| 1 |
elmex |
1.1 |
/* |
| 2 |
pippijn |
1.20 |
* CrossFire, A Multiplayer game for X-windows |
| 3 |
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* |
| 4 |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
| 5 |
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* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
| 6 |
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* Copyright (C) 1992 Frank Tore Johansen |
| 7 |
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* |
| 8 |
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* This program is free software; you can redistribute it and/or modify |
| 9 |
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* it under the terms of the GNU General Public License as published by |
| 10 |
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* the Free Software Foundation; either version 2 of the License, or |
| 11 |
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* (at your option) any later version. |
| 12 |
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* |
| 13 |
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* This program is distributed in the hope that it will be useful, |
| 14 |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
| 17 |
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* |
| 18 |
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* You should have received a copy of the GNU General Public License |
| 19 |
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* along with this program; if not, write to the Free Software |
| 20 |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
| 22 |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
| 23 |
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*/ |
| 24 |
elmex |
1.1 |
|
| 25 |
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#include <time.h> |
| 26 |
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#include <stdio.h> |
| 27 |
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#include <global.h> |
| 28 |
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#include <maze_gen.h> |
| 29 |
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#include <room_gen.h> |
| 30 |
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#include <random_map.h> |
| 31 |
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#include <rproto.h> |
| 32 |
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#include <sproto.h> |
| 33 |
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| 34 |
root |
1.22 |
#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); |
| 35 |
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| 36 |
root |
1.3 |
void |
| 37 |
root |
1.13 |
dump_layout (char **layout, random_map_params *RP) |
| 38 |
root |
1.3 |
{ |
| 39 |
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{ |
| 40 |
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int i, j; |
| 41 |
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| 42 |
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for (i = 0; i < RP->Xsize; i++) |
| 43 |
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{ |
| 44 |
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for (j = 0; j < RP->Ysize; j++) |
| 45 |
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{ |
| 46 |
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if (layout[i][j] == 0) |
| 47 |
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layout[i][j] = ' '; |
| 48 |
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printf ("%c", layout[i][j]); |
| 49 |
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if (layout[i][j] == ' ') |
| 50 |
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layout[i][j] = 0; |
| 51 |
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} |
| 52 |
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printf ("\n"); |
| 53 |
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} |
| 54 |
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} |
| 55 |
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printf ("\n"); |
| 56 |
elmex |
1.1 |
} |
| 57 |
root |
1.8 |
|
| 58 |
root |
1.19 |
bool |
| 59 |
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maptile::generate_random_map (random_map_params *RP) |
| 60 |
root |
1.3 |
{ |
| 61 |
root |
1.18 |
char **layout, buf[16384]; |
| 62 |
root |
1.3 |
int i; |
| 63 |
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| 64 |
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/* pick a random seed, or use the one from the input file */ |
| 65 |
root |
1.22 |
RP->random_seed = RP->random_seed |
| 66 |
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? RP->random_seed + RP->dungeon_level |
| 67 |
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: time (0); |
| 68 |
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CEDE; |
| 69 |
root |
1.3 |
|
| 70 |
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write_map_parameters_to_string (buf, RP); |
| 71 |
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| 72 |
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if (RP->difficulty == 0) |
| 73 |
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{ |
| 74 |
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RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
| 75 |
root |
1.6 |
|
| 76 |
root |
1.3 |
if (RP->difficulty_increase > 0.001) |
