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 |
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|
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> |
… | |
… | |
31 | #define CEDE coroapi::cede_to_tick () |
32 | #define CEDE coroapi::cede_to_tick () |
32 | |
33 | |
33 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
34 | static void rotate_layout (Layout maze, int rotation); |
35 | static void rotate_layout (Layout maze, int rotation); |
35 | |
36 | |
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37 | const_utf8_string |
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38 | random_map_params::get_str (const_utf8_string option, const_utf8_string fallback) const |
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39 | { |
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40 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
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41 | |
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42 | return he ? cfSvPVutf8_nolen (*he) : fallback; |
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43 | } |
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44 | |
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45 | IV |
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46 | random_map_params::get_iv (const char *option, IV fallback) const |
|
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47 | { |
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48 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
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49 | |
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50 | return he ? SvIV (*he) : fallback; |
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51 | } |
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52 | |
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53 | random_map_params::~random_map_params () |
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54 | { |
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55 | SvREFCNT_dec (hv); |
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56 | } |
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57 | |
36 | void |
58 | void |
37 | dump_layout (Layout layout) |
59 | dump_layout (Layout layout) |
38 | { |
60 | { |
39 | for (int j = 0; j < layout->h; j++) |
61 | for (int j = 0; j < layout->h; j++) |
40 | { |
62 | { |
… | |
… | |
45 | } |
67 | } |
46 | |
68 | |
47 | putc ('\n', stdout); |
69 | putc ('\n', stdout); |
48 | } |
70 | } |
49 | |
71 | |
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72 | /* takes a map and makes it symmetric: adjusts Xsize and |
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73 | * Ysize to produce a symmetric map. |
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74 | */ |
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75 | static void |
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76 | symmetrize_layout (Layout layout, random_map_params *RP) |
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77 | { |
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78 | if (RP->symmetry_used == SYMMETRY_NONE) |
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79 | return; |
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80 | |
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81 | Layout sym_layout ( |
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82 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
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83 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
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84 | ); |
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85 | |
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86 | if (RP->symmetry_used == SYMMETRY_X) |
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87 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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88 | for (int j = 0; j < sym_layout->h; j++) |
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89 | { |
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90 | sym_layout[i ][j] = |
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91 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
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92 | } |
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93 | |
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94 | if (RP->symmetry_used == SYMMETRY_Y) |
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95 | for (int i = 0; i < sym_layout->w; i++) |
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96 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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97 | { |
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98 | sym_layout[i][j ] = |
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99 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
|
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100 | } |
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101 | |
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102 | if (RP->symmetry_used == SYMMETRY_XY) |
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103 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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104 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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105 | { |
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106 | sym_layout[i ][j ] = |
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107 | sym_layout[i ][sym_layout->h - j - 1] = |
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108 | sym_layout[sym_layout->w - i - 1][j ] = |
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109 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
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110 | } |
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111 | |
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112 | layout.swap (sym_layout); |
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113 | sym_layout.free (); |
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114 | |
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115 | /* reconnect disjointed spirals */ |
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116 | /* reconnect disjointed nethacklayouts: the routine for |
