… | |
… | |
29 | #include <random_map.h> |
29 | #include <random_map.h> |
30 | #include <rproto.h> |
30 | #include <rproto.h> |
31 | #include <sproto.h> |
31 | #include <sproto.h> |
32 | |
32 | |
33 | void |
33 | void |
34 | dump_layout (char **layout, RMParms * RP) |
34 | dump_layout (char **layout, random_map_params * RP) |
35 | { |
35 | { |
36 | { |
36 | { |
37 | int i, j; |
37 | int i, j; |
38 | |
38 | |
39 | for (i = 0; i < RP->Xsize; i++) |
39 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
53 | } |
53 | } |
54 | |
54 | |
55 | extern FILE *logfile; |
55 | extern FILE *logfile; |
56 | |
56 | |
57 | maptile * |
57 | maptile * |
58 | generate_random_map (const char *OutFileName, RMParms * RP) |
58 | generate_random_map (const char *OutFileName, random_map_params * RP) |
59 | { |
59 | { |
60 | char **layout, buf[HUGE_BUF]; |
60 | char **layout, buf[HUGE_BUF]; |
61 | maptile *theMap; |
61 | maptile *theMap; |
62 | int i; |
62 | int i; |
63 | |
63 | |
… | |
… | |
113 | |
113 | |
114 | /* allocate the map and set the floor */ |
114 | /* allocate the map and set the floor */ |
115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
116 | |
116 | |
117 | /* set the name of the map. */ |
117 | /* set the name of the map. */ |
118 | strcpy (theMap->path, OutFileName); |
118 | theMap->path = OutFileName; |
119 | |
119 | |
120 | /* set region */ |
120 | /* set region */ |
121 | theMap->region = RP->region; |
121 | theMap->region = RP->region; |
122 | |
122 | |
123 | /* create walls unless the wallstyle is "none" */ |
123 | /* create walls unless the wallstyle is "none" */ |
… | |
… | |
140 | /* create monsters unless the monsterstyle is "none" */ |
140 | /* create monsters unless the monsterstyle is "none" */ |
141 | if (strcmp (RP->monsterstyle, "none")) |
141 | if (strcmp (RP->monsterstyle, "none")) |
142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
143 | |
143 | |
144 | /* treasures needs to have a proper difficulty set for the map. */ |
144 | /* treasures needs to have a proper difficulty set for the map. */ |
145 | theMap->difficulty = calculate_difficulty (theMap); |
145 | theMap->difficulty = theMap->estimate_difficulty (); |
146 | |
146 | |
147 | /* create treasure unless the treasurestyle is "none" */ |
147 | /* create treasure unless the treasurestyle is "none" */ |
148 | if (strcmp (RP->treasurestyle, "none")) |
148 | if (strcmp (RP->treasurestyle, "none")) |
149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
150 | |
150 | |
151 | /* create decor unless the decorstyle is "none" */ |
151 | /* create decor unless the decorstyle is "none" */ |
152 | if (strcmp (RP->decorstyle, "none")) |
152 | if (strcmp (RP->decorstyle, "none")) |
153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
154 | |
154 | |
155 | /* generate treasures, etc. */ |
155 | /* generate treasures, etc. */ |
156 | fix_auto_apply (theMap); |
156 | theMap->fix_auto_apply (); |
157 | |
157 | |
158 | unblock_exits (theMap, layout, RP); |
158 | unblock_exits (theMap, layout, RP); |
159 | |
159 | |
160 | /* free the layout */ |
160 | /* free the layout */ |
161 | for (i = 0; i < RP->Xsize; i++) |
161 | for (i = 0; i < RP->Xsize; i++) |
162 | free (layout[i]); |
162 | free (layout[i]); |
|
|
163 | |
163 | free (layout); |
164 | free (layout); |
164 | |
165 | |
165 | theMap->msg = strdup (buf); |
166 | theMap->msg = strdup (buf); |
|
|
167 | theMap->in_memory = MAP_IN_MEMORY; |
166 | |
168 | |
167 | return theMap; |
169 | return theMap; |
168 | } |
170 | } |
169 | |
171 | |
170 | /* function selects the layout function and gives it whatever |
172 | /* function selects the layout function and gives it whatever |
171 | arguments it needs. */ |
173 | arguments it needs. */ |
172 | char ** |
174 | char ** |
173 | layoutgen (RMParms * RP) |
175 | layoutgen (random_map_params * RP) |
174 | { |
176 | { |
175 | char **maze = 0; |
177 | char **maze = 0; |
176 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
178 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
177 | |
179 | |
178 | if (RP->symmetry == RANDOM_SYM) |
180 | if (RP->symmetry == SYMMETRY_RANDOM) |
179 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