| 77 |
root |
1.6 |
RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
| 78 |
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| 79 |
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if (RP->difficulty < 1) |
| 80 |
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RP->difficulty = 1; |
| 81 |
elmex |
1.1 |
} |
| 82 |
root |
1.3 |
else |
| 83 |
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RP->difficulty_given = 1; |
| 84 |
elmex |
1.1 |
|
| 85 |
root |
1.3 |
if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
| 86 |
root |
1.21 |
RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
| 87 |
root |
1.6 |
|
| 88 |
root |
1.3 |
if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
| 89 |
root |
1.21 |
RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
| 90 |
elmex |
1.1 |
|
| 91 |
root |
1.22 |
if (RP->symmetry == SYMMETRY_RANDOM) |
| 92 |
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RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
| 93 |
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else |
| 94 |
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RP->symmetry_used = RP->symmetry; |
| 95 |
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| 96 |
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if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
| 97 |
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RP->Ysize = RP->Ysize / 2 + 1; |
| 98 |
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if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
| 99 |
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RP->Xsize = RP->Xsize / 2 + 1; |
| 100 |
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| 101 |
root |
1.3 |
if (RP->expand2x > 0) |
| 102 |
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{ |
| 103 |
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RP->Xsize /= 2; |
| 104 |
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RP->Ysize /= 2; |
| 105 |
elmex |
1.1 |
} |
| 106 |
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| 107 |
root |
1.22 |
RP->map_layout_style = LAYOUT_NONE; |
| 108 |
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| 109 |
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/* Redo this - there was a lot of redundant code of checking for preset |
| 110 |
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* layout style and then random layout style. Instead, figure out |
| 111 |
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* the numeric layoutstyle, so there is only one area that actually |
| 112 |
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* calls the code to make the maps. |
| 113 |
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*/ |
| 114 |
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if (strstr (RP->layoutstyle, "onion")) |
| 115 |
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RP->map_layout_style = LAYOUT_ONION; |
| 116 |
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| 117 |
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if (strstr (RP->layoutstyle, "maze")) |
| 118 |
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RP->map_layout_style = LAYOUT_MAZE; |
| 119 |
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| 120 |
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if (strstr (RP->layoutstyle, "spiral")) |
| 121 |
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RP->map_layout_style = LAYOUT_SPIRAL; |
| 122 |
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| 123 |
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if (strstr (RP->layoutstyle, "rogue")) |
| 124 |
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RP->map_layout_style = LAYOUT_ROGUELIKE; |
| 125 |
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| 126 |
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if (strstr (RP->layoutstyle, "snake")) |
| 127 |
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RP->map_layout_style = LAYOUT_SNAKE; |
| 128 |
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| 129 |
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if (strstr (RP->layoutstyle, "squarespiral")) |
| 130 |
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RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
| 131 |
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| 132 |
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/* No style found - choose one randomly */ |
| 133 |
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if (RP->map_layout_style == LAYOUT_NONE) |
| 134 |
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RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
| 135 |
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|
| 136 |
root |
1.3 |
layout = layoutgen (RP); |
| 137 |
elmex |
1.1 |
|
| 138 |
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#ifdef RMAP_DEBUG |
| 139 |
root |
1.3 |
dump_layout (layout, RP); |
| 140 |
elmex |
1.1 |
#endif |
| 141 |
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|
| 142 |
root |
1.3 |
/* increment these for the current map */ |
| 143 |
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RP->dungeon_level += 1; |
| 144 |
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/* allow constant-difficulty maps. */ |
| 145 |
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/* difficulty+=1; */ |
