1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <time.h> |
25 | #include <time.h> |
… | |
… | |
43 | |
44 | |
44 | putc ('\n', stdout); |
45 | putc ('\n', stdout); |
45 | } |
46 | } |
46 | |
47 | |
47 | putc ('\n', stdout); |
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 | { |
|
|
57 | if (RP->symmetry_used == SYMMETRY_NONE) |
|
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58 | return; |
|
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59 | |
|
|
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++) |
|
|
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++) |
|
|
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 |
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236 | roomify_layout (char **maze, random_map_params *RP) |
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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++) |
|
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242 | { |
|
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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. */ |
|
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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 */ |
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314 | for (int i = 1; i < RP->Xsize - 1; i++) |
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315 | for (int j = 1; j < RP->Ysize - 1; j++) |
|
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316 | { |
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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 */ |
|
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320 | { |
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321 | doorlist_x[doorlocs] = i; |
|
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322 | doorlist_y[doorlocs] = j; |
|
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323 | doorlocs++; |
|
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324 | } |
|
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325 | } |
|
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326 | |
|
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327 | while (ndoors > 0 && doorlocs > 0) |
|
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328 | { |
|
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329 | int di = rmg_rndm (doorlocs); |
|
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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); |
|
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333 | |
|
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334 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
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335 | { |
|
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336 | maze[i][j] = 'D'; |
|
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337 | ndoors--; |
|
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338 | } |
|
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339 | |
|
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340 | /* reduce the size of the list */ |
|
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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 | } |
|
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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]) |
|
|
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 | } |
|
|
380 | |
|
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381 | if (RP->treasurestyle[0]) |
|
|
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]) |
|
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388 | { |
|
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389 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
|
|
390 | strcat (buf, small_buf); |
|
|
391 | } |
|
|
392 | |
|
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393 | if (RP->decorstyle[0]) |
|
|
394 | { |
|
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395 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
|
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396 | strcat (buf, small_buf); |
|
|
397 | } |
|
|
398 | |
|
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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 | { |
|
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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 | |
