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/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.11
Committed: Sat Dec 30 18:45:28 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +131 -145 lines
Log Message:
random maps are nphard

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.4 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <time.h>
25     #include <stdio.h>
26     #include <global.h>
27     #include <maze_gen.h>
28     #include <room_gen.h>
29     #include <random_map.h>
30     #include <rproto.h>
31     #include <sproto.h>
32    
33 root 1.3 void
34 root 1.11 dump_layout (char **layout, random_map_params * RP)
35 root 1.3 {
36     {
37     int i, j;
38    
39     for (i = 0; i < RP->Xsize; i++)
40     {
41     for (j = 0; j < RP->Ysize; j++)
42     {
43     if (layout[i][j] == 0)
44     layout[i][j] = ' ';
45     printf ("%c", layout[i][j]);
46     if (layout[i][j] == ' ')
47     layout[i][j] = 0;
48     }
49     printf ("\n");
50     }
51     }
52     printf ("\n");
53 elmex 1.1 }
54 root 1.8
55     extern FILE *logfile;
56    
57 root 1.5 maptile *
58 root 1.11 generate_random_map (const char *OutFileName, random_map_params * RP)
59 root 1.3 {
60     char **layout, buf[HUGE_BUF];
61 root 1.5 maptile *theMap;
62 root 1.3 int i;
63    
64     /* pick a random seed, or use the one from the input file */
65     if (RP->random_seed == 0)
66     RP->random_seed = time (0);
67    
68     SRANDOM (RP->random_seed);
69    
70     write_map_parameters_to_string (buf, RP);
71    
72     if (RP->difficulty == 0)
73     {
74     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    
79     if (RP->difficulty < 1)
80     RP->difficulty = 1;
81 elmex 1.1 }
82 root 1.3 else
83     RP->difficulty_given = 1;
84 elmex 1.1
85 root 1.3 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
86     RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
87 root 1.6
88 root 1.3 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89     RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
90 elmex 1.1
91 root 1.3 if (RP->expand2x > 0)
92     {
93     RP->Xsize /= 2;
94     RP->Ysize /= 2;
95 elmex 1.1 }
96    
97 root 1.3 layout = layoutgen (RP);
98 elmex 1.1
99     #ifdef RMAP_DEBUG
100 root 1.3 dump_layout (layout, RP);
101 elmex 1.1 #endif
102    
103 root 1.3 /* increment these for the current map */
104     RP->dungeon_level += 1;
105     /* allow constant-difficulty maps. */
106     /* difficulty+=1; */
107 elmex 1.1
108 root 1.3 /* rotate the layout randomly */
109     layout = rotate_layout (layout, RANDOM () % 4, RP);
110 elmex 1.1 #ifdef RMAP_DEBUG
111 root 1.3 dump_layout (layout, RP);
112 elmex 1.1 #endif
113    
114 root 1.3 /* allocate the map and set the floor */
115     theMap = make_map_floor (layout, RP->floorstyle, RP);
116    
117     /* set the name of the map. */
118 root 1.10 theMap->path = OutFileName;
119 root 1.3
120     /* set region */
121     theMap->region = RP->region;
122    
123     /* create walls unless the wallstyle is "none" */
124     if (strcmp (RP->wallstyle, "none"))
125     {
126     make_map_walls (theMap, layout, RP->wallstyle, RP);
127 elmex 1.1
128 root 1.3 /* place doors unless doorstyle or wallstyle is "none" */
129     if (strcmp (RP->doorstyle, "none"))
130     put_doors (theMap, layout, RP->doorstyle, RP);
131 elmex 1.1
132 root 1.3 }
133    
134     /* create exits unless the exitstyle is "none" */
135     if (strcmp (RP->exitstyle, "none"))
136     place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
137    
138     place_specials_in_map (theMap, layout, RP);
139    
140     /* create monsters unless the monsterstyle is "none" */
141     if (strcmp (RP->monsterstyle, "none"))
142     place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143    
144     /* treasures needs to have a proper difficulty set for the map. */
145 root 1.10 theMap->difficulty = theMap->estimate_difficulty ();
146 root 1.3
147     /* create treasure unless the treasurestyle is "none" */
148     if (strcmp (RP->treasurestyle, "none"))
149     place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
150    
151     /* create decor unless the decorstyle is "none" */
152     if (strcmp (RP->decorstyle, "none"))
153     put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154    
155     /* generate treasures, etc. */
156 root 1.11 theMap->fix_auto_apply ();
157 root 1.3
158     unblock_exits (theMap, layout, RP);
159    
160     /* free the layout */
161     for (i = 0; i < RP->Xsize; i++)
162     free (layout[i]);
163     free (layout);
164    
165 root 1.9 theMap->msg = strdup (buf);
166 root 1.3
167     return theMap;
168 elmex 1.1 }
169    
170     /* function selects the layout function and gives it whatever
171     arguments it needs. */
172 root 1.3 char **
173 root 1.11 layoutgen (random_map_params * RP)
174 root 1.3 {
175     char **maze = 0;
176     int oxsize = RP->Xsize, oysize = RP->Ysize;
177 elmex 1.1
178 root 1.11 if (RP->symmetry == SYMMETRY_RANDOM)
179     RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
180 root 1.3 else
181     RP->symmetry_used = RP->symmetry;
182    
183 root 1.11 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
184 root 1.3 RP->Ysize = RP->Ysize / 2 + 1;
185 root 1.11 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
186 root 1.3 RP->Xsize = RP->Xsize / 2 + 1;
187    
188     if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
189     RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190     if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
191     RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
192     RP->map_layout_style = 0;
193    
194     /* Redo this - there was a lot of redundant code of checking for preset
195     * layout style and then random layout style. Instead, figure out
196     * the numeric layoutstyle, so there is only one area that actually
197     * calls the code to make the maps.