181 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
180 | else |
182 | else |
181 | RP->symmetry_used = RP->symmetry; |
183 | RP->symmetry_used = RP->symmetry; |
182 | |
184 | |
183 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
185 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
184 | RP->Ysize = RP->Ysize / 2 + 1; |
186 | RP->Ysize = RP->Ysize / 2 + 1; |
185 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
187 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
186 | RP->Xsize = RP->Xsize / 2 + 1; |
188 | RP->Xsize = RP->Xsize / 2 + 1; |
187 | |
189 | |
188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
190 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
191 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
192 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
… | |
… | |
195 | * layout style and then random layout style. Instead, figure out |
197 | * layout style and then random layout style. Instead, figure out |
196 | * the numeric layoutstyle, so there is only one area that actually |
198 | * the numeric layoutstyle, so there is only one area that actually |
197 | * calls the code to make the maps. |
199 | * calls the code to make the maps. |
198 | */ |
200 | */ |
199 | if (strstr (RP->layoutstyle, "onion")) |
201 | if (strstr (RP->layoutstyle, "onion")) |
200 | { |
|
|
201 | RP->map_layout_style = ONION_LAYOUT; |
202 | RP->map_layout_style = LAYOUT_ONION; |
202 | } |
|
|
203 | |
203 | |
204 | if (strstr (RP->layoutstyle, "maze")) |
204 | if (strstr (RP->layoutstyle, "maze")) |
205 | { |
|
|
206 | RP->map_layout_style = MAZE_LAYOUT; |
205 | RP->map_layout_style = LAYOUT_MAZE; |
207 | } |
|
|
208 | |
206 | |
209 | if (strstr (RP->layoutstyle, "spiral")) |
207 | if (strstr (RP->layoutstyle, "spiral")) |
210 | { |
|
|
211 | RP->map_layout_style = SPIRAL_LAYOUT; |
208 | RP->map_layout_style = LAYOUT_SPIRAL; |
212 | } |
|
|
213 | |
209 | |
214 | if (strstr (RP->layoutstyle, "rogue")) |
210 | if (strstr (RP->layoutstyle, "rogue")) |
215 | { |
|
|
216 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
211 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
217 | } |
|
|
218 | |
212 | |
219 | if (strstr (RP->layoutstyle, "snake")) |
213 | if (strstr (RP->layoutstyle, "snake")) |
220 | { |
|
|
221 | RP->map_layout_style = SNAKE_LAYOUT; |
214 | RP->map_layout_style = LAYOUT_SNAKE; |
222 | } |
|
|
223 | |
215 | |
224 | if (strstr (RP->layoutstyle, "squarespiral")) |
216 | if (strstr (RP->layoutstyle, "squarespiral")) |
225 | { |
|
|
226 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
217 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
227 | } |
218 | |
228 | /* No style found - choose one ranomdly */ |
219 | /* No style found - choose one ranomdly */ |
229 | if (RP->map_layout_style == 0) |
220 | if (RP->map_layout_style == LAYOUT_NONE) |
230 | { |
|
|
231 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
221 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
232 | } |
|
|
233 | |
222 | |
234 | switch (RP->map_layout_style) |
223 | switch (RP->map_layout_style) |
235 | { |
224 | { |
236 | |
225 | case LAYOUT_ONION: |
237 | case ONION_LAYOUT: |
|
|
238 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
226 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
239 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
227 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
240 | roomify_layout (maze, RP); |
228 | roomify_layout (maze, RP); |
241 | break; |
229 | break; |
242 | |
230 | |
243 | case MAZE_LAYOUT: |
231 | case LAYOUT_MAZE: |
244 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
232 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
245 | if (!(RANDOM () % 2)) |
233 | if (!(RANDOM () % 2)) |
246 | doorify_layout (maze, RP); |
234 | doorify_layout (maze, RP); |
247 | break; |
235 | break; |
248 | |
236 | |
249 | case SPIRAL_LAYOUT: |
237 | case LAYOUT_SPIRAL: |
250 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
238 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
251 | if (!(RANDOM () % 2)) |
239 | if (!(RANDOM () % 2)) |
252 | doorify_layout (maze, RP); |
240 | doorify_layout (maze, RP); |
253 | break; |
241 | break; |
254 | |
242 | |
255 | case ROGUELIKE_LAYOUT: |