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117 | spirals will do the trick? */ |
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118 | if (RP->map_layout_style == LAYOUT_SPIRAL |
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119 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
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120 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
|
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121 | } |
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122 | |
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123 | /* takes a map and rotates it. This completes the |
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124 | onion layouts, making them possibly centered on any wall. |
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125 | It'll modify Xsize and Ysize if they're swapped. |
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126 | */ |
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127 | static void |
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128 | rotate_layout (Layout layout, int rotation) |
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129 | { |
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130 | int w = layout->w; |
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131 | int h = layout->h; |
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132 | |
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133 | switch (rotation) |
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134 | { |
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135 | case 2: /* a reflection */ |
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136 | { |
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137 | Layout new_layout (w, h); |
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138 | |
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139 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
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140 | for (int j = 0; j < h; j++) |
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141 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
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142 | |
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143 | layout.swap (new_layout); |
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144 | new_layout.free (); |
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145 | } |
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146 | break; |
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147 | |
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148 | case 1: |
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149 | case 3: |
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150 | { |
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151 | Layout new_layout (h, w); |
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152 | |
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153 | if (rotation == 1) /* swap x and y */ |
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154 | for (int i = 0; i < w; i++) |
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155 | for (int j = 0; j < h; j++) |
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156 | new_layout[j][i] = layout[i][j]; |
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157 | |
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158 | if (rotation == 3) /* swap x and y */ |
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159 | for (int i = 0; i < w; i++) |
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160 | for (int j = 0; j < h; j++) |
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161 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
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162 | |
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163 | layout.swap (new_layout); |
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164 | new_layout.free (); |
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165 | } |
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166 | break; |
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167 | } |
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168 | } |
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169 | |
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170 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
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171 | (or vertical, dir == 1) |
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172 | here which ends up on other walls sensibly. */ |
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173 | static int |
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174 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
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175 | { |
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176 | int i1; |
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177 | int length = 0; |
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178 | |
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179 | /* dont make walls if we're on the edge. */ |
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180 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
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181 | return -1; |
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182 | |
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183 | /* don't make walls if we're ON a wall. */ |
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184 | if (maze[dx][dy] != 0) |
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185 | return -1; |
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186 | |
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187 | if (dir == 0) /* horizontal */ |
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188 | { |
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189 | int y = dy; |
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190 | |
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191 | for (i1 = dx - 1; i1 > 0; i1--) |
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192 | { |
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193 | int sindex = surround_flag2 (maze, i1, y, RP); |
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194 | |
