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elmex |
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/* |
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* static char *rcsid_random_map_c = |
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* "$Id$"; |
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*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <time.h> |
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#include <stdio.h> |
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#include <global.h> |
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#include <maze_gen.h> |
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#include <room_gen.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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#include <sproto.h> |
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void dump_layout(char **layout,RMParms *RP) { |
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{ int i,j; |
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for(i=0;i<RP->Xsize;i++) { |
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for(j=0;j<RP->Ysize;j++) { |
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if(layout[i][j]==0) layout[i][j]=' '; |
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printf("%c",layout[i][j]); |
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if(layout[i][j]==' ') layout[i][j]=0; |
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} |
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printf("\n"); |
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}} |
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printf("\n"); |
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} |
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EXTERN FILE *logfile; |
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mapstruct *generate_random_map(const char *OutFileName, RMParms *RP) { |
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char **layout, buf[HUGE_BUF]; |
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mapstruct *theMap; |
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int i; |
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/* pick a random seed, or use the one from the input file */ |
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if(RP->random_seed == 0) |
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RP->random_seed=time(0); |
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SRANDOM(RP->random_seed); |
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write_map_parameters_to_string(buf, RP); |
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if(RP->difficulty==0) { |
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RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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if (RP->difficulty_increase > 0.001) { |
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RP->difficulty = (int)((float)RP->dungeon_level * RP->difficulty_increase); |
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if (RP->difficulty < 1) RP->difficulty=1; |
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} |
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} |
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else |
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RP->difficulty_given=1; |
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if(RP->Xsize<MIN_RANDOM_MAP_SIZE) RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; |
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if(RP->Ysize<MIN_RANDOM_MAP_SIZE) RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; |
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if(RP->expand2x > 0) { |
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RP->Xsize /=2; |
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RP->Ysize /=2; |
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} |
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layout = layoutgen(RP); |
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#ifdef RMAP_DEBUG |
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dump_layout(layout,RP); |
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#endif |
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/* increment these for the current map */ |
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RP->dungeon_level+=1; |
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/* allow constant-difficulty maps. */ |
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/* difficulty+=1; */ |
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/* rotate the layout randomly */ |
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layout=rotate_layout(layout,RANDOM()%4,RP); |
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#ifdef RMAP_DEBUG |
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dump_layout(layout,RP); |
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#endif |
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/* allocate the map and set the floor */ |
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theMap = make_map_floor(layout,RP->floorstyle,RP); |
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/* set the name of the map. */ |