243 | case LAYOUT_ROGUELIKE: |
256 | /* Don't put symmetry in rogue maps. There isn't much reason to |
244 | /* Don't put symmetry in rogue maps. There isn't much reason to |
257 | * do so in the first place (doesn't make it any more interesting), |
245 | * do so in the first place (doesn't make it any more interesting), |
258 | * but more importantly, the symmetry code presumes we are symmetrizing |
246 | * but more importantly, the symmetry code presumes we are symmetrizing |
259 | * spirals, or maps with lots of passages - making a symmetric rogue |
247 | * spirals, or maps with lots of passages - making a symmetric rogue |
260 | * map fails because its likely that the passages the symmetry process |
248 | * map fails because its likely that the passages the symmetry process |
261 | * creates may not connect the rooms. |
249 | * creates may not connect the rooms. |
262 | */ |
250 | */ |
263 | RP->symmetry_used = NO_SYM; |
251 | RP->symmetry_used = SYMMETRY_NONE; |
264 | RP->Ysize = oysize; |
252 | RP->Ysize = oysize; |
265 | RP->Xsize = oxsize; |
253 | RP->Xsize = oxsize; |
266 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
254 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
267 | /* no doorifying... done already */ |
255 | /* no doorifying... done already */ |
268 | break; |
256 | break; |
269 | |
257 | |
270 | case SNAKE_LAYOUT: |
258 | case LAYOUT_SNAKE: |
271 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
259 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
272 | if (RANDOM () % 2) |
260 | if (RANDOM () % 2) |
273 | roomify_layout (maze, RP); |
261 | roomify_layout (maze, RP); |
274 | break; |
262 | break; |
275 | |
263 | |
276 | case SQUARE_SPIRAL_LAYOUT: |
264 | case LAYOUT_SQUARE_SPIRAL: |
277 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
265 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
278 | if (RANDOM () % 2) |
266 | if (RANDOM () % 2) |
279 | roomify_layout (maze, RP); |
267 | roomify_layout (maze, RP); |
280 | break; |
268 | break; |
281 | } |
269 | } |
282 | |
270 | |
283 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
271 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
272 | |
284 | #ifdef RMAP_DEBUG |
273 | #ifdef RMAP_DEBUG |
285 | dump_layout (maze, RP); |
274 | dump_layout (maze, RP); |
286 | #endif |
275 | #endif |
|
|
276 | |
287 | if (RP->expand2x) |
277 | if (RP->expand2x) |
288 | { |
278 | { |
289 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
279 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
290 | RP->Xsize = RP->Xsize * 2 - 1; |
280 | RP->Xsize = RP->Xsize * 2 - 1; |
291 | RP->Ysize = RP->Ysize * 2 - 1; |
281 | RP->Ysize = RP->Ysize * 2 - 1; |
292 | } |
282 | } |
|
|
283 | |
293 | return maze; |
284 | return maze; |
294 | } |
285 | } |
295 | |
|
|
296 | |
286 | |
297 | /* takes a map and makes it symmetric: adjusts Xsize and |
287 | /* takes a map and makes it symmetric: adjusts Xsize and |
298 | Ysize to produce a symmetric map. */ |
288 | Ysize to produce a symmetric map. */ |
299 | |
|
|
300 | char ** |
289 | char ** |
301 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
290 | symmetrize_layout (char **maze, int sym, random_map_params * RP) |
302 | { |
291 | { |
303 | int i, j; |
292 | int i, j; |
304 | char **sym_maze; |
293 | char **sym_maze; |
305 | int Xsize_orig, Ysize_orig; |
294 | int Xsize_orig, Ysize_orig; |
306 | |
295 | |
307 | Xsize_orig = RP->Xsize; |
296 | Xsize_orig = RP->Xsize; |
308 | Ysize_orig = RP->Ysize; |
297 | Ysize_orig = RP->Ysize; |
309 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
298 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
310 | if (sym == NO_SYM) |
299 | if (sym == SYMMETRY_NONE) |
311 | { |
300 | { |
312 | RP->Xsize = Xsize_orig; |
301 | RP->Xsize = Xsize_orig; |
313 | RP->Ysize = Ysize_orig; |
302 | RP->Ysize = Ysize_orig; |
314 | return maze; |
303 | return maze; |
315 | } |
304 | } |
316 | /* pick new sizes */ |
305 | /* pick new sizes */ |
317 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
306 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
318 | RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
307 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