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195 | if (sindex == 1) |
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196 | break; |
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197 | if (sindex != 0) |
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198 | return -1; /* can't make horiz. wall here */ |
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199 | if (maze[i1][y] != 0) |
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200 | return -1; /* can't make horiz. wall here */ |
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201 | length++; |
|
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202 | } |
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203 | |
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204 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
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205 | { |
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206 | int sindex = surround_flag2 (maze, i1, y, RP); |
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207 | |
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208 | if (sindex == 2) |
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209 | break; |
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210 | if (sindex != 0) |
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211 | return -1; /* can't make horiz. wall here */ |
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212 | if (maze[i1][y] != 0) |
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213 | return -1; /* can't make horiz. wall here */ |
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214 | length++; |
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215 | } |
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216 | return length; |
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217 | } |
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218 | else |
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219 | { /* vertical */ |
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220 | int x = dx; |
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221 | |
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222 | for (i1 = dy - 1; i1 > 0; i1--) |
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223 | { |
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224 | int sindex = surround_flag2 (maze, x, i1, RP); |
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225 | |
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226 | if (sindex == 4) |
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227 | break; |
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228 | if (sindex != 0) |
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229 | return -1; /* can't make vert. wall here */ |
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230 | if (maze[x][i1] != 0) |
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231 | return -1; /* can't make horiz. wall here */ |
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232 | length++; |
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233 | } |
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234 | |
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235 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
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236 | { |
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237 | int sindex = surround_flag2 (maze, x, i1, RP); |
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238 | |
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239 | if (sindex == 8) |
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240 | break; |
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241 | if (sindex != 0) |
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242 | return -1; /* can't make verti. wall here */ |
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243 | if (maze[x][i1] != 0) |
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244 | return -1; /* can't make horiz. wall here */ |
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245 | length++; |
|
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246 | } |
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247 | |
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248 | return length; |
|
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249 | } |
|
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250 | |
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251 | return -1; |
|
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252 | } |
|
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253 | |
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254 | /* take a layout and make some rooms in it. |
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255 | --works best on onions.*/ |
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256 | static void |
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257 | roomify_layout (char **maze, random_map_params *RP) |
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258 | { |
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259 | int tries = RP->Xsize * RP->Ysize / 30; |
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260 | |
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261 | for (int ti = 0; ti < tries; ti++) |
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262 | { |
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263 | /* starting location for looking at creating a door */ |
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264 | int dx = rmg_rndm (RP->Xsize); |
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265 | int dy = rmg_rndm (RP->Ysize); |
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266 | |
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267 | /* results of checking on creating walls. */ |
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268 | int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
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269 | int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
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270 | |
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271 | if (cx == -1) |
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272 | { |
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273 | if (cy != -1) |