|
|
429 | if (RP->expand2x) |
|
|
430 | { |
|
|
431 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
|
|
432 | strcat (buf, small_buf); |
|
|
433 | } |
|
|
434 | |
|
|
435 | if (RP->layoutoptions1) |
|
|
436 | { |
|
|
437 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
438 | strcat (buf, small_buf); |
|
|
439 | } |
|
|
440 | |
|
|
441 | if (RP->layoutoptions2) |
|
|
442 | { |
|
|
443 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
444 | strcat (buf, small_buf); |
|
|
445 | } |
|
|
446 | |
|
|
447 | if (RP->layoutoptions3) |
|
|
448 | { |
|
|
449 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
450 | strcat (buf, small_buf); |
|
|
451 | } |
|
|
452 | |
|
|
453 | if (RP->symmetry) |
|
|
454 | { |
|
|
455 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
|
|
456 | strcat (buf, small_buf); |
|
|
457 | } |
|
|
458 | |
|
|
459 | if (RP->difficulty && RP->difficulty_given) |
|
|
460 | { |
|
|
461 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
|
|
462 | strcat (buf, small_buf); |
|
|
463 | } |
|
|
464 | |
|
|
465 | if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f)) |
|
|
466 | { |
|
|
467 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
|
|
468 | strcat (buf, small_buf); |
|
|
469 | } |
|
|
470 | |
|
|
471 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
|
|
472 | strcat (buf, small_buf); |
|
|
473 | |
|
|
474 | if (RP->dungeon_depth) |
|
|
475 | { |
|
|
476 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
|
|
477 | strcat (buf, small_buf); |
|
|
478 | } |
|
|
479 | |
|
|
480 | if (RP->decoroptions) |
|
|
481 | { |
|
|
482 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
|
|
483 | strcat (buf, small_buf); |
|
|
484 | } |
|
|
485 | |
|
|
486 | if (RP->orientation) |
|
|
487 | { |
|
|
488 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
|
|
489 | strcat (buf, small_buf); |
|
|
490 | } |
|
|
491 | |
|
|
492 | if (RP->origin_x) |
|
|
493 | { |
|
|
494 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
|
|
495 | strcat (buf, small_buf); |
|
|
496 | } |
|
|
497 | |
|
|
498 | if (RP->origin_y) |
|
|
499 | { |
|
|
500 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
|
|
501 | strcat (buf, small_buf); |
|
|
502 | } |
|
|
503 | |
|
|
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; |
|
|
554 | } |
|
|
555 | |
|
|
556 | /* function selects the layout function and gives it whatever |
|
|
557 | arguments it needs. */ |
|
|
558 | static Layout |
|
|
559 | layoutgen (random_map_params *RP) |
|
|
560 | { |
|
|
561 | Layout layout (RP); |
|
|
562 | |
|
|
563 | switch (RP->map_layout_style) |
|
|
564 | { |
|
|
565 | case LAYOUT_ONION: |
|
|
566 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
|
|
567 | |
|
|
568 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
|
|
569 | roomify_layout (layout, RP); |
|
|
570 | |
|
|
571 | break; |
|
|
572 | |
|
|
573 | case LAYOUT_MAZE: |
|
|
574 | maze_gen (layout, rmg_rndm (2)); |
|
|
575 | |
|
|
576 | if (!(rmg_rndm (2))) |
|
|
577 | doorify_layout (layout, RP); |
|
|
578 | |
|
|
579 | break; |
|
|
580 | |
|
|
581 | case LAYOUT_SPIRAL: |
|
|
582 | map_gen_spiral (layout, RP->layoutoptions1); |
|
|
583 | |
|
|
584 | if (!(rmg_rndm (2))) |
|
|
585 | doorify_layout (layout, RP); |
|
|
586 | |
|
|
587 | break; |
|
|
588 | |
|
|
589 | case LAYOUT_ROGUELIKE: |
|
|
590 | /* Don't put symmetry in rogue maps. There isn't much reason to |
|
|
591 | * do so in the first place (doesn't make it any more interesting), |
|
|
592 | * but more importantly, the symmetry code presumes we are symmetrizing |
|
|
593 | * spirals, or maps with lots of passages - making a symmetric rogue |
|
|
594 | * map fails because its likely that the passages the symmetry process |
|
|
595 | * creates may not connect the rooms. |
|
|
596 | */ |
|
|
597 | RP->symmetry_used = SYMMETRY_NONE; |
|
|
598 | roguelike_layout_gen (layout, RP->layoutoptions1); |
|
|
599 | /* no doorifying... done already */ |
|
|
600 | break; |
|
|
601 | |
|
|
602 | case LAYOUT_SNAKE: |
|
|
603 | make_snake_layout (layout, RP->layoutoptions1); |
|
|
604 | |
|
|
605 | if (rmg_rndm (2)) |
|
|
606 | roomify_layout (layout, RP); |
|
|
607 | |
|
|
608 | break; |
|
|
609 | |
|
|