319 | |
308 | |
320 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
309 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
321 | for (i = 0; i < RP->Xsize; i++) |
310 | for (i = 0; i < RP->Xsize; i++) |
322 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
311 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
323 | |
312 | |
324 | if (sym == X_SYM) |
313 | if (sym == SYMMETRY_X) |
325 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
314 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
326 | for (j = 0; j < RP->Ysize; j++) |
315 | for (j = 0; j < RP->Ysize; j++) |
327 | { |
316 | { |
328 | sym_maze[i][j] = maze[i][j]; |
317 | sym_maze[i][j] = maze[i][j]; |
329 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
318 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
330 | }; |
319 | }; |
331 | if (sym == Y_SYM) |
320 | if (sym == SYMMETRY_Y) |
332 | for (i = 0; i < RP->Xsize; i++) |
321 | for (i = 0; i < RP->Xsize; i++) |
333 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
322 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
334 | { |
323 | { |
335 | sym_maze[i][j] = maze[i][j]; |
324 | sym_maze[i][j] = maze[i][j]; |
336 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
325 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
337 | } |
326 | } |
338 | if (sym == XY_SYM) |
327 | if (sym == SYMMETRY_XY) |
339 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
328 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
340 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
329 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
341 | { |
330 | { |
342 | sym_maze[i][j] = maze[i][j]; |
331 | sym_maze[i][j] = maze[i][j]; |
343 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
332 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
347 | /* delete the old maze */ |
336 | /* delete the old maze */ |
348 | for (i = 0; i < Xsize_orig; i++) |
337 | for (i = 0; i < Xsize_orig; i++) |
349 | free (maze[i]); |
338 | free (maze[i]); |
350 | free (maze); |
339 | free (maze); |
351 | /* reconnect disjointed spirals */ |
340 | /* reconnect disjointed spirals */ |
352 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
341 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
353 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
342 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
354 | /* reconnect disjointed nethackmazes: the routine for |
343 | /* reconnect disjointed nethackmazes: the routine for |
355 | spirals will do the trick? */ |
344 | spirals will do the trick? */ |
356 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
345 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
346 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
358 | |
347 | |
359 | return sym_maze; |
348 | return sym_maze; |
360 | } |
349 | } |
361 | |
350 | |
… | |
… | |
364 | onion layouts, making them possibly centered on any wall. |
353 | onion layouts, making them possibly centered on any wall. |
365 | It'll modify Xsize and Ysize if they're swapped. |
354 | It'll modify Xsize and Ysize if they're swapped. |
366 | */ |
355 | */ |
367 | |
356 | |
368 | char ** |
357 | char ** |
369 | rotate_layout (char **maze, int rotation, RMParms * RP) |
358 | rotate_layout (char **maze, int rotation, random_map_params * RP) |
370 | { |
359 | { |
371 | char **new_maze; |
360 | char **new_maze; |
372 | int i, j; |
361 | int i, j; |
373 | |
362 | |
374 | switch (rotation) |
363 | switch (rotation) |
375 | { |
364 | { |
376 | case 0: |
365 | case 0: |
|
|
366 | return maze; |
|
|
367 | break; |
|
|
368 | case 2: /* a reflection */ |
|
|
369 | { |
|
|
370 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
371 | |
|
|
372 | for (i = 0; i < RP->Xsize; i++) |
|
|
373 | { /* make a copy */ |
|
|
374 | for (j = 0; j < RP->Ysize; j++) |
|
|
375 | { |
|
|
376 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
377 | } |
|
|
378 | } |
|
|
379 | for (i = 0; i < RP->Xsize; i++) |
|
|
380 | { /* copy a reflection back */ |
|
|
381 | for (j = 0; j < RP->Ysize; j++) |
|
|
382 | { |
|
|
383 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
384 | } |
|
|
385 | } |
|
|
386 | free (newmaze); |
377 | return maze; |
