 1; |
547 | } |
794 | } |
548 | |
795 | |
549 | |
|
|
550 | int |
|
|
551 | make_wall (char **maze, int x, int y, int dir) |
|
|
552 | { |
|
|
553 | maze[x][y] = 'D'; /* mark a door */ |
|
|
554 | switch (dir) |
|
|
555 | { |
|
|
556 | case 0: /* horizontal */ |
|
|
557 | { |
|
|
558 | int i1; |
|
|
559 | |
|
|
560 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
|
|
561 | maze[i1][y] = '#'; |
|
|
562 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
|
|
563 | maze[i1][y] = '#'; |
|
|
564 | break; |
|
|
565 | } |
|
|
566 | case 1: /* vertical */ |
|
|
567 | { |
|
|
568 | int i1; |
|
|
569 | |
|
|
570 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
|
|
571 | maze[x][i1] = '#'; |
|
|
572 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
|
|
573 | maze[x][i1] = '#'; |
|
|
574 | break; |
|
|
575 | } |
|
|
576 | } |
|
|
577 | |
|
|
578 | return 0; |
|
|
579 | } |
|
|
580 | |
|
|
581 | /* puts doors at appropriate locations in a layout. */ |
|
|
582 | void |
|
|
583 | doorify_layout (char **maze, random_map_params *RP) |
|
|
584 | { |
|
|
585 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
|
|
586 | char *doorlist_x; |
|
|
587 | char *doorlist_y; |
|
|
588 | int doorlocs = 0; /* # of available doorlocations */ |
|
|
589 | int i, j; |
|
|
590 | |
|
|
591 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
|
|
592 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
|
|
593 | |
|
|
594 | |
|
|
595 | /* make a list of possible door locations */ |
|
|
596 | for (i = 1; i < RP->Xsize - 1; i++) |
|
|
597 | for (j = 1; j < RP->Ysize - 1; j++) |
|
|
598 | { |
|
|
599 | int sindex = surround_flag (maze, i, j, RP); |
|
|
600 | |
|
|
601 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
602 | { |
|
|
603 | doorlist_x[doorlocs] = i; |
|
|
604 | doorlist_y[doorlocs] = j; |
|
|
605 | doorlocs++; |
|
|
606 | } |
|
|
607 | } |
|
|
608 | |
|
|
609 | while (ndoors > 0 && doorlocs > 0) |
|
|
610 | { |
|
|
611 | int di; |
|
|
612 | int sindex; |
|
|
613 | |
|
|
614 | di = RANDOM () % doorlocs; |
|
|
615 | i = doorlist_x[di]; |
|
|
616 | j = doorlist_y[di]; |
|
|
617 | sindex = surround_flag (maze, i, j, RP); |
|
|
618 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
619 | { |
|
|
620 | maze[i][j] = 'D'; |
|
|
621 | ndoors--; |
|
|
622 | } |
|
|
623 | /* reduce the size of the list */ |
|
|
624 | doorlocs--; |
|
|
625 | doorlist_x[di] = doorlist_x[doorlocs]; |
|
|
626 | doorlist_y[di] = doorlist_y[doorlocs]; |
|
|
627 | } |
|
|
628 | |
|
|
629 | free (doorlist_x); |
|
|
630 | free (doorlist_y); |
|
|
631 | } |
|
|
632 | |
|
|
633 | void |
|
|
634 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
|
|
635 | { |
|
|
636 | char small_buf[2048]; |
|
|
637 | |
|
|
638 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
|
|
639 | |
|
|
640 | if (RP->wallstyle[0]) |
|
|
641 | { |
|
|
642 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
|
|
643 | strcat (buf, small_buf); |
|
|
644 | } |
|
|
645 | |
|
|
646 | if (RP->floorstyle[0]) |
|
|
647 | { |
|
|
648 | sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
|
|
649 | strcat (buf, small_buf); |
|
|
650 | } |
|
|
651 | |
|
|
652 | if (RP->monsterstyle[0]) |
|
|
653 | { |
|
|
654 | sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
|
|
655 | strcat (buf, small_buf); |
|
|
656 | } |
|
|
657 | |
|
|
658 | if (RP->treasurestyle[0]) |
|
|
659 | { |
|
|
660 | sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
