1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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 (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <time.h> |
24 | #include <time.h> |
25 | #include <stdio.h> |
25 | #include <stdio.h> |
26 | #include <global.h> |
26 | #include <global.h> |
27 | #include <maze_gen.h> |
|
|
28 | #include <room_gen.h> |
|
|
29 | #include <random_map.h> |
27 | #include <random_map.h> |
30 | #include <rproto.h> |
28 | #include <rproto.h> |
31 | #include <sproto.h> |
29 | #include <sproto.h> |
32 | |
30 | |
|
|
31 | #define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
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32 | |
|
|
33 | static void symmetrize_layout (Maze maze, random_map_params *RP); |
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|
34 | static void rotate_layout (Maze maze, int rotation); |
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|
35 | |
33 | void |
36 | void |
34 | dump_layout (char **layout, RMParms * RP) |
37 | dump_layout (char **layout, random_map_params *RP) |
35 | { |
38 | { |
36 | { |
39 | { |
37 | int i, j; |
40 | int i, j; |
38 | |
41 | |
39 | for (i = 0; i < RP->Xsize; i++) |
42 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
50 | } |
53 | } |
51 | } |
54 | } |
52 | printf ("\n"); |
55 | printf ("\n"); |
53 | } |
56 | } |
54 | |
57 | |
55 | extern FILE *logfile; |
58 | bool |
56 | |
59 | maptile::generate_random_map (random_map_params *RP) |
57 | maptile * |
|
|
58 | generate_random_map (const char *OutFileName, RMParms * RP) |
|
|
59 | { |
60 | { |
60 | char **layout, buf[HUGE_BUF]; |
61 | char buf[16384]; |
61 | maptile *theMap; |
|
|
62 | int i; |
62 | int i; |
63 | |
63 | |
|
|
64 | RP->Xsize = RP->xsize; |
|
|
65 | RP->Ysize = RP->ysize; |
|
|
66 | |
64 | /* pick a random seed, or use the one from the input file */ |
67 | /* pick a random seed, or use the one from the input file */ |
65 | if (RP->random_seed == 0) |
68 | RP->random_seed = RP->random_seed |
66 | RP->random_seed = time (0); |
69 | ? RP->random_seed + RP->dungeon_level |
67 | |
70 | : time (0); |
68 | SRANDOM (RP->random_seed); |
71 | CEDE; |
69 | |
72 | |
70 | write_map_parameters_to_string (buf, RP); |
73 | write_map_parameters_to_string (buf, RP); |
71 | |
74 | |
72 | if (RP->difficulty == 0) |
75 | if (RP->difficulty == 0) |
73 | { |
76 | { |
… | |
… | |
81 | } |
84 | } |
82 | else |
85 | else |
83 | RP->difficulty_given = 1; |
86 | RP->difficulty_given = 1; |
84 | |
87 | |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
88 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
89 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
87 | |
90 | |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
|
|
93 | |
|
|
94 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
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95 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
|
|
96 | else |
|
|
97 | RP->symmetry_used = RP->symmetry; |
|
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98 | |
|
|
99 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
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100 | RP->Ysize = RP->Ysize / 2 + 1; |
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101 | |
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102 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
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103 | RP->Xsize = RP->Xsize / 2 + 1; |
90 | |
104 | |
91 | if (RP->expand2x > 0) |
105 | if (RP->expand2x > 0) |
92 | { |
106 | { |
93 | RP->Xsize /= 2; |
107 | RP->Xsize /= 2; |
94 | RP->Ysize /= 2; |
108 | RP->Ysize /= 2; |
95 | } |
109 | } |
96 | |
110 | |
97 | layout = layoutgen (RP); |
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98 | |
|
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99 | #ifdef RMAP_DEBUG |
|
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100 | dump_layout (layout, RP); |
|
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101 | #endif |
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102 | |
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103 | /* increment these for the current map */ |
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104 | RP->dungeon_level += 1; |
|
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105 | /* allow constant-difficulty maps. */ |
|
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106 | /* difficulty+=1; */ |
|
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107 | |
|
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108 | /* rotate the layout randomly */ |
|
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109 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
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110 | #ifdef RMAP_DEBUG |
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111 | dump_layout (layout, RP); |
|
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112 | #endif |
|
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113 | |
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114 | /* allocate the map and set the floor */ |
|
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115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
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116 | |
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117 | /* set the name of the map. */ |
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118 | strcpy (theMap->path, OutFileName); |
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119 | |
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120 | /* set region */ |
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121 | theMap->region = RP->region; |
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122 | |
|
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123 | /* create walls unless the wallstyle is "none" */ |
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124 | if (strcmp (RP->wallstyle, "none")) |
|
|
125 | { |
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126 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
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127 | |
|