387 | return maze; |
378 | break; |
388 | break; |
379 | case 2: /* a reflection */ |
389 | } |
|
|
390 | case 1: |
|
|
391 | case 3: |
|
|
392 | { |
|
|
393 | int swap; |
|
|
394 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
395 | for (i = 0; i < RP->Ysize; i++) |
380 | { |
396 | { |
381 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
397 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
382 | |
398 | } |
|
|
399 | if (rotation == 1) /* swap x and y */ |
383 | for (i = 0; i < RP->Xsize; i++) |
400 | for (i = 0; i < RP->Xsize; i++) |
384 | { /* make a copy */ |
|
|
385 | for (j = 0; j < RP->Ysize; j++) |
401 | for (j = 0; j < RP->Ysize; j++) |
386 | { |
|
|
387 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
402 | new_maze[j][i] = maze[i][j]; |
388 | } |
403 | |
389 | } |
404 | if (rotation == 3) |
390 | for (i = 0; i < RP->Xsize; i++) |
405 | { /* swap x and y */ |
391 | { /* copy a reflection back */ |
|
|
392 | for (j = 0; j < RP->Ysize; j++) |
|
|
393 | { |
|
|
394 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
395 | } |
|
|
396 | } |
|
|
397 | free (newmaze); |
|
|
398 | return maze; |
|
|
399 | break; |
|
|
400 | } |
|
|
401 | case 1: |
|
|
402 | case 3: |
|
|
403 | { |
|
|
404 | int swap; |
|
|
405 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
406 | for (i = 0; i < RP->Ysize; i++) |
|
|
407 | { |
|
|
408 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
409 | } |
|
|
410 | if (rotation == 1) /* swap x and y */ |
|
|
411 | for (i = 0; i < RP->Xsize; i++) |
406 | for (i = 0; i < RP->Xsize; i++) |
412 | for (j = 0; j < RP->Ysize; j++) |
407 | for (j = 0; j < RP->Ysize; j++) |
413 | new_maze[j][i] = maze[i][j]; |
|
|
414 | |
|
|
415 | if (rotation == 3) |
|
|
416 | { /* swap x and y */ |
|
|
417 | for (i = 0; i < RP->Xsize; i++) |
|
|
418 | for (j = 0; j < RP->Ysize; j++) |
|
|
419 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
408 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
420 | } |
409 | } |
421 | |
410 | |
422 | /* delete the old layout */ |
411 | /* delete the old layout */ |
423 | for (i = 0; i < RP->Xsize; i++) |
412 | for (i = 0; i < RP->Xsize; i++) |
424 | free (maze[i]); |
413 | free (maze[i]); |
425 | free (maze); |
414 | free (maze); |
426 | |
415 | |
427 | swap = RP->Ysize; |
416 | swap = RP->Ysize; |
428 | RP->Ysize = RP->Xsize; |
417 | RP->Ysize = RP->Xsize; |
429 | RP->Xsize = swap; |
418 | RP->Xsize = swap; |
430 | return new_maze; |
419 | return new_maze; |
431 | break; |
420 | break; |
432 | } |
421 | } |
433 | } |
422 | } |
434 | return NULL; |
423 | return NULL; |
435 | } |
424 | } |
436 | |
425 | |
437 | /* take a layout and make some rooms in it. |
426 | /* take a layout and make some rooms in it. |
438 | --works best on onions.*/ |
427 | --works best on onions.*/ |
439 | void |
428 | void |
440 | roomify_layout (char **maze, RMParms * RP) |
429 | roomify_layout (char **maze, random_map_params * RP) |
441 | { |
430 | { |
442 | int tries = RP->Xsize * RP->Ysize / 30; |
431 | int tries = RP->Xsize * RP->Ysize / 30; |
443 | int ti; |
432 | int ti; |
444 | |
433 | |
445 | for (ti = 0; ti < tries; ti++) |
434 | for (ti = 0; ti < tries; ti++) |
… | |
… | |
472 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
461 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
473 | (or vertical, dir == 1) |
462 | (or vertical, dir == 1) |
474 | here which ends up on other walls sensibly. */ |
463 | here which ends up on other walls sensibly. */ |
475 | |
464 | |
476 | int |
465 | int |
477 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
466 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) |
478 | { |
467 | { |
479 | int i1; |
468 | int i1; |
480 | int length = 0; |
469 | int length = 0; |
481 | |
470 | |
482 | /* dont make walls if we're on the edge. */ |
471 | /* dont make walls if we're on the edge. */ |
… | |
… | |
583 | |
572 | |
584 | return 0; |
573 | return 0; |
585 | } |
574 | } |
586 | |
575 | |
587 | /* puts doors at appropriate locations in a layout. */ |
576 | /* puts doors at appropriate locations in a layout. */ |
588 | |
|
|
589 | void |
577 | void |
590 | doorify_layout (char **maze, RMParms * RP) |
578 | doorify_layout (char **maze, random_map_params * RP) |