610 | case LAYOUT_SQUARE_SPIRAL: |
|
|
611 | make_square_spiral_layout (layout, RP->layoutoptions1); |
|
|
612 | |
|
|
613 | if (rmg_rndm (2)) |
|
|
614 | roomify_layout (layout, RP); |
|
|
615 | |
|
|
616 | break; |
|
|
617 | |
|
|
618 | default: |
|
|
619 | abort (); |
|
|
620 | } |
|
|
621 | |
|
|
622 | /* rotate the layout randomly */ |
|
|
623 | rotate_layout (layout, rmg_rndm (4)); |
|
|
624 | |
|
|
625 | symmetrize_layout (layout, RP); |
|
|
626 | |
|
|
627 | #ifdef RMAP_DEBUG |
|
|
628 | dump_layout (layout); |
|
|
629 | #endif |
|
|
630 | |
|
|
631 | if (RP->expand2x) |
|
|
632 | expand2x (layout); |
|
|
633 | |
|
|
634 | return layout; |
48 | } |
635 | } |
49 | |
636 | |
50 | bool |
637 | bool |
51 | maptile::generate_random_map (random_map_params *RP) |
638 | maptile::generate_random_map (random_map_params *RP) |
52 | { |
639 | { |
… | |
… | |
152 | CEDE; |
739 | CEDE; |
153 | |
740 | |
154 | /* create walls unless the wallstyle is "none" */ |
741 | /* create walls unless the wallstyle is "none" */ |
155 | if (strcmp (RP->wallstyle, "none")) |
742 | if (strcmp (RP->wallstyle, "none")) |
156 | { |
743 | { |
157 | make_map_walls (this, layout, RP->wallstyle, RP); |
744 | make_map_walls (this, layout, RP->wallstyle, RP->miningstyle, RP); |
158 | |
745 | |
159 | /* place doors unless doorstyle or wallstyle is "none" */ |
746 | /* place doors unless doorstyle or wallstyle is "none" */ |
160 | if (strcmp (RP->doorstyle, "none")) |
747 | if (strcmp (RP->doorstyle, "none")) |
161 | put_doors (this, layout, RP->doorstyle, RP); |
748 | put_doors (this, layout, RP->doorstyle, RP); |
162 | } |
749 | } |
… | |
… | |
204 | CEDE; |
791 | CEDE; |
205 | |
792 | |
206 | return 1; |
793 | return 1; |
207 | } |
794 | } |
208 | |
795 | |
209 | /* function selects the layout function and gives it whatever |
|
|
210 | arguments it needs. */ |
|
|
211 | Layout |
|
|
212 | layoutgen (random_map_params *RP) |
|
|
213 | { |
|
|
214 | Layout layout (RP); |
|
|
215 | |
|
|
216 | switch (RP->map_layout_style) |
|
|
217 | { |
|
|
218 | case LAYOUT_ONION: |
|
|
219 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
|
|
220 | |
|
|
221 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
|
|
222 | roomify_layout (layout, RP); |
|
|
223 | |
|
|
224 | break; |
|
|
225 | |
|
|
226 | case LAYOUT_MAZE: |
|
|
227 | maze_gen (layout, rmg_rndm (2)); |
|
|
228 | |
|
|
229 | if (!(rmg_rndm (2))) |
|
|
230 | doorify_layout (layout, RP); |
|
|
231 | |
|
|
232 | break; |
|
|
233 | |
|
|
234 | case LAYOUT_SPIRAL: |
|
|
235 | map_gen_spiral (layout, RP->layoutoptions1); |
|
|
236 | |
|
|
237 | if (!(rmg_rndm (2))) |
|
|
238 | doorify_layout (layout, RP); |
|
|
239 | |
|
|
240 | break; |
|
|
241 | |
|
|
242 | case LAYOUT_ROGUELIKE: |
|
|
243 | /* Don't put symmetry in rogue maps. There isn't much reason to |
|
|
244 | * do so in the first place (doesn't make it any more interesting), |
|
|
245 | * but more importantly, the symmetry code presumes we are symmetrizing |
|
|
246 | * spirals, or maps with lots of passages - making a symmetric rogue |
|
|
247 | * map fails because its likely that the passages the symmetry process |
|
|
248 | * creates may not connect the rooms. |
|
|
249 | */ |
|
|
250 | RP->symmetry_used = SYMMETRY_NONE; |
|
|
251 | roguelike_layout_gen (layout, RP->layoutoptions1); |
|
|
252 | /* no doorifying... done already */ |
|
|
253 | break; |
|
|
254 | |
|
|
255 | case LAYOUT_SNAKE: |
|
|
256 | make_snake_layout (layout, RP->layoutoptions1); |
|
|
257 | |
|
|
258 | if (rmg_rndm (2)) |
|
|
259 | roomify_layout (layout, RP); |
|
|
260 | |
|
|
261 | break; |
|
|
262 | |
|
|
263 | case LAYOUT_SQUARE_SPIRAL: |
|
|
264 | make_square_spiral_layout (layout, RP->layoutoptions1); |
|
|
265 | |
|
|
266 | if (rmg_rndm (2)) |
|
|
267 | roomify_layout (layout, RP); |
|
|
268 | |
|
|
269 | break; |
|
|
270 | |
|
|
271 | default: |
|
|
272 | abort (); |
|
|
273 | } |
|
|
274 | |
|
|
275 | /* rotate the layout randomly */ |
|
|
276 | rotate_layout (layout, rmg_rndm (4)); |
|
|
277 | |
|
|
278 | symmetrize_layout (layout, RP); |
|
|
279 | |
|
|
280 | #ifdef RMAP_DEBUG |
|
|
281 | dump_layout (layout); |
|
|
282 | #endif |
|
|
283 | |
|
|
284 | if (RP->expand2x) |
|
|
285 | expand2x (layout); |
|
|
286 | |
|
|
287 | return layout; |