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128 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
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129 | if (strcmp (RP->doorstyle, "none")) |
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130 | put_doors (theMap, layout, RP->doorstyle, RP); |
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131 | |
|
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132 | } |
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133 | |
|
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134 | /* create exits unless the exitstyle is "none" */ |
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135 | if (strcmp (RP->exitstyle, "none")) |
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136 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
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137 | |
|
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138 | place_specials_in_map (theMap, layout, RP); |
|
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139 | |
|
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140 | /* create monsters unless the monsterstyle is "none" */ |
|
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141 | if (strcmp (RP->monsterstyle, "none")) |
|
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142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
|
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143 | |
|
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144 | /* treasures needs to have a proper difficulty set for the map. */ |
|
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145 | theMap->difficulty = calculate_difficulty (theMap); |
|
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146 | |
|
|
147 | /* create treasure unless the treasurestyle is "none" */ |
|
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148 | if (strcmp (RP->treasurestyle, "none")) |
|
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149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
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150 | |
|
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151 | /* create decor unless the decorstyle is "none" */ |
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152 | if (strcmp (RP->decorstyle, "none")) |
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153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
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154 | |
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155 | /* generate treasures, etc. */ |
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156 | fix_auto_apply (theMap); |
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157 | |
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158 | unblock_exits (theMap, layout, RP); |
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159 | |
|
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160 | /* free the layout */ |
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161 | for (i = 0; i < RP->Xsize; i++) |
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162 | free (layout[i]); |
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163 | free (layout); |
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164 | |
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165 | theMap->msg = strdup (buf); |
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166 | |
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167 | return theMap; |
|
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168 | } |
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169 | |
|
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170 | /* function selects the layout function and gives it whatever |
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171 | arguments it needs. */ |
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172 | char ** |
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173 | layoutgen (RMParms * RP) |
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174 | { |
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175 | char **maze = 0; |
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176 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
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177 | |
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178 | if (RP->symmetry == RANDOM_SYM) |
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179 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
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180 | else |
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181 | RP->symmetry_used = RP->symmetry; |
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182 | |
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183 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
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184 | RP->Ysize = RP->Ysize / 2 + 1; |
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185 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
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186 | RP->Xsize = RP->Xsize / 2 + 1; |
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187 | |
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188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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191 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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192 | RP->map_layout_style = 0; |
111 | RP->map_layout_style = LAYOUT_NONE; |
193 | |
112 | |
194 | /* Redo this - there was a lot of redundant code of checking for preset |
113 | /* Redo this - there was a lot of redundant code of checking for preset |
195 | * layout style and then random layout style. Instead, figure out |
114 | * layout style and then random layout style. Instead, figure out |
196 | * the numeric layoutstyle, so there is only one area that actually |
115 | * the numeric layoutstyle, so there is only one area that actually |
197 | * calls the code to make the maps. |
116 | * calls the code to make the maps. |
198 | */ |
117 | */ |
199 | if (strstr (RP->layoutstyle, "onion")) |
118 | if (strstr (RP->layoutstyle, "onion")) |
200 | { |
|
|