591 | { |
579 | { |
592 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
580 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
593 | char *doorlist_x; |
581 | char *doorlist_x; |
594 | char *doorlist_y; |
582 | char *doorlist_y; |
595 | int doorlocs = 0; /* # of available doorlocations */ |
583 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
610 | doorlist_x[doorlocs] = i; |
598 | doorlist_x[doorlocs] = i; |
611 | doorlist_y[doorlocs] = j; |
599 | doorlist_y[doorlocs] = j; |
612 | doorlocs++; |
600 | doorlocs++; |
613 | } |
601 | } |
614 | } |
602 | } |
|
|
603 | |
615 | while (ndoors > 0 && doorlocs > 0) |
604 | while (ndoors > 0 && doorlocs > 0) |
616 | { |
605 | { |
617 | int di; |
606 | int di; |
618 | int sindex; |
607 | int sindex; |
619 | |
608 | |
… | |
… | |
629 | /* reduce the size of the list */ |
618 | /* reduce the size of the list */ |
630 | doorlocs--; |
619 | doorlocs--; |
631 | doorlist_x[di] = doorlist_x[doorlocs]; |
620 | doorlist_x[di] = doorlist_x[doorlocs]; |
632 | doorlist_y[di] = doorlist_y[doorlocs]; |
621 | doorlist_y[di] = doorlist_y[doorlocs]; |
633 | } |
622 | } |
|
|
623 | |
634 | free (doorlist_x); |
624 | free (doorlist_x); |
635 | free (doorlist_y); |
625 | free (doorlist_y); |
636 | } |
626 | } |
637 | |
627 | |
638 | |
|
|
639 | void |
628 | void |
640 | write_map_parameters_to_string (char *buf, RMParms * RP) |
629 | write_map_parameters_to_string (char *buf, random_map_params * RP) |
641 | { |
630 | { |
642 | |
|
|
643 | char small_buf[256]; |
631 | char small_buf[256]; |
644 | |
632 | |
645 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
633 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
646 | |
634 | |
647 | if (RP->wallstyle[0]) |
635 | if (RP->wallstyle[0]) |
… | |
… | |
785 | if (RP->origin_y) |
773 | if (RP->origin_y) |
786 | { |
774 | { |
787 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
775 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
788 | strcat (buf, small_buf); |
776 | strcat (buf, small_buf); |
789 | } |
777 | } |
|
|
778 | |
790 | if (RP->random_seed) |
779 | if (RP->random_seed) |
791 | { |
780 | { |
792 | /* Add one so that the next map is a bit different */ |
781 | /* Add one so that the next map is a bit different */ |
793 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
782 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
794 | strcat (buf, small_buf); |
783 | strcat (buf, small_buf); |
… | |
… | |
797 | if (RP->treasureoptions) |
786 | if (RP->treasureoptions) |
798 | { |
787 | { |
799 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
788 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
800 | strcat (buf, small_buf); |
789 | strcat (buf, small_buf); |
801 | } |
790 | } |
802 | |
|
|
803 | |
|
|
804 | } |
791 | } |
805 | |
792 | |
806 | void |
793 | void |
807 | write_parameters_to_string (char *buf, |
794 | write_parameters_to_string (char *buf, |
808 | int xsize_n, |
795 | int xsize_n, |
… | |
… | |
905 | { |
892 | { |
906 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
893 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
907 | strcat (buf, small_buf); |
894 | strcat (buf, small_buf); |
908 | } |
895 | } |
909 | |
896 | |
910 | |
|
|
911 | if (layoutoptions2_n) |
897 | if (layoutoptions2_n) |
912 | { |
898 | { |
913 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
899 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
914 | strcat (buf, small_buf); |
900 | strcat (buf, small_buf); |
915 | } |
901 | } |
… | |
… | |
970 | if (origin_y_n) |
956 | if (origin_y_n) |
971 | { |
957 | { |
972 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
958 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
973 | strcat (buf, small_buf); |
959 | strcat (buf, small_buf); |
974 | } |
960 | } |
|
|
961 | |
975 | if (random_seed_n) |
962 | if (random_seed_n) |
976 | { |
963 | { |
977 | /* Add one so that the next map is a bit different */ |
964 | /* Add one so that the next map is a bit different */ |
978 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
965 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
979 | strcat (buf, small_buf); |
966 | strcat (buf, small_buf); |