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strcpy(theMap->path,OutFileName); |
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/* set region */ |
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theMap->region=RP->region; |
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/* create walls unless the wallstyle is "none" */ |
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if (strcmp (RP->wallstyle, "none")) { |
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make_map_walls(theMap,layout,RP->wallstyle,RP); |
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/* place doors unless doorstyle or wallstyle is "none"*/ |
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if (strcmp (RP->doorstyle, "none")) |
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put_doors(theMap,layout,RP->doorstyle,RP); |
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} |
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/* create exits unless the exitstyle is "none" */ |
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if (strcmp (RP->exitstyle, "none")) |
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place_exits(theMap,layout,RP->exitstyle,RP->orientation,RP); |
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place_specials_in_map(theMap,layout,RP); |
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/* create monsters unless the monsterstyle is "none" */ |
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if (strcmp (RP->monsterstyle, "none")) |
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place_monsters(theMap,RP->monsterstyle,RP->difficulty,RP); |
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/* treasures needs to have a proper difficulty set for the map. */ |
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theMap->difficulty=calculate_difficulty(theMap); |
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/* create treasure unless the treasurestyle is "none" */ |
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if (strcmp (RP->treasurestyle, "none")) |
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place_treasure(theMap,layout,RP->treasurestyle,RP->treasureoptions,RP); |
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/* create decor unless the decorstyle is "none" */ |
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if (strcmp (RP->decorstyle, "none")) |
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put_decor(theMap,layout,RP->decorstyle,RP->decoroptions,RP); |
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/* generate treasures, etc. */ |
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fix_auto_apply(theMap); |
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unblock_exits(theMap,layout,RP); |
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/* free the layout */ |
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for(i=0;i<RP->Xsize;i++) |
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free(layout[i]); |
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free(layout); |
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theMap->msg = strdup_local(buf); |
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return theMap; |
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} |
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/* function selects the layout function and gives it whatever |
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arguments it needs. */ |
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char **layoutgen(RMParms *RP) { |
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char **maze=0; |
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int oxsize= RP->Xsize, oysize=RP->Ysize; |
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if(RP->symmetry == RANDOM_SYM) |
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RP->symmetry_used = (RANDOM() % ( XY_SYM))+1; |
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else RP->symmetry_used = RP->symmetry; |
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if(RP->symmetry_used==Y_SYM||RP->symmetry_used==XY_SYM) RP->Ysize = RP->Ysize/2+1; |
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if(RP->symmetry_used==X_SYM||RP->symmetry_used==XY_SYM) RP->Xsize = RP->Xsize/2+1; |
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if(RP->Xsize<MIN_RANDOM_MAP_SIZE) RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; |
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if(RP->Ysize<MIN_RANDOM_MAP_SIZE) RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; |
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RP->map_layout_style = 0; |
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/* Redo this - there was a lot of redundant code of checking for preset |
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* layout style and then random layout style. Instead, figure out |
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* the numeric layoutstyle, so there is only one area that actually |
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* calls the code to make the maps. |
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*/ |
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if(strstr(RP->layoutstyle,"onion")) { |
