1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372
|
/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2013 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file random_maps/main.c
* Command-line interface to the map generator used to test layouts.
*/
#include "global.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "maze_gen.h"
#include "random_map.h"
#include "room_gen.h"
#include "rproto.h"
#include "sproto.h"
#define LO_NEWFILE 2
static void generate_map(char *OutFileName) {
RMParms rp;
mapstruct *newMap;
fprintf(stderr, "Reading parameters from stdin...\n");
/* Initialize parameters and set initial settings. */
memset(&rp, 0, sizeof(RMParms));
rp.Xsize = -1;
rp.Ysize = -1;
/* Initialize Crossfire library. */
init_globals();
init_library();
init_archetypes();
init_artifacts();
init_formulae();
init_readable();
init_gods();
load_parameters(stdin, LO_NEWFILE, &rp);
fclose(stdin);
newMap = generate_random_map(OutFileName, &rp, NULL);
save_map(newMap, SAVE_MODE_INPLACE);
}
/**
* Print the human-readable layout of a map.
*/
static void print_map(char **layout, int width, int height) {
int i, j;
for (j = 0; j < height; ++j) {
for (i = 0; i < width; ++i) {
char display_char;
display_char = layout[i][j];
switch (display_char) {
case 0:
display_char = '.';
break;
case 'D':
display_char = '+';
break;
}
putchar(display_char);
}
putchar('\n');
}
}
typedef struct {
char *name;
char **(*func)(int, int, int, int);
} layout;
static layout layout_list[NROFLAYOUTS] = {
// Most of these need to be cast to silence warnings.
// The fourth paramter (and sometimes the third) is ignored in most cases.
// xsize,ysize,option,layers
{ "rogue", &roguelike_layout_gen },
{ "snake", &make_snake_layout },
{ "sspiral", &make_square_spiral_layout },
{ "spiral", &map_gen_spiral },
{ "maze", &maze_gen },
{ "onion", &map_gen_onion }
};
/**
* Test the map layout produced by the specified generator.
*
* @param width
* Map width
*
* @param height
* Map height
*
* @param layout_func
* The layout method to use.
*/
static void test_layout(int width, int height, char **(*layout_func)(int, int, int, int)) {
char **layout;
SRANDOM(time(0));
// Bail if no layout -- shouldn't occur, but just to be safe
if (layout_func == NULL)
return;
layout = layout_func(width, height, 0, 0);
print_map(layout, width, height);
free(layout);
}
/** Print a message stating how to get help. */
static void print_quickhelp(void) {
fprintf(stderr, "Type 'random_map -h' for usage instructions.\n");
}
/** Print out usage information. */
static void print_usage(void) {
printf(
"Usage: random_map [options]\n"
"\n"
"Options:\n"
" -h display this help message\n"
" -g <file> randomly generate the specified map file\n"
" -l <layout> layout to use. See Layouts for valid layouts.\n"
" (overridden by -g)\n"
" -t test map layout (overriden by -g)\n"
" -x <width> specify map width\n"
" -y <height> specify map height\n"
"\n"
"Layouts:\n"
" rogue -- roguelike map generator\n"
" snake -- snake map generator\n"
" sspiral -- square spiral map generator\n"
" spiral -- spiral map generator\n"
" maze -- maze map generator\n"
" onion -- onion map generator\n"
);
}
int main(int argc, char *argv[]) {
int flag, mode = 0, width = 80, height = 23;
char *filename_out=NULL;
// Make default behavior be roguelike generation, like old behavior
// NOTE: The ugly function pointer cast silences compiler warnings.