|
|
288 | } |
|
|
289 | |
|
|
290 | /* takes a map and makes it symmetric: adjusts Xsize and |
|
|
291 | * Ysize to produce a symmetric map. |
|
|
292 | */ |
|
|
293 | static void |
|
|
294 | symmetrize_layout (Layout layout, random_map_params *RP) |
|
|
295 | { |
|
|
296 | if (RP->symmetry_used == SYMMETRY_NONE) |
|
|
297 | return; |
|
|
298 | |
|
|
299 | Layout sym_layout ( |
|
|
300 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
|
|
301 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
|
|
302 | ); |
|
|
303 | |
|
|
304 | if (RP->symmetry_used == SYMMETRY_X) |
|
|
305 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
|
|
306 | for (int j = 0; j < sym_layout->h; j++) |
|
|
307 | { |
|
|
308 | sym_layout[i ][j] = |
|
|
309 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
|
|
310 | } |
|
|
311 | |
|
|
312 | if (RP->symmetry_used == SYMMETRY_Y) |
|
|
313 | for (int i = 0; i < sym_layout->w; i++) |
|
|
314 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
|
|
315 | { |
|
|
316 | sym_layout[i][j ] = |
|
|
317 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
|
|
318 | } |
|
|
319 | |
|
|
320 | if (RP->symmetry_used == SYMMETRY_XY) |
|
|
321 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
|
|
322 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
|
|
323 | { |
|
|
324 | sym_layout[i ][j ] = |
|
|
325 | sym_layout[i ][sym_layout->h - j - 1] = |
|
|
326 | sym_layout[sym_layout->w - i - 1][j ] = |
|
|
327 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
|
|
328 | } |
|
|
329 | |
|
|
330 | layout.swap (sym_layout); |
|
|
331 | sym_layout.free (); |
|
|
332 | |
|
|
333 | /* reconnect disjointed spirals */ |
|
|
334 | /* reconnect disjointed nethacklayouts: the routine for |
|
|
335 | spirals will do the trick? */ |
|
|
336 | if (RP->map_layout_style == LAYOUT_SPIRAL |
|
|
337 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
|
|
338 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
|
|
339 | } |
|
|
340 | |
|
|
341 | /* takes a map and rotates it. This completes the |
|
|
342 | onion layouts, making them possibly centered on any wall. |
|
|
343 | It'll modify Xsize and Ysize if they're swapped. |
|
|
344 | */ |
|
|
345 | static void |
|
|
346 | rotate_layout (Layout layout, int rotation) |
|
|
347 | { |
|
|
348 | int w = layout->w; |
|
|
349 | int h = layout->h; |
|
|
350 | |
|
|
351 | switch (rotation) |
|
|
352 | { |
|
|
353 | case 2: /* a reflection */ |
|
|
354 | { |
|
|
355 | Layout new_layout (w, h); |
|
|
356 | |
|
|
357 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
|
|
358 | for (int j = 0; j < h; j++) |
|
|
359 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
|
|
360 | |
|
|
361 | layout.swap (new_layout); |
|
|
362 | new_layout.free (); |
|
|
363 | } |
|
|
364 | break; |
|
|
365 | |
|
|
366 | case 1: |
|
|
367 | case 3: |
|
|
368 | { |
|
|
369 | Layout new_layout (h, w); |
|
|
370 | |
|
|
371 | if (rotation == 1) /* swap x and y */ |
|
|
372 | for (int i = 0; i < w; i++) |
|
|
373 | for (int j = 0; j < h; j++) |
|
|
374 | new_layout[j][i] = layout[i][j]; |
|
|
375 | |
|
|
376 | if (rotation == 3) /* swap x and y */ |
|
|
377 | for (int i = 0; i < w; i++) |
|
|
378 | for (int j = 0; j < h; j++) |
|
|
379 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
|
|
380 | |
|
|
381 | layout.swap (new_layout); |
|
|
382 | new_layout.free (); |
|
|
383 | } |
|
|
384 | break; |
|
|
385 | } |
|
|
386 | } |
|
|
387 | |
|
|
388 | /* take a layout and make some rooms in it. |
|
|
389 | --works best on onions.*/ |
|
|
390 | void |
|
|
391 | roomify_layout (char **maze, random_map_params *RP) |
|
|
392 | { |
|
|
393 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
394 | int ti; |
|
|
395 | |
|
|
396 | for (ti = 0; ti < tries; ti++) |
|
|
397 | { |
|
|
398 | int dx, dy; /* starting location for looking at creating a door */ |
|
|
399 | int cx, cy; /* results of checking on creating walls. */ |
|
|
400 | |
|
|
401 | dx = rmg_rndm (RP->Xsize); |
|
|
402 | dy = rmg_rndm (RP->Ysize); |
|
|
403 | |
|
|
404 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
405 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
|
406 | if (cx == -1) |
|
|
407 | { |
|
|
408 | if (cy != -1) |
|
|
409 | make_wall (maze, dx, dy, 1); |
|