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RP->map_layout_style = ONION_LAYOUT; |
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} |
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if(strstr(RP->layoutstyle,"maze")) { |
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RP->map_layout_style = MAZE_LAYOUT; |
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} |
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if(strstr(RP->layoutstyle,"spiral")) { |
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RP->map_layout_style = SPIRAL_LAYOUT; |
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} |
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if(strstr(RP->layoutstyle,"rogue")) { |
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RP->map_layout_style = ROGUELIKE_LAYOUT; |
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} |
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if(strstr(RP->layoutstyle,"snake")) { |
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RP->map_layout_style = SNAKE_LAYOUT; |
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} |
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if(strstr(RP->layoutstyle,"squarespiral")) { |
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RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
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} |
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/* No style found - choose one ranomdly */ |
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if (RP->map_layout_style == 0) { |
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RP->map_layout_style = (RANDOM() % NROFLAYOUTS) + 1; |
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} |
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switch(RP->map_layout_style) { |
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case ONION_LAYOUT: |
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maze = map_gen_onion(RP->Xsize,RP->Ysize,RP->layoutoptions1,RP->layoutoptions2); |
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if(!(RANDOM()%3)&& !(RP->layoutoptions1 & OPT_WALLS_ONLY)) roomify_layout(maze,RP); |
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break; |
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case MAZE_LAYOUT: |
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maze = maze_gen(RP->Xsize,RP->Ysize,RANDOM()%2); |
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if(!(RANDOM()%2)) doorify_layout(maze,RP); |
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break; |
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case SPIRAL_LAYOUT: |
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maze = map_gen_spiral(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
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if(!(RANDOM()%2)) doorify_layout(maze,RP); |
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break; |
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case ROGUELIKE_LAYOUT: |
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/* Don't put symmetry in rogue maps. There isn't much reason to |
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* do so in the first place (doesn't make it any more interesting), |
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* but more importantly, the symmetry code presumes we are symmetrizing |
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* spirals, or maps with lots of passages - making a symmetric rogue |
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* map fails because its likely that the passages the symmetry process |
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* creates may not connect the rooms. |
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*/ |
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RP->symmetry_used = NO_SYM; |
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RP->Ysize = oysize; |
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RP->Xsize = oxsize; |
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maze = roguelike_layout_gen(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
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/* no doorifying... done already */ |
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break; |
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case SNAKE_LAYOUT: |
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maze = make_snake_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
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if(RANDOM()%2) roomify_layout(maze,RP); |
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break; |
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case SQUARE_SPIRAL_LAYOUT: |
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maze = make_square_spiral_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); |
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if(RANDOM()%2) roomify_layout(maze,RP); |
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break; |
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} |
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| 248 |
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maze = symmetrize_layout(maze, RP->symmetry_used,RP); |
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#ifdef RMAP_DEBUG |