201 | RP->map_layout_style = ONION_LAYOUT; |
119 | RP->map_layout_style = LAYOUT_ONION; |
202 | } |
|
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203 | |
120 | |
204 | if (strstr (RP->layoutstyle, "maze")) |
121 | if (strstr (RP->layoutstyle, "maze")) |
205 | { |
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206 | RP->map_layout_style = MAZE_LAYOUT; |
122 | RP->map_layout_style = LAYOUT_MAZE; |
207 | } |
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208 | |
123 | |
209 | if (strstr (RP->layoutstyle, "spiral")) |
124 | if (strstr (RP->layoutstyle, "spiral")) |
210 | { |
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211 | RP->map_layout_style = SPIRAL_LAYOUT; |
125 | RP->map_layout_style = LAYOUT_SPIRAL; |
212 | } |
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|
213 | |
126 | |
214 | if (strstr (RP->layoutstyle, "rogue")) |
127 | if (strstr (RP->layoutstyle, "rogue")) |
215 | { |
|
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216 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
128 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
217 | } |
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|
218 | |
129 | |
219 | if (strstr (RP->layoutstyle, "snake")) |
130 | if (strstr (RP->layoutstyle, "snake")) |
220 | { |
|
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221 | RP->map_layout_style = SNAKE_LAYOUT; |
131 | RP->map_layout_style = LAYOUT_SNAKE; |
222 | } |
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223 | |
132 | |
224 | if (strstr (RP->layoutstyle, "squarespiral")) |
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
225 | { |
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226 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
227 | } |
135 | |
228 | /* No style found - choose one ranomdly */ |
136 | /* No style found - choose one randomly */ |
229 | if (RP->map_layout_style == 0) |
137 | if (RP->map_layout_style == LAYOUT_NONE) |
230 | { |
|
|
231 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
138 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
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139 | |
|
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140 | Maze layout = layoutgen (RP); |
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141 | |
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142 | #ifdef RMAP_DEBUG |
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143 | dump_layout (layout, RP); |
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144 | #endif |
|
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145 | |
|
|
146 | /* increment these for the current map */ |
|
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147 | RP->dungeon_level += 1; |
|
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148 | /* allow constant-difficulty maps. */ |
|
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149 | /* difficulty+=1; */ |
|
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150 | |
|
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151 | /* rotate the layout randomly */ |
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152 | rotate_layout (layout, rndm (4)); |
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153 | #ifdef RMAP_DEBUG |
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154 | dump_layout (layout, RP); |
|
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155 | #endif |
|
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156 | |
|
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157 | // need to patch RP becasue following code doesn't use the Maze object |
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158 | RP->Xsize = layout->w; |
|
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159 | RP->Ysize = layout->h; |
|
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160 | |
|
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161 | /* allocate the map and set the floor */ |
|
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162 | make_map_floor (layout, RP->floorstyle, RP); |
|
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163 | |
|
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164 | /* set region */ |
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165 | default_region = RP->region; |
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166 | |
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167 | CEDE; |
|
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168 | |
|
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169 | /* create walls unless the wallstyle is "none" */ |
|
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170 | if (strcmp (RP->wallstyle, "none")) |
232 | } |
171 | { |
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172 | make_map_walls (this, layout, RP->wallstyle, RP); |
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173 | |
|
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174 | /* place doors unless doorstyle or wallstyle is "none" */ |
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175 | if (strcmp (RP->doorstyle, "none")) |
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176 | put_doors (this, layout, RP->doorstyle, RP); |
|
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177 | } |
|
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178 | |
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179 | CEDE; |
|
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180 | |
|
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181 | /* create exits unless the exitstyle is "none" */ |
|
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182 | if (strcmp (RP->exitstyle, "none")) |
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183 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
|
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184 | |
|
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185 | CEDE; |
|
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186 | |
|
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187 | place_specials_in_map (this, layout, RP); |
|
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188 | |
|
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189 | CEDE; |
