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Comparing deliantra/server/random_maps/random_map.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:14:21 2006 UTC vs.
Revision 1.10 by root, Thu Jan 11 00:41:08 2007 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: random_map.h,v 1.1 2006/02/03 07:14:21 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#ifndef RANDOM_MAP_H 25#ifndef RANDOM_MAP_H
30#define RANDOM_MAP_H 26#define RANDOM_MAP_H
31 27
32typedef struct { 28struct random_map_params
29{
33 char wallstyle[512]; 30 char wallstyle[512];
34 char wall_name[512]; 31 char wall_name[512];
35 char floorstyle[512]; 32 char floorstyle[512];
36 char monsterstyle[512]; 33 char monsterstyle[512];
37 char treasurestyle[512]; 34 char treasurestyle[512];
38 char layoutstyle[512]; 35 char layoutstyle[512];
39 char doorstyle[512]; 36 char doorstyle[512];
40 char decorstyle[512]; 37 char decorstyle[512];
41 char origin_map[512]; 38 shstr origin_map;
42 char final_map[512]; 39 shstr final_map;
43 char exitstyle[512]; 40 char exitstyle[512];
44 char this_map[512]; 41 shstr this_map;
45 char exit_on_final_map[512]; 42 char exit_on_final_map[512];
46 43 char *custom;
44
47 int Xsize; 45 int Xsize;
48 int Ysize; 46 int Ysize;
49 int expand2x; 47 int expand2x;
50 int layoutoptions1; 48 int layoutoptions1;
51 int layoutoptions2; 49 int layoutoptions2;
52 int layoutoptions3; 50 int layoutoptions3;
53 int symmetry; 51 int symmetry;
54 int difficulty; 52 int difficulty;
55 int difficulty_given; 53 int difficulty_given;
56 float difficulty_increase; 54 float difficulty_increase;
55
57 int dungeon_level; 56 int dungeon_level;
58 int dungeon_depth; 57 int dungeon_depth;
58
59 int decoroptions; 59 int decoroptions;
60 int orientation; 60 int orientation;
61 int origin_y; 61 int origin_y;
62 int origin_x; 62 int origin_x;
63 int random_seed; 63 int random_seed;
64 long unsigned int total_map_hp; 64 uint64_t total_map_hp;
65 int map_layout_style; 65 int map_layout_style;
66 int treasureoptions; 66 int treasureoptions;
67 int symmetry_used; 67 int symmetry_used;
68 region *region;
69} RMParms;
70 68
71int load_parameters(FILE *fp, int bufstate,RMParms *RP); 69 struct region *region;
70};
72 71
73 72enum {
74#define ONION_LAYOUT 1 73 LAYOUT_NONE,
75#define MAZE_LAYOUT 2 74 LAYOUT_ONION,
76#define SPIRAL_LAYOUT 3 75 LAYOUT_MAZE,
77#define ROGUELIKE_LAYOUT 4 76 LAYOUT_SPIRAL,
78#define SNAKE_LAYOUT 5 77 LAYOUT_ROGUELIKE,
79#define SQUARE_SPIRAL_LAYOUT 6 78 LAYOUT_SNAKE,
80#define NROFLAYOUTS 6 79 LAYOUT_SQUARE_SPIRAL,
80 NROFLAYOUTS,
81};
81 82
82/* 83/*
83 * Move these defines out of room_gen_onion.c to here, as 84 * Move these defines out of room_gen_onion.c to here, as
84 * other files (like square_spiral) also uses them. 85 * other files (like square_spiral) also uses them.
85 86
9216 irregularly/randomly spaced layers (default: regular) 9316 irregularly/randomly spaced layers (default: regular)
9332 outer wall off: i.e., no outer wall. 9432 outer wall off: i.e., no outer wall.
94 95
95*/ 96*/
96 97
97#define OPT_RANDOM 0 98enum {
98#define OPT_CENTERED 1 99 RMOPT_RANDOM = 0,
99#define OPT_LINEAR 2 100 RMOPT_CENTERED = 1,
100#define OPT_BOTTOM_C 4 101 RMOPT_LINEAR = 2,
101#define OPT_BOTTOM_R 8 102 RMOPT_BOTTOM_C = 4,
102#define OPT_IRR_SPACE 16 103 RMOPT_BOTTOM_R = 8,
103#define OPT_WALL_OFF 32 104 RMOPT_IRR_SPACE = 16,
104#define OPT_WALLS_ONLY 64 105 RMOPT_WALL_OFF = 32,
106 RMOPT_WALLS_ONLY = 64,
105#define OPT_NO_DOORS 256 /* Place walls insead of doors. Produces broken map. */ 107 RMOPT_NO_DOORS = 256, /* Place walls insead of doors. Produces broken map. */
106 108};
107
108 109
109/* symmetry definitions--used in this file AND in treasure.c: 110/* symmetry definitions--used in this file AND in treasure.c:
110the numerical values matter so don't change them. */ 111the numerical values matter so don't change them. */
111#define RANDOM_SYM 0 112enum {
112#define NO_SYM 1 113 SYMMETRY_RANDOM,
113#define X_SYM 2 114 SYMMETRY_NONE,
114#define Y_SYM 3 115 SYMMETRY_X,
115#define XY_SYM 4 116 SYMMETRY_Y,
117 SYMMETRY_XY,
118};
116 119
117#define MIN_RANDOM_MAP_SIZE 10 120#define MIN_RANDOM_MAP_SIZE 10
118 121
119/* a macro to get a strongly centered random distribution, 122/* a macro to get a strongly centered random distribution,
120 from 0 to x, centered at x/2 */ 123 from 0 to x, centered at x/2 */
121#define BC_RANDOM(x) ((int) ((RANDOM() % (x)+RANDOM()%(x)+RANDOM()%(x))/3.)) 124#define BC_RANDOM(x) ((int) ((RANDOM() % (x)+RANDOM()%(x)+RANDOM()%(x))/3.))
122 125
123int set_random_map_variable(RMParms *rp,const char *buf); 126#endif
124 127
125#endif

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