|
410 | |
|
|
411 | continue; |
|
|
412 | } |
|
|
413 | |
|
|
414 | if (cy == -1) |
|
|
415 | { |
|
|
416 | make_wall (maze, dx, dy, 0); |
|
|
417 | continue; |
|
|
418 | } |
|
|
419 | |
|
|
420 | if (cx < cy) |
|
|
421 | make_wall (maze, dx, dy, 0); |
|
|
422 | else |
|
|
423 | make_wall (maze, dx, dy, 1); |
|
|
424 | } |
|
|
425 | } |
|
|
426 | |
|
|
427 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
|
|
428 | (or vertical, dir == 1) |
|
|
429 | here which ends up on other walls sensibly. */ |
|
|
430 | |
|
|
431 | int |
|
|
432 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
|
|
433 | { |
|
|
434 | int i1; |
|
|
435 | int length = 0; |
|
|
436 | |
|
|
437 | /* dont make walls if we're on the edge. */ |
|
|
438 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
|
|
439 | return -1; |
|
|
440 | |
|
|
441 | /* don't make walls if we're ON a wall. */ |
|
|
442 | if (maze[dx][dy] != 0) |
|
|
443 | return -1; |
|
|
444 | |
|
|
445 | if (dir == 0) /* horizontal */ |
|
|
446 | { |
|
|
447 | int y = dy; |
|
|
448 | |
|
|
449 | for (i1 = dx - 1; i1 > 0; i1--) |
|
|
450 | { |
|
|
451 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
452 | |
|
|
453 | if (sindex == 1) |
|
|
454 | break; |
|
|
455 | if (sindex != 0) |
|
|
456 | return -1; /* can't make horiz. wall here */ |
|
|
457 | if (maze[i1][y] != 0) |
|
|
458 | return -1; /* can't make horiz. wall here */ |
|
|
459 | length++; |
|
|
460 | } |
|
|
461 | |
|
|
462 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
|
|
463 | { |
|
|
464 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
465 | |
|
|
466 | if (sindex == 2) |
|
|
467 | break; |
|
|
468 | if (sindex != 0) |
|
|
469 | return -1; /* can't make horiz. wall here */ |
|
|
470 | if (maze[i1][y] != 0) |
|
|
471 | return -1; /* can't make horiz. wall here */ |
|
|
472 | length++; |
|
|
473 | } |
|
|
474 | return length; |
|
|
475 | } |
|
|
476 | else |
|
|
477 | { /* vertical */ |
|
|
478 | int x = dx; |
|
|
479 | |
|
|
480 | for (i1 = dy - 1; i1 > 0; i1--) |
|
|
481 | { |
|
|
482 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
483 | |
|
|
484 | if (sindex == 4) |
|
|
485 | break; |
|
|
486 | if (sindex != 0) |
|
|
487 | return -1; /* can't make vert. wall here */ |
|
|
488 | if (maze[x][i1] != 0) |
|
|
489 | return -1; /* can't make horiz. wall here */ |
|
|
490 | length++; |
|
|
491 | } |
|
|
492 | |
|
|
493 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
|
|
494 | { |
|
|
495 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
496 | |
|
|
497 | if (sindex == 8) |
|
|
498 | break; |
|
|
499 | if (sindex != 0) |
|
|
500 | return -1; /* can't make verti. wall here */ |
|
|
501 | if (maze[x][i1] != 0) |
|
|
502 | return -1; /* can't make horiz. wall here */ |
|
|
503 | length++; |
|
|
504 | } |
|
|
505 | return length; |
|
|
506 | } |
|
|
507 | return -1; |
|
|
508 | } |
|
|
509 | |
|
|
510 | |
|
|
511 | int |
|
|
512 | make_wall (char **maze, int x, int y, int dir) |
|
|
513 | { |
|
|
514 | maze[x][y] = 'D'; /* mark a door */ |
|
|
515 | switch (dir) |
|
|
516 | { |
|
|
517 | case 0: /* horizontal */ |
|
|
518 | { |
|
|
519 | int i1; |
|
|
520 | |
|
|
521 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
|
|
522 | maze[i1][y] = '#'; |
|
|
523 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
|
|
524 | maze[i1][y] = '#'; |
|
|
525 | break; |
|
|
526 | } |
|
|
527 | case 1: /* vertical */ |
|
|
528 | { |
|
|
529 | int i1; |
|
|
530 | |
|
|
531 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
|
|
532 | maze[x][i1] = '#'; |
|
|
533 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
|
|
534 | maze[x][i1] = '#'; |
|
|
535 | break; |
|
|
536 | } |
|
|
537 | } |
|
|
538 | |
|
|
539 | return 0; |
|
|
540 | } |
|
|
541 | |
|
|
542 | /* puts doors at appropriate locations in a layout. */ |
|
|
543 | void |
|
|
544 | doorify_layout (char **maze, random_map_params *RP) |
|
|
545 | { |
|
|
546 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
|
|
547 | int doorlocs = 0; /* # of available doorlocations */ |
|
|
548 | |
|
|
549 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
|
|
550 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
|
|
551 | |
|
|
552 | /* make a list of possible door locations */ |
|
|