|
|
190 | |
|
|
191 | /* create monsters unless the monsterstyle is "none" */ |
|
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192 | if (strcmp (RP->monsterstyle, "none")) |
|
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193 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
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194 | |
|
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195 | CEDE; |
|
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196 | |
|
|
197 | /* treasures needs to have a proper difficulty set for the map. */ |
|
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198 | difficulty = estimate_difficulty (); |
|
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199 | |
|
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200 | CEDE; |
|
|
201 | |
|
|
202 | /* create treasure unless the treasurestyle is "none" */ |
|
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203 | if (strcmp (RP->treasurestyle, "none")) |
|
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204 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
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205 | |
|
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206 | CEDE; |
|
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207 | |
|
|
208 | /* create decor unless the decorstyle is "none" */ |
|
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209 | if (strcmp (RP->decorstyle, "none")) |
|
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210 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
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211 | |
|
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212 | CEDE; |
|
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213 | |
|
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214 | /* generate treasures, etc. */ |
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215 | fix_auto_apply (); |
|
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216 | |
|
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217 | CEDE; |
|
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218 | |
|
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219 | unblock_exits (this, layout, RP); |
|
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220 | |
|
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221 | layout.free (); |
|
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222 | |
|
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223 | msg = strdup (buf); |
|
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224 | in_memory = MAP_IN_MEMORY; |
|
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225 | |
|
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226 | CEDE; |
|
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227 | |
|
|
228 | return 1; |
|
|
229 | } |
|
|
230 | |
|
|
231 | /* function selects the layout function and gives it whatever |
|
|
232 | arguments it needs. */ |
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233 | Maze |
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234 | layoutgen (random_map_params *RP) |
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235 | { |
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236 | Maze maze (RP); |
233 | |
237 | |
234 | switch (RP->map_layout_style) |
238 | switch (RP->map_layout_style) |
235 | { |
239 | { |
236 | |
240 | case LAYOUT_ONION: |
237 | case ONION_LAYOUT: |
|
|
238 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
241 | map_gen_onion (maze, RP->layoutoptions1, RP->layoutoptions2); |
|
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242 | |
239 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
240 | roomify_layout (maze, RP); |
244 | roomify_layout (maze, RP); |
|
|
245 | |
241 | break; |
246 | break; |
242 | |
247 | |
243 | case MAZE_LAYOUT: |
248 | case LAYOUT_MAZE: |
244 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
249 | maze_gen (maze, rndm (2)); |
245 | if (!(RANDOM () % 2)) |
250 | |
|
|
251 | if (!(rndm (2))) |
246 | doorify_layout (maze, RP); |
252 | doorify_layout (maze, RP); |
|
|
253 | |
247 | break; |
254 | break; |
248 | |
255 | |
249 | case SPIRAL_LAYOUT: |
256 | case LAYOUT_SPIRAL: |
250 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
257 | map_gen_spiral (maze, RP->layoutoptions1); |
251 | if (!(RANDOM () % 2)) |
258 | |
|
|
259 | if (!(rndm (2))) |
252 | doorify_layout (maze, RP); |
260 | doorify_layout (maze, RP); |
|
|
261 | |
253 | break; |
262 | break; |
254 | |
263 | |
255 | case ROGUELIKE_LAYOUT: |
264 | case LAYOUT_ROGUELIKE: |
256 | /* Don't put symmetry in rogue maps. There isn't much reason to |
265 | /* 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), |
266 | * do so in the first place (doesn't make it any more interesting), |
258 | * but more importantly, the symmetry code presumes we are symmetrizing |
267 | * but more importantly, the symmetry code presumes we are symmetrizing |
259 | * spirals, or maps with lots of passages - making a symmetric rogue |
268 | * spirals, or maps with lots of passages - making a symmetric rogue |
260 | * map fails because its likely that the passages the symmetry process |
269 | * map fails because its likely that the passages the symmetry process |
261 | * creates may not connect the rooms. |
270 | * creates may not connect the rooms. |
262 | */ |
271 | */ |
263 | RP->symmetry_used = NO_SYM; |
272 | RP->symmetry_used = SYMMETRY_NONE; |
264 | RP->Ysize = oysize; |
|
|
265 | RP->Xsize = oxsize; |
|
|
266 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
273 | roguelike_layout_gen (maze, RP->layoutoptions1); |
267 | /* no doorifying... done already */ |
274 | /* no doorifying... done already */ |
268 | break; |
275 | break; |
269 | |
276 | |
270 | case SNAKE_LAYOUT: |
277 | case LAYOUT_SNAKE: |
271 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
278 | make_snake_layout (maze, RP->layoutoptions1); |
272 | if (RANDOM () % 2) |
279 | |
|
|
280 | if (rndm (2)) |
273 | roomify_layout (maze, RP); |
281 | roomify_layout (maze, RP); |
|
|
282 | |
274 | break; |
283 | break; |
275 | |
284 | |
276 | case SQUARE_SPIRAL_LAYOUT: |
285 | case LAYOUT_SQUARE_SPIRAL: |