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274 | make_wall (maze, dx, dy, 1); |
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275 | |
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276 | continue; |
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277 | } |
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278 | |
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279 | if (cy == -1) |
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280 | { |
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281 | make_wall (maze, dx, dy, 0); |
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282 | continue; |
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283 | } |
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284 | |
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285 | if (cx < cy) |
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286 | make_wall (maze, dx, dy, 0); |
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287 | else |
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288 | make_wall (maze, dx, dy, 1); |
|
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289 | } |
|
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290 | } |
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291 | |
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292 | int |
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293 | make_wall (char **maze, int x, int y, int dir) |
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294 | { |
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295 | maze[x][y] = 'D'; /* mark a door */ |
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296 | |
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297 | switch (dir) |
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298 | { |
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299 | case 0: /* horizontal */ |
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300 | { |
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301 | for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
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302 | for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
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303 | break; |
|
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304 | } |
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305 | case 1: /* vertical */ |
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306 | { |
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307 | for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
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308 | for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
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309 | break; |
|
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310 | } |
|
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311 | } |
|
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312 | |
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313 | return 0; |
|
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314 | } |
|
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315 | |
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316 | /* puts doors at appropriate locations in a layout. */ |
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317 | static void |
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318 | doorify_layout (char **maze, random_map_params *RP) |
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319 | { |
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320 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
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321 | int doorlocs = 0; /* # of available doorlocations */ |
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322 | |
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323 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
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324 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
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325 | |
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326 | /* make a list of possible door locations */ |
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327 | for (int i = 1; i < RP->Xsize - 1; i++) |
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328 | for (int j = 1; j < RP->Ysize - 1; j++) |
|
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329 | { |
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330 | int sindex = surround_flag (maze, i, j, RP); |
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331 | |
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332 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
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333 | { |
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334 | doorlist_x[doorlocs] = i; |
|
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335 | doorlist_y[doorlocs] = j; |
|
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336 | doorlocs++; |
|
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337 | } |
|
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338 | } |
|
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339 | |
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340 | while (ndoors > 0 && doorlocs > 0) |
|
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341 | { |
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342 | int di = rmg_rndm (doorlocs); |
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343 | int i = doorlist_x[di]; |
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344 | int j = doorlist_y[di]; |
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345 | int sindex = surround_flag (maze, i, j, RP); |
|
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346 | |
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347 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
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348 | { |
|
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349 | maze[i][j] = 'D'; |
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350 | ndoors--; |
|
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351 | } |
|
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352 | |
|