char **(*func)(int, int, int, int) = (char **(*)(int, int, int, int))&roguelike_layout_gen;
/* Parse command-line arguments. */
while ((flag = getopt(argc, argv, "g:hl:tx:y:")) != -1) {
switch (flag) {
case 'g':
mode = 2;
filename_out = optarg;
break;
case 'h':
print_usage();
exit(EXIT_SUCCESS);
break;
case 'l':
for (int i = 0; i < NROFLAYOUTS; ++i)
{
if (strcmp(optarg, layout_list[i].name) == 0)
func = layout_list[i].func;
}
break;
case 't':
mode = 1;
break;
case 'x':
width = atoi(optarg);
break;
case 'y':
height = atoi(optarg);
break;
case '?':
print_quickhelp();
exit(EXIT_FAILURE);
break;
}
}
if (mode == 1) {
test_layout(width, height, func);
exit(EXIT_SUCCESS);
} else if (mode == 2) {
generate_map(filename_out);
exit(EXIT_SUCCESS);
} else {
print_quickhelp();
exit(EXIT_FAILURE);
}
}
/* some plagarized code from apply.c--I needed just these two functions
without all the rest of the junk, so.... */
int apply_auto(object *op)
{
object *tmp = NULL;
int i;
switch (op->type) {
case SHOP_FLOOR:
if (!HAS_RANDOM_ITEMS(op)) {
return 0;
}
do {
i = 10; /* let's give it 10 tries */
while ((tmp = generate_treasure(op->randomitems, op->stats.exp ? op->stats.exp : 5)) == NULL && --i)
;
if (tmp == NULL) {
return 0;
}
if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
object_free_drop_inventory(tmp);
tmp = NULL;
}
} while (!tmp);
SET_FLAG(tmp, FLAG_UNPAID);
object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
CLEAR_FLAG(op, FLAG_AUTO_APPLY);
tmp = identify(tmp);
break;
case TREASURE:
if (HAS_RANDOM_ITEMS(op))
while ((op->stats.hp--) > 0) {
create_treasure(op->randomitems, op, GT_ENVIRONMENT, op->stats.exp ? op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
}
object_remove(op);
object_free_drop_inventory(op);
break;
}
return tmp ? 1 : 0;
}
/* apply_auto_fix goes through the entire map (only the first time
* when an original map is loaded) and performs special actions for
* certain objects (most initialization of chests and creation of
* treasures and stuff). Calls apply_auto if appropriate.
*/
void apply_auto_fix(mapstruct *m)
{
int x, y;
for (x = 0; x < MAP_WIDTH(m); x++)
for (y = 0; y < MAP_HEIGHT(m); y++)
FOR_MAP_PREPARE(m, x, y, tmp) {
if (QUERY_FLAG(tmp, FLAG_AUTO_APPLY)) {
apply_auto(tmp);
} else if (tmp->type == TREASURE) {
if (HAS_RANDOM_ITEMS(tmp))
while ((tmp->stats.hp--) > 0) {
create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
}
}
if (tmp && tmp->arch
&& tmp->type != PLAYER
&& tmp->type != TREASURE
&& tmp->randomitems) {
if (tmp->type == CONTAINER) {
if (HAS_RANDOM_ITEMS(tmp))
while ((tmp->stats.hp--) > 0) {
create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
}
} else if (HAS_RANDOM_ITEMS(tmp)) {
create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
}
}
}
FOR_MAP_FINISH();
for (x = 0; x < MAP_WIDTH(m); x++)
for (y = 0; y < MAP_HEIGHT(m); y++)
FOR_MAP_PREPARE(m, x, y, tmp) {
if (tmp->above
&& (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) {
check_trigger(tmp, tmp->above);
}
}
FOR_MAP_FINISH();
}
/*
* The following dummy variables are only used to resolve symbols at compile
* time. They don't actually do anything useful.
*/
void set_map_timeout(mapstruct *oldmap) {
}
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type,
uint8_t subtype, const char *message) {
fprintf(logfile, "%s\n", message);
}
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type,
uint8_t subtype, const char *format, ...) {
va_list ap;
va_start(ap, format);
vfprintf(logfile, format, ap);
va_end(ap);
}
void ext_info_map(int color, const mapstruct *map, uint8_t type, uint8_t subtype,
const char *str1) {
fprintf(logfile, "ext_info_map: %s\n", str1);
}
void move_firewall(object *ob) {
}
void emergency_save(int x) {
}
void clean_tmp_files(void) {
}
void esrv_send_item(object *ob, object *obx) {
}
void esrv_update_item(int flags, object *pl, object *op) {
}
void dragon_ability_gain(object *ob, int x, int y) {
}
void set_darkness_map(mapstruct *m) {
}
object *find_skill_by_number(object *who, int skillno) {
return NULL;
}
void esrv_del_item(player *pl, object *ob) {
}
void esrv_update_spells(player *pl) {
}
void rod_adjust(object *rod) {
}
int execute_event(object *op, int eventcode, object *activator, object *third,
const char *message, int fix) {
return 0;
}
int execute_global_event(int eventcode, ...) {
return 0;
}
|