277 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
286 | make_square_spiral_layout (maze, RP->layoutoptions1); |
278 | if (RANDOM () % 2) |
287 | |
|
|
288 | if (rndm (2)) |
279 | roomify_layout (maze, RP); |
289 | roomify_layout (maze, RP); |
|
|
290 | |
280 | break; |
291 | break; |
281 | } |
|
|
282 | |
292 | |
283 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
293 | default: |
|
|
294 | abort (); |
|
|
295 | } |
|
|
296 | |
|
|
297 | symmetrize_layout (maze, RP); |
|
|
298 | |
284 | #ifdef RMAP_DEBUG |
299 | #ifdef RMAP_DEBUG |
285 | dump_layout (maze, RP); |
300 | dump_layout (maze, RP); |
286 | #endif |
301 | #endif |
|
|
302 | |
287 | if (RP->expand2x) |
303 | if (RP->expand2x) |
288 | { |
304 | expand2x (maze); |
289 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
305 | |
290 | RP->Xsize = RP->Xsize * 2 - 1; |
|
|
291 | RP->Ysize = RP->Ysize * 2 - 1; |
|
|
292 | } |
|
|
293 | return maze; |
306 | return maze; |
294 | } |
307 | } |
295 | |
|
|
296 | |
308 | |
297 | /* takes a map and makes it symmetric: adjusts Xsize and |
309 | /* takes a map and makes it symmetric: adjusts Xsize and |
298 | Ysize to produce a symmetric map. */ |
310 | Ysize to produce a symmetric map. */ |
299 | |
311 | static void |
300 | char ** |
312 | symmetrize_layout (Maze maze, random_map_params *RP) |
301 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
|
|
302 | { |
313 | { |
303 | int i, j; |
314 | if (RP->symmetry_used == SYMMETRY_NONE) |
304 | char **sym_maze; |
|
|
305 | int Xsize_orig, Ysize_orig; |
|
|
306 | |
|
|
307 | Xsize_orig = RP->Xsize; |
|
|
308 | Ysize_orig = RP->Ysize; |
|
|
309 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
|
|
310 | if (sym == NO_SYM) |
|
|
311 | { |
|
|
312 | RP->Xsize = Xsize_orig; |
|
|
313 | RP->Ysize = Ysize_orig; |
|
|
314 | return maze; |
315 | return; |
315 | } |
|
|
316 | /* pick new sizes */ |
|
|
317 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
|
|
318 | RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
|
|
319 | |
316 | |
320 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
317 | Maze sym_maze ( |
321 | for (i = 0; i < RP->Xsize; i++) |
318 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? maze->w * 2 - 3 : maze->w, |
322 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
319 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? maze->h * 2 - 3 : maze->h |
|
|
320 | ); |
323 | |
321 | |
324 | if (sym == X_SYM) |
322 | if (RP->symmetry_used == SYMMETRY_X) |
325 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
323 | for (int i = 0; i < sym_maze->w / 2 + 1; i++) |
326 | for (j = 0; j < RP->Ysize; j++) |
324 | for (int j = 0; j < sym_maze->h; j++) |
327 | { |
325 | { |
|
|
326 | sym_maze[i ][j] = |
328 | sym_maze[i][j] = maze[i][j]; |
327 | sym_maze[sym_maze->w - i - 1][j] = maze[i][j]; |
329 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
|
|
330 | }; |
328 | } |
331 | if (sym == Y_SYM) |
329 | |
332 | for (i = 0; i < RP->Xsize; i++) |
330 | if (RP->symmetry_used == SYMMETRY_Y) |
|
|
331 | for (int i = 0; i < sym_maze->w; i++) |
333 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
332 | for (int j = 0; j < sym_maze->h / 2 + 1; j++) |
334 | { |
|
|
335 | sym_maze[i][j] = maze[i][j]; |
|
|
336 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
|
|
337 | } |
333 | { |
338 | if (sym == XY_SYM) |
334 | sym_maze[i][j ] = |
339 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
335 | sym_maze[i][sym_maze->h - j - 1] = maze[i][j]; |
340 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
|
|
341 | { |
336 | } |
342 | sym_maze[i][j] = maze[i][j]; |
337 | |
343 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
338 | if (RP->symmetry_used == SYMMETRY_XY) |
344 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
339 | for (int i = 0; i < sym_maze->w / 2 + 1; i++) |
345 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
340 | for (int j = 0; j < sym_maze->h / 2 + 1; j++) |
346 | } |
341 | { |
347 | /* delete the old maze */ |
342 | sym_maze[i ][j ] = |
348 | for (i = 0; i < Xsize_orig; i++) |
343 | sym_maze[i ][sym_maze->h - j - 1] = |
349 | free (maze[i]); |
344 | sym_maze[sym_maze->w - i - 1][j ] = |
350 | free (maze); |
345 | sym_maze[sym_maze->w - i - 1][sym_maze->h - j - 1] = maze[i][j]; |
|
|
346 | } |
|
|
347 | |
|
|
348 | maze.swap (sym_maze); |
|
|
349 | |
351 | /* reconnect disjointed spirals */ |
350 | /* reconnect disjointed spirals */ |
352 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
|
|
353 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
|
|
354 | /* reconnect disjointed nethackmazes: the routine for |
351 | /* reconnect disjointed nethackmazes: the routine for |
355 | spirals will do the trick? */ |
352 | spirals will do the trick? */ |
356 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
353 | if (RP->map_layout_style == LAYOUT_SPIRAL |
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
354 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
358 | |
355 | connect_spirals (maze->w, maze->h, RP->symmetry_used, maze); |
359 | return sym_maze; |
|
|
360 | } |
356 | } |
361 | |
|
|
362 | |
357 | |
363 | /* takes a map and rotates it. This completes the |
358 | /* takes a map and rotates it. This completes the |
364 | onion layouts, making them possibly centered on any wall. |
359 | onion layouts, making them possibly centered on any wall. |
365 | It'll modify Xsize and Ysize if they're swapped. |
360 | It'll modify Xsize and Ysize if they're swapped. |
366 | */ |
361 | */ |
367 | |
362 | static void |
368 | char ** |
363 | rotate_layout (Maze maze, int rotation) |
369 | rotate_layout (char **maze, int rotation, RMParms * RP) |
|
|
370 | { |
364 | { |
371 | char **new_maze; |
|
|
372 | int i, j; |
|
|
373 | |
|
|
374 | switch (rotation) |
365 | switch (rotation) |
375 | { |
366 | { |
376 | case 0: |
|
|
377 | return maze; |
|
|
378 | break; |
|
|
379 | case 2: /* a reflection */ |
367 | case 2: /* a reflection */ |
380 | { |
368 | { |
381 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
369 | Maze new_maze (maze->w, maze->h); |
382 | |
370 | |
383 | for (i = 0; i < RP->Xsize; i++) |
371 | for (int i = 0; i < maze->w; i++) /* copy a reflection back */ |
