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/cvs/deliantra/server/random_maps/random_map.h
Revision: 1.10
Committed: Thu Jan 11 00:41:08 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +1 -0 lines
Log Message:
make random map paths more beautiful, in the common case

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
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
23 */
24
25 #ifndef RANDOM_MAP_H
26 #define RANDOM_MAP_H
27
28 struct random_map_params
29 {
30 char wallstyle[512];
31 char wall_name[512];
32 char floorstyle[512];
33 char monsterstyle[512];
34 char treasurestyle[512];
35 char layoutstyle[512];
36 char doorstyle[512];
37 char decorstyle[512];
38 shstr origin_map;
39 shstr final_map;
40 char exitstyle[512];
41 shstr this_map;
42 char exit_on_final_map[512];
43 char *custom;
44
45 int Xsize;
46 int Ysize;
47 int expand2x;
48 int layoutoptions1;
49 int layoutoptions2;
50 int layoutoptions3;
51 int symmetry;
52 int difficulty;
53 int difficulty_given;
54 float difficulty_increase;
55
56 int dungeon_level;
57 int dungeon_depth;
58
59 int decoroptions;
60 int orientation;
61 int origin_y;
62 int origin_x;
63 int random_seed;
64 uint64_t total_map_hp;
65 int map_layout_style;
66 int treasureoptions;
67 int symmetry_used;
68
69 struct region *region;
70 };
71
72 enum {
73 LAYOUT_NONE,
74 LAYOUT_ONION,
75 LAYOUT_MAZE,
76 LAYOUT_SPIRAL,
77 LAYOUT_ROGUELIKE,
78 LAYOUT_SNAKE,
79 LAYOUT_SQUARE_SPIRAL,
80 NROFLAYOUTS,
81 };
82
83 /*
84 * Move these defines out of room_gen_onion.c to here, as
85 * other files (like square_spiral) also uses them.
86
87 options:
88 0 Pick random options below
89 1 "centered"
90 2 linear doors (default is nonlinear)
91 4 bottom "centered"
92 8 bottom-right centered
93 16 irregularly/randomly spaced layers (default: regular)
94 32 outer wall off: i.e., no outer wall.
95
96 */
97
98 enum {
99 RMOPT_RANDOM = 0,
100 RMOPT_CENTERED = 1,
101 RMOPT_LINEAR = 2,
102 RMOPT_BOTTOM_C = 4,
103 RMOPT_BOTTOM_R = 8,
104 RMOPT_IRR_SPACE = 16,
105 RMOPT_WALL_OFF = 32,
106 RMOPT_WALLS_ONLY = 64,
107 RMOPT_NO_DOORS = 256, /* Place walls insead of doors. Produces broken map. */
108 };
109
110 /* symmetry definitions--used in this file AND in treasure.c:
111 the numerical values matter so don't change them. */
112 enum {
113 SYMMETRY_RANDOM,
114 SYMMETRY_NONE,
115 SYMMETRY_X,
116 SYMMETRY_Y,
117 SYMMETRY_XY,
118 };
119
120 #define MIN_RANDOM_MAP_SIZE 10
121
122 /* a macro to get a strongly centered random distribution,
123 from 0 to x, centered at x/2 */
124 #define BC_RANDOM(x) ((int) ((RANDOM() % (x)+RANDOM()%(x)+RANDOM()%(x))/3.))
125
126 #endif
127