553 | for (int i = 1; i < RP->Xsize - 1; i++) |
|
|
554 | for (int j = 1; j < RP->Ysize - 1; j++) |
|
|
555 | { |
|
|
556 | int sindex = surround_flag (maze, i, j, RP); |
|
|
557 | |
|
|
558 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
559 | { |
|
|
560 | doorlist_x[doorlocs] = i; |
|
|
561 | doorlist_y[doorlocs] = j; |
|
|
562 | doorlocs++; |
|
|
563 | } |
|
|
564 | } |
|
|
565 | |
|
|
566 | while (ndoors > 0 && doorlocs > 0) |
|
|
567 | { |
|
|
568 | int di = rmg_rndm (doorlocs); |
|
|
569 | int i = doorlist_x[di]; |
|
|
570 | int j = doorlist_y[di]; |
|
|
571 | int sindex = surround_flag (maze, i, j, RP); |
|
|
572 | |
|
|
573 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
574 | { |
|
|
575 | maze[i][j] = 'D'; |
|
|
576 | ndoors--; |
|
|
577 | } |
|
|
578 | |
|
|
579 | /* reduce the size of the list */ |
|
|
580 | doorlocs--; |
|
|
581 | doorlist_x[di] = doorlist_x[doorlocs]; |
|
|
582 | doorlist_y[di] = doorlist_y[doorlocs]; |
|
|
583 | } |
|
|
584 | |
|
|
585 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
|
|
586 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
|
587 | } |
|
|
588 | |
|
|
589 | void |
|
|
590 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
|
|
591 | { |
|
|
592 | char small_buf[16384]; |
|
|
593 | |
|
|
594 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
|
|
595 | |
|
|
596 | if (RP->wallstyle[0]) |
|
|
597 | { |
|
|
598 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
|
|
599 | strcat (buf, small_buf); |
|
|
600 | } |
|
|
601 | |
|
|
602 | if (RP->floorstyle[0]) |
|
|
603 | { |
|
|
604 | sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
|
|
605 | strcat (buf, small_buf); |
|
|
606 | } |
|
|
607 | |
|
|
608 | if (RP->monsterstyle[0]) |
|
|
609 | { |
|
|
610 | sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
|
|
611 | strcat (buf, small_buf); |
|
|
612 | } |
|
|
613 | |
|
|
614 | if (RP->treasurestyle[0]) |
|
|
615 | { |
|
|
616 | sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
|
|
617 | strcat (buf, small_buf); |
|
|
618 | } |
|
|
619 | |
|
|
620 | if (RP->layoutstyle[0]) |
|
|
621 | { |
|
|
622 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
|
|
623 | strcat (buf, small_buf); |
|
|
624 | } |
|
|
625 | |
|
|
626 | if (RP->decorstyle[0]) |
|
|
627 | { |
|
|
628 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
|
|
629 | strcat (buf, small_buf); |
|
|
630 | } |
|
|
631 | |
|
|
632 | if (RP->doorstyle[0]) |
|
|
633 | { |
|
|
634 | sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
|
|
635 | strcat (buf, small_buf); |
|
|
636 | } |
|
|
637 | |
|
|
638 | if (RP->exitstyle[0]) |
|
|
639 | { |
|
|
640 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
|
|
641 | strcat (buf, small_buf); |
|
|
642 | } |
|
|
643 | |
|
|
644 | if (RP->final_map.length ()) |
|
|
645 | { |
|
|
646 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
|
|
647 | strcat (buf, small_buf); |
|
|
648 | } |
|
|
649 | |
|
|
650 | if (RP->exit_on_final_map[0]) |
|
|
651 | { |
|
|
652 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
653 | strcat (buf, small_buf); |
|
|
654 | } |
|
|
655 | |
|
|
656 | if (RP->this_map.length ()) |
|
|
657 | { |
|
|
658 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
|
|
659 | strcat (buf, small_buf); |
|
|
660 | } |
|
|
661 | |
|
|
662 | if (RP->expand2x) |
|
|
663 | { |
|
|
664 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
|
|
665 | strcat (buf, small_buf); |
|
|
666 | } |
|
|
667 | |
|
|
668 | if (RP->layoutoptions1) |
|
|
669 | { |
|
|
670 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
671 | strcat (buf, small_buf); |
|
|
672 | } |
|
|
673 | |
|
|
674 | if (RP->layoutoptions2) |
|
|
675 | { |
|
|
676 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
677 | strcat (buf, small_buf); |
|
|
678 | } |
|
|
679 | |
|
|
680 | if (RP->layoutoptions3) |
|
|
681 | { |
|
|
682 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
683 | strcat (buf, small_buf); |
|
|
684 | } |
|
|
685 | |
|
|
686 | if (RP->symmetry) |
|
|
687 | { |
|
|
688 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
|
|
689 | strcat (buf, small_buf); |
|
|
690 | } |
|
|
691 | |
|
|
692 | if (RP->difficulty && RP->difficulty_given) |
|
|
693 | { |
|
|
694 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
|
|