384 | { /* make a copy */ |
|
|
385 | for (j = 0; j < RP->Ysize; j++) |
372 | for (int j = 0; j < maze->h; j++) |
386 | { |
373 | new_maze[i][j] = maze[maze->w - i - 1][maze->h - j - 1]; |
387 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
374 | |
388 | } |
|
|
389 | } |
|
|
390 | for (i = 0; i < RP->Xsize; i++) |
|
|
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); |
375 | maze.swap (new_maze); |
398 | return maze; |
|
|
399 | break; |
|
|
400 | } |
376 | } |
|
|
377 | |
401 | case 1: |
378 | case 1: |
402 | case 3: |
379 | case 3: |
403 | { |
380 | { |
404 | int swap; |
381 | Maze new_maze (maze->h, maze->w); |
405 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
382 | |
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 */ |
383 | if (rotation == 1) /* swap x and y */ |
411 | for (i = 0; i < RP->Xsize; i++) |
384 | for (int i = 0; i < maze->w; i++) |
412 | for (j = 0; j < RP->Ysize; j++) |
385 | for (int j = 0; j < maze->h; j++) |
413 | new_maze[j][i] = maze[i][j]; |
386 | new_maze[j][i] = maze[i][j]; |
414 | |
387 | |
415 | if (rotation == 3) |
388 | if (rotation == 3) /* swap x and y */ |
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]; |
|
|
420 | } |
|
|
421 | |
|
|
422 | /* delete the old layout */ |
|
|
423 | for (i = 0; i < RP->Xsize; i++) |
389 | for (int i = 0; i < maze->w; i++) |
424 | free (maze[i]); |
390 | for (int j = 0; j < maze->h; j++) |
425 | free (maze); |
391 | new_maze[j][i] = maze[maze->w - i - 1][maze->h - j - 1]; |
426 | |
392 | |
427 | swap = RP->Ysize; |
393 | maze.swap (new_maze); |
428 | RP->Ysize = RP->Xsize; |
|
|
429 | RP->Xsize = swap; |
|
|
430 | return new_maze; |
|
|
431 | break; |
|
|
432 | } |
394 | } |
433 | } |
395 | } |
434 | return NULL; |
|
|
435 | } |
396 | } |
436 | |
397 | |
437 | /* take a layout and make some rooms in it. |
398 | /* take a layout and make some rooms in it. |
438 | --works best on onions.*/ |
399 | --works best on onions.*/ |
439 | void |
400 | void |
440 | roomify_layout (char **maze, RMParms * RP) |
401 | roomify_layout (char **maze, random_map_params *RP) |
441 | { |
402 | { |
442 | int tries = RP->Xsize * RP->Ysize / 30; |
403 | int tries = RP->Xsize * RP->Ysize / 30; |
443 | int ti; |
404 | int ti; |
444 | |
405 | |
445 | for (ti = 0; ti < tries; ti++) |
406 | for (ti = 0; ti < tries; ti++) |
446 | { |
407 | { |
447 | int dx, dy; /* starting location for looking at creating a door */ |
408 | int dx, dy; /* starting location for looking at creating a door */ |
448 | int cx, cy; /* results of checking on creating walls. */ |
409 | int cx, cy; /* results of checking on creating walls. */ |
449 | |
410 | |
450 | dx = RANDOM () % RP->Xsize; |
411 | dx = rndm (RP->Xsize); |
451 | dy = RANDOM () % RP->Ysize; |
412 | dy = rndm (RP->Ysize); |
|
|
413 | |
452 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
414 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
453 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
415 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
454 | if (cx == -1) |
416 | if (cx == -1) |
455 | { |
417 | { |
456 | if (cy != -1) |
418 | if (cy != -1) |
457 | make_wall (maze, dx, dy, 1); |
419 | make_wall (maze, dx, dy, 1); |
|
|
420 | |
458 | continue; |
421 | continue; |
459 | } |
422 | } |
|
|
423 | |
460 | if (cy == -1) |
424 | if (cy == -1) |
461 | { |
425 | { |
462 | make_wall (maze, dx, dy, 0); |
426 | make_wall (maze, dx, dy, 0); |
463 | continue; |
427 | continue; |
464 | } |
428 | } |
|
|
429 | |
465 | if (cx < cy) |
430 | if (cx < cy) |
466 | make_wall (maze, dx, dy, 0); |
431 | make_wall (maze, dx, dy, 0); |
467 | else |
432 | else |
468 | make_wall (maze, dx, dy, 1); |
433 | make_wall (maze, dx, dy, 1); |
469 | } |
434 | } |
… | |
… | |
472 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
437 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
473 | (or vertical, dir == 1) |
438 | (or vertical, dir == 1) |
474 | here which ends up on other walls sensibly. */ |
439 | here which ends up on other walls sensibly. */ |
475 | |
440 | |
476 | int |
441 | int |
477 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
442 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
478 | { |
443 | { |
479 | int i1; |
444 | int i1; |
480 | int length = 0; |
445 | int length = 0; |
481 | |
446 | |
482 | /* dont make walls if we're on the edge. */ |
447 | /* dont make walls if we're on the edge. */ |
… | |
… | |
557 | make_wall (char **maze, int x, int y, int dir) |
522 | make_wall (char **maze, int x, int y, int dir) |
558 | { |
523 | { |
559 | maze[x][y] = 'D'; /* mark a door */ |
524 | maze[x][y] = 'D'; /* mark a door */ |
560 | switch (dir) |
525 | switch (dir) |
561 | { |
526 | { |
562 | case 0: /* horizontal */ |
527 | case 0: /* horizontal */ |
563 | { |
528 | { |
564 | int i1; |
529 | int i1; |
565 | |
530 | |
566 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
531 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
567 | maze[i1][y] = '#'; |
532 | maze[i1][y] = '#'; |
568 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
533 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
569 | maze[i1][y] = '#'; |
534 | maze[i1][y] = '#'; |
570 | break; |
535 | break; |
571 | } |
536 | } |
572 | case 1: /* vertical */ |
537 | case 1: /* vertical */ |
573 | { |
538 | { |
574 | int i1; |
539 | int i1; |
575 | |
540 | |
576 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
541 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
577 | maze[x][i1] = '#'; |
542 | maze[x][i1] = '#'; |
578 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
543 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
579 | maze[x][i1] = '#'; |
544 | maze[x][i1] = '#'; |
580 | break; |
545 | break; |
581 | } |
546 | } |
582 | } |
547 | } |
583 | |
548 | |
584 | return 0; |
549 | return 0; |
585 | } |
550 | } |
586 | |
551 | |
587 | /* puts doors at appropriate locations in a layout. */ |
552 | /* puts doors at appropriate locations in a layout. */ |
588 | |
|
|
589 | void |
553 | void |
590 | doorify_layout (char **maze, RMParms * RP) |
554 | doorify_layout (char **maze, random_map_params *RP) |
591 | { |
555 | { |
592 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