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dump_layout(maze,RP); |
| 251 |
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#endif |
| 252 |
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if(RP->expand2x) { |
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maze = expand2x(maze,RP->Xsize,RP->Ysize); |
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RP->Xsize = RP->Xsize * 2 -1; |
| 255 |
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RP->Ysize = RP->Ysize * 2 -1; |
| 256 |
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} |
| 257 |
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return maze; |
| 258 |
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} |
| 259 |
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| 260 |
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| 261 |
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/* takes a map and makes it symmetric: adjusts Xsize and |
| 262 |
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Ysize to produce a symmetric map. */ |
| 263 |
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| 264 |
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char **symmetrize_layout(char **maze, int sym,RMParms *RP) { |
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int i,j; |
| 266 |
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char **sym_maze; |
| 267 |
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int Xsize_orig,Ysize_orig; |
| 268 |
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Xsize_orig = RP->Xsize; |
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Ysize_orig = RP->Ysize; |
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RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used.*/ |
| 271 |
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if(sym == NO_SYM) { |
| 272 |
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RP->Xsize = Xsize_orig; |
| 273 |
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RP->Ysize = Ysize_orig; |
| 274 |
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return maze; |
| 275 |
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} |
| 276 |
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/* pick new sizes */ |
| 277 |
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RP->Xsize = ((sym==X_SYM||sym==XY_SYM)?RP->Xsize*2-3:RP->Xsize); |
| 278 |
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RP->Ysize = ((sym==Y_SYM||sym==XY_SYM)?RP->Ysize*2-3:RP->Ysize); |
| 279 |
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| 280 |
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sym_maze = (char **)calloc(sizeof(char*),RP->Xsize); |
| 281 |
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for(i=0;i<RP->Xsize;i++) |
| 282 |
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sym_maze[i] = (char *)calloc(sizeof(char),RP->Ysize); |
| 283 |
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| 284 |
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if(sym==X_SYM) |
| 285 |
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for(i=0;i<RP->Xsize/2+1;i++) |
| 286 |
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for(j=0;j<RP->Ysize;j++) { |
| 287 |
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sym_maze[i][j] = maze[i][j]; |
| 288 |
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sym_maze[RP->Xsize - i-1][j] = maze[i][j]; |
| 289 |
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}; |
| 290 |
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if(sym==Y_SYM) |
| 291 |
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for(i=0;i<RP->Xsize;i++) |
| 292 |
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for(j=0;j<RP->Ysize/2+1;j++) { |
| 293 |
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sym_maze[i][j] = maze[i][j]; |
| 294 |
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sym_maze[i][RP->Ysize-j-1] = maze[i][j]; |
| 295 |
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} |
| 296 |
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if(sym==XY_SYM) |
| 297 |
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for(i=0;i<RP->Xsize/2+1;i++) |
| 298 |
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for(j=0;j<RP->Ysize/2+1;j++) { |
| 299 |
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sym_maze[i][j] = maze[i][j]; |
| 300 |
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sym_maze[i][RP->Ysize-j-1] = maze[i][j]; |
| 301 |
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sym_maze[RP->Xsize - i-1][j] = maze[i][j]; |
| 302 |
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sym_maze[RP->Xsize - i-1][RP->Ysize-j-1] = maze[i][j]; |
| 303 |
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} |
| 304 |
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/* delete the old maze */ |
| 305 |
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for(i=0;i<Xsize_orig;i++) |
| 306 |
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free(maze[i]); |
| 307 |
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free(maze); |
| 308 |
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/* reconnect disjointed spirals */ |
| 309 |
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if(RP->map_layout_style==SPIRAL_LAYOUT) |