| 146 |
elmex |
1.1 |
|
| 147 |
root |
1.3 |
/* rotate the layout randomly */ |
| 148 |
root |
1.21 |
layout = rotate_layout (layout, rndm (4), RP); |
| 149 |
elmex |
1.1 |
#ifdef RMAP_DEBUG |
| 150 |
root |
1.3 |
dump_layout (layout, RP); |
| 151 |
elmex |
1.1 |
#endif |
| 152 |
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|
| 153 |
root |
1.3 |
/* allocate the map and set the floor */ |
| 154 |
root |
1.19 |
make_map_floor (layout, RP->floorstyle, RP); |
| 155 |
root |
1.3 |
|
| 156 |
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/* set region */ |
| 157 |
root |
1.19 |
region = RP->region; |
| 158 |
root |
1.3 |
|
| 159 |
root |
1.22 |
CEDE; |
| 160 |
root |
1.19 |
|
| 161 |
root |
1.3 |
/* create walls unless the wallstyle is "none" */ |
| 162 |
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if (strcmp (RP->wallstyle, "none")) |
| 163 |
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{ |
| 164 |
root |
1.19 |
make_map_walls (this, layout, RP->wallstyle, RP); |
| 165 |
elmex |
1.1 |
|
| 166 |
root |
1.3 |
/* place doors unless doorstyle or wallstyle is "none" */ |
| 167 |
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if (strcmp (RP->doorstyle, "none")) |
| 168 |
root |
1.19 |
put_doors (this, layout, RP->doorstyle, RP); |
| 169 |
root |
1.3 |
} |
| 170 |
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|
| 171 |
root |
1.22 |
CEDE; |
| 172 |
root |
1.19 |
|
| 173 |
root |
1.3 |
/* create exits unless the exitstyle is "none" */ |
| 174 |
|
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if (strcmp (RP->exitstyle, "none")) |
| 175 |
root |
1.19 |
place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
| 176 |
root |
1.3 |
|
| 177 |
root |
1.22 |
CEDE; |
| 178 |
root |
1.19 |
|
| 179 |
|
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place_specials_in_map (this, layout, RP); |
| 180 |
root |
1.3 |
|
| 181 |
root |
1.22 |
CEDE; |
| 182 |
root |
1.19 |
|
| 183 |
root |
1.3 |
/* create monsters unless the monsterstyle is "none" */ |
| 184 |
|
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if (strcmp (RP->monsterstyle, "none")) |
| 185 |
root |
1.19 |
place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
| 186 |
root |
1.3 |
|
| 187 |
root |
1.22 |
CEDE; |
| 188 |
root |
1.19 |
|
| 189 |
root |
1.3 |
/* treasures needs to have a proper difficulty set for the map. */ |
| 190 |
root |
1.19 |
difficulty = estimate_difficulty (); |
| 191 |
root |
1.3 |
|
| 192 |
root |
1.22 |
CEDE; |
| 193 |
root |
1.19 |
|
| 194 |
root |
1.3 |
/* create treasure unless the treasurestyle is "none" */ |
| 195 |
|
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if (strcmp (RP->treasurestyle, "none")) |
| 196 |
root |
1.19 |
place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
| 197 |
root |
1.3 |
|
| 198 |
root |
1.22 |
CEDE; |
| 199 |
root |
1.19 |
|
| 200 |
root |
1.3 |
/* create decor unless the decorstyle is "none" */ |
| 201 |
|
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if (strcmp (RP->decorstyle, "none")) |
| 202 |
root |
1.19 |
put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
| 203 |
root |
1.3 |
|
| 204 |
root |
1.22 |
CEDE; |
| 205 |
root |
1.19 |
|
| 206 |
root |
1.3 |
/* generate treasures, etc. */ |
| 207 |
root |
1.19 |
fix_auto_apply (); |
| 208 |
root |
1.3 |
|
| 209 |
root |
1.22 |
CEDE; |
| 210 |
|
|
|
| 211 |
root |
1.19 |
unblock_exits (this, layout, RP); |
| 212 |
root |
1.3 |
|
| 213 |
|
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/* free the layout */ |
| 214 |
|
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for (i = 0; i < RP->Xsize; i++) |
| 215 |
|
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free (layout[i]); |
| 216 |
root |
1.12 |
|
| 217 |
root |
1.3 |
free (layout); |
| 218 |
|
|
|
| 219 |
root |
1.19 |
msg = strdup (buf); |
| 220 |
|
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in_memory = MAP_IN_MEMORY; |
| 221 |
root |
1.3 |
|
| 222 |
root |
1.22 |
CEDE; |
| 223 |
|
|
|
| 224 |
root |
1.19 |
return 1; |
| 225 |
elmex |
1.1 |
} |
| 226 |
|
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|
| 227 |
|
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/* function selects the layout function and gives it whatever |
| 228 |
|
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arguments it needs. */ |
| 229 |
root |
1.3 |
char ** |
| 230 |
root |
1.13 |
layoutgen (random_map_params *RP) |
| 231 |
root |
1.3 |
{ |
| 232 |
|
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char **maze = 0; |
| 233 |
|
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int oxsize = RP->Xsize, oysize = RP->Ysize; |
| 234 |
elmex |
1.1 |
|
| 235 |
root |
1.3 |
switch (RP->map_layout_style) |
| 236 |
|
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{ |
| 237 |
root |
1.11 |
case LAYOUT_ONION: |
| 238 |
|
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maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
| 239 |
root |
1.21 |
if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
| 240 |
root |
1.11 |
roomify_layout (maze, RP); |
| 241 |
|
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break; |
| 242 |
|
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|
| 243 |
|
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case LAYOUT_MAZE: |
| 244 |
root |
1.21 |
maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