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353 | /* reduce the size of the list */ |
|
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354 | doorlocs--; |
|
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355 | doorlist_x[di] = doorlist_x[doorlocs]; |
|
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356 | doorlist_y[di] = doorlist_y[doorlocs]; |
|
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357 | } |
|
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358 | |
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359 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
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360 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
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361 | } |
|
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362 | |
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363 | void |
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364 | write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP) |
|
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365 | { |
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366 | hv_iterinit (RP->hv); |
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367 | |
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368 | while (HE *he = hv_iternext (RP->hv)) |
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369 | buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n'; |
|
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370 | |
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371 | buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
|
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372 | |
|
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373 | if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle); |
|
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374 | if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle); |
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375 | if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle); |
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376 | if (RP->decorstyle[0] ) buf.printf ("decorstyle %s\n", RP->decorstyle); |
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377 | if (RP->doorstyle[0] ) buf.printf ("doorstyle %s\n", RP->doorstyle); |
|
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378 | if (RP->final_map.length () ) buf.printf ("final_map %s\n", &RP->final_map); |
|
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379 | if (RP->exit_on_final_map[0]) buf.printf ("exit_on_final_map %s\n", RP->exit_on_final_map); |
|
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380 | if (RP->this_map.length () ) buf.printf ("origin_map %s\n", &RP->this_map); |
|
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381 | if (RP->expand2x ) buf.printf ("expand2x %d\n", RP->expand2x); |
|
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382 | if (RP->layoutoptions1 ) buf.printf ("layoutoptions1 %d\n", RP->layoutoptions1); |
|
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383 | if (RP->layoutoptions2 ) buf.printf ("layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
384 | if (RP->layoutoptions3 ) buf.printf ("layoutoptions3 %d\n", RP->layoutoptions3); |
|
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385 | if (RP->symmetry ) buf.printf ("symmetry %d\n", RP->symmetry); |
|
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386 | |
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387 | if (RP->difficulty && RP->difficulty_given) |
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388 | buf.printf ("difficulty %d\n", RP->difficulty); |
|
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389 | |
|
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390 | if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f)) |
|
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391 | buf.printf ("difficulty_increase %f\n", RP->difficulty_increase); |
|
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392 | |
|
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393 | buf.printf ("dungeon_level %d\n", RP->dungeon_level); |
|
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394 | |
|
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395 | if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth); |
|
|
396 | if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions); |
|
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397 | if (RP->orientation ) buf.printf ("orientation %d\n", RP->orientation); |
|
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398 | if (RP->origin_x ) buf.printf ("origin_x %d\n", RP->origin_x); |
|
|
399 | if (RP->origin_y ) buf.printf ("origin_y %d\n", RP->origin_y); |
|
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400 | if (RP->treasureoptions ) buf.printf ("treasureoptions %d\n", RP->treasureoptions); |
|
|
401 | if (RP->random_seed ) buf.printf ("random_seed %u\n", RP->random_seed); |
|
|
402 | } |
|
|
403 | |
|
|
404 | ///////////////////////////////////////////////////////////////////////////// |
|
|
405 | |
|
|
406 | LayoutData::LayoutData (int w, int h) |
|
|
407 | : w(w), h(h) |
|
|
408 | { |
|
|
409 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
410 | |
|
|
411 | col = (char **)salloc<char> (size); |
|
|
412 | |
|
|
413 | char *data = (char *)(col + w); |
|
|
414 | |
|
|
415 | for (int x = w; x--; ) |
|
|
416 | col [x] = data + x * h; |
|
|
417 | } |
|
|
418 | |
|
|
419 | LayoutData::~LayoutData () |
|
|
420 | { |
|
|
421 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
422 | |
|
|
423 | sfree ((char *)col, size); |
|
|
424 | } |
|
|
425 | |
|
|
426 | void LayoutData::clear (char fill) |
|
|
427 | { |
|
|
428 | memset (col [0], fill, w * h); |
|
|
429 | } |
|
|
430 | |
|
|
431 | void LayoutData::border (char fill) |
|
|
432 | { |
|
|
433 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
434 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
435 | } |
|
|
436 | |
|
|
437 | /* function selects the layout function and gives it whatever |
|
|
438 | arguments it needs. */ |
|
|
439 | static Layout |
|
|
440 | layoutgen (random_map_params *RP) |
|
|
441 | { |
|
|
442 | Layout layout (RP); |
|
|
443 | |
|
|
444 | switch (RP->map_layout_style) |
|
|
445 | { |
|
|
446 | case LAYOUT_ONION: |
|
|
447 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