|
|
661 | strcat (buf, small_buf); |
|
|
662 | } |
|
|
663 | |
|
|
664 | if (RP->layoutstyle[0]) |
|
|
665 | { |
|
|
666 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
|
|
667 | strcat (buf, small_buf); |
|
|
668 | } |
|
|
669 | |
|
|
670 | if (RP->decorstyle[0]) |
|
|
671 | { |
|
|
672 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
|
|
673 | strcat (buf, small_buf); |
|
|
674 | } |
|
|
675 | |
|
|
676 | if (RP->doorstyle[0]) |
|
|
677 | { |
|
|
678 | sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
|
|
679 | strcat (buf, small_buf); |
|
|
680 | } |
|
|
681 | |
|
|
682 | if (RP->exitstyle[0]) |
|
|
683 | { |
|
|
684 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
|
|
685 | strcat (buf, small_buf); |
|
|
686 | } |
|
|
687 | |
|
|
688 | if (RP->final_map.length ()) |
|
|
689 | { |
|
|
690 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
|
|
691 | strcat (buf, small_buf); |
|
|
692 | } |
|
|
693 | |
|
|
694 | if (RP->exit_on_final_map[0]) |
|
|
695 | { |
|
|
696 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
697 | strcat (buf, small_buf); |
|
|
698 | } |
|
|
699 | |
|
|
700 | if (RP->this_map.length ()) |
|
|
701 | { |
|
|
702 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
|
|
703 | strcat (buf, small_buf); |
|
|
704 | } |
|
|
705 | |
|
|
706 | if (RP->expand2x) |
|
|
707 | { |
|
|
708 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
|
|
709 | strcat (buf, small_buf); |
|
|
710 | } |
|
|
711 | |
|
|
712 | if (RP->layoutoptions1) |
|
|
713 | { |
|
|
714 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
715 | strcat (buf, small_buf); |
|
|
716 | } |
|
|
717 | |
|
|
718 | if (RP->layoutoptions2) |
|
|
719 | { |
|
|
720 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
721 | strcat (buf, small_buf); |
|
|
722 | } |
|
|
723 | |
|
|
724 | if (RP->layoutoptions3) |
|
|
725 | { |
|
|
726 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
727 | strcat (buf, small_buf); |
|
|
728 | } |
|
|
729 | |
|
|
730 | if (RP->symmetry) |
|
|
731 | { |
|
|
732 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
|
|
733 | strcat (buf, small_buf); |
|
|
734 | } |
|
|
735 | |
|
|
736 | if (RP->difficulty && RP->difficulty_given) |
|
|
737 | { |
|
|
738 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
|
|
739 | strcat (buf, small_buf); |
|
|
740 | } |
|
|
741 | |
|
|
742 | if (RP->difficulty_increase != 1.0) |
|
|
743 | { |
|
|
744 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
|
|
745 | strcat (buf, small_buf); |
|
|
746 | } |
|
|
747 | |
|
|
748 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
|
|
749 | strcat (buf, small_buf); |
|
|
750 | |
|
|
751 | if (RP->dungeon_depth) |
|
|
752 | { |
|
|
753 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
|
|
754 | strcat (buf, small_buf); |
|
|
755 | } |
|
|
756 | |
|
|
757 | if (RP->decoroptions) |
|
|
758 | { |
|
|
759 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
|
|
760 | strcat (buf, small_buf); |
|
|
761 | } |
|
|
762 | |
|
|
763 | if (RP->orientation) |
|
|
764 | { |
|
|
765 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
|
|
766 | strcat (buf, small_buf); |
|
|
767 | } |
|
|
768 | |
|
|
769 | if (RP->origin_x) |
|
|
770 | { |
|
|
771 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
|
|
772 | strcat (buf, small_buf); |
|
|
773 | } |
|
|
774 | |
|
|
775 | if (RP->origin_y) |
|
|
776 | { |
|
|