| 245 |
|
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if (!(rndm (2))) |
| 246 |
root |
1.11 |
doorify_layout (maze, RP); |
| 247 |
|
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break; |
| 248 |
|
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|
| 249 |
|
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case LAYOUT_SPIRAL: |
| 250 |
|
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maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
| 251 |
root |
1.21 |
if (!(rndm (2))) |
| 252 |
root |
1.11 |
doorify_layout (maze, RP); |
| 253 |
|
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break; |
| 254 |
|
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|
| 255 |
|
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case LAYOUT_ROGUELIKE: |
| 256 |
|
|
/* Don't put symmetry in rogue maps. There isn't much reason to |
| 257 |
|
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* do so in the first place (doesn't make it any more interesting), |
| 258 |
|
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* but more importantly, the symmetry code presumes we are symmetrizing |
| 259 |
|
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* spirals, or maps with lots of passages - making a symmetric rogue |
| 260 |
|
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* map fails because its likely that the passages the symmetry process |
| 261 |
|
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* creates may not connect the rooms. |
| 262 |
|
|
*/ |
| 263 |
|
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RP->symmetry_used = SYMMETRY_NONE; |
| 264 |
|
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RP->Ysize = oysize; |
| 265 |
|
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RP->Xsize = oxsize; |
| 266 |
|
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maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
| 267 |
|
|
/* no doorifying... done already */ |
| 268 |
|
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break; |
| 269 |
|
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|
| 270 |
|
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case LAYOUT_SNAKE: |
| 271 |
|
|
maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
| 272 |
root |
1.21 |
if (rndm (2)) |
| 273 |
root |
1.11 |
roomify_layout (maze, RP); |
| 274 |
|
|
break; |
| 275 |
|
|
|
| 276 |
|
|
case LAYOUT_SQUARE_SPIRAL: |
| 277 |
|
|
maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
| 278 |
root |
1.21 |
if (rndm (2)) |
| 279 |
root |
1.11 |
roomify_layout (maze, RP); |
| 280 |
|
|
break; |
| 281 |
root |
1.3 |
} |
| 282 |
root |
1.2 |
|
| 283 |
root |
1.3 |
maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
| 284 |
root |
1.11 |
|
| 285 |
elmex |
1.1 |
#ifdef RMAP_DEBUG |
| 286 |
root |
1.3 |
dump_layout (maze, RP); |
| 287 |
elmex |
1.1 |
#endif |
| 288 |
root |
1.11 |
|
| 289 |
root |
1.3 |
if (RP->expand2x) |
| 290 |
|
|
{ |
| 291 |
|
|
maze = expand2x (maze, RP->Xsize, RP->Ysize); |
| 292 |
|
|
RP->Xsize = RP->Xsize * 2 - 1; |
| 293 |
|
|
RP->Ysize = RP->Ysize * 2 - 1; |
| 294 |
elmex |
1.1 |
} |
| 295 |
root |
1.11 |
|
| 296 |
root |
1.3 |
return maze; |
| 297 |
elmex |
1.1 |
} |
| 298 |
|
|
|
| 299 |
|
|
/* takes a map and makes it symmetric: adjusts Xsize and |
| 300 |
|
|
Ysize to produce a symmetric map. */ |
| 301 |
root |
1.3 |
char ** |
| 302 |
root |
1.13 |
symmetrize_layout (char **maze, int sym, random_map_params *RP) |
| 303 |
root |
1.3 |
{ |
| 304 |
|
|
int i, j; |
| 305 |
elmex |
1.1 |
char **sym_maze; |
| 306 |
root |
1.3 |
int Xsize_orig, Ysize_orig; |
| 307 |
|
|
|
| 308 |
elmex |
1.1 |
Xsize_orig = RP->Xsize; |
| 309 |
|
|
Ysize_orig = RP->Ysize; |
| 310 |
root |
1.3 |
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
| 311 |
root |
1.11 |
if (sym == SYMMETRY_NONE) |
| 312 |
root |
1.3 |
{ |
| 313 |
|
|
RP->Xsize = Xsize_orig; |
| 314 |
|
|
RP->Ysize = Ysize_orig; |
| 315 |
|
|
return maze; |
| 316 |
|
|
} |
| 317 |
elmex |
1.1 |
/* pick new sizes */ |
| 318 |
root |
1.11 |
RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
| 319 |
|
|
RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
| 320 |
elmex |
1.1 |
|
| 321 |
root |
1.3 |
sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
| 322 |
|
|
for (i = 0; i < RP->Xsize; i++) |
| 323 |
|
|
sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
| 324 |
|
|
|
| 325 |
root |
1.11 |
if (sym == SYMMETRY_X) |
| 326 |
root |
1.3 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
| 327 |
|
|
for (j = 0; j < RP->Ysize; j++) |
| 328 |
|
|
{ |
| 329 |
|
|
sym_maze[i][j] = maze[i][j]; |
| 330 |
|
|
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
| 331 |
|
|
}; |
| 332 |
root |
1.11 |
if (sym == SYMMETRY_Y) |
| 333 |
root |
1.3 |
for (i = 0; i < RP->Xsize; i++) |
| 334 |
|
|
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
| 335 |
|
|
{ |
| 336 |
|
|
sym_maze[i][j] = maze[i][j]; |
| 337 |
|
|
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
| 338 |
|
|
} |
| 339 |
root |
1.11 |
if (sym == SYMMETRY_XY) |
| 340 |
root |
1.3 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
| 341 |
|
|
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
| 342 |
|
|
{ |
| 343 |
|
|
sym_maze[i][j] = maze[i][j]; |
| 344 |
|
|
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