|
|
448 | |
|
|
449 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
|
|
450 | roomify_layout (layout, RP); |
|
|
451 | |
|
|
452 | break; |
|
|
453 | |
|
|
454 | case LAYOUT_MAZE: |
|
|
455 | maze_gen (layout, rmg_rndm (2)); |
|
|
456 | |
|
|
457 | if (!(rmg_rndm (2))) |
|
|
458 | doorify_layout (layout, RP); |
|
|
459 | |
|
|
460 | break; |
|
|
461 | |
|
|
462 | case LAYOUT_SPIRAL: |
|
|
463 | map_gen_spiral (layout, RP->layoutoptions1); |
|
|
464 | |
|
|
465 | if (!(rmg_rndm (2))) |
|
|
466 | doorify_layout (layout, RP); |
|
|
467 | |
|
|
468 | break; |
|
|
469 | |
|
|
470 | case LAYOUT_ROGUELIKE: |
|
|
471 | /* Don't put symmetry in rogue maps. There isn't much reason to |
|
|
472 | * do so in the first place (doesn't make it any more interesting), |
|
|
473 | * but more importantly, the symmetry code presumes we are symmetrizing |
|
|
474 | * spirals, or maps with lots of passages - making a symmetric rogue |
|
|
475 | * map fails because its likely that the passages the symmetry process |
|
|
476 | * creates may not connect the rooms. |
|
|
477 | */ |
|
|
478 | RP->symmetry_used = SYMMETRY_NONE; |
|
|
479 | roguelike_layout_gen (layout, RP->layoutoptions1); |
|
|
480 | /* no doorifying... done already */ |
|
|
481 | break; |
|
|
482 | |
|
|
483 | case LAYOUT_SNAKE: |
|
|
484 | make_snake_layout (layout, RP->layoutoptions1); |
|
|
485 | |
|
|
486 | if (rmg_rndm (2)) |
|
|
487 | roomify_layout (layout, RP); |
|
|
488 | |
|
|
489 | break; |
|
|
490 | |
|
|
491 | case LAYOUT_SQUARE_SPIRAL: |
|
|
492 | make_square_spiral_layout (layout, RP->layoutoptions1); |
|
|
493 | |
|
|
494 | if (rmg_rndm (2)) |
|
|
495 | roomify_layout (layout, RP); |
|
|
496 | |
|
|
497 | break; |
|
|
498 | |
|
|
499 | default: |
|
|
500 | abort (); |
|
|
501 | } |
|
|
502 | |
|
|
503 | /* rotate the layout randomly */ |
|
|
504 | rotate_layout (layout, rmg_rndm (4)); |
|
|
505 | |
|
|
506 | symmetrize_layout (layout, RP); |
|
|
507 | |
|
|
508 | #ifdef RMAP_DEBUG |
|
|
509 | dump_layout (layout); |
|
|
510 | #endif |
|
|
511 | |
|
|
512 | if (RP->expand2x) |
|
|
513 | expand2x (layout); |
|
|
514 | |
|
|
515 | return layout; |
|
|
516 | } |
|
|
517 | |
50 | bool |
518 | bool |
51 | maptile::generate_random_map (random_map_params *RP) |
519 | maptile::generate_random_map (random_map_params *RP) |
52 | { |
520 | { |
53 | char buf[16384]; |
|
|
54 | int i; |
521 | int i; |
55 | |
522 | |
56 | RP->Xsize = RP->xsize; |
523 | RP->Xsize = RP->xsize; |
57 | RP->Ysize = RP->ysize; |
524 | RP->Ysize = RP->ysize; |
58 | |
525 | |
… | |
… | |
62 | : time (0); |
529 | : time (0); |
63 | |
530 | |
64 | // we run "single-threaded" |
531 | // we run "single-threaded" |
65 | rmg_rndm.seed (RP->random_seed); |
532 | rmg_rndm.seed (RP->random_seed); |
66 | |
533 | |
|
|
534 | dynbuf_text buf; |
67 | write_map_parameters_to_string (buf, RP); |
535 | write_map_parameters_to_string (buf, RP); |
68 | |
536 | |
69 | if (RP->difficulty == 0) |
537 | if (RP->difficulty == 0) |
70 | { |
538 | { |
71 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
539 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
… | |
… | |
138 | // need to patch RP becasue following code doesn't use the Layout object |
606 | // need to patch RP becasue following code doesn't use the Layout object |
139 | RP->Xsize = layout->w; |
607 | RP->Xsize = layout->w; |
140 | RP->Ysize = layout->h; |
608 | RP->Ysize = layout->h; |
141 | |
609 | |
142 | /* allocate the map and set the floor */ |
610 | /* allocate the map and set the floor */ |
143 | make_map_floor (layout, RP->floorstyle, RP); |
611 | make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); |
144 | |
612 | |
145 | /* set region */ |
613 | /* set region */ |
146 | default_region = RP->region; |
614 | default_region = RP->region; |
147 | |
615 | |
148 | CEDE; |
616 | CEDE; |
149 | |
617 | |
150 | place_specials_in_map (this, layout, RP); |
618 | place_specials_in_map (this, layout, RP); |
151 | |
619 | |
152 | CEDE; |
620 | CEDE; |
153 | |
621 | |
|
|
622 | const char *wallstyle = RP->get_str ("wallstyle", 0); |
|
|
623 | |
154 | /* create walls unless the wallstyle is "none" */ |
624 | /* create walls unless the wallstyle is "none" */ |
155 | if (strcmp (RP->wallstyle, "none")) |
625 | if (strcmp (wallstyle, "none")) |
156 | { |
626 | { |
157 | make_map_walls (this, layout, RP->wallstyle, RP); |
627 | make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP); |
158 | |
628 | |
159 | /* place doors unless doorstyle or wallstyle is "none" */ |
629 | /* place doors unless doorstyle or wallstyle is "none" */ |
160 | if (strcmp (RP->doorstyle, "none")) |
630 | if (strcmp (RP->doorstyle, "none")) |
161 | put_doors (this, layout, RP->doorstyle, RP); |
631 | put_doors (this, layout, RP->doorstyle, RP); |
162 | } |
632 | } |
163 | |
633 | |
164 | CEDE; |
634 | CEDE; |
165 | |
635 | |
|
|
636 | const char *exitstyle = RP->get_str ("exitstyle", ""); |
|
|
637 | |
166 | /* create exits unless the exitstyle is "none" */ |
638 | /* create exits unless the exitstyle is "none" */ |
167 | if (strcmp (RP->exitstyle, "none")) |
639 | if (strcmp (exitstyle, "none")) |
168 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
640 | place_exits (this, layout, exitstyle, RP->orientation, RP); |
169 | |
641 | |
170 | CEDE; |
642 | CEDE; |
171 | |
643 | |
172 | /* create monsters unless the monsterstyle is "none" */ |
644 | /* create monsters unless the monsterstyle is "none" */ |
173 | if (strcmp (RP->monsterstyle, "none")) |
645 | if (strcmp (RP->monsterstyle, "none")) |
… | |
… | |
196 | |
668 | |
197 | CEDE; |
669 | CEDE; |
198 | |
670 | |
199 | unblock_exits (this, layout, RP); |
671 | unblock_exits (this, layout, RP); |
200 | |
672 | |
201 | msg = strdup (buf); |
673 | msg = buf; |
202 | in_memory = MAP_ACTIVE; |
674 | in_memory = MAP_ACTIVE; |
203 | |
675 | |
204 | CEDE; |
676 | CEDE; |
205 | |
677 | |
206 | return 1; |
678 | return 1; |
207 | } |
679 | } |
208 | |
680 | |
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 | int i, j; |
|
|
549 | |
|
|
550 | char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
|
|
551 | char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
|
|
552 | |
|
|
553 | /* make a list of possible door locations */ |
|
|
554 | for (i = 1; i < RP->Xsize - 1; i++) |
|
|
555 | for (j = 1; j < RP->Ysize - 1; j++) |
|
|