| 310 |
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connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); |
| 311 |
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/* reconnect disjointed nethackmazes: the routine for |
| 312 |
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spirals will do the trick?*/ |
| 313 |
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if(RP->map_layout_style==ROGUELIKE_LAYOUT) |
| 314 |
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connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); |
| 315 |
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| 316 |
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return sym_maze; |
| 317 |
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} |
| 318 |
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| 319 |
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| 320 |
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/* takes a map and rotates it. This completes the |
| 321 |
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onion layouts, making them possibly centered on any wall. |
| 322 |
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It'll modify Xsize and Ysize if they're swapped. |
| 323 |
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*/ |
| 324 |
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| 325 |
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char ** rotate_layout(char **maze,int rotation,RMParms *RP) { |
| 326 |
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char **new_maze; |
| 327 |
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int i,j; |
| 328 |
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| 329 |
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switch(rotation) { |
| 330 |
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case 0: |
| 331 |
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return maze; |
| 332 |
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break; |
| 333 |
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case 2: /* a reflection */ |
| 334 |
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{ |
| 335 |
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char *newmaze= (char *) malloc(sizeof(char) * RP->Xsize*RP->Ysize); |
| 336 |
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for(i=0;i<RP->Xsize;i++) { /* make a copy */ |
| 337 |
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for(j=0;j<RP->Ysize;j++) { |
| 338 |
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newmaze[i * RP->Ysize + j] = maze[i][j]; |
| 339 |
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} |
| 340 |
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} |
| 341 |
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for(i=0;i<RP->Xsize;i++) { /* copy a reflection back */ |
| 342 |
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for(j=0;j<RP->Ysize;j++) { |
| 343 |
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|
maze[i][j]= newmaze[(RP->Xsize-i-1)*RP->Ysize + RP->Ysize-j-1]; |
| 344 |
|
|
} |
| 345 |
|
|
} |
| 346 |
|
|
free(newmaze); |
| 347 |
|
|
return maze; |
| 348 |
|
|
break; |
| 349 |
|
|
} |
| 350 |
|
|
case 1: |
| 351 |
|
|
case 3: |
| 352 |
|
|
{ int swap; |
| 353 |
|
|
new_maze = (char **) calloc(sizeof(char *),RP->Ysize); |
| 354 |
|
|
for(i=0;i<RP->Ysize;i++) { |
| 355 |
|
|
new_maze[i] = (char *) calloc(sizeof(char),RP->Xsize); |
| 356 |
|
|
} |
| 357 |
|
|
if(rotation == 1) /* swap x and y */ |
| 358 |
|
|
for(i=0;i<RP->Xsize;i++) |
| 359 |
|
|
for(j=0;j<RP->Ysize;j++) |
| 360 |
|
|
new_maze[j][i] = maze[i][j]; |
| 361 |
|
|
|
| 362 |
|
|
if(rotation == 3) { /* swap x and y */ |
| 363 |
|
|
for(i=0;i<RP->Xsize;i++) |
| 364 |
|
|
for(j=0;j<RP->Ysize;j++) |
| 365 |
|
|
new_maze[j][i] = maze[RP->Xsize -i-1][RP->Ysize - j-1]; |
| 366 |
|
|
} |
| 367 |
|
|
|
| 368 |
|
|
/* delete the old layout */ |
| 369 |
|
|
for(i=0;i<RP->Xsize;i++) |
| 370 |
|
|
free(maze[i]); |
| 371 |
|
|
free(maze); |
| 372 |
|
|
|
| 373 |
|
|
swap = RP->Ysize; |
| 374 |
|
|
RP->Ysize = RP->Xsize; |
| 375 |
|
|
RP->Xsize = swap; |
| 376 |
|
|
return new_maze; |
| 377 |
|
|
break; |
| 378 |
|
|
} |
| 379 |
|
|
} |
| 380 |
|
|
return NULL; |
| 381 |
|
|
} |
| 382 |
|
|
|
| 383 |
|
|
/* take a layout and make some rooms in it. |
| 384 |
|
|
--works best on onions.*/ |
| 385 |
|
|
void roomify_layout(char **maze,RMParms *RP) { |
| 386 |
|
|
int tries = RP->Xsize*RP->Ysize/30; |
| 387 |
|
|
int ti; |
| 388 |
|
|
|
| 389 |
|
|
for(ti=0;ti<tries;ti++) { |
| 390 |
|
|
int dx,dy; /* starting location for looking at creating a door */ |
| 391 |
|
|
int cx,cy; /* results of checking on creating walls. */ |
| 392 |
|
|
dx = RANDOM() % RP->Xsize; |
| 393 |
|
|
dy = RANDOM() % RP->Ysize; |
| 394 |
|
|
cx = can_make_wall(maze,dx,dy,0,RP); /* horizontal */ |
| 395 |
|
|
cy = can_make_wall(maze,dx,dy,1,RP); /* vertical */ |
| 396 |
|
|
if(cx == -1) { |
| 397 |
|
|
if(cy != -1) |
| 398 |
|
|
make_wall(maze,dx,dy,1); |
| 399 |
|
|
continue; |
| 400 |
|
|
} |
| 401 |
|
|
if(cy == -1) { |
| 402 |
|
|
make_wall(maze,dx,dy,0); |
| 403 |
|
|
continue; |
| 404 |
|
|
} |
| 405 |
|
|
if(cx < cy) make_wall(maze,dx,dy,0); |
| 406 |
|
|
else make_wall(maze,dx,dy,1); |