| 345 |
|
|
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
| 346 |
|
|
sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
| 347 |
|
|
} |
| 348 |
elmex |
1.1 |
/* delete the old maze */ |
| 349 |
root |
1.3 |
for (i = 0; i < Xsize_orig; i++) |
| 350 |
|
|
free (maze[i]); |
| 351 |
|
|
free (maze); |
| 352 |
elmex |
1.1 |
/* reconnect disjointed spirals */ |
| 353 |
root |
1.11 |
if (RP->map_layout_style == LAYOUT_SPIRAL) |
| 354 |
root |
1.3 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
| 355 |
elmex |
1.1 |
/* reconnect disjointed nethackmazes: the routine for |
| 356 |
root |
1.3 |
spirals will do the trick? */ |
| 357 |
root |
1.11 |
if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
| 358 |
root |
1.3 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
| 359 |
|
|
|
| 360 |
elmex |
1.1 |
return sym_maze; |
| 361 |
|
|
} |
| 362 |
|
|
|
| 363 |
|
|
|
| 364 |
|
|
/* takes a map and rotates it. This completes the |
| 365 |
|
|
onion layouts, making them possibly centered on any wall. |
| 366 |
|
|
It'll modify Xsize and Ysize if they're swapped. |
| 367 |
|
|
*/ |
| 368 |
|
|
|
| 369 |
root |
1.3 |
char ** |
| 370 |
root |
1.13 |
rotate_layout (char **maze, int rotation, random_map_params *RP) |
| 371 |
root |
1.3 |
{ |
| 372 |
elmex |
1.1 |
char **new_maze; |
| 373 |
root |
1.3 |
int i, j; |
| 374 |
elmex |
1.1 |
|
| 375 |
root |
1.3 |
switch (rotation) |
| 376 |
|
|
{ |
| 377 |
root |
1.11 |
case 0: |
| 378 |
|
|
return maze; |
| 379 |
|
|
break; |
| 380 |
root |
1.13 |
case 2: /* a reflection */ |
| 381 |
root |
1.11 |
{ |
| 382 |
|
|
char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
| 383 |
|
|
|
| 384 |
|
|
for (i = 0; i < RP->Xsize; i++) |
| 385 |
root |
1.13 |
{ /* make a copy */ |
| 386 |
root |
1.11 |
for (j = 0; j < RP->Ysize; j++) |
| 387 |
|
|
{ |
| 388 |
|
|
newmaze[i * RP->Ysize + j] = maze[i][j]; |
| 389 |
|
|
} |
| 390 |
|
|
} |
| 391 |
|
|
for (i = 0; i < RP->Xsize; i++) |
| 392 |
root |
1.13 |
{ /* copy a reflection back */ |
| 393 |
root |
1.11 |
for (j = 0; j < RP->Ysize; j++) |
| 394 |
|
|
{ |
| 395 |
|
|
maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
| 396 |
|
|
} |
| 397 |
|
|
} |
| 398 |
|
|
free (newmaze); |
| 399 |
root |
1.3 |
return maze; |
| 400 |
|
|
break; |
| 401 |
root |
1.11 |
} |
| 402 |
|
|
case 1: |
| 403 |
|
|
case 3: |
| 404 |
|
|
{ |
| 405 |
|
|
int swap; |
| 406 |
|
|
new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
| 407 |
|
|
for (i = 0; i < RP->Ysize; i++) |
| 408 |
|
|
{ |
| 409 |
|
|
new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
| 410 |
|
|
} |
| 411 |
root |
1.13 |
if (rotation == 1) /* swap x and y */ |
| 412 |
root |
1.11 |
for (i = 0; i < RP->Xsize; i++) |
| 413 |
|
|
for (j = 0; j < RP->Ysize; j++) |
| 414 |
|
|
new_maze[j][i] = maze[i][j]; |
| 415 |
root |
1.3 |
|
| 416 |
root |
1.11 |
if (rotation == 3) |
| 417 |
root |
1.13 |
{ /* swap x and y */ |
| 418 |
root |
1.3 |
for (i = 0; i < RP->Xsize; i++) |
| 419 |
|
|
for (j = 0; j < RP->Ysize; j++) |
| 420 |
root |
1.11 |
new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
| 421 |
|
|
} |
| 422 |
root |
1.3 |
|
| 423 |
root |
1.11 |
/* delete the old layout */ |
| 424 |
|
|
for (i = 0; i < RP->Xsize; i++) |
| 425 |
|
|
free (maze[i]); |
| 426 |
|
|
free (maze); |
| 427 |
|
|
|
| 428 |
|
|
swap = RP->Ysize; |
| 429 |
|
|
RP->Ysize = RP->Xsize; |
| 430 |
|
|
RP->Xsize = swap; |
| 431 |
|
|
return new_maze; |
| 432 |
|
|
break; |
| 433 |
|
|
} |
| 434 |
elmex |
1.1 |
} |
| 435 |
|
|
return NULL; |
| 436 |
|
|
} |
| 437 |
|
|
|
| 438 |
|
|
/* take a layout and make some rooms in it. |
| 439 |
|
|
--works best on onions.*/ |
| 440 |
root |
1.3 |
void |
| 441 |
root |
1.13 |
roomify_layout (char **maze, random_map_params *RP) |
| 442 |
root |
1.3 |
{ |
| 443 |
|
|
int tries = RP->Xsize * RP->Ysize / 30; |
| 444 |
elmex |
1.1 |
int ti; |
| 445 |
|
|
|
| 446 |
root |
1.3 |
for (ti = 0; ti < tries; ti++) |
| 447 |
|
|
{ |
| 448 |
|
|
int dx, dy; /* starting location for looking at creating a door */ |
| 449 |
|
|
int cx, cy; /* results of checking on creating walls. */ |
| 450 |
|
|
|
| 451 |
|
|
dx = RANDOM () % RP->Xsize; |
| 452 |
|
|
dy = RANDOM () % RP->Ysize; |
| 453 |
|
|
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
| 454 |
|
|
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
| 455 |
|
|
if (cx == -1) |
| 456 |
|
|
{ |
| 457 |
|
|
if (cy != -1) |
| 458 |
|
|
make_wall (maze, dx, dy, 1); |
| 459 |
|
|
continue; |
| 460 |
|
|
} |
| 461 |
|
|
if (cy == -1) |
| 462 |
|
|
{ |
| 463 |
|
|
make_wall (maze, dx, dy, 0); |
| 464 |
|
|
continue; |
| 465 |
|
|
} |
| 466 |
|
|
if (cx < cy) |
| 467 |
|
|
make_wall (maze, dx, dy, 0); |
| 468 |
|
|
else |
| 469 |
|
|
make_wall (maze, dx, dy, 1); |
| 470 |
elmex |
1.1 |
} |
| 471 |
|
|
} |
| 472 |
|
|
|
| 473 |
|
|
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
| 474 |
|
|
(or vertical, dir == 1) |
| 475 |
|
|
here which ends up on other walls sensibly. */ |
| 476 |
root |
1.3 |
|
| 477 |
|
|
int |
| 478 |
root |
1.13 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
| 479 |
root |
1.3 |
{ |
| 480 |
elmex |
1.1 |
int i1; |
| 481 |
root |
1.3 |
int length = 0; |
| 482 |
elmex |
1.1 |
|
| 483 |
|
|
/* dont make walls if we're on the edge. */ |
| 484 |
root |
1.3 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
| 485 |