556 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
593 | char *doorlist_x; |
|
|
594 | char *doorlist_y; |
|
|
595 | int doorlocs = 0; /* # of available doorlocations */ |
557 | int doorlocs = 0; /* # of available doorlocations */ |
596 | int i, j; |
558 | int i, j; |
597 | |
559 | |
598 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
560 | char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize); |
599 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
561 | char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize); |
600 | |
|
|
601 | |
562 | |
602 | /* make a list of possible door locations */ |
563 | /* make a list of possible door locations */ |
603 | for (i = 1; i < RP->Xsize - 1; i++) |
564 | for (i = 1; i < RP->Xsize - 1; i++) |
604 | for (j = 1; j < RP->Ysize - 1; j++) |
565 | for (j = 1; j < RP->Ysize - 1; j++) |
605 | { |
566 | { |
… | |
… | |
610 | doorlist_x[doorlocs] = i; |
571 | doorlist_x[doorlocs] = i; |
611 | doorlist_y[doorlocs] = j; |
572 | doorlist_y[doorlocs] = j; |
612 | doorlocs++; |
573 | doorlocs++; |
613 | } |
574 | } |
614 | } |
575 | } |
|
|
576 | |
615 | while (ndoors > 0 && doorlocs > 0) |
577 | while (ndoors > 0 && doorlocs > 0) |
616 | { |
578 | { |
617 | int di; |
579 | int di; |
618 | int sindex; |
580 | int sindex; |
619 | |
581 | |
620 | di = RANDOM () % doorlocs; |
582 | di = rndm (doorlocs); |
621 | i = doorlist_x[di]; |
583 | i = doorlist_x[di]; |
622 | j = doorlist_y[di]; |
584 | j = doorlist_y[di]; |
623 | sindex = surround_flag (maze, i, j, RP); |
585 | sindex = surround_flag (maze, i, j, RP); |
|
|
586 | |
624 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
587 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
625 | { |
588 | { |
626 | maze[i][j] = 'D'; |
589 | maze[i][j] = 'D'; |
627 | ndoors--; |
590 | ndoors--; |
628 | } |
591 | } |
|
|
592 | |
629 | /* reduce the size of the list */ |
593 | /* reduce the size of the list */ |
630 | doorlocs--; |
594 | doorlocs--; |
631 | doorlist_x[di] = doorlist_x[doorlocs]; |
595 | doorlist_x[di] = doorlist_x[doorlocs]; |
632 | doorlist_y[di] = doorlist_y[doorlocs]; |
596 | doorlist_y[di] = doorlist_y[doorlocs]; |
633 | } |
597 | } |
634 | free (doorlist_x); |
|
|
635 | free (doorlist_y); |
|
|
636 | } |
|
|
637 | |
598 | |
|
|
599 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
|
|
600 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
|
601 | } |
638 | |
602 | |
639 | void |
603 | void |
640 | write_map_parameters_to_string (char *buf, RMParms * RP) |
604 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
641 | { |
605 | { |
642 | |
|
|
643 | char small_buf[256]; |
606 | char small_buf[16384]; |
644 | |
607 | |
645 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
608 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
646 | |
609 | |
647 | if (RP->wallstyle[0]) |
610 | if (RP->wallstyle[0]) |
648 | { |
611 | { |
649 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
612 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
650 | strcat (buf, small_buf); |
613 | strcat (buf, small_buf); |
… | |
… | |
690 | { |
653 | { |
691 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
654 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
692 | strcat (buf, small_buf); |
655 | strcat (buf, small_buf); |
693 | } |
656 | } |
694 | |
657 | |
695 | if (RP->final_map[0]) |
658 | if (RP->final_map.length ()) |
696 | { |
659 | { |
697 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
660 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
698 | strcat (buf, small_buf); |
661 | strcat (buf, small_buf); |
699 | } |
662 | } |
700 | |
663 | |
701 | if (RP->exit_on_final_map[0]) |
664 | if (RP->exit_on_final_map[0]) |
702 | { |
665 | { |
703 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
666 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
704 | strcat (buf, small_buf); |
667 | strcat (buf, small_buf); |
705 | } |
668 | } |
706 | |
669 | |
707 | if (RP->this_map[0]) |
670 | if (RP->this_map.length ()) |
708 | { |
671 | { |
709 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
672 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
710 | strcat (buf, small_buf); |
673 | strcat (buf, small_buf); |
711 | } |
674 | } |
712 | |
675 | |
713 | if (RP->expand2x) |
676 | if (RP->expand2x) |
714 | { |
677 | { |
… | |
… | |
720 | { |
683 | { |
721 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
684 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
722 | strcat (buf, small_buf); |
685 | strcat (buf, small_buf); |
723 | } |
686 | } |
724 | |
687 | |
725 | |
|
|
726 | if (RP->layoutoptions2) |
688 | if (RP->layoutoptions2) |
727 | { |
689 | { |
728 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
690 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
729 | strcat (buf, small_buf); |
691 | strcat (buf, small_buf); |
730 | } |
692 | } |
731 | |
693 | |
732 | |
|
|
733 | if (RP->layoutoptions3) |
694 | if (RP->layoutoptions3) |
734 | { |
695 | { |
735 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
696 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
736 | strcat (buf, small_buf); |
697 | strcat (buf, small_buf); |
737 | } |
698 | } |
… | |
… | |
739 | if (RP->symmetry) |
700 | if (RP->symmetry) |
740 | { |
701 | { |
741 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
702 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
742 | strcat (buf, small_buf); |
703 | strcat (buf, small_buf); |
743 | } |
704 | } |
744 | |
|
|
745 | |
705 | |
746 | if (RP->difficulty && RP->difficulty_given) |
706 | if (RP->difficulty && RP->difficulty_given) |
747 | { |
707 | { |
748 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
708 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
749 | strcat (buf, small_buf); |
709 | strcat (buf, small_buf); |
… | |
… | |
785 | if (RP->origin_y) |
745 | if (RP->origin_y) |
786 | { |
746 | { |
787 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
747 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
788 | strcat (buf, small_buf); |
748 | strcat (buf, small_buf); |
789 | } |
749 | } |
|
|
750 | |
|
|
751 | if (RP->treasureoptions) |
|
|
752 | { |
|
|