695 | strcat (buf, small_buf); |
|
|
696 | } |
|
|
697 | |
|
|
698 | if (RP->difficulty_increase != 1.0) |
|
|
699 | { |
|
|
700 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
|
|
701 | strcat (buf, small_buf); |
|
|
702 | } |
|
|
703 | |
|
|
704 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
|
|
705 | strcat (buf, small_buf); |
|
|
706 | |
|
|
707 | if (RP->dungeon_depth) |
|
|
708 | { |
|
|
709 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
|
|
710 | strcat (buf, small_buf); |
|
|
711 | } |
|
|
712 | |
|
|
713 | if (RP->decoroptions) |
|
|
714 | { |
|
|
715 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
|
|
716 | strcat (buf, small_buf); |
|
|
717 | } |
|
|
718 | |
|
|
719 | if (RP->orientation) |
|
|
720 | { |
|
|
721 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
|
|
722 | strcat (buf, small_buf); |
|
|
723 | } |
|
|
724 | |
|
|
725 | if (RP->origin_x) |
|
|
726 | { |
|
|
727 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
|
|
728 | strcat (buf, small_buf); |
|
|
729 | } |
|
|
730 | |
|
|
731 | if (RP->origin_y) |
|
|
732 | { |
|
|
733 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
|
|
734 | strcat (buf, small_buf); |
|
|
735 | } |
|
|
736 | |
|
|
737 | if (RP->treasureoptions) |
|
|
738 | { |
|
|
739 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
740 | strcat (buf, small_buf); |
|
|
741 | } |
|
|
742 | |
|
|
743 | if (RP->random_seed) |
|
|
744 | { |
|
|
745 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
|
|
746 | strcat (buf, small_buf); |
|
|
747 | } |
|
|
748 | |
|
|
749 | if (RP->custom) |
|
|
750 | { |
|
|
751 | sprintf (small_buf, "custom %s\n", RP->custom); |
|
|
752 | strcat (buf, small_buf); |
|
|
753 | } |
|
|
754 | } |
|
|
755 | |
|
|
756 | void |
|
|
757 | write_parameters_to_string (char *buf, |
|
|
758 | int xsize_n, |
|
|
759 | int ysize_n, |
|
|
760 | const char *wallstyle_n, |
|
|
761 | const char *floorstyle_n, |
|
|
762 | const char *monsterstyle_n, |
|
|
763 | const char *treasurestyle_n, |
|
|
764 | const char *layoutstyle_n, |
|
|
765 | const char *decorstyle_n, |
|
|
766 | const char *doorstyle_n, |
|
|
767 | const char *exitstyle_n, |
|
|
768 | const char *final_map_n, |
|
|
769 | const char *exit_on_final_map_n, |
|
|
770 | const char *this_map_n, |
|
|
771 | int layoutoptions1_n, |
|
|
772 | int layoutoptions2_n, |
|
|
773 | int layoutoptions3_n, |
|
|
774 | int symmetry_n, |
|
|
775 | int dungeon_depth_n, |
|
|
776 | int dungeon_level_n, |
|
|
777 | int difficulty_n, |
|
|
778 | int difficulty_given_n, |
|
|
779 | int decoroptions_n, |
|
|
780 | int orientation_n, |
|
|
781 | int origin_x_n, |
|
|
782 | int origin_y_n, |
|
|
783 | uint32_t random_seed_n, |
|
|
784 | int treasureoptions_n, |
|
|
785 | float difficulty_increase) |
|
|
786 | { |
|
|
787 | char small_buf[16384]; |
|
|
788 | |
|
|
789 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
|
|
790 | |
|
|
791 | if (wallstyle_n && wallstyle_n[0]) |
|
|
792 | { |
|
|
793 | sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
|
|
794 | strcat (buf, small_buf); |
|
|
795 | } |
|
|
796 | |
|
|
797 | if (floorstyle_n && floorstyle_n[0]) |
|
|
798 | { |
|
|
799 | sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
|
|
800 | strcat (buf, small_buf); |
|
|
801 | } |
|
|
802 | |
|
|
803 | if (monsterstyle_n && monsterstyle_n[0]) |
|
|
804 | { |
|
|
805 | sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
|
|
806 | strcat (buf, small_buf); |
|
|
807 | } |
|
|
808 | |
|
|
809 | if (treasurestyle_n && treasurestyle_n[0]) |
|
|
810 | { |
|
|
811 | sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
|
|
812 | strcat (buf, small_buf); |
|
|
813 | } |
|
|
814 | |
|
|
815 | if (layoutstyle_n && layoutstyle_n[0]) |
|
|
816 | { |
|
|
817 | sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
|
|
818 | strcat (buf, small_buf); |
|
|
819 | } |
|
|
820 | |
|
|
821 | if (decorstyle_n && decorstyle_n[0]) |
|
|
822 | { |
|
|
823 | sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
|
|
824 | strcat (buf, small_buf); |
|
|
825 | } |
|
|
826 | |
|
|
827 | if (doorstyle_n && doorstyle_n[0]) |
|
|
828 | { |
|
|
829 | sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
|
|
830 | strcat (buf, small_buf); |
|
|
831 | } |
|
|
832 | |
|
|