|
|
return -1; |
| 486 |
elmex |
1.1 |
|
| 487 |
|
|
/* don't make walls if we're ON a wall. */ |
| 488 |
root |
1.3 |
if (maze[dx][dy] != 0) |
| 489 |
|
|
return -1; |
| 490 |
elmex |
1.1 |
|
| 491 |
root |
1.3 |
if (dir == 0) /* horizontal */ |
| 492 |
elmex |
1.1 |
{ |
| 493 |
|
|
int y = dy; |
| 494 |
root |
1.3 |
|
| 495 |
|
|
for (i1 = dx - 1; i1 > 0; i1--) |
| 496 |
|
|
{ |
| 497 |
|
|
int sindex = surround_flag2 (maze, i1, y, RP); |
| 498 |
|
|
|
| 499 |
|
|
if (sindex == 1) |
| 500 |
|
|
break; |
| 501 |
|
|
if (sindex != 0) |
| 502 |
|
|
return -1; /* can't make horiz. wall here */ |
| 503 |
|
|
if (maze[i1][y] != 0) |
| 504 |
|
|
return -1; /* can't make horiz. wall here */ |
| 505 |
|
|
length++; |
| 506 |
|
|
} |
| 507 |
|
|
|
| 508 |
|
|
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
| 509 |
|
|
{ |
| 510 |
|
|
int sindex = surround_flag2 (maze, i1, y, RP); |
| 511 |
|
|
|
| 512 |
|
|
if (sindex == 2) |
| 513 |
|
|
break; |
| 514 |
|
|
if (sindex != 0) |
| 515 |
|
|
return -1; /* can't make horiz. wall here */ |
| 516 |
|
|
if (maze[i1][y] != 0) |
| 517 |
|
|
return -1; /* can't make horiz. wall here */ |
| 518 |
|
|
length++; |
| 519 |
|
|
} |
| 520 |
elmex |
1.1 |
return length; |
| 521 |
|
|
} |
| 522 |
root |
1.3 |
else |
| 523 |
|
|
{ /* vertical */ |
| 524 |
|
|
int x = dx; |
| 525 |
|
|
|
| 526 |
|
|
for (i1 = dy - 1; i1 > 0; i1--) |
| 527 |
|
|
{ |
| 528 |
|
|
int sindex = surround_flag2 (maze, x, i1, RP); |
| 529 |
|
|
|
| 530 |
|
|
if (sindex == 4) |
| 531 |
|
|
break; |
| 532 |
|
|
if (sindex != 0) |
| 533 |
|
|
return -1; /* can't make vert. wall here */ |
| 534 |
|
|
if (maze[x][i1] != 0) |
| 535 |
|
|
return -1; /* can't make horiz. wall here */ |
| 536 |
|
|
length++; |
| 537 |
|
|
} |
| 538 |
|
|
|
| 539 |
|
|
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
| 540 |
|
|
{ |
| 541 |
|
|
int sindex = surround_flag2 (maze, x, i1, RP); |
| 542 |
|
|
|
| 543 |
|
|
if (sindex == 8) |
| 544 |
|
|
break; |
| 545 |
|
|
if (sindex != 0) |
| 546 |
|
|
return -1; /* can't make verti. wall here */ |
| 547 |
|
|
if (maze[x][i1] != 0) |
| 548 |
|
|
return -1; /* can't make horiz. wall here */ |
| 549 |
|
|
length++; |
| 550 |
|
|
} |
| 551 |
|
|
return length; |
| 552 |
elmex |
1.1 |
} |
| 553 |
root |
1.3 |
return -1; |
| 554 |
elmex |
1.1 |
} |
| 555 |
|
|
|
| 556 |
|
|
|
| 557 |
root |
1.3 |
int |
| 558 |
|
|
make_wall (char **maze, int x, int y, int dir) |
| 559 |
|
|
{ |
| 560 |
|
|
maze[x][y] = 'D'; /* mark a door */ |
| 561 |
|
|
switch (dir) |
| 562 |
elmex |
1.1 |
{ |
| 563 |
root |
1.13 |
case 0: /* horizontal */ |
| 564 |
|
|
{ |
| 565 |
|
|
int i1; |
| 566 |
root |
1.3 |
|
| 567 |
root |
1.13 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
| 568 |
|
|
maze[i1][y] = '#'; |
| 569 |
|
|
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
| 570 |
|
|
maze[i1][y] = '#'; |
| 571 |
|
|
break; |
| 572 |
|
|
} |
| 573 |
|
|
case 1: /* vertical */ |
| 574 |
|
|
{ |
| 575 |
|
|
int i1; |
| 576 |
root |
1.3 |
|
| 577 |
root |
1.13 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
| 578 |
|
|
maze[x][i1] = '#'; |
| 579 |
|
|
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
| 580 |
|
|
maze[x][i1] = '#'; |
| 581 |
|
|
break; |
| 582 |
|
|
} |
| 583 |
elmex |
1.1 |
} |
| 584 |
|
|
|
| 585 |
|
|
return 0; |
| 586 |
|
|
} |
| 587 |
|
|
|
| 588 |
|
|
/* puts doors at appropriate locations in a layout. */ |
| 589 |
root |
1.3 |
void |
| 590 |
root |
1.13 |
doorify_layout (char **maze, random_map_params *RP) |
| 591 |
root |
1.3 |
{ |
| 592 |
|
|
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
| 593 |
elmex |
1.1 |
char *doorlist_x; |
| 594 |
|
|
char *doorlist_y; |
| 595 |
root |
1.3 |
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 |
elmex |
1.1 |
|
| 601 |
|
|
|
| 602 |
|
|
/* make a list of possible door locations */ |
| 603 |
root |
1.3 |
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 |
root |
1.12 |
|
| 616 |
root |
1.3 |
while (ndoors > 0 && doorlocs > 0) |
| 617 |
|
|
{ |
| 618 |
|
|
int di; |
| 619 |
|
|
int sindex; |
| 620 |
|
|
|
| 621 |
|
|
di = RANDOM () % doorlocs; |
| 622 |
|
|
i = doorlist_x[di]; |
| 623 |
|
|
j = doorlist_y[di]; |
| 624 |
|
|
sindex = surround_flag (maze, i, j, RP); |
| 625 |
|
|
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
| 626 |
|
|
{ |
| 627 |
|
|
maze[i][j] = 'D'; |
| 628 |
|
|
ndoors--; |
| 629 |
elmex |
1.1 |
} |
| 630 |
root |
1.3 |
/* reduce the size of the list */ |
| 631 |
|
|
doorlocs--; |
| 632 |
|
|
doorlist_x[di] = doorlist_x[doorlocs]; |
| 633 |
|
|
doorlist_y[di] = doorlist_y[doorlocs]; |
| 634 |
elmex |
1.1 |
} |
| 635 |
root |
1.12 |
|
| 636 |
root |
1.3 |
free (doorlist_x); |
| 637 |
|
|
free (doorlist_y); |
| 638 |
elmex |
1.1 |
} |
| 639 |
|
|
|
| 640 |
root |
1.3 |
void |
| 641 |
root |
1.13 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
| 642 |
root |
1.3 |
{ |
| 643 |
root |
1.18 |
char small_buf[16384]; |
| 644 |
elmex |
1.1 |
|
| 645 |
root |
1.3 |
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 |
elmex |
1.1 |
|
| 665 |
root |
1.3 |
if (RP->treasurestyle[0]) |
| 666 |
|
|
{ |
| 667 |
|
|
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
| 668 |
|
|
strcat (buf, small_buf); |
| 669 |
|
|
} |
| 670 |
elmex |
1.1 |
|
| 671 |
root |
1.3 |
if (RP->layoutstyle[0]) |
| 672 |
|
|
{ |
| 673 |
|
|