753 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
754 | strcat (buf, small_buf); |
|
|
755 | } |
|
|
756 | |
790 | if (RP->random_seed) |
757 | if (RP->random_seed) |
791 | { |
758 | { |
792 | /* Add one so that the next map is a bit different */ |
|
|
793 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
759 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
794 | strcat (buf, small_buf); |
760 | strcat (buf, small_buf); |
795 | } |
|
|
796 | |
|
|
797 | if (RP->treasureoptions) |
|
|
798 | { |
761 | } |
799 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
762 | |
800 | strcat (buf, small_buf); |
763 | if (RP->custom) |
801 | } |
764 | { |
802 | |
765 | sprintf (small_buf, "custom %s\n", RP->custom); |
803 | |
766 | strcat (buf, small_buf); |
|
|
767 | } |
804 | } |
768 | } |
805 | |
769 | |
806 | void |
770 | void |
807 | write_parameters_to_string (char *buf, |
771 | write_parameters_to_string (char *buf, |
808 | int xsize_n, |
772 | int xsize_n, |
809 | int ysize_n, |
773 | int ysize_n, |
810 | char *wallstyle_n, |
774 | const char *wallstyle_n, |
811 | char *floorstyle_n, |
775 | const char *floorstyle_n, |
812 | char *monsterstyle_n, |
776 | const char *monsterstyle_n, |
813 | char *treasurestyle_n, |
777 | const char *treasurestyle_n, |
814 | char *layoutstyle_n, |
778 | const char *layoutstyle_n, |
815 | char *decorstyle_n, |
779 | const char *decorstyle_n, |
816 | char *doorstyle_n, |
780 | const char *doorstyle_n, |
817 | char *exitstyle_n, |
781 | const char *exitstyle_n, |
818 | char *final_map_n, |
782 | const char *final_map_n, |
819 | char *exit_on_final_map_n, |
783 | const char *exit_on_final_map_n, |
820 | char *this_map_n, |
784 | const char *this_map_n, |
821 | int layoutoptions1_n, |
785 | int layoutoptions1_n, |
822 | int layoutoptions2_n, |
786 | int layoutoptions2_n, |
823 | int layoutoptions3_n, |
787 | int layoutoptions3_n, |
824 | int symmetry_n, |
788 | int symmetry_n, |
825 | int dungeon_depth_n, |
789 | int dungeon_depth_n, |
826 | int dungeon_level_n, |
790 | int dungeon_level_n, |
827 | int difficulty_n, |
791 | int difficulty_n, |
828 | int difficulty_given_n, |
792 | int difficulty_given_n, |
829 | int decoroptions_n, |
793 | int decoroptions_n, |
830 | int orientation_n, |
794 | int orientation_n, |
831 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
795 | int origin_x_n, |
|
|
796 | int origin_y_n, |
|
|
797 | uint32_t random_seed_n, |
|
|
798 | int treasureoptions_n, |
|
|
799 | float difficulty_increase) |
832 | { |
800 | { |
833 | |
|
|
834 | char small_buf[256]; |
801 | char small_buf[16384]; |
835 | |
802 | |
836 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
803 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
837 | |
804 | |
838 | if (wallstyle_n && wallstyle_n[0]) |
805 | if (wallstyle_n && wallstyle_n[0]) |
839 | { |
806 | { |
… | |
… | |
904 | if (layoutoptions1_n) |
871 | if (layoutoptions1_n) |
905 | { |
872 | { |
906 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
873 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
907 | strcat (buf, small_buf); |
874 | strcat (buf, small_buf); |
908 | } |
875 | } |
909 | |
|
|
910 | |
876 | |
911 | if (layoutoptions2_n) |
877 | if (layoutoptions2_n) |
912 | { |
878 | { |
913 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
879 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
914 | strcat (buf, small_buf); |
880 | strcat (buf, small_buf); |
… | |
… | |
970 | if (origin_y_n) |
936 | if (origin_y_n) |
971 | { |
937 | { |
972 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
938 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
973 | strcat (buf, small_buf); |
939 | strcat (buf, small_buf); |
974 | } |
940 | } |
|
|
941 | |
975 | if (random_seed_n) |
942 | if (random_seed_n) |
976 | { |
943 | { |
977 | /* Add one so that the next map is a bit different */ |
944 | /* Add one so that the next map is a bit different */ |
978 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
945 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
979 | strcat (buf, small_buf); |
946 | strcat (buf, small_buf); |
980 | } |
947 | } |
981 | |
948 | |
982 | if (treasureoptions_n) |
949 | if (treasureoptions_n) |
983 | { |
950 | { |
984 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
951 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
985 | strcat (buf, small_buf); |
952 | strcat (buf, small_buf); |
986 | } |
953 | } |
987 | |
|
|
988 | |
|
|
989 | } |
954 | } |
990 | |
955 | |
991 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
956 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
992 | void |
957 | void |
993 | copy_object_with_inv (object *src_ob, object *dest_ob) |
958 | copy_object_with_inv (object *src_ob, object *dest_ob) |
994 | { |
959 | { |
995 | object *walk, *tmp; |
960 | object *walk, *tmp; |
996 | |
961 | |
997 | src_ob->copy_to (dest_ob); |
962 | src_ob->copy_to (dest_ob); |
998 | |
963 | |
999 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
964 | for (walk = src_ob->inv; walk; walk = walk->below) |
1000 | { |
965 | { |
1001 | tmp = object::create (); |
966 | tmp = object::create (); |
|
|
967 | |
1002 | walk->copy_to (tmp); |
968 | walk->copy_to (tmp); |
1003 | insert_ob_in_ob (tmp, dest_ob); |
969 | insert_ob_in_ob (tmp, dest_ob); |
1004 | } |
970 | } |
1005 | } |
971 | } |
|
|
972 | |
|
|
973 | MazeData::MazeData (int w, int h) |
|
|
974 | : w(w), h(h) |
|
|
975 | { |
|
|
976 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
977 | |
|
|
978 | col = (char **)salloc<char> (size); |
|
|
979 | |
|
|
980 | char *data = (char *)(col + w); |
|
|
981 | |
|
|
982 | for (int x = w; x--; ) |
|
|
983 | col [x] = data + x * h; |
|
|
984 | } |
|
|
985 | |
|
|
986 | MazeData::~MazeData () |
|
|
987 | { |
|
|
988 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
989 | |
|
|
990 | sfree ((char *)col, size); |
|
|
991 | } |
|
|
992 | |
|
|
993 | void MazeData::clear (char fill) |
|
|
994 | { |
|
|
995 | memset (col [0], fill, w * h); |
|
|
996 | } |
|
|
997 | |
|
|
998 | void MazeData::border (char fill) |
|
|
999 | { |
|
|
1000 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
1001 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | |