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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 it under |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <time.h> |
25 | #include <time.h> |
25 | #include <stdio.h> |
26 | #include <stdio.h> |
26 | #include <global.h> |
27 | #include <global.h> |
27 | #include <maze_gen.h> |
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28 | #include <room_gen.h> |
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29 | #include <random_map.h> |
28 | #include <random_map.h> |
30 | #include <rproto.h> |
29 | #include <rproto.h> |
31 | #include <sproto.h> |
30 | #include <sproto.h> |
32 | |
31 | |
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32 | #define CEDE coroapi::cede_to_tick () |
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33 | |
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34 | random_map_params::random_map_params () |
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35 | { |
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36 | hv = newHV (); |
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37 | } |
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38 | |
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39 | random_map_params::random_map_params (random_map_params *RP) |
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40 | { |
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41 | *this = *RP; |
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42 | |
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43 | HV *copy = newHV (); |
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44 | |
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45 | hv_iterinit (hv); |
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46 | |
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47 | // does not work for utf-8 keys |
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48 | while (HE *he = hv_iternext (hv)) |
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49 | { |
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50 | STRLEN klen; const char *key = HePV (he, klen); |
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51 | hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he)); |
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52 | } |
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53 | |
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54 | hv = copy; |
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55 | } |
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56 | |
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57 | random_map_params::random_map_params (HV *hv) |
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58 | { |
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59 | this->hv = (HV *)SvREFCNT_inc_NN ((SV *)hv); |
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60 | |
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61 | assign (wall_name, get_str ("wall_name")); |
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62 | |
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63 | xsize = get_iv ("xsize"); |
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64 | ysize = get_iv ("ysize"); |
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65 | expand2x = get_iv ("expand2x"); |
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66 | layoutoptions1 = get_iv ("layoutoptions1"); |
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67 | layoutoptions2 = get_iv ("layoutoptions2"); |
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68 | layoutoptions3 = get_iv ("layoutoptions3"); |
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69 | difficulty = get_iv ("difficulty"); |
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70 | difficulty_given = get_iv ("difficulty_given"); |
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71 | difficulty_increase = get_nv ("difficulty_increase"); |
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72 | dungeon_level = get_iv ("dungeon_level"); |
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73 | dungeon_depth = get_iv ("dungeon_depth"); |
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74 | random_seed = get_uv ("random_seed"); |
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75 | total_map_hp = get_nv ("total_map_hp"); // actually val64, but I am too lazy |
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76 | symmetry_used = get_iv ("symmetry_used"); |
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77 | } |
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78 | |
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79 | random_map_params::~random_map_params () |
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80 | { |
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81 | SvREFCNT_dec (hv); |
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82 | } |
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83 | |
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84 | shstr_tmp |
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85 | random_map_params::as_shstr () const |
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86 | { |
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87 | set ("xsize" , xsize); |
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88 | set ("ysize" , ysize); |
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89 | set ("layoutoptions1" , layoutoptions1); |
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90 | set ("layoutoptions2" , layoutoptions2); |
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91 | set ("layoutoptions3" , layoutoptions3); |
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92 | set ("dungeon_depth" , dungeon_depth); |
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93 | set ("random_seed" , (UV)random_seed); |
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94 | set ("difficulty" , difficulty && difficulty_given ? difficulty : 0); |
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95 | set ("difficulty_increase", difficulty_increase); |
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96 | set ("dungeon_level" , dungeon_level); |
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97 | |
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98 | dynbuf_text buf; |
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99 | hv_iterinit (hv); |
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100 | |
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101 | // does not work for utf-8 keys |
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102 | while (HE *he = hv_iternext (hv)) |
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103 | { |
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104 | STRLEN klen; const char *key = HePV (he, klen); |
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105 | STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen); |
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106 | |
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107 | buf.fadd (key, klen); |
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108 | buf << ' '; |
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109 | buf.fadd (value, vlen); |
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110 | buf << '\n'; |
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111 | } |
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112 | |
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113 | return shstr (buf); |
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114 | } |
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115 | |
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116 | noinline SV * |
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117 | random_map_params::get_sv (const char *option) const |
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118 | { |
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119 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
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120 | |
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121 | return he ? *he : 0; |
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122 | } |
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123 | |
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124 | noinline const_utf8_string |
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125 | random_map_params::get_str (const char *option, const_utf8_string fallback) const |
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126 | { |
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127 | SV *sv = get_sv (option); |
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128 | return sv ? cfSvPVutf8_nolen (sv) : fallback; |
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129 | } |
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130 | |
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131 | noinline IV |
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132 | random_map_params::get_iv (const char *option, IV fallback) const |
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133 | { |
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134 | SV *sv = get_sv (option); |
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135 | return sv ? SvIV (sv) : fallback; |
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136 | } |
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137 | |
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138 | noinline UV |
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139 | random_map_params::get_uv (const char *option, UV fallback) const |
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140 | { |
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141 | SV *sv = get_sv (option); |
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142 | return sv ? SvUV (sv) : fallback; |
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143 | } |
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144 | |
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145 | noinline NV |
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146 | random_map_params::get_nv (const char *option, NV fallback) const |
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147 | { |
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148 | SV *sv = get_sv (option); |
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149 | return sv ? SvNV (sv) : fallback; |
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150 | } |
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151 | |
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152 | noinline void |
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153 | random_map_params::set (const char *option, SV *value) const |
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154 | { |
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155 | int len = strlen (option); |
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156 | |
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157 | if (value) |
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158 | hv_store (hv, option, len, value, 0); |
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159 | else |
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160 | hv_delete (hv, option, len, G_DISCARD); |
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161 | } |
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162 | |
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163 | noinline void |
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164 | random_map_params::set (const char *option, const_utf8_string value) const |
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165 | { |
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166 | set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0); |
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167 | } |
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168 | |
33 | void |
169 | void |
34 | dump_layout (char **layout, RMParms * RP) |
170 | random_map_params::set (const char *option, IV value) const |
35 | { |
171 | { |
36 | { |
172 | set (option, newSViv (value)); |
37 | int i, j; |
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38 | |
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39 | for (i = 0; i < RP->Xsize; i++) |
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40 | { |
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41 | for (j = 0; j < RP->Ysize; j++) |
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42 | { |
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43 | if (layout[i][j] == 0) |
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44 | layout[i][j] = ' '; |
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45 | printf ("%c", layout[i][j]); |
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46 | if (layout[i][j] == ' ') |
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47 | layout[i][j] = 0; |
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48 | } |
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49 | printf ("\n"); |
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50 | } |
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51 | } |
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52 | printf ("\n"); |
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53 | } |
173 | } |
54 | |
174 | |
55 | extern FILE *logfile; |
175 | void |
56 | |
176 | random_map_params::set (const char *option, UV value) const |
57 | maptile * |
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58 | generate_random_map (const char *OutFileName, RMParms * RP) |
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59 | { |
177 | { |
60 | char **layout, buf[HUGE_BUF]; |
178 | set (option, newSVuv (value)); |
61 | maptile *theMap; |
179 | } |
62 | int i; |
180 | |
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181 | void |
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182 | random_map_params::set (const char *option, NV value) const |
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183 | { |
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184 | set (option, newSVnv (value)); |
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185 | } |
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186 | |
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187 | bool |
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188 | maptile::generate_random_map (random_map_params *RP) |
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189 | { |
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190 | RP->Xsize = RP->xsize; |
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191 | RP->Ysize = RP->ysize; |
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192 | |
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193 | max_it (RP->dungeon_level, 1); |
63 | |
194 | |
64 | /* pick a random seed, or use the one from the input file */ |
195 | /* pick a random seed, or use the one from the input file */ |
65 | if (RP->random_seed == 0) |
196 | RP->random_seed = RP->random_seed |
66 | RP->random_seed = time (0); |
197 | ? RP->random_seed + RP->dungeon_level |
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198 | : pticks; |
67 | |
199 | |
68 | SRANDOM (RP->random_seed); |
200 | // we run "single-threaded" |
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201 | rmg_rndm.seed (RP->random_seed); |
69 | |
202 | |
70 | write_map_parameters_to_string (buf, RP); |
203 | shstr buf = RP->as_shstr (); |
71 | |
204 | |
72 | if (RP->difficulty == 0) |
205 | if (RP->difficulty == 0) |
73 | { |
206 | { |
74 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
207 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
75 | |
208 | |
76 | if (RP->difficulty_increase > 0.001) |
209 | if (RP->difficulty_increase > 0.001f) |
77 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
210 | RP->difficulty = RP->dungeon_level * RP->difficulty_increase; |
78 | |
211 | |
79 | if (RP->difficulty < 1) |
212 | if (RP->difficulty < 1) |
80 | RP->difficulty = 1; |
213 | RP->difficulty = 1; |
81 | } |
214 | } |
82 | else |
215 | else |
83 | RP->difficulty_given = 1; |
216 | RP->difficulty_given = 1; |
84 | |
217 | |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
218 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
219 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
87 | |
220 | |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
221 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
222 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
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223 | |
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224 | min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE); |
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225 | min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE); |
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226 | |
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227 | int symmetry = RP->get_iv ("symmetry", SYMMETRY_NONE); |
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228 | |
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229 | if (symmetry == SYMMETRY_RANDOM) |
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230 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
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231 | else |
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232 | RP->symmetry_used = symmetry; |
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233 | |
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234 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
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235 | RP->Ysize = RP->Ysize / 2 + 1; |
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236 | |
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237 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
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238 | RP->Xsize = RP->Xsize / 2 + 1; |
90 | |
239 | |
91 | if (RP->expand2x > 0) |
240 | if (RP->expand2x > 0) |
92 | { |
241 | { |
93 | RP->Xsize /= 2; |
242 | RP->Xsize /= 2; |
94 | RP->Ysize /= 2; |
243 | RP->Ysize /= 2; |
95 | } |
244 | } |
96 | |
245 | |
97 | layout = layoutgen (RP); |
246 | const char *layoutstyle = RP->get_str ("layoutstyle", ""); |
98 | |
247 | |
99 | #ifdef RMAP_DEBUG |
248 | if (strstr (layoutstyle, "onion")) |
100 | dump_layout (layout, RP); |
249 | RP->map_layout_style = LAYOUT_ONION; |
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250 | else if (strstr (layoutstyle, "maze")) |
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251 | RP->map_layout_style = LAYOUT_MAZE; |
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252 | else if (strstr (layoutstyle, "spiral")) |
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253 | RP->map_layout_style = LAYOUT_SPIRAL; |
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254 | else if (strstr (layoutstyle, "rogue")) |
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255 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
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256 | else if (strstr (layoutstyle, "snake")) |
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257 | RP->map_layout_style = LAYOUT_SNAKE; |
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258 | else if (strstr (layoutstyle, "squarespiral")) |
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259 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
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260 | else if (strstr (layoutstyle, "cave")) |
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261 | RP->map_layout_style = LAYOUT_CAVE; |
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262 | else if (strstr (layoutstyle, "castle")) |
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263 | RP->map_layout_style = LAYOUT_CASTLE; |
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264 | else if (strstr (layoutstyle, "multiple")) |
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265 | RP->map_layout_style = LAYOUT_MULTIPLE; |
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266 | else |
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267 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
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268 | |
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269 | layout maze (RP->Xsize, RP->Ysize); |
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270 | maze.generate (RP); |
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271 | |
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272 | if (RP->get_iv ("rotate", 1)) |
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273 | maze.rotate (rmg_rndm (4)); |
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274 | |
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275 | maze.symmetrize (RP->symmetry_used); |
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276 | |
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277 | if (RP->expand2x) |
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278 | maze.expand2x (); |
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279 | |
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280 | #if 0 |
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281 | maze.print ();//D |
101 | #endif |
282 | #endif |
102 | |
283 | |
103 | /* increment these for the current map */ |
284 | /* increment these for the current map */ |
104 | RP->dungeon_level += 1; |
285 | ++RP->dungeon_level; |
105 | /* allow constant-difficulty maps. */ |
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106 | /* difficulty+=1; */ |
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107 | |
286 | |
108 | /* rotate the layout randomly */ |
287 | // need to patch RP becasue following code doesn't use the layout object |
109 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
288 | RP->Xsize = maze.w; |
110 | #ifdef RMAP_DEBUG |
289 | RP->Ysize = maze.h; |
111 | dump_layout (layout, RP); |
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112 | #endif |
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113 | |
290 | |
114 | /* allocate the map and set the floor */ |
291 | /* allocate the map and set the floor */ |
115 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
292 | make_map_floor (maze, RP->get_str ("floorstyle", ""), RP); |
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 | |
293 | |
120 | /* set region */ |
294 | /* set region */ |
121 | theMap->region = RP->region; |
295 | default_region = region::find (RP->get_str ("region", 0)); |
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296 | |
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297 | CEDE; |
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298 | |
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299 | place_specials_in_map (this, maze, RP); |
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300 | |
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301 | CEDE; |
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302 | |
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303 | const char *wallstyle = RP->get_str ("wallstyle", ""); |
122 | |
304 | |
123 | /* create walls unless the wallstyle is "none" */ |
305 | /* create walls unless the wallstyle is "none" */ |
124 | if (strcmp (RP->wallstyle, "none")) |
306 | if (strcmp (wallstyle, "none")) |
125 | { |
307 | { |
126 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
308 | make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP); |
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309 | |
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310 | const char *doorstyle = RP->get_str ("doorstyle", ""); |
127 | |
311 | |
128 | /* place doors unless doorstyle or wallstyle is "none" */ |
312 | /* place doors unless doorstyle or wallstyle is "none" */ |
129 | if (strcmp (RP->doorstyle, "none")) |
313 | if (strcmp (doorstyle, "none")) |
130 | put_doors (theMap, layout, RP->doorstyle, RP); |
314 | put_doors (this, maze, doorstyle, RP); |
131 | |
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132 | } |
315 | } |
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316 | |
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317 | CEDE; |
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318 | |
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319 | const char *exitstyle = RP->get_str ("exitstyle", ""); |
133 | |
320 | |
134 | /* create exits unless the exitstyle is "none" */ |
321 | /* create exits unless the exitstyle is "none" */ |
135 | if (strcmp (RP->exitstyle, "none")) |
322 | if (strcmp (exitstyle, "none")) |
136 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
323 | place_exits (this, maze, exitstyle, RP->get_iv ("orientation", 0), RP); |
137 | |
324 | |
138 | place_specials_in_map (theMap, layout, RP); |
325 | CEDE; |
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326 | |
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327 | const char *monsterstyle = RP->get_str ("monsterstyle", ""); |
139 | |
328 | |
140 | /* create monsters unless the monsterstyle is "none" */ |
329 | /* create monsters unless the monsterstyle is "none" */ |
141 | if (strcmp (RP->monsterstyle, "none")) |
330 | if (strcmp (monsterstyle, "none")) |
142 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
331 | place_monsters (this, monsterstyle, RP->difficulty, RP); |
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332 | |
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333 | CEDE; |
143 | |
334 | |
144 | /* treasures needs to have a proper difficulty set for the map. */ |
335 | /* treasures needs to have a proper difficulty set for the map. */ |
145 | theMap->difficulty = calculate_difficulty (theMap); |
336 | difficulty = estimate_difficulty (); |
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337 | |
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338 | CEDE; |
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339 | |
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340 | const char *treasurestyle = RP->get_str ("treasurestyle", ""); |
146 | |
341 | |
147 | /* create treasure unless the treasurestyle is "none" */ |
342 | /* create treasure unless the treasurestyle is "none" */ |
148 | if (strcmp (RP->treasurestyle, "none")) |
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149 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
343 | place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP); |
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344 | |
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345 | CEDE; |
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346 | |
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|
347 | const char *decorstyle = RP->get_str ("treasurestyle", ""); |
150 | |
348 | |
151 | /* create decor unless the decorstyle is "none" */ |
349 | /* create decor unless the decorstyle is "none" */ |
152 | if (strcmp (RP->decorstyle, "none")) |
350 | if (strcmp (decorstyle, "none")) |
153 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
351 | put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP); |
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352 | |
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353 | CEDE; |
154 | |
354 | |
155 | /* generate treasures, etc. */ |
355 | /* generate treasures, etc. */ |
156 | fix_auto_apply (theMap); |
356 | fix_auto_apply (); |
157 | |
357 | |
158 | unblock_exits (theMap, layout, RP); |
358 | CEDE; |
159 | |
359 | |
160 | /* free the layout */ |
360 | unblock_exits (this, maze); |
161 | for (i = 0; i < RP->Xsize; i++) |
|
|
162 | free (layout[i]); |
|
|
163 | free (layout); |
|
|
164 | |
361 | |
165 | theMap->msg = strdup (buf); |
362 | msg = buf; |
|
|
363 | in_memory = MAP_ACTIVE; |
166 | |
364 | |
167 | return theMap; |
365 | CEDE; |
168 | } |
|
|
169 | |
366 | |
170 | /* function selects the layout function and gives it whatever |
|
|
171 | arguments it needs. */ |
|
|
172 | char ** |
|
|
173 | layoutgen (RMParms * RP) |
|
|
174 | { |
|
|
175 | char **maze = 0; |
|
|
176 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
|
177 | |
|
|
178 | if (RP->symmetry == RANDOM_SYM) |
|
|
179 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
|
|
180 | else |
|
|
181 | RP->symmetry_used = RP->symmetry; |
|
|
182 | |
|
|
183 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
|
|
184 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
185 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
|
|
186 | RP->Xsize = RP->Xsize / 2 + 1; |
|
|
187 | |
|
|
188 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
|
189 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
190 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
|
191 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
|
|
192 | RP->map_layout_style = 0; |
|
|
193 | |
|
|
194 | /* Redo this - there was a lot of redundant code of checking for preset |
|
|
195 | * layout style and then random layout style. Instead, figure out |
|
|
196 | * the numeric layoutstyle, so there is only one area that actually |
|
|
197 | * calls the code to make the maps. |
|
|
198 | */ |
|
|
199 | if (strstr (RP->layoutstyle, "onion")) |
|
|
200 | { |
|
|
201 | RP->map_layout_style = ONION_LAYOUT; |
|
|
202 | } |
|
|
203 | |
|
|
204 | if (strstr (RP->layoutstyle, "maze")) |
|
|
205 | { |
|
|
206 | RP->map_layout_style = MAZE_LAYOUT; |
|
|
207 | } |
|
|
208 | |
|
|
209 | if (strstr (RP->layoutstyle, "spiral")) |
|
|
210 | { |
|
|
211 | RP->map_layout_style = SPIRAL_LAYOUT; |
|
|
212 | } |
|
|
213 | |
|
|
214 | if (strstr (RP->layoutstyle, "rogue")) |
|
|
215 | { |
|
|
216 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
|
|
217 | } |
|
|
218 | |
|
|
219 | if (strstr (RP->layoutstyle, "snake")) |
|
|
220 | { |
|
|
221 | RP->map_layout_style = SNAKE_LAYOUT; |
|
|
222 | } |
|
|
223 | |
|
|
224 | if (strstr (RP->layoutstyle, "squarespiral")) |
|
|
225 | { |
|
|
226 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
|
|
227 | } |
|
|
228 | /* No style found - choose one ranomdly */ |
|
|
229 | if (RP->map_layout_style == 0) |
|
|
230 | { |
|
|
231 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
|
|
232 | } |
|
|
233 | |
|
|
234 | switch (RP->map_layout_style) |
|
|
235 | { |
|
|
236 | |
|
|
237 | case ONION_LAYOUT: |
|
|
238 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
|
|
239 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
|
|
240 | roomify_layout (maze, RP); |
|
|
241 | break; |
|
|
242 | |
|
|
243 | case MAZE_LAYOUT: |
|
|
244 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
|
|
245 | if (!(RANDOM () % 2)) |
|
|
246 | doorify_layout (maze, RP); |
|
|
247 | break; |
|
|
248 | |
|
|
249 | case SPIRAL_LAYOUT: |
|
|
250 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
|
251 | if (!(RANDOM () % 2)) |
|
|
252 | doorify_layout (maze, RP); |
|
|
253 | break; |
|
|
254 | |
|
|
255 | case ROGUELIKE_LAYOUT: |
|
|
256 | /* 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), |
|
|
258 | * but more importantly, the symmetry code presumes we are symmetrizing |
|
|
259 | * spirals, or maps with lots of passages - making a symmetric rogue |
|
|
260 | * map fails because its likely that the passages the symmetry process |
|
|
261 | * creates may not connect the rooms. |
|
|
262 | */ |
|
|
263 | RP->symmetry_used = NO_SYM; |
|
|
264 | RP->Ysize = oysize; |
|
|
265 | RP->Xsize = oxsize; |
|
|
266 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
|
267 | /* no doorifying... done already */ |
|
|
268 | break; |
|
|
269 | |
|
|
270 | case SNAKE_LAYOUT: |
|
|
271 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
|
272 | if (RANDOM () % 2) |
|
|
273 | roomify_layout (maze, RP); |
|
|
274 | break; |
|
|
275 | |
|
|
276 | case SQUARE_SPIRAL_LAYOUT: |
|
|
277 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
|
278 | if (RANDOM () % 2) |
|
|
279 | roomify_layout (maze, RP); |
|
|
280 | break; |
|
|
281 | } |
|
|
282 | |
|
|
283 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
284 | #ifdef RMAP_DEBUG |
|
|
285 | dump_layout (maze, RP); |
|
|
286 | #endif |
|
|
287 | if (RP->expand2x) |
|
|
288 | { |
|
|
289 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
|
|
290 | RP->Xsize = RP->Xsize * 2 - 1; |
|
|
291 | RP->Ysize = RP->Ysize * 2 - 1; |
|
|
292 | } |
|
|
293 | return maze; |
|
|
294 | } |
|
|
295 | |
|
|
296 | |
|
|
297 | /* takes a map and makes it symmetric: adjusts Xsize and |
|
|
298 | Ysize to produce a symmetric map. */ |
|
|
299 | |
|
|
300 | char ** |
|
|
301 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
|
|
302 | { |
|
|
303 | int i, j; |
|
|
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 | } |
|
|
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 | |
|
|
320 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
321 | for (i = 0; i < RP->Xsize; i++) |
|
|
322 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
323 | |
|
|
324 | if (sym == X_SYM) |
|
|
325 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
|
|
326 | for (j = 0; j < RP->Ysize; j++) |
|
|
327 | { |
|
|
328 | sym_maze[i][j] = maze[i][j]; |
|
|
329 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
|
|
330 | }; |
|
|
331 | if (sym == Y_SYM) |
|
|
332 | for (i = 0; i < RP->Xsize; i++) |
|
|
333 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
|
|
334 | { |
|
|
335 | sym_maze[i][j] = maze[i][j]; |
|
|
336 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
|
|
337 | } |
|
|
338 | if (sym == XY_SYM) |
|
|
339 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
|
|
340 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
|
|
341 | { |
|
|
342 | sym_maze[i][j] = maze[i][j]; |
|
|
343 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
|
|
344 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
|
|
345 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
|
|
346 | } |
|
|
347 | /* delete the old maze */ |
|
|
348 | for (i = 0; i < Xsize_orig; i++) |
|
|
349 | free (maze[i]); |
|
|
350 | free (maze); |
|
|
351 | /* 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 |
|
|
355 | spirals will do the trick? */ |
|
|
356 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
|
|
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
|
|
358 | |
|
|
359 | return sym_maze; |
|
|
360 | } |
|
|
361 | |
|
|
362 | |
|
|
363 | /* takes a map and rotates it. This completes the |
|
|
364 | onion layouts, making them possibly centered on any wall. |
|
|
365 | It'll modify Xsize and Ysize if they're swapped. |
|
|
366 | */ |
|
|
367 | |
|
|
368 | char ** |
|
|
369 | rotate_layout (char **maze, int rotation, RMParms * RP) |
|
|
370 | { |
|
|
371 | char **new_maze; |
|
|
372 | int i, j; |
|
|
373 | |
|
|
374 | switch (rotation) |
|
|
375 | { |
|
|
376 | case 0: |
|
|
377 | return maze; |
|
|
378 | break; |
|
|
379 | case 2: /* a reflection */ |
|
|
380 | { |
|
|
381 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
382 | |
|
|
383 | for (i = 0; i < RP->Xsize; i++) |
|
|
384 | { /* make a copy */ |
|
|
385 | for (j = 0; j < RP->Ysize; j++) |
|
|
386 | { |
|
|
387 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
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); |
|
|
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++) |
|
|
412 | 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]; |
|
|
420 | } |
|
|
421 | |
|
|
422 | /* delete the old layout */ |
|
|
423 | for (i = 0; i < RP->Xsize; i++) |
|
|
424 | free (maze[i]); |
|
|
425 | free (maze); |
|
|
426 | |
|
|
427 | swap = RP->Ysize; |
|
|
428 | RP->Ysize = RP->Xsize; |
|
|
429 | RP->Xsize = swap; |
|
|
430 | return new_maze; |
|
|
431 | break; |
|
|
432 | } |
|
|
433 | } |
|
|
434 | return NULL; |
|
|
435 | } |
|
|
436 | |
|
|
437 | /* take a layout and make some rooms in it. |
|
|
438 | --works best on onions.*/ |
|
|
439 | void |
|
|
440 | roomify_layout (char **maze, RMParms * RP) |
|
|
441 | { |
|
|
442 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
443 | int ti; |
|
|
444 | |
|
|
445 | for (ti = 0; ti < tries; ti++) |
|
|
446 | { |
|
|
447 | int dx, dy; /* starting location for looking at creating a door */ |
|
|
448 | int cx, cy; /* results of checking on creating walls. */ |
|
|
449 | |
|
|
450 | dx = RANDOM () % RP->Xsize; |
|
|
451 | dy = RANDOM () % RP->Ysize; |
|
|
452 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
453 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
|
454 | if (cx == -1) |
|
|
455 | { |
|
|
456 | if (cy != -1) |
|
|
457 | make_wall (maze, dx, dy, 1); |
|
|
458 | continue; |
|
|
459 | } |
|
|
460 | if (cy == -1) |
|
|
461 | { |
|
|
462 | make_wall (maze, dx, dy, 0); |
|
|
463 | continue; |
|
|
464 | } |
|
|
465 | if (cx < cy) |
|
|
466 | make_wall (maze, dx, dy, 0); |
|
|
467 | else |
|
|
468 | make_wall (maze, dx, dy, 1); |
|
|
469 | } |
|
|
470 | } |
|
|
471 | |
|
|
472 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
|
|
473 | (or vertical, dir == 1) |
|
|
474 | here which ends up on other walls sensibly. */ |
|
|
475 | |
|
|
476 | int |
|
|
477 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
|
|
478 | { |
|
|
479 | int i1; |
|
|
480 | int length = 0; |
|
|
481 | |
|
|
482 | /* dont make walls if we're on the edge. */ |
|
|
483 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
|
|
484 | return -1; |
|
|
485 | |
|
|
486 | /* don't make walls if we're ON a wall. */ |
|
|
487 | if (maze[dx][dy] != 0) |
|
|
488 | return -1; |
|
|
489 | |
|
|
490 | if (dir == 0) /* horizontal */ |
|
|
491 | { |
|
|
492 | int y = dy; |
|
|
493 | |
|
|
494 | for (i1 = dx - 1; i1 > 0; i1--) |
|
|
495 | { |
|
|
496 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
497 | |
|
|
498 | if (sindex == 1) |
|
|
499 | break; |
|
|
500 | if (sindex != 0) |
|
|
501 | return -1; /* can't make horiz. wall here */ |
|
|
502 | if (maze[i1][y] != 0) |
|
|
503 | return -1; /* can't make horiz. wall here */ |
|
|
504 | length++; |
|
|
505 | } |
|
|
506 | |
|
|
507 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
|
|
508 | { |
|
|
509 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
510 | |
|
|
511 | if (sindex == 2) |
|
|
512 | break; |
|
|
513 | if (sindex != 0) |
|
|
514 | return -1; /* can't make horiz. wall here */ |
|
|
515 | if (maze[i1][y] != 0) |
|
|
516 | return -1; /* can't make horiz. wall here */ |
|
|
517 | length++; |
|
|
518 | } |
|
|
519 | return length; |
|
|
520 | } |
|
|
521 | else |
|
|
522 | { /* vertical */ |
|
|
523 | int x = dx; |
|
|
524 | |
|
|
525 | for (i1 = dy - 1; i1 > 0; i1--) |
|
|
526 | { |
|
|
527 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
528 | |
|
|
529 | if (sindex == 4) |
|
|
530 | break; |
|
|
531 | if (sindex != 0) |
|
|
532 | return -1; /* can't make vert. wall here */ |
|
|
533 | if (maze[x][i1] != 0) |
|
|
534 | return -1; /* can't make horiz. wall here */ |
|
|
535 | length++; |
|
|
536 | } |
|
|
537 | |
|
|
538 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
|
|
539 | { |
|
|
540 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
541 | |
|
|
542 | if (sindex == 8) |
|
|
543 | break; |
|
|
544 | if (sindex != 0) |
|
|
545 | return -1; /* can't make verti. wall here */ |
|
|
546 | if (maze[x][i1] != 0) |
|
|
547 | return -1; /* can't make horiz. wall here */ |
|
|
548 | length++; |
|
|
549 | } |
|
|
550 | return length; |
|
|
551 | } |
|
|
552 | return -1; |
367 | return 1; |
553 | } |
368 | } |
554 | |
369 | |
555 | |
|
|
556 | int |
|
|
557 | make_wall (char **maze, int x, int y, int dir) |
|
|
558 | { |
|
|
559 | maze[x][y] = 'D'; /* mark a door */ |
|
|
560 | switch (dir) |
|
|
561 | { |
|
|
562 | case 0: /* horizontal */ |
|
|
563 | { |
|
|
564 | int i1; |
|
|
565 | |
|
|
566 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
|
|
567 | maze[i1][y] = '#'; |
|
|
568 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
|
|
569 | maze[i1][y] = '#'; |
|
|
570 | break; |
|
|
571 | } |
|
|
572 | case 1: /* vertical */ |
|
|
573 | { |
|
|
574 | int i1; |
|
|
575 | |
|
|
576 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
|
|
577 | maze[x][i1] = '#'; |
|
|
578 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
|
|
579 | maze[x][i1] = '#'; |
|
|
580 | break; |
|
|
581 | } |
|
|
582 | } |
|
|
583 | |
|
|
584 | return 0; |
|
|
585 | } |
|
|
586 | |
|
|
587 | /* puts doors at appropriate locations in a layout. */ |
|
|
588 | |
|
|
589 | void |
|
|
590 | doorify_layout (char **maze, RMParms * RP) |
|
|
591 | { |
|
|
592 | 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 */ |
|
|
596 | int i, j; |
|
|
597 | |
|
|
598 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
|
|
599 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
|
|
600 | |
|
|
601 | |
|
|
602 | /* make a list of possible door locations */ |
|
|
603 | for (i = 1; i < RP->Xsize - 1; i++) |
|
|
604 | for (j = 1; j < RP->Ysize - 1; j++) |
|
|
605 | { |
|
|
606 | int sindex = surround_flag (maze, i, j, RP); |
|
|
607 | |
|
|
608 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
609 | { |
|
|
610 | doorlist_x[doorlocs] = i; |
|
|
611 | doorlist_y[doorlocs] = j; |
|
|
612 | doorlocs++; |
|
|
613 | } |
|
|
614 | } |
|
|
615 | while (ndoors > 0 && doorlocs > 0) |
|
|
616 | { |
|
|
617 | int di; |
|
|
618 | int sindex; |
|
|
619 | |
|
|
620 | di = RANDOM () % doorlocs; |
|
|
621 | i = doorlist_x[di]; |
|
|
622 | j = doorlist_y[di]; |
|
|
623 | sindex = surround_flag (maze, i, j, RP); |
|
|
624 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
625 | { |
|
|
626 | maze[i][j] = 'D'; |
|
|
627 | ndoors--; |
|
|
628 | } |
|
|
629 | /* reduce the size of the list */ |
|
|
630 | doorlocs--; |
|
|
631 | doorlist_x[di] = doorlist_x[doorlocs]; |
|
|
632 | doorlist_y[di] = doorlist_y[doorlocs]; |
|
|
633 | } |
|
|
634 | free (doorlist_x); |
|
|
635 | free (doorlist_y); |
|
|
636 | } |
|
|
637 | |
|
|
638 | |
|
|
639 | void |
|
|
640 | write_map_parameters_to_string (char *buf, RMParms * RP) |
|
|
641 | { |
|
|
642 | |
|
|
643 | char small_buf[256]; |
|
|
644 | |
|
|
645 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
|
|
646 | |
|
|
647 | if (RP->wallstyle[0]) |
|
|
648 | { |
|
|
649 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
|
|
650 | strcat (buf, small_buf); |
|
|
651 | } |
|
|
652 | |
|
|
653 | if (RP->floorstyle[0]) |
|
|
654 | { |
|
|
655 | sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
|
|
656 | strcat (buf, small_buf); |
|
|
657 | } |
|
|
658 | |
|
|
659 | if (RP->monsterstyle[0]) |
|
|
660 | { |
|
|
661 | sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
|
|
662 | strcat (buf, small_buf); |
|
|
663 | } |
|
|
664 | |
|
|
665 | if (RP->treasurestyle[0]) |
|
|
666 | { |
|
|
667 | sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
|
|
668 | strcat (buf, small_buf); |
|
|
669 | } |
|
|
670 | |
|
|
671 | if (RP->layoutstyle[0]) |
|
|
672 | { |
|
|
673 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
|
|
674 | strcat (buf, small_buf); |
|
|
675 | } |
|
|
676 | |
|
|
677 | if (RP->decorstyle[0]) |
|
|
678 | { |
|
|
679 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
|
|
680 | strcat (buf, small_buf); |
|
|
681 | } |
|
|
682 | |
|
|
683 | if (RP->doorstyle[0]) |
|
|
684 | { |
|
|
685 | sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
|
|
686 | strcat (buf, small_buf); |
|
|
687 | } |
|
|
688 | |
|
|
689 | if (RP->exitstyle[0]) |
|
|
690 | { |
|
|
691 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
|
|
692 | strcat (buf, small_buf); |
|
|
693 | } |
|
|
694 | |
|
|
695 | if (RP->final_map[0]) |
|
|
696 | { |
|
|
697 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
|
|
698 | strcat (buf, small_buf); |
|
|
699 | } |
|
|
700 | |
|
|
701 | if (RP->exit_on_final_map[0]) |
|
|
702 | { |
|
|
703 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
704 | strcat (buf, small_buf); |
|
|
705 | } |
|
|
706 | |
|
|
707 | if (RP->this_map[0]) |
|
|
708 | { |
|
|
709 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
|
|
710 | strcat (buf, small_buf); |
|
|
711 | } |
|
|
712 | |
|
|
713 | if (RP->expand2x) |
|
|
714 | { |
|
|
715 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
|
|
716 | strcat (buf, small_buf); |
|
|
717 | } |
|
|
718 | |
|
|
719 | if (RP->layoutoptions1) |
|
|
720 | { |
|
|
721 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
722 | strcat (buf, small_buf); |
|
|
723 | } |
|
|
724 | |
|
|
725 | |
|
|
726 | if (RP->layoutoptions2) |
|
|
727 | { |
|
|
728 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
729 | strcat (buf, small_buf); |
|
|
730 | } |
|
|
731 | |
|
|
732 | |
|
|
733 | if (RP->layoutoptions3) |
|
|
734 | { |
|
|
735 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
736 | strcat (buf, small_buf); |
|
|
737 | } |
|
|
738 | |
|
|
739 | if (RP->symmetry) |
|
|
740 | { |
|
|
741 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
|
|
742 | strcat (buf, small_buf); |
|
|
743 | } |
|
|
744 | |
|
|
745 | |
|
|
746 | if (RP->difficulty && RP->difficulty_given) |
|
|
747 | { |
|
|
748 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
|
|
749 | strcat (buf, small_buf); |
|
|
750 | } |
|
|
751 | |
|
|
752 | if (RP->difficulty_increase != 1.0) |
|
|
753 | { |
|
|
754 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
|
|
755 | strcat (buf, small_buf); |
|
|
756 | } |
|
|
757 | |
|
|
758 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
|
|
759 | strcat (buf, small_buf); |
|
|
760 | |
|
|
761 | if (RP->dungeon_depth) |
|
|
762 | { |
|
|
763 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
|
|
764 | strcat (buf, small_buf); |
|
|
765 | } |
|
|
766 | |
|
|
767 | if (RP->decoroptions) |
|
|
768 | { |
|
|
769 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
|
|
770 | strcat (buf, small_buf); |
|
|
771 | } |
|
|
772 | |
|
|
773 | if (RP->orientation) |
|
|
774 | { |
|
|
775 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
|
|
776 | strcat (buf, small_buf); |
|
|
777 | } |
|
|
778 | |
|
|
779 | if (RP->origin_x) |
|
|
780 | { |
|
|
781 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
|
|
782 | strcat (buf, small_buf); |
|
|
783 | } |
|
|
784 | |
|
|
785 | if (RP->origin_y) |
|
|
786 | { |
|
|
787 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
|
|
788 | strcat (buf, small_buf); |
|
|
789 | } |
|
|
790 | if (RP->random_seed) |
|
|
791 | { |
|
|
792 | /* Add one so that the next map is a bit different */ |
|
|
793 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
|
|
794 | strcat (buf, small_buf); |
|
|
795 | } |
|
|
796 | |
|
|
797 | if (RP->treasureoptions) |
|
|
798 | { |
|
|
799 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
800 | strcat (buf, small_buf); |
|
|
801 | } |
|
|
802 | |
|
|
803 | |
|
|
804 | } |
|
|
805 | |
|
|
806 | void |
|
|
807 | write_parameters_to_string (char *buf, |
|
|
808 | int xsize_n, |
|
|
809 | int ysize_n, |
|
|
810 | char *wallstyle_n, |
|
|
811 | char *floorstyle_n, |
|
|
812 | char *monsterstyle_n, |
|
|
813 | char *treasurestyle_n, |
|
|
814 | char *layoutstyle_n, |
|
|
815 | char *decorstyle_n, |
|
|
816 | char *doorstyle_n, |
|
|
817 | char *exitstyle_n, |
|
|
818 | char *final_map_n, |
|
|
819 | char *exit_on_final_map_n, |
|
|
820 | char *this_map_n, |
|
|
821 | int layoutoptions1_n, |
|
|
822 | int layoutoptions2_n, |
|
|
823 | int layoutoptions3_n, |
|
|
824 | int symmetry_n, |
|
|
825 | int dungeon_depth_n, |
|
|
826 | int dungeon_level_n, |
|
|
827 | int difficulty_n, |
|
|
828 | int difficulty_given_n, |
|
|
829 | int decoroptions_n, |
|
|
830 | int orientation_n, |
|
|
831 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
|
|
832 | { |
|
|
833 | |
|
|
834 | char small_buf[256]; |
|
|
835 | |
|
|
836 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
|
|
837 | |
|
|
838 | if (wallstyle_n && wallstyle_n[0]) |
|
|
839 | { |
|
|
840 | sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
|
|
841 | strcat (buf, small_buf); |
|
|
842 | } |
|
|
843 | |
|
|
844 | if (floorstyle_n && floorstyle_n[0]) |
|
|
845 | { |
|
|
846 | sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
|
|
847 | strcat (buf, small_buf); |
|
|
848 | } |
|
|
849 | |
|
|
850 | if (monsterstyle_n && monsterstyle_n[0]) |
|
|
851 | { |
|
|
852 | sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
|
|
853 | strcat (buf, small_buf); |
|
|
854 | } |
|
|
855 | |
|
|
856 | if (treasurestyle_n && treasurestyle_n[0]) |
|
|
857 | { |
|
|
858 | sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
|
|
859 | strcat (buf, small_buf); |
|
|
860 | } |
|
|
861 | |
|
|
862 | if (layoutstyle_n && layoutstyle_n[0]) |
|
|
863 | { |
|
|
864 | sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
|
|
865 | strcat (buf, small_buf); |
|
|
866 | } |
|
|
867 | |
|
|
868 | if (decorstyle_n && decorstyle_n[0]) |
|
|
869 | { |
|
|
870 | sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
|
|
871 | strcat (buf, small_buf); |
|
|
872 | } |
|
|
873 | |
|
|
874 | if (doorstyle_n && doorstyle_n[0]) |
|
|
875 | { |
|
|
876 | sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
|
|
877 | strcat (buf, small_buf); |
|
|
878 | } |
|
|
879 | |
|
|
880 | if (exitstyle_n && exitstyle_n[0]) |
|
|
881 | { |
|
|
882 | sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
|
|
883 | strcat (buf, small_buf); |
|
|
884 | } |
|
|
885 | |
|
|
886 | if (final_map_n && final_map_n[0]) |
|
|
887 | { |
|
|
888 | sprintf (small_buf, "final_map %s\n", final_map_n); |
|
|
889 | strcat (buf, small_buf); |
|
|
890 | } |
|
|
891 | |
|
|
892 | if (exit_on_final_map_n && exit_on_final_map_n[0]) |
|
|
893 | { |
|
|
894 | sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
|
|
895 | strcat (buf, small_buf); |
|
|
896 | } |
|
|
897 | |
|
|
898 | if (this_map_n && this_map_n[0]) |
|
|
899 | { |
|
|
900 | sprintf (small_buf, "origin_map %s\n", this_map_n); |
|
|
901 | strcat (buf, small_buf); |
|
|
902 | } |
|
|
903 | |
|
|
904 | if (layoutoptions1_n) |
|
|
905 | { |
|
|
906 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
|
|
907 | strcat (buf, small_buf); |
|
|
908 | } |
|
|
909 | |
|
|
910 | |
|
|
911 | if (layoutoptions2_n) |
|
|
912 | { |
|
|
913 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
|
|
914 | strcat (buf, small_buf); |
|
|
915 | } |
|
|
916 | |
|
|
917 | |
|
|
918 | if (layoutoptions3_n) |
|
|
919 | { |
|
|
920 | sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
|
|
921 | strcat (buf, small_buf); |
|
|
922 | } |
|
|
923 | |
|
|
924 | if (symmetry_n) |
|
|
925 | { |
|
|
926 | sprintf (small_buf, "symmetry %d\n", symmetry_n); |
|
|
927 | strcat (buf, small_buf); |
|
|
928 | } |
|
|
929 | |
|
|
930 | |
|
|
931 | if (difficulty_n && difficulty_given_n) |
|
|
932 | { |
|
|
933 | sprintf (small_buf, "difficulty %d\n", difficulty_n); |
|
|
934 | strcat (buf, small_buf); |
|
|
935 | } |
|
|
936 | |
|
|
937 | if (difficulty_increase > 0.001) |
|
|
938 | { |
|
|
939 | sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
|
|
940 | strcat (buf, small_buf); |
|
|
941 | } |
|
|
942 | |
|
|
943 | sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
|
|
944 | strcat (buf, small_buf); |
|
|
945 | |
|
|
946 | if (dungeon_depth_n) |
|
|
947 | { |
|
|
948 | sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
|
|
949 | strcat (buf, small_buf); |
|
|
950 | } |
|
|
951 | |
|
|
952 | if (decoroptions_n) |
|
|
953 | { |
|
|
954 | sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
|
|
955 | strcat (buf, small_buf); |
|
|
956 | } |
|
|
957 | |
|
|
958 | if (orientation_n) |
|
|
959 | { |
|
|
960 | sprintf (small_buf, "orientation %d\n", orientation_n); |
|
|
961 | strcat (buf, small_buf); |
|
|
962 | } |
|
|
963 | |
|
|
964 | if (origin_x_n) |
|
|
965 | { |
|
|
966 | sprintf (small_buf, "origin_x %d\n", origin_x_n); |
|
|
967 | strcat (buf, small_buf); |
|
|
968 | } |
|
|
969 | |
|
|
970 | if (origin_y_n) |
|
|
971 | { |
|
|
972 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
|
|
973 | strcat (buf, small_buf); |
|
|
974 | } |
|
|
975 | if (random_seed_n) |
|
|
976 | { |
|
|
977 | /* Add one so that the next map is a bit different */ |
|
|
978 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
|
|
979 | strcat (buf, small_buf); |
|
|
980 | } |
|
|
981 | |
|
|
982 | if (treasureoptions_n) |
|
|
983 | { |
|
|
984 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
|
|
985 | strcat (buf, small_buf); |
|
|
986 | } |
|
|
987 | |
|
|
988 | |
|
|
989 | } |
|
|
990 | |
|
|
991 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
|
|
992 | void |
|
|
993 | copy_object_with_inv (object *src_ob, object *dest_ob) |
|
|
994 | { |
|
|
995 | object *walk, *tmp; |
|
|
996 | |
|
|
997 | src_ob->copy_to (dest_ob); |
|
|
998 | |
|
|
999 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
|
|
1000 | { |
|
|
1001 | tmp = object::create (); |
|
|
1002 | walk->copy_to (tmp); |
|
|
1003 | insert_ob_in_ob (tmp, dest_ob); |
|
|
1004 | } |
|
|
1005 | } |
|
|