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
| 674 |
|
|
strcat (buf, small_buf); |
| 675 |
|
|
} |
| 676 |
elmex |
1.1 |
|
| 677 |
root |
1.3 |
if (RP->decorstyle[0]) |
| 678 |
|
|
{ |
| 679 |
|
|
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
| 680 |
|
|
strcat (buf, small_buf); |
| 681 |
|
|
} |
| 682 |
elmex |
1.1 |
|
| 683 |
root |
1.3 |
if (RP->doorstyle[0]) |
| 684 |
|
|
{ |
| 685 |
|
|
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
| 686 |
|
|
strcat (buf, small_buf); |
| 687 |
|
|
} |
| 688 |
elmex |
1.1 |
|
| 689 |
root |
1.3 |
if (RP->exitstyle[0]) |
| 690 |
|
|
{ |
| 691 |
|
|
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
| 692 |
|
|
strcat (buf, small_buf); |
| 693 |
|
|
} |
| 694 |
elmex |
1.1 |
|
| 695 |
root |
1.14 |
if (RP->final_map.length ()) |
| 696 |
root |
1.3 |
{ |
| 697 |
root |
1.14 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
| 698 |
root |
1.3 |
strcat (buf, small_buf); |
| 699 |
|
|
} |
| 700 |
elmex |
1.1 |
|
| 701 |
root |
1.3 |
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 |
elmex |
1.1 |
|
| 707 |
root |
1.14 |
if (RP->this_map.length ()) |
| 708 |
root |
1.3 |
{ |
| 709 |
root |
1.14 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
| 710 |
root |
1.3 |
strcat (buf, small_buf); |
| 711 |
|
|
} |
| 712 |
elmex |
1.1 |
|
| 713 |
root |
1.3 |
if (RP->expand2x) |
| 714 |
|
|
{ |
| 715 |
|
|
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
| 716 |
|
|
strcat (buf, small_buf); |
| 717 |
|
|
} |
| 718 |
elmex |
1.1 |
|
| 719 |
root |
1.3 |
if (RP->layoutoptions1) |
| 720 |
|
|
{ |
| 721 |
|
|
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
| 722 |
|
|
strcat (buf, small_buf); |
| 723 |
|
|
} |
| 724 |
elmex |
1.1 |
|
| 725 |
root |
1.3 |
if (RP->layoutoptions2) |
| 726 |
|
|
{ |
| 727 |
|
|
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
| 728 |
|
|
strcat (buf, small_buf); |
| 729 |
|
|
} |
| 730 |
elmex |
1.1 |
|
| 731 |
root |
1.3 |
if (RP->layoutoptions3) |
| 732 |
|
|
{ |
| 733 |
|
|
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
| 734 |
|
|
strcat (buf, small_buf); |
| 735 |
|
|
} |
| 736 |
elmex |
1.1 |
|
| 737 |
root |
1.3 |
if (RP->symmetry) |
| 738 |
|
|
{ |
| 739 |
|
|
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
| 740 |
|
|
strcat (buf, small_buf); |
| 741 |
|
|
} |
| 742 |
elmex |
1.1 |
|
| 743 |
root |
1.3 |
if (RP->difficulty && RP->difficulty_given) |
| 744 |
|
|
{ |
| 745 |
|
|
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
| 746 |
|
|
strcat (buf, small_buf); |
| 747 |
|
|
} |
| 748 |
elmex |
1.1 |
|
| 749 |
root |
1.3 |
if (RP->difficulty_increase != 1.0) |
| 750 |
|
|
{ |
| 751 |
|
|
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
| 752 |
|
|
strcat (buf, small_buf); |
| 753 |
|
|
} |
| 754 |
elmex |
1.1 |
|
| 755 |
root |
1.3 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
| 756 |
|
|
strcat (buf, small_buf); |
| 757 |
elmex |
1.1 |
|
| 758 |
root |
1.3 |
if (RP->dungeon_depth) |
| 759 |
|
|
{ |
| 760 |
|
|
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
| 761 |
|
|
strcat (buf, small_buf); |
| 762 |
|
|
} |
| 763 |
elmex |
1.1 |
|
| 764 |
root |
1.3 |
if (RP->decoroptions) |
| 765 |
|
|
{ |
| 766 |
|
|
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
| 767 |
|
|
strcat (buf, small_buf); |
| 768 |
|
|
} |
| 769 |
elmex |
1.1 |
|
| 770 |
root |
1.3 |
if (RP->orientation) |
| 771 |
|
|
{ |
| 772 |
|
|
sprintf (small_buf, "orientation %d\n", RP->orientation); |
| 773 |
|
|
strcat (buf, small_buf); |
| 774 |
|
|
} |
| 775 |
elmex |
1.1 |
|
| 776 |
root |
1.3 |
if (RP->origin_x) |
| 777 |
|
|
{ |
| 778 |
|
|
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
| 779 |
|
|
strcat (buf, small_buf); |
| 780 |
|
|
} |
| 781 |
elmex |
1.1 |
|
| 782 |
root |
1.3 |
if (RP->origin_y) |
| 783 |
|
|
{ |
| 784 |
|
|
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
| 785 |
|
|
strcat (buf, small_buf); |
| 786 |
|
|
} |
| 787 |
root |
1.11 |
|
| 788 |
root |
1.3 |
if (RP->treasureoptions) |
| 789 |
|
|
{ |
| 790 |
|
|
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
| 791 |
|
|
strcat (buf, small_buf); |
| 792 |
|
|
} |
| 793 |
root |
1.14 |
|
| 794 |
|
|
if (RP->random_seed) |
| 795 |
|
|
{ |
| 796 |
|
|
sprintf (small_buf, "random_seed %d\n", RP->random_seed); |
| 797 |
|
|
strcat (buf, small_buf); |
| 798 |
|
|
} |
| 799 |
root |
1.18 |
|
| 800 |
|
|
if (RP->custom) |
| 801 |
|
|
{ |
| 802 |
|
|
sprintf (small_buf, "custom %s\n", RP->custom); |
| 803 |
|
|
strcat (buf, small_buf); |
| 804 |
|
|
} |
| 805 |
elmex |
1.1 |
} |
| 806 |
|
|
|
| 807 |
root |
1.3 |
void |
| 808 |
|
|
write_parameters_to_string (char *buf, |
| 809 |
|
|
int xsize_n, |
| 810 |
|
|
int ysize_n, |
| 811 |
|
|
char *wallstyle_n, |
| 812 |
|
|
char *floorstyle_n, |
| 813 |
|
|
char *monsterstyle_n, |
| 814 |
|
|
char *treasurestyle_n, |
| 815 |
|
|
char *layoutstyle_n, |
| 816 |
|
|
char *decorstyle_n, |
| 817 |
|
|
char *doorstyle_n, |
| 818 |
|
|
char *exitstyle_n, |
| 819 |
|
|
char *final_map_n, |
| 820 |
|
|
char *exit_on_final_map_n, |
| 821 |
|
|
char *this_map_n, |
| 822 |
|
|
int layoutoptions1_n, |
| 823 |
|
|
int layoutoptions2_n, |
| 824 |
|
|
int layoutoptions3_n, |
| 825 |
|
|
int symmetry_n, |
| 826 |
|
|
int dungeon_depth_n, |
| 827 |
|
|
int dungeon_level_n, |
| 828 |
|
|
int difficulty_n, |
| 829 |
|
|