777 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
|
|
778 | strcat (buf, small_buf); |
|
|
779 | } |
|
|
780 | |
|
|
781 | if (RP->random_seed) |
|
|
782 | { |
|
|
783 | /* Add one so that the next map is a bit different */ |
|
|
784 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
|
|
785 | strcat (buf, small_buf); |
|
|
786 | } |
|
|
787 | |
|
|
788 | if (RP->treasureoptions) |
|
|
789 | { |
|
|
790 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
791 | strcat (buf, small_buf); |
|
|
792 | } |
|
|
793 | |
|
|
794 | if (RP->random_seed) |
|
|
795 | { |
|
|
796 | sprintf (small_buf, "random_seed %d\n", RP->random_seed); |
|
|
797 | strcat (buf, small_buf); |
|
|
798 | } |
|
|
799 | } |
|
|
800 | |
|
|
801 | void |
|
|
802 | write_parameters_to_string (char *buf, |
|
|
803 | int xsize_n, |
|
|
804 | int ysize_n, |
|
|
805 | char *wallstyle_n, |
|
|
806 | char *floorstyle_n, |
|
|
807 | char *monsterstyle_n, |
|
|
808 | char *treasurestyle_n, |
|
|
809 | char *layoutstyle_n, |
|
|
810 | char *decorstyle_n, |
|
|
811 | char *doorstyle_n, |
|
|
812 | char *exitstyle_n, |
|
|
813 | char *final_map_n, |
|
|
814 | char *exit_on_final_map_n, |
|
|
815 | char *this_map_n, |
|
|
816 | int layoutoptions1_n, |
|
|
817 | int layoutoptions2_n, |
|
|
818 | int layoutoptions3_n, |
|
|
819 | int symmetry_n, |
|
|
820 | int dungeon_depth_n, |
|
|
821 | int dungeon_level_n, |
|
|
822 | int difficulty_n, |
|
|
823 | int difficulty_given_n, |
|
|
824 | int decoroptions_n, |
|
|
825 | int orientation_n, |
|
|
826 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
|
|
827 | { |
|
|
828 | char small_buf[2048]; |
|
|
829 | |
|
|
830 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
|
|
831 | |
|
|
832 | if (wallstyle_n && wallstyle_n[0]) |
|
|
833 | { |
|
|
834 | sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
|
|
835 | strcat (buf, small_buf); |
|
|
836 | } |
|
|
837 | |
|
|
838 | if (floorstyle_n && floorstyle_n[0]) |
|
|
839 | { |
|
|
840 | sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
|
|
841 | strcat (buf, small_buf); |
|
|
842 | } |
|
|
843 | |
|
|
844 | if (monsterstyle_n && monsterstyle_n[0]) |
|
|
845 | { |
|
|
846 | sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
|
|
847 | strcat (buf, small_buf); |
|
|
848 | } |
|
|
849 | |
|
|
850 | if (treasurestyle_n && treasurestyle_n[0]) |
|
|
851 | { |
|
|
852 | sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
|
|
853 | strcat (buf, small_buf); |
|
|
854 | } |
|
|
855 | |
|
|
856 | if (layoutstyle_n && layoutstyle_n[0]) |
|
|
857 | { |
|
|
858 | sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
|
|
859 | strcat (buf, small_buf); |
|
|
860 | } |
|
|
861 | |
|
|
862 | if (decorstyle_n && decorstyle_n[0]) |
|
|
863 | { |
|
|
864 | sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
|
|
865 | strcat (buf, small_buf); |
|
|
866 | } |
|
|
867 | |
|
|
868 | if (doorstyle_n && doorstyle_n[0]) |
|
|
869 | { |
|
|
870 | sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
|
|
871 | strcat (buf, small_buf); |
|
|
872 | } |
|
|
873 | |
|
|
874 | if (exitstyle_n && exitstyle_n[0]) |
|
|
875 | { |
|
|
876 | sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
|
|
877 | strcat (buf, small_buf); |
|
|
878 | } |
|
|
879 | |
|
|
880 | if (final_map_n && final_map_n[0]) |
|
|
881 | { |
|
|
882 | sprintf (small_buf, "final_map %s\n", final_map_n); |
|
|
883 | strcat (buf, small_buf); |
|
|
884 | } |
|
|
885 | |
|
|
886 | if (exit_on_final_map_n && exit_on_final_map_n[0]) |
|
|
887 | { |
|
|
888 | sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
|
|
889 | strcat (buf, small_buf); |
|
|
890 | } |
|
|
891 | |
|
|
892 | if (this_map_n && this_map_n[0]) |
|
|
893 | { |
|
|
894 | sprintf (small_buf, "origin_map %s\n", this_map_n); |
|
|
895 | strcat (buf, small_buf); |
|
|
896 | } |
|
|
897 | |
|
|
898 | if (layoutoptions1_n) |
|
|
899 | { |
|
|
900 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
|
|
901 | strcat (buf, small_buf); |
|
|
902 | } |
|
|
903 | |
|
|
904 | if (layoutoptions2_n) |
|
|
905 | { |
|
|
906 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
|
|
907 | strcat (buf, small_buf); |
|
|
908 | } |
|
|
909 | |
|
|
910 | |
|
|
911 | if (layoutoptions3_n) |
|
|
912 | { |
|
|
913 | sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
|
|
914 | strcat (buf, small_buf); |
|
|
915 | } |
|
|
916 | |
|
|
917 | if (symmetry_n) |
|
|
918 | { |
|
|
919 | sprintf (small_buf, "symmetry %d\n", symmetry_n); |
|
|
920 | strcat (buf, small_buf); |
|
|
921 | } |
|
|
922 | |
|
|
923 | |
|
|
924 | if (difficulty_n && difficulty_given_n) |
|
|
925 | { |
|
|
926 | sprintf (small_buf, "difficulty %d\n", difficulty_n); |
|
|
927 | strcat (buf, small_buf); |
|
|
928 | } |
|
|
929 | |
|
|
930 | if (difficulty_increase > 0.001) |
|
|
931 | { |
|
|
932 | sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
|
|
933 | strcat (buf, small_buf); |
|
|
934 | } |
|
|
935 | |
|
|
936 | sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
|
|
937 | strcat (buf, small_buf); |
|
|
938 | |
|
|
939 | if (dungeon_depth_n) |
|
|
940 | { |
|
|
941 | sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
|
|
942 | strcat (buf, small_buf); |
|
|
943 | } |
|
|
944 | |
|
|
945 | if (decoroptions_n) |
|
|
946 | { |
|
|
947 | sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
|
|
948 | strcat (buf, small_buf); |
|
|
949 | } |
|
|
950 | |
|
|
951 | if (orientation_n) |
|
|
952 | { |
|
|
953 | sprintf (small_buf, "orientation %d\n", orientation_n); |
|
|
954 | strcat (buf, small_buf); |
|
|
955 | } |
|
|
956 | |
|
|
957 | if (origin_x_n) |
|
|
958 | { |
|
|
959 | sprintf (small_buf, "origin_x %d\n", origin_x_n); |
|
|
960 | strcat (buf, small_buf); |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (origin_y_n) |
|
|
964 | { |
|
|
965 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
|
|
966 | strcat (buf, small_buf); |
|
|
967 | } |
|
|
968 | |
|
|
969 | if (random_seed_n) |
|
|
970 | { |
|
|
971 | /* Add one so that the next map is a bit different */ |
|
|
972 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
|
|
973 | strcat (buf, small_buf); |
|
|
974 | } |
|
|
975 | |
|
|
976 | if (treasureoptions_n) |
|
|
977 | { |
|
|
978 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
|
|
979 | strcat (buf, small_buf); |
|
|
980 | } |
|
|
981 | } |
|
|
982 | |
|
|
983 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
|
|
984 | void |
|
|
985 | copy_object_with_inv (object *src_ob, object *dest_ob) |
|
|
986 | { |
|
|
987 | object *walk, *tmp; |
|
|
988 | |
|
|
989 | src_ob->copy_to (dest_ob); |
|
|
990 | |
|
|
991 | for (walk = src_ob->inv; walk; walk = walk->below) |
|
|
992 | { |
|
|
993 | tmp = object::create (); |
|
|
994 | |
|
|
995 | walk->copy_to (tmp); |
|
|
996 | insert_ob_in_ob (tmp, dest_ob); |
|
|
997 | } |
|
|
998 | } |
|
|