| 407 |
|
|
} |
| 408 |
|
|
} |
| 409 |
|
|
|
| 410 |
|
|
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
| 411 |
|
|
(or vertical, dir == 1) |
| 412 |
|
|
here which ends up on other walls sensibly. */ |
| 413 |
|
|
|
| 414 |
|
|
int can_make_wall(char **maze,int dx,int dy,int dir,RMParms *RP) { |
| 415 |
|
|
int i1; |
| 416 |
|
|
int length=0; |
| 417 |
|
|
|
| 418 |
|
|
/* dont make walls if we're on the edge. */ |
| 419 |
|
|
if(dx == 0 || dx == (RP->Xsize -1) || dy == 0 || dy == (RP->Ysize-1)) return -1; |
| 420 |
|
|
|
| 421 |
|
|
/* don't make walls if we're ON a wall. */ |
| 422 |
|
|
if(maze[dx][dy]!=0) return -1; |
| 423 |
|
|
|
| 424 |
|
|
if(dir==0) /* horizontal */ |
| 425 |
|
|
{ |
| 426 |
|
|
int y = dy; |
| 427 |
|
|
for(i1=dx-1;i1>0;i1--) { |
| 428 |
|
|
int sindex=surround_flag2(maze,i1,y,RP); |
| 429 |
|
|
if(sindex == 1) break; |
| 430 |
|
|
if(sindex != 0) return -1; /* can't make horiz. wall here */ |
| 431 |
|
|
if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ |
| 432 |
|
|
length++; |
| 433 |
|
|
} |
| 434 |
|
|
|
| 435 |
|
|
for(i1=dx+1;i1<RP->Xsize-1;i1++) { |
| 436 |
|
|
int sindex=surround_flag2(maze,i1,y,RP); |
| 437 |
|
|
if(sindex == 2) break; |
| 438 |
|
|
if(sindex != 0) return -1; /* can't make horiz. wall here */ |
| 439 |
|
|
if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ |
| 440 |
|
|
length++; |
| 441 |
|
|
} |
| 442 |
|
|
return length; |
| 443 |
|
|
} |
| 444 |
|
|
else { /* vertical */ |
| 445 |
|
|
int x = dx; |
| 446 |
|
|
for(i1=dy-1;i1>0;i1--) { |
| 447 |
|
|
int sindex=surround_flag2(maze,x,i1,RP); |
| 448 |
|
|
if(sindex == 4) break; |
| 449 |
|
|
if(sindex != 0) return -1; /* can't make vert. wall here */ |
| 450 |
|
|
if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ |
| 451 |
|
|
length++; |
| 452 |
|
|
} |
| 453 |
|
|
|
| 454 |
|
|
for(i1=dy+1;i1<RP->Ysize-1;i1++) { |
| 455 |
|
|
int sindex=surround_flag2(maze,x,i1,RP); |
| 456 |
|
|
if(sindex == 8) break; |
| 457 |
|
|
if(sindex != 0) return -1; /* can't make verti. wall here */ |
| 458 |
|
|
if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ |
| 459 |
|
|
length++; |
| 460 |
|
|
} |
| 461 |
|
|
return length; |
| 462 |
|
|
} |
| 463 |
|
|
return -1; |
| 464 |
|
|
} |
| 465 |
|
|
|
| 466 |
|
|
|
| 467 |
|
|
int make_wall(char **maze,int x, int y, int dir){ |
| 468 |
|
|
maze[x][y] = 'D'; /* mark a door */ |
| 469 |
|
|
switch(dir) { |
| 470 |
|
|
case 0: /* horizontal */ |
| 471 |
|
|
{ |
| 472 |
|
|
int i1; |
| 473 |
|
|
for(i1 = x-1;maze[i1][y]==0;i1--) |
| 474 |
|
|
maze[i1][y]='#'; |
| 475 |
|
|
for(i1 = x+1;maze[i1][y]==0;i1++) |
| 476 |
|
|
maze[i1][y]='#'; |
| 477 |
|
|
break; |
| 478 |
|
|
} |
| 479 |
|
|
case 1: /* vertical */ |
| 480 |
|
|
{ |
| 481 |
|
|
int i1; |
| 482 |
|
|
for(i1 = y-1;maze[x][i1]==0;i1--) |
| 483 |
|
|
maze[x][i1]='#'; |
| 484 |
|
|
for(i1 = y+1;maze[x][i1]==0;i1++) |
| 485 |
|
|
maze[x][i1]='#'; |
| 486 |
|
|
break; |
| 487 |
|
|
} |
| 488 |
|
|
} |
| 489 |
|
|
|
| 490 |
|
|
return 0; |
| 491 |
|
|
} |
| 492 |
|
|
|
| 493 |
|
|
/* puts doors at appropriate locations in a layout. */ |
| 494 |
|
|
|
| 495 |
|
|
void doorify_layout(char **maze,RMParms *RP) { |
| 496 |
|
|
int ndoors = RP->Xsize*RP->Ysize/60; /* reasonable number of doors. */ |
| 497 |
|
|
char *doorlist_x; |
| 498 |
|
|
char *doorlist_y; |
| 499 |
|
|
int doorlocs = 0; /* # of available doorlocations */ |
| 500 |
|
|
int i,j; |
| 501 |
|
|
|
| 502 |
|
|
doorlist_x = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); |
| 503 |
|
|
doorlist_y = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); |
| 504 |
|
|
|
| 505 |
|
|
|
| 506 |
|
|
/* make a list of possible door locations */ |
| 507 |
|
|
for(i=1;i<RP->Xsize-1;i++) |
| 508 |
|
|
for(j=1;j<RP->Ysize-1;j++) { |
| 509 |
|
|
int sindex = surround_flag(maze,i,j,RP); |
| 510 |
|
|
if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ |
| 511 |
|
|
{ |
| 512 |
|
|
doorlist_x[doorlocs]=i; |
| 513 |
|
|
doorlist_y[doorlocs]=j; |
| 514 |
|
|
doorlocs++; |
| 515 |
|
|
} |
| 516 |
|
|
} |
| 517 |
|
|
while(ndoors > 0 && doorlocs > 0) { |
| 518 |
|
|
int di; |
| 519 |
|
|
int sindex; |
| 520 |
|
|
di = RANDOM() % doorlocs; |
| 521 |
|
|
i=doorlist_x[di]; |
| 522 |
|
|
j=doorlist_y[di]; |
| 523 |
|
|
sindex= surround_flag(maze,i,j,RP); |
| 524 |
|
|
if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ |
| 525 |
|
|
{ |
| 526 |
|
|
maze[i][j] = 'D'; |
| 527 |
|
|
ndoors--; |
| 528 |
|
|
} |
| 529 |
|
|
/* reduce the size of the list */ |
| 530 |
|
|
doorlocs--; |
| 531 |
|
|
doorlist_x[di]=doorlist_x[doorlocs]; |
| 532 |
|
|
doorlist_y[di]=doorlist_y[doorlocs]; |
| 533 |
|
|
} |
| 534 |
|
|
free(doorlist_x); |
| 535 |
|
|
free(doorlist_y); |
| 536 |
|
|
} |
| 537 |
|
|
|
| 538 |
|
|
|
| 539 |
|
|
void write_map_parameters_to_string(char *buf,RMParms *RP) { |
| 540 |
|
|
|
| 541 |
|
|
char small_buf[256]; |
| 542 |
|
|
sprintf(buf,"xsize %d\nysize %d\n",RP->Xsize,RP->Ysize); |
| 543 |
|
|
|
| 544 |
|
|
if(RP->wallstyle[0]) { |
| 545 |
|
|
sprintf(small_buf,"wallstyle %s\n",RP->wallstyle); |
| 546 |
|
|
strcat(buf,small_buf); |
| 547 |
|
|
} |
| 548 |
|
|
|
| 549 |
|
|
if(RP->floorstyle[0]) { |
| 550 |
|
|
sprintf(small_buf,"floorstyle %s\n",RP->floorstyle); |
| 551 |
|
|
strcat(buf,small_buf); |