833 | if (exitstyle_n && exitstyle_n[0]) |
|
|
834 | { |
|
|
835 | sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
|
|
836 | strcat (buf, small_buf); |
|
|
837 | } |
|
|
838 | |
|
|
839 | if (final_map_n && final_map_n[0]) |
|
|
840 | { |
|
|
841 | sprintf (small_buf, "final_map %s\n", final_map_n); |
|
|
842 | strcat (buf, small_buf); |
|
|
843 | } |
|
|
844 | |
|
|
845 | if (exit_on_final_map_n && exit_on_final_map_n[0]) |
|
|
846 | { |
|
|
847 | sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
|
|
848 | strcat (buf, small_buf); |
|
|
849 | } |
|
|
850 | |
|
|
851 | if (this_map_n && this_map_n[0]) |
|
|
852 | { |
|
|
853 | sprintf (small_buf, "origin_map %s\n", this_map_n); |
|
|
854 | strcat (buf, small_buf); |
|
|
855 | } |
|
|
856 | |
|
|
857 | if (layoutoptions1_n) |
|
|
858 | { |
|
|
859 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
|
|
860 | strcat (buf, small_buf); |
|
|
861 | } |
|
|
862 | |
|
|
863 | if (layoutoptions2_n) |
|
|
864 | { |
|
|
865 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
|
|
866 | strcat (buf, small_buf); |
|
|
867 | } |
|
|
868 | |
|
|
869 | |
|
|
870 | if (layoutoptions3_n) |
|
|
871 | { |
|
|
872 | sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
|
|
873 | strcat (buf, small_buf); |
|
|
874 | } |
|
|
875 | |
|
|
876 | if (symmetry_n) |
|
|
877 | { |
|
|
878 | sprintf (small_buf, "symmetry %d\n", symmetry_n); |
|
|
879 | strcat (buf, small_buf); |
|
|
880 | } |
|
|
881 | |
|
|
882 | |
|
|
883 | if (difficulty_n && difficulty_given_n) |
|
|
884 | { |
|
|
885 | sprintf (small_buf, "difficulty %d\n", difficulty_n); |
|
|
886 | strcat (buf, small_buf); |
|
|
887 | } |
|
|
888 | |
|
|
889 | if (difficulty_increase > 0.001) |
|
|
890 | { |
|
|
891 | sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
|
|
892 | strcat (buf, small_buf); |
|
|
893 | } |
|
|
894 | |
|
|
895 | sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
|
|
896 | strcat (buf, small_buf); |
|
|
897 | |
|
|
898 | if (dungeon_depth_n) |
|
|
899 | { |
|
|
900 | sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
|
|
901 | strcat (buf, small_buf); |
|
|
902 | } |
|
|
903 | |
|
|
904 | if (decoroptions_n) |
|
|
905 | { |
|
|
906 | sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
|
|
907 | strcat (buf, small_buf); |
|
|
908 | } |
|
|
909 | |
|
|
910 | if (orientation_n) |
|
|
911 | { |
|
|
912 | sprintf (small_buf, "orientation %d\n", orientation_n); |
|
|
913 | strcat (buf, small_buf); |
|
|
914 | } |
|
|
915 | |
|
|
916 | if (origin_x_n) |
|
|
917 | { |
|
|
918 | sprintf (small_buf, "origin_x %d\n", origin_x_n); |
|
|
919 | strcat (buf, small_buf); |
|
|
920 | } |
|
|
921 | |
|
|
922 | if (origin_y_n) |
|
|
923 | { |
|
|
924 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
|
|
925 | strcat (buf, small_buf); |
|
|
926 | } |
|
|
927 | |
|
|
928 | if (random_seed_n) |
|
|
929 | { |
|
|
930 | /* Add one so that the next map is a bit different */ |
|
|
931 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
|
|
932 | strcat (buf, small_buf); |
|
|
933 | } |
|
|
934 | |
|
|
935 | if (treasureoptions_n) |
|
|
936 | { |
|
|
937 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
|
|
938 | strcat (buf, small_buf); |
|
|
939 | } |
|
|
940 | } |
|
|
941 | |
|
|
942 | ///////////////////////////////////////////////////////////////////////////// |
|
|
943 | |
|
|
944 | LayoutData::LayoutData (int w, int h) |
|
|
945 | : w(w), h(h) |
|
|
946 | { |
|
|
947 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
948 | |
|
|
949 | col = (char **)salloc<char> (size); |
|
|
950 | |
|
|
951 | char *data = (char *)(col + w); |
|
|
952 | |
|
|
953 | for (int x = w; x--; ) |
|
|
954 | col [x] = data + x * h; |
|
|
955 | } |
|
|
956 | |
|
|
957 | LayoutData::~LayoutData () |
|
|
958 | { |
|
|
959 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
960 | |
|
|
961 | sfree ((char *)col, size); |
|
|
962 | } |
|
|
963 | |
|
|
964 | void LayoutData::clear (char fill) |
|
|
965 | { |
|
|
966 | memset (col [0], fill, w * h); |
|
|
967 | } |
|
|
968 | |
|
|
969 | void LayoutData::border (char fill) |
|
|
970 | { |
|
|
971 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
972 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
973 | } |
|
|
974 | |
|
|