556 | { |
|
|
557 | int sindex = surround_flag (maze, i, j, RP); |
|
|
558 | |
|
|
559 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
560 | { |
|
|
561 | doorlist_x[doorlocs] = i; |
|
|
562 | doorlist_y[doorlocs] = j; |
|
|
563 | doorlocs++; |
|
|
564 | } |
|
|
565 | } |
|
|
566 | |
|
|
567 | while (ndoors > 0 && doorlocs > 0) |
|
|
568 | { |
|
|
569 | int di; |
|
|
570 | int sindex; |
|
|
571 | |
|
|
572 | di = rmg_rndm (doorlocs); |
|
|
573 | i = doorlist_x[di]; |
|
|
574 | j = doorlist_y[di]; |
|
|
575 | sindex = surround_flag (maze, i, j, RP); |
|
|
576 | |
|
|
577 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
578 | { |
|
|
579 | maze[i][j] = 'D'; |
|
|
580 | ndoors--; |
|
|
581 | } |
|
|
582 | |
|
|
583 | /* reduce the size of the list */ |
|
|
584 | doorlocs--; |
|
|
585 | doorlist_x[di] = doorlist_x[doorlocs]; |
|
|
586 | doorlist_y[di] = doorlist_y[doorlocs]; |
|
|
587 | } |
|
|
588 | |
|
|
589 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
|
|
590 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
|
591 | } |
|
|
592 | |
|
|
593 | void |
|
|
594 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
|
|
595 | { |
|
|
596 | char small_buf[16384]; |
|
|
597 | |
|
|
598 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
|
|
599 | |
|
|
600 | if (RP->wallstyle[0]) |
|
|
601 | { |
|
|
602 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
|
|
603 | strcat (buf, small_buf); |
|
|
604 | } |
|
|
605 | |
|
|
606 | if (RP->floorstyle[0]) |
|
|
607 | { |
|
|
608 | sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
|
|
609 | strcat (buf, small_buf); |
|
|
610 | } |
|
|
611 | |
|
|
612 | if (RP->monsterstyle[0]) |
|
|
613 | { |
|
|
614 | sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
|
|
615 | strcat (buf, small_buf); |
|
|
616 | } |
|
|
617 | |
|
|
618 | if (RP->treasurestyle[0]) |
|
|
619 | { |
|
|
620 | sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
|
|
621 | strcat (buf, small_buf); |
|
|
622 | } |
|
|
623 | |
|
|
624 | if (RP->layoutstyle[0]) |
|
|
625 | { |
|
|
626 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
|
|
627 | strcat (buf, small_buf); |
|
|
628 | } |
|
|
629 | |
|
|
630 | if (RP->decorstyle[0]) |
|
|
631 | { |
|
|
632 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
|
|
633 | strcat (buf, small_buf); |
|
|
634 | } |
|
|
635 | |
|
|
636 | if (RP->doorstyle[0]) |
|
|
637 | { |
|
|
638 | sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
|
|
639 | strcat (buf, small_buf); |
|
|
640 | } |
|
|
641 | |
|
|
642 | if (RP->exitstyle[0]) |
|
|
643 | { |
|
|
644 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
|
|
645 | strcat (buf, small_buf); |
|
|
646 | } |
|
|
647 | |
|
|
648 | if (RP->final_map.length ()) |
|
|
649 | { |
|
|
650 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
|
|
651 | strcat (buf, small_buf); |
|
|
652 | } |
|
|
653 | |
|
|
654 | if (RP->exit_on_final_map[0]) |
|
|
655 | { |
|
|
656 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
657 | strcat (buf, small_buf); |
|
|
658 | } |
|
|
659 | |
|
|
660 | if (RP->this_map.length ()) |
|
|
661 | { |
|
|
662 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
|
|
663 | strcat (buf, small_buf); |
|
|
664 | } |
|
|
665 | |
|
|
666 | if (RP->expand2x) |
|
|
667 | { |
|
|
668 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
|
|
669 | strcat (buf, small_buf); |
|
|
670 | } |
|
|
671 | |
|
|
672 | if (RP->layoutoptions1) |
|
|
673 | { |
|
|
674 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
675 | strcat (buf, small_buf); |
|
|
676 | } |
|
|
677 | |
|
|
678 | if (RP->layoutoptions2) |
|
|
679 | { |
|
|
680 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
681 | strcat (buf, small_buf); |
|
|
682 | } |
|
|
683 | |
|
|
684 | if (RP->layoutoptions3) |
|
|
685 | { |
|
|
686 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
687 | strcat (buf, small_buf); |
|
|
688 | } |
|
|
689 | |
|
|
690 | if (RP->symmetry) |
|
|
691 | { |
|
|
692 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
|
|
693 | strcat (buf, small_buf); |
|
|
694 | } |
|
|
695 | |
|
|
696 | if (RP->difficulty && RP->difficulty_given) |
|
|
697 | { |
|
|
698 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
|
|
699 | strcat (buf, small_buf); |
|
|
700 | } |
|
|
701 | |
|
|
702 | if (RP->difficulty_increase != 1.0) |
|
|
703 | { |
|
|
704 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
|
|
705 | strcat (buf, small_buf); |
|
|
706 | } |
|
|
707 | |
|
|
708 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
|
|
709 | strcat (buf, small_buf); |
|
|
710 | |
|
|
711 | if (RP->dungeon_depth) |
|
|
712 | { |
|
|
713 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
|
|
714 | strcat (buf, small_buf); |
|
|
715 | } |
|
|
716 | |
|
|
717 | if (RP->decoroptions) |
|
|
718 | { |
|
|
719 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
|
|
720 | strcat (buf, small_buf); |
|
|
721 | } |
|
|
722 | |
|
|
723 | if (RP->orientation) |
|
|
724 | { |
|
|
725 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
|
|
726 | strcat (buf, small_buf); |
|
|
727 | } |
|
|
728 | |
|
|
729 | if (RP->origin_x) |
|
|
730 | { |
|
|
731 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
|
|
732 | strcat (buf, small_buf); |
|
|
733 | } |
|
|
734 | |
|
|
735 | if (RP->origin_y) |
|
|
736 | { |
|
|
737 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
|
|
738 | strcat (buf, small_buf); |
|
|
739 | } |
|
|
740 | |
|
|
741 | if (RP->treasureoptions) |
|
|
742 | { |
|
|
743 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
744 | strcat (buf, small_buf); |
|
|
745 | } |
|
|
746 | |
|
|
747 | if (RP->random_seed) |
|
|
748 | { |
|
|
749 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
|
|
750 | strcat (buf, small_buf); |
|
|
751 | } |
|
|
752 | |
|
|
753 | if (RP->custom) |
|
|
754 | { |
|
|
755 | sprintf (small_buf, "custom %s\n", RP->custom); |
|
|
756 | strcat (buf, small_buf); |
|
|
757 | } |
|
|
758 | } |
|
|
759 | |
|
|
760 | void |
|
|
761 | write_parameters_to_string (char *buf, |
|
|
762 | int xsize_n, |
|
|
763 | int ysize_n, |
|
|
764 | const char *wallstyle_n, |
|
|
765 | const char *floorstyle_n, |
|
|
766 | const char *monsterstyle_n, |
|
|
767 | const char *treasurestyle_n, |
|
|
768 | const char *layoutstyle_n, |
|
|
769 | const char *decorstyle_n, |
|
|
770 | const char *doorstyle_n, |
|
|
771 | const char *exitstyle_n, |