| 552 |
|
|
} |
| 553 |
|
|
|
| 554 |
|
|
if(RP->monsterstyle[0]) { |
| 555 |
|
|
sprintf(small_buf,"monsterstyle %s\n",RP->monsterstyle); |
| 556 |
|
|
strcat(buf,small_buf); |
| 557 |
|
|
} |
| 558 |
|
|
|
| 559 |
|
|
if(RP->treasurestyle[0]) { |
| 560 |
|
|
sprintf(small_buf,"treasurestyle %s\n",RP->treasurestyle); |
| 561 |
|
|
strcat(buf,small_buf); |
| 562 |
|
|
} |
| 563 |
|
|
|
| 564 |
|
|
if(RP->layoutstyle[0]) { |
| 565 |
|
|
sprintf(small_buf,"layoutstyle %s\n",RP->layoutstyle); |
| 566 |
|
|
strcat(buf,small_buf); |
| 567 |
|
|
} |
| 568 |
|
|
|
| 569 |
|
|
if(RP->decorstyle[0]) { |
| 570 |
|
|
sprintf(small_buf,"decorstyle %s\n",RP->decorstyle); |
| 571 |
|
|
strcat(buf,small_buf); |
| 572 |
|
|
} |
| 573 |
|
|
|
| 574 |
|
|
if(RP->doorstyle[0]) { |
| 575 |
|
|
sprintf(small_buf,"doorstyle %s\n",RP->doorstyle); |
| 576 |
|
|
strcat(buf,small_buf); |
| 577 |
|
|
} |
| 578 |
|
|
|
| 579 |
|
|
if(RP->exitstyle[0]) { |
| 580 |
|
|
sprintf(small_buf,"exitstyle %s\n",RP->exitstyle); |
| 581 |
|
|
strcat(buf,small_buf); |
| 582 |
|
|
} |
| 583 |
|
|
|
| 584 |
|
|
if(RP->final_map[0]) { |
| 585 |
|
|
sprintf(small_buf,"final_map %s\n",RP->final_map); |
| 586 |
|
|
strcat(buf,small_buf); |
| 587 |
|
|
} |
| 588 |
|
|
|
| 589 |
|
|
if(RP->exit_on_final_map[0]) { |
| 590 |
|
|
sprintf(small_buf,"exit_on_final_map %s\n",RP->exit_on_final_map); |
| 591 |
|
|
strcat(buf,small_buf); |
| 592 |
|
|
} |
| 593 |
|
|
|
| 594 |
|
|
if(RP->this_map[0]) { |
| 595 |
|
|
sprintf(small_buf,"origin_map %s\n",RP->this_map); |
| 596 |
|
|
strcat(buf,small_buf); |
| 597 |
|
|
} |
| 598 |
|
|
|
| 599 |
|
|
if(RP->expand2x) { |
| 600 |
|
|
sprintf(small_buf,"expand2x %d\n",RP->expand2x); |
| 601 |
|
|
strcat(buf,small_buf); |
| 602 |
|
|
} |
| 603 |
|
|
|
| 604 |
|
|
if(RP->layoutoptions1) { |
| 605 |
|
|
sprintf(small_buf,"layoutoptions1 %d\n",RP->layoutoptions1); |
| 606 |
|
|
strcat(buf,small_buf); |
| 607 |
|
|
} |
| 608 |
|
|
|
| 609 |
|
|
|
| 610 |
|
|
if(RP->layoutoptions2) { |
| 611 |
|
|
sprintf(small_buf,"layoutoptions2 %d\n",RP->layoutoptions2); |
| 612 |
|
|
strcat(buf,small_buf); |
| 613 |
|
|
} |
| 614 |
|
|
|
| 615 |
|
|
|
| 616 |
|
|
if(RP->layoutoptions3) { |
| 617 |
|
|
sprintf(small_buf,"layoutoptions3 %d\n",RP->layoutoptions3); |
| 618 |
|
|
strcat(buf,small_buf); |
| 619 |
|
|
} |
| 620 |
|
|
|
| 621 |
|
|
if(RP->symmetry) { |
| 622 |
|
|
sprintf(small_buf,"symmetry %d\n",RP->symmetry); |
| 623 |
|
|
strcat(buf,small_buf); |
| 624 |
|
|
} |
| 625 |
|
|
|
| 626 |
|
|
|
| 627 |
|
|
if(RP->difficulty && RP->difficulty_given ) { |
| 628 |
|
|
sprintf(small_buf,"difficulty %d\n",RP->difficulty); |
| 629 |
|
|
strcat(buf,small_buf); |
| 630 |
|
|
} |
| 631 |
|
|
|
| 632 |
|
|
if(RP->difficulty_increase != 1.0 ) { |
| 633 |
|
|
sprintf(small_buf,"difficulty_increase %f\n",RP->difficulty_increase); |
| 634 |
|
|
strcat(buf,small_buf); |
| 635 |
|
|
} |
| 636 |
|
|
|
| 637 |
|
|
sprintf(small_buf,"dungeon_level %d\n",RP->dungeon_level); |
| 638 |
|
|
strcat(buf,small_buf); |
| 639 |
|
|
|
| 640 |
|
|
if(RP->dungeon_depth) { |
| 641 |
|
|
sprintf(small_buf,"dungeon_depth %d\n",RP->dungeon_depth); |
| 642 |
|
|
strcat(buf,small_buf); |
| 643 |
|
|
} |
| 644 |
|
|
|
| 645 |
|
|
if(RP->decoroptions) { |
| 646 |
|
|
sprintf(small_buf,"decoroptions %d\n",RP->decoroptions); |
| 647 |
|
|
strcat(buf,small_buf); |
| 648 |
|
|
} |
| 649 |
|
|
|
| 650 |
|
|
if(RP->orientation) { |
| 651 |
|
|
sprintf(small_buf,"orientation %d\n",RP->orientation); |
| 652 |
|
|
strcat(buf,small_buf); |
| 653 |
|
|
} |
| 654 |
|
|
|
| 655 |
|
|
if(RP->origin_x) { |
| 656 |
|
|
sprintf(small_buf,"origin_x %d\n",RP->origin_x); |
| 657 |
|
|
strcat(buf,small_buf); |
| 658 |
|
|
} |
| 659 |
|
|
|
| 660 |
|
|
if(RP->origin_y) { |
| 661 |
|
|
sprintf(small_buf,"origin_y %d\n",RP->origin_y); |
| 662 |
|
|
strcat(buf,small_buf); |
| 663 |
|
|
} |
| 664 |
|
|
if(RP->random_seed) { |
| 665 |
|
|
/* Add one so that the next map is a bit different */ |
| 666 |
|
|
sprintf(small_buf,"random_seed %d\n",RP->random_seed + 1); |
| 667 |
|
|
strcat(buf,small_buf); |
| 668 |
|
|
} |
| 669 |
|
|
|
| 670 |
|
|
if(RP->treasureoptions) { |
| 671 |
|
|
sprintf(small_buf,"treasureoptions %d\n",RP->treasureoptions); |
| 672 |
|
|
strcat(buf,small_buf); |
| 673 |
|
|
} |
| 674 |
|
|
|
| 675 |
|
|
|
| 676 |
|
|
} |
| 677 |
|
|
|
| 678 |
|
|
void write_parameters_to_string(char *buf, |
| 679 |
|
|
int xsize_n, |
| 680 |
|
|
int ysize_n, |
| 681 |
|
|
char *wallstyle_n, |
| 682 |
|
|
char *floorstyle_n, |
| 683 |
|
|
char *monsterstyle_n, |
| 684 |
|
|
char *treasurestyle_n, |
| 685 |
|
|
char *layoutstyle_n, |
| 686 |
|
|
char *decorstyle_n, |
| 687 |
|
|
char *doorstyle_n, |
| 688 |
|
|
char *exitstyle_n, |
| 689 |
|
|
char *final_map_n, |
| 690 |
|
|
char *exit_on_final_map_n, |
| 691 |
|
|
char *this_map_n, |
| 692 |
|
|
int layoutoptions1_n, |
| 693 |
|
|
int layoutoptions2_n, |
| 694 |
|
|
int layoutoptions3_n, |
| 695 |
|
|
int symmetry_n, |
| 696 |
|
|
int dungeon_depth_n, |
| 697 |
|
|
int dungeon_level_n, |
| 698 |
|
|
int difficulty_n, |
| 699 |
|
|
int difficulty_given_n, |
| 700 |
|
|
int decoroptions_n, |
| 701 |
|
|
int orientation_n, |
| 702 |
|
|
int origin_x_n, |
| 703 |
|
|
int origin_y_n, |
| 704 |
|
|
int random_seed_n, |
| 705 |
|
|
int treasureoptions_n, |
| 706 |
|
|
float difficulty_increase) |
| 707 |
|
|
{ |
| 708 |
|
|
|
| 709 |
|
|
char small_buf[256]; |
| 710 |
|
|
sprintf(buf,"xsize %d\nysize %d\n",xsize_n,ysize_n); |
| 711 |
|
|
|
| 712 |
|
|
if(wallstyle_n && wallstyle_n[0]) { |
| 713 |
|
|
sprintf(small_buf,"wallstyle %s\n",wallstyle_n); |
| 714 |
|
|
strcat(buf,small_buf); |
| 715 |
|
|
} |
| 716 |
|
|
|
| 717 |
|
|
if(floorstyle_n && floorstyle_n[0]) { |
| 718 |
|
|
sprintf(small_buf,"floorstyle %s\n",floorstyle_n); |
| 719 |
|
|
strcat(buf,small_buf); |
| 720 |
|
|
} |
| 721 |
|
|
|
| 722 |
|
|
if(monsterstyle_n && monsterstyle_n[0]) { |
| 723 |
|
|
sprintf(small_buf,"monsterstyle %s\n",monsterstyle_n); |
| 724 |
|
|
strcat(buf,small_buf); |
| 725 |
|
|
} |
| 726 |
|
|
|
| 727 |
|
|
if(treasurestyle_n && treasurestyle_n[0]) { |
| 728 |
|
|
sprintf(small_buf,"treasurestyle %s\n",treasurestyle_n); |
| 729 |
|
|
strcat(buf,small_buf); |
| 730 |
|
|
} |
| 731 |
|
|
|
| 732 |
|
|
if(layoutstyle_n &&layoutstyle_n[0]) { |
| 733 |
|
|
sprintf(small_buf,"layoutstyle %s\n",layoutstyle_n); |
| 734 |
|
|
strcat(buf,small_buf); |
| 735 |
|
|
} |
| 736 |
|
|
|
| 737 |
|
|
if(decorstyle_n && decorstyle_n[0]) { |
| 738 |
|
|
sprintf(small_buf,"decorstyle %s\n",decorstyle_n); |
| 739 |
|
|
strcat(buf,small_buf); |
| 740 |
|
|
} |
| 741 |
|
|
|
| 742 |
|
|
if(doorstyle_n && doorstyle_n[0]) { |
| 743 |
|
|
sprintf(small_buf,"doorstyle %s\n",doorstyle_n); |
| 744 |
|
|
strcat(buf,small_buf); |
| 745 |
|
|
} |
| 746 |
|
|
|
| 747 |
|
|
if(exitstyle_n && exitstyle_n[0]) { |
| 748 |
|
|
sprintf(small_buf,"exitstyle %s\n",exitstyle_n); |
| 749 |
|
|
strcat(buf,small_buf); |
| 750 |
|
|
} |
| 751 |
|
|
|
| 752 |
|
|
if(final_map_n && final_map_n[0]) { |
| 753 |
|
|
sprintf(small_buf,"final_map %s\n",final_map_n); |
| 754 |
|
|
strcat(buf,small_buf); |
| 755 |
|
|
} |
| 756 |
|
|
|
| 757 |
|
|
if(exit_on_final_map_n && exit_on_final_map_n[0]) { |
| 758 |
|
|
sprintf(small_buf,"exit_on_final_map %s\n",exit_on_final_map_n); |
| 759 |
|
|
strcat(buf,small_buf); |
| 760 |
|
|
} |
| 761 |
|
|
|
| 762 |
|
|
if(this_map_n && this_map_n[0]) { |
| 763 |
|
|
sprintf(small_buf,"origin_map %s\n",this_map_n); |
| 764 |
|
|
strcat(buf,small_buf); |
| 765 |
|
|
} |
| 766 |
|
|
|
| 767 |
|
|
if(layoutoptions1_n) { |
| 768 |
|
|
sprintf(small_buf,"layoutoptions1 %d\n",layoutoptions1_n); |
| 769 |
|
|
strcat(buf,small_buf); |
| 770 |
|
|
} |
| 771 |
|
|
|
| 772 |
|
|
|
| 773 |
|
|
if(layoutoptions2_n) { |
| 774 |
|
|
sprintf(small_buf,"layoutoptions2 %d\n",layoutoptions2_n); |
| 775 |
|
|
strcat(buf,small_buf); |
| 776 |
|
|
} |
| 777 |
|
|
|
| 778 |
|
|
|
| 779 |
|
|
if(layoutoptions3_n) { |
| 780 |
|
|
sprintf(small_buf,"layoutoptions3 %d\n",layoutoptions3_n); |
| 781 |
|
|
strcat(buf,small_buf); |
| 782 |
|
|
} |
| 783 |
|
|
|
| 784 |
|
|
if(symmetry_n) { |
| 785 |
|
|
sprintf(small_buf,"symmetry %d\n",symmetry_n); |
| 786 |
|
|
strcat(buf,small_buf); |
| 787 |
|
|
} |
| 788 |
|
|
|
| 789 |
|
|
|
| 790 |
|
|
if(difficulty_n && difficulty_given_n ) { |
| 791 |
|
|
sprintf(small_buf,"difficulty %d\n",difficulty_n); |
| 792 |
|
|
strcat(buf,small_buf); |
| 793 |
|
|
} |
| 794 |
|
|
|
| 795 |
|
|
if(difficulty_increase > 0.001 ) { |
| 796 |
|
|
sprintf(small_buf,"difficulty_increase %f\n",difficulty_increase); |
| 797 |
|
|
strcat(buf,small_buf); |
| 798 |
|
|
} |
| 799 |
|
|
|
| 800 |
|
|
sprintf(small_buf,"dungeon_level %d\n",dungeon_level_n); |
| 801 |
|
|
strcat(buf,small_buf); |
| 802 |
|
|
|
| 803 |
|
|
if(dungeon_depth_n) { |
| 804 |
|
|
sprintf(small_buf,"dungeon_depth %d\n",dungeon_depth_n); |
| 805 |
|
|
strcat(buf,small_buf); |
| 806 |
|
|
} |
| 807 |
|
|
|
| 808 |
|
|
if(decoroptions_n) { |
| 809 |
|
|
sprintf(small_buf,"decoroptions %d\n",decoroptions_n); |
| 810 |
|
|
strcat(buf,small_buf); |
| 811 |
|
|
} |
| 812 |
|
|
|
| 813 |
|
|
if(orientation_n) { |
| 814 |
|
|
sprintf(small_buf,"orientation %d\n",orientation_n); |
| 815 |
|
|
strcat(buf,small_buf); |
| 816 |
|
|
} |
| 817 |
|
|
|
| 818 |
|
|
if(origin_x_n) { |
| 819 |
|
|
sprintf(small_buf,"origin_x %d\n",origin_x_n); |
| 820 |
|
|
strcat(buf,small_buf); |
| 821 |
|
|
} |
| 822 |
|
|
|
| 823 |
|
|
if(origin_y_n) { |
| 824 |
|
|
sprintf(small_buf,"origin_y %d\n",origin_y_n); |
| 825 |
|
|
strcat(buf,small_buf); |
| 826 |
|
|
} |
| 827 |
|
|
if(random_seed_n) { |
| 828 |
|
|
/* Add one so that the next map is a bit different */ |
| 829 |
|
|
sprintf(small_buf,"random_seed %d\n",random_seed_n + 1); |
| 830 |
|
|
strcat(buf,small_buf); |
| 831 |
|
|
} |
| 832 |
|
|
|
| 833 |
|
|
if(treasureoptions_n) { |
| 834 |
|
|
sprintf(small_buf,"treasureoptions %d\n",treasureoptions_n); |
| 835 |
|
|
strcat(buf,small_buf); |
| 836 |
|
|
} |
| 837 |
|
|
|
| 838 |
|
|
|
| 839 |
|
|
} |
| 840 |
|
|
|
| 841 |
|
|
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
| 842 |
|
|
void copy_object_with_inv(object *src_ob, object *dest_ob) { |
| 843 |
|
|
object *walk,*tmp; |
| 844 |
|
|
|
| 845 |
|
|
copy_object(src_ob,dest_ob); |
| 846 |
|
|
|
| 847 |
|
|
for(walk=src_ob->inv;walk!=NULL;walk=walk->below) { |
| 848 |
|
|
tmp=get_object(); |
| 849 |
|
|
copy_object(walk,tmp); |
| 850 |
|
|
insert_ob_in_ob(tmp,dest_ob); |
| 851 |
|
|
} |
| 852 |
|
|
} |