int difficulty_given_n, |
| 830 |
|
|
int decoroptions_n, |
| 831 |
|
|
int orientation_n, |
| 832 |
|
|
int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
| 833 |
elmex |
1.1 |
{ |
| 834 |
root |
1.18 |
char small_buf[16384]; |
| 835 |
elmex |
1.1 |
|
| 836 |
root |
1.3 |
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 |
elmex |
1.1 |
|
| 850 |
root |
1.3 |
if (monsterstyle_n && monsterstyle_n[0]) |
| 851 |
|
|
{ |
| 852 |
|
|
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
| 853 |
|
|
strcat (buf, small_buf); |
| 854 |
|
|
} |
| 855 |
elmex |
1.1 |
|
| 856 |
root |
1.3 |
if (treasurestyle_n && treasurestyle_n[0]) |
| 857 |
|
|
{ |
| 858 |
|
|
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
| 859 |
|
|
strcat (buf, small_buf); |
| 860 |
|
|
} |
| 861 |
elmex |
1.1 |
|
| 862 |
root |
1.3 |
if (layoutstyle_n && layoutstyle_n[0]) |
| 863 |
|
|
{ |
| 864 |
|
|
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
| 865 |
|
|
strcat (buf, small_buf); |
| 866 |
|
|
} |
| 867 |
elmex |
1.1 |
|
| 868 |
root |
1.3 |
if (decorstyle_n && decorstyle_n[0]) |
| 869 |
|
|
{ |
| 870 |
|
|
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
| 871 |
|
|
strcat (buf, small_buf); |
| 872 |
|
|
} |
| 873 |
elmex |
1.1 |
|
| 874 |
root |
1.3 |
if (doorstyle_n && doorstyle_n[0]) |
| 875 |
|
|
{ |
| 876 |
|
|
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
| 877 |
|
|
strcat (buf, small_buf); |
| 878 |
|
|
} |
| 879 |
elmex |
1.1 |
|
| 880 |
root |
1.3 |
if (exitstyle_n && exitstyle_n[0]) |
| 881 |
|
|
{ |
| 882 |
|
|
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
| 883 |
|
|
strcat (buf, small_buf); |
| 884 |
|
|
} |
| 885 |
elmex |
1.1 |
|
| 886 |
root |
1.3 |
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 |
elmex |
1.1 |
|
| 892 |
root |
1.3 |
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 |
elmex |
1.1 |
|
| 898 |
root |
1.3 |
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 |
elmex |
1.1 |
|
| 904 |
root |
1.3 |
if (layoutoptions1_n) |
| 905 |
|
|
{ |
| 906 |
|
|
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
| 907 |
|
|
strcat (buf, small_buf); |
| 908 |
|
|
} |
| 909 |
elmex |
1.1 |
|
| 910 |
root |
1.3 |
if (layoutoptions2_n) |
| 911 |
|
|
{ |
| 912 |
|
|
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
| 913 |
|
|
strcat (buf, small_buf); |
| 914 |
|
|
} |
| 915 |
elmex |
1.1 |
|
| 916 |
|
|
|
| 917 |
root |
1.3 |
if (layoutoptions3_n) |
| 918 |
|
|
{ |
| 919 |
|
|
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
| 920 |
|
|
strcat (buf, small_buf); |
| 921 |
|
|
} |
| 922 |
elmex |
1.1 |
|
| 923 |
root |
1.3 |
if (symmetry_n) |
| 924 |
|
|
{ |
| 925 |
|
|
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
| 926 |
|
|
strcat (buf, small_buf); |
| 927 |
|
|
} |
| 928 |
elmex |
1.1 |
|
| 929 |
|
|
|
| 930 |
root |
1.3 |
if (difficulty_n && difficulty_given_n) |
| 931 |
|
|
{ |
| 932 |
|
|
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
| 933 |
|
|
strcat (buf, small_buf); |
| 934 |
|
|
} |
| 935 |
elmex |
1.1 |
|
| 936 |
root |
1.3 |
if (difficulty_increase > 0.001) |
| 937 |
|
|
{ |
| 938 |
|
|
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
| 939 |
|
|
strcat (buf, small_buf); |
| 940 |
|
|
} |
| 941 |
elmex |
1.1 |
|
| 942 |
root |
1.3 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
| 943 |
|
|
strcat (buf, small_buf); |
| 944 |
elmex |
1.1 |
|
| 945 |
root |
1.3 |
if (dungeon_depth_n) |
| 946 |
|
|
{ |
| 947 |
|
|
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
| 948 |
|
|
strcat (buf, small_buf); |
| 949 |
|
|
} |
| 950 |
elmex |
1.1 |
|
| 951 |
root |
1.3 |
if (decoroptions_n) |
| 952 |
|
|
{ |
| 953 |
|
|
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
| 954 |
|
|
strcat (buf, small_buf); |
| 955 |
|
|
} |
| 956 |
elmex |
1.1 |
|
| 957 |
root |
1.3 |
if (orientation_n) |
| 958 |
|
|
{ |
| 959 |
|
|
sprintf (small_buf, "orientation %d\n", orientation_n); |
| 960 |
|
|
strcat (buf, small_buf); |
| 961 |
|
|
} |
| 962 |
elmex |
1.1 |
|
| 963 |
root |
1.3 |
if (origin_x_n) |
| 964 |
|
|
{ |
| 965 |
|
|
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
| 966 |
|
|
strcat (buf, small_buf); |
| 967 |
|
|
} |
| 968 |
elmex |
1.1 |
|
| 969 |
root |
1.3 |
if (origin_y_n) |
| 970 |
|
|
{ |
| 971 |
|
|
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
| 972 |
|
|
strcat (buf, small_buf); |
| 973 |
|
|
} |
| 974 |
root |
1.11 |
|
| 975 |
root |
1.3 |
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 |
elmex |
1.1 |
|
| 982 |
root |
1.3 |
if (treasureoptions_n) |
| 983 |
|
|
{ |
| 984 |
|
|
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
| 985 |
|
|
strcat (buf, small_buf); |
| 986 |
|
|
} |
| 987 |
elmex |
1.1 |
} |
| 988 |
|
|
|
| 989 |
|
|
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
| 990 |
root |
1.3 |
void |
| 991 |
|
|
copy_object_with_inv (object *src_ob, object *dest_ob) |
| 992 |
|
|
{ |
| 993 |
|
|
object *walk, *tmp; |
| 994 |
elmex |
1.1 |
|
| 995 |
root |
1.7 |
src_ob->copy_to (dest_ob); |
| 996 |
elmex |
1.1 |
|
| 997 |
root |
1.14 |
for (walk = src_ob->inv; walk; walk = walk->below) |
| 998 |
root |
1.3 |
{ |
| 999 |
root |
1.7 |
tmp = object::create (); |
| 1000 |
root |
1.13 |
|
| 1001 |
root |
1.7 |
walk->copy_to (tmp); |
| 1002 |
root |
1.3 |
insert_ob_in_ob (tmp, dest_ob); |
| 1003 |
|
|
} |
| 1004 |
elmex |
1.1 |
} |