|
|
772 | const char *final_map_n, |
|
|
773 | const char *exit_on_final_map_n, |
|
|
774 | const char *this_map_n, |
|
|
775 | int layoutoptions1_n, |
|
|
776 | int layoutoptions2_n, |
|
|
777 | int layoutoptions3_n, |
|
|
778 | int symmetry_n, |
|
|
779 | int dungeon_depth_n, |
|
|
780 | int dungeon_level_n, |
|
|
781 | int difficulty_n, |
|
|
782 | int difficulty_given_n, |
|
|
783 | int decoroptions_n, |
|
|
784 | int orientation_n, |
|
|
785 | int origin_x_n, |
|
|
786 | int origin_y_n, |
|
|
787 | uint32_t random_seed_n, |
|
|
788 | int treasureoptions_n, |
|
|
789 | float difficulty_increase) |
|
|
790 | { |
|
|
791 | char small_buf[16384]; |
|
|
792 | |
|
|
793 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
|
|
794 | |
|
|
795 | if (wallstyle_n && wallstyle_n[0]) |
|
|
796 | { |
|
|
797 | sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
|
|
798 | strcat (buf, small_buf); |
|
|
799 | } |
|
|
800 | |
|
|
801 | if (floorstyle_n && floorstyle_n[0]) |
|
|
802 | { |
|
|
803 | sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
|
|
804 | strcat (buf, small_buf); |
|
|
805 | } |
|
|
806 | |
|
|
807 | if (monsterstyle_n && monsterstyle_n[0]) |
|
|
808 | { |
|
|
809 | sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
|
|
810 | strcat (buf, small_buf); |
|
|
811 | } |
|
|
812 | |
|
|
813 | if (treasurestyle_n && treasurestyle_n[0]) |
|
|
814 | { |
|
|
815 | sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
|
|
816 | strcat (buf, small_buf); |
|
|
817 | } |
|
|
818 | |
|
|
819 | if (layoutstyle_n && layoutstyle_n[0]) |
|
|
820 | { |
|
|
821 | sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
|
|
822 | strcat (buf, small_buf); |
|
|
823 | } |
|
|
824 | |
|
|
825 | if (decorstyle_n && decorstyle_n[0]) |
|
|
826 | { |
|
|
827 | sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
|
|
828 | strcat (buf, small_buf); |
|
|
829 | } |
|
|
830 | |
|
|
831 | if (doorstyle_n && doorstyle_n[0]) |
|
|
832 | { |
|
|
833 | sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
|
|
834 | strcat (buf, small_buf); |
|
|
835 | } |
|
|
836 | |
|
|
837 | if (exitstyle_n && exitstyle_n[0]) |
|
|
838 | { |
|
|
839 | sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
|
|
840 | strcat (buf, small_buf); |
|
|
841 | } |
|
|
842 | |
|
|
843 | if (final_map_n && final_map_n[0]) |
|
|
844 | { |
|
|
845 | sprintf (small_buf, "final_map %s\n", final_map_n); |
|
|
846 | strcat (buf, small_buf); |
|
|
847 | } |
|
|
848 | |
|
|
849 | if (exit_on_final_map_n && exit_on_final_map_n[0]) |
|
|
850 | { |
|
|
851 | sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
|
|
852 | strcat (buf, small_buf); |
|
|
853 | } |
|
|
854 | |
|
|
855 | if (this_map_n && this_map_n[0]) |
|
|
856 | { |
|
|
857 | sprintf (small_buf, "origin_map %s\n", this_map_n); |
|
|
858 | strcat (buf, small_buf); |
|
|
859 | } |
|
|
860 | |
|
|
861 | if (layoutoptions1_n) |
|
|
862 | { |
|
|
863 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
|
|
864 | strcat (buf, small_buf); |
|
|
865 | } |
|
|
866 | |
|
|
867 | if (layoutoptions2_n) |
|
|
868 | { |
|
|
869 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
|
|
870 | strcat (buf, small_buf); |
|
|
871 | } |
|
|
872 | |
|
|
873 | |
|
|
874 | if (layoutoptions3_n) |
|
|
875 | { |
|
|
876 | sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
|
|
877 | strcat (buf, small_buf); |
|
|
878 | } |
|
|
879 | |
|
|
880 | if (symmetry_n) |
|
|
881 | { |
|
|
882 | sprintf (small_buf, "symmetry %d\n", symmetry_n); |
|
|
883 | strcat (buf, small_buf); |
|
|
884 | } |
|
|
885 | |
|
|
886 | |
|
|
887 | if (difficulty_n && difficulty_given_n) |
|
|
888 | { |
|
|
889 | sprintf (small_buf, "difficulty %d\n", difficulty_n); |
|
|
890 | strcat (buf, small_buf); |
|
|
891 | } |
|
|
892 | |
|
|
893 | if (difficulty_increase > 0.001) |
|
|
894 | { |
|
|
895 | sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
|
|
896 | strcat (buf, small_buf); |
|
|
897 | } |
|
|
898 | |
|
|
899 | sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
|
|
900 | strcat (buf, small_buf); |
|
|
901 | |
|
|
902 | if (dungeon_depth_n) |
|
|
903 | { |
|
|
904 | sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
|
|
905 | strcat (buf, small_buf); |
|
|
906 | } |
|
|
907 | |
|
|
908 | if (decoroptions_n) |
|
|
909 | { |
|
|
910 | sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
|
|
911 | strcat (buf, small_buf); |
|
|
912 | } |
|
|
913 | |
|
|
914 | if (orientation_n) |
|
|
915 | { |
|
|
916 | sprintf (small_buf, "orientation %d\n", orientation_n); |
|
|
917 | strcat (buf, small_buf); |
|
|
918 | } |
|
|
919 | |
|
|
920 | if (origin_x_n) |
|
|
921 | { |
|
|
922 | sprintf (small_buf, "origin_x %d\n", origin_x_n); |
|
|
923 | strcat (buf, small_buf); |
|
|
924 | } |
|
|
925 | |
|
|
926 | if (origin_y_n) |
|
|
927 | { |
|
|
928 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
|
|
929 | strcat (buf, small_buf); |
|
|
930 | } |
|
|
931 | |
|
|
932 | if (random_seed_n) |
|
|
933 | { |
|
|
934 | /* Add one so that the next map is a bit different */ |
|
|
935 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
|
|
936 | strcat (buf, small_buf); |
|
|
937 | } |
|
|
938 | |
|
|
939 | if (treasureoptions_n) |
|
|
940 | { |
|
|
941 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
|
|
942 | strcat (buf, small_buf); |
|
|
943 | } |
|
|
944 | } |
|
|
945 | |
|
|
946 | ///////////////////////////////////////////////////////////////////////////// |
|
|
947 | |
|
|
948 | LayoutData::LayoutData (int w, int h) |
|
|
949 | : w(w), h(h) |
|
|
950 | { |
|
|
951 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
952 | |
|
|
953 | col = (char **)salloc<char> (size); |
|
|
954 | |
|
|
955 | char *data = (char *)(col + w); |
|
|
956 | |
|
|
957 | for (int x = w; x--; ) |
|
|
958 | col [x] = data + x * h; |
|
|
959 | } |
|
|
960 | |
|
|
961 | LayoutData::~LayoutData () |
|
|
962 | { |
|
|
963 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
964 | |
|
|
965 | sfree ((char *)col, size); |
|
|
966 | } |
|
|
967 | |
|
|
968 | void LayoutData::clear (char fill) |
|
|
969 | { |
|
|
970 | memset (col [0], fill, w * h); |
|
|
971 | } |
|
|
972 | |
|
|
973 | void LayoutData::border (char fill) |
|
|
974 | { |
|
|
975 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
976 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
977 | } |
|
|
978 | |
|
|