198     */
199     if (strstr (RP->layoutstyle, "onion"))
200 root 1.11 RP->map_layout_style = LAYOUT_ONION;
201 elmex 1.1
202 root 1.3 if (strstr (RP->layoutstyle, "maze"))
203 root 1.11 RP->map_layout_style = LAYOUT_MAZE;
204 elmex 1.1
205 root 1.3 if (strstr (RP->layoutstyle, "spiral"))
206 root 1.11 RP->map_layout_style = LAYOUT_SPIRAL;
207 elmex 1.1
208 root 1.3 if (strstr (RP->layoutstyle, "rogue"))
209 root 1.11 RP->map_layout_style = LAYOUT_ROGUELIKE;
210 elmex 1.1
211 root 1.3 if (strstr (RP->layoutstyle, "snake"))
212 root 1.11 RP->map_layout_style = LAYOUT_SNAKE;
213 elmex 1.1
214 root 1.3 if (strstr (RP->layoutstyle, "squarespiral"))
215 root 1.11 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
216    
217 root 1.3 /* No style found - choose one ranomdly */
218 root 1.11 if (RP->map_layout_style == LAYOUT_NONE)
219     RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
220 elmex 1.1
221 root 1.3 switch (RP->map_layout_style)
222     {
223 root 1.11 case LAYOUT_ONION:
224     maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
225     if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
226     roomify_layout (maze, RP);
227     break;
228    
229     case LAYOUT_MAZE:
230     maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
231     if (!(RANDOM () % 2))
232     doorify_layout (maze, RP);
233     break;
234    
235     case LAYOUT_SPIRAL:
236     maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
237     if (!(RANDOM () % 2))
238     doorify_layout (maze, RP);
239     break;
240    
241     case LAYOUT_ROGUELIKE:
242     /* Don't put symmetry in rogue maps. There isn't much reason to
243     * do so in the first place (doesn't make it any more interesting),
244     * but more importantly, the symmetry code presumes we are symmetrizing
245     * spirals, or maps with lots of passages - making a symmetric rogue
246     * map fails because its likely that the passages the symmetry process
247     * creates may not connect the rooms.
248     */
249     RP->symmetry_used = SYMMETRY_NONE;
250     RP->Ysize = oysize;
251     RP->Xsize = oxsize;
252     maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
253     /* no doorifying... done already */
254     break;
255    
256     case LAYOUT_SNAKE:
257     maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
258     if (RANDOM () % 2)
259     roomify_layout (maze, RP);
260     break;
261    
262     case LAYOUT_SQUARE_SPIRAL:
263     maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
264     if (RANDOM () % 2)
265     roomify_layout (maze, RP);
266     break;
267 root 1.3 }
268 root 1.2
269 root 1.3 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
270 root 1.11
271 elmex 1.1 #ifdef RMAP_DEBUG
272 root 1.3 dump_layout (maze, RP);
273 elmex 1.1 #endif
274 root 1.11
275 root 1.3 if (RP->expand2x)
276     {
277     maze = expand2x (maze, RP->Xsize, RP->Ysize);
278     RP->Xsize = RP->Xsize * 2 - 1;
279     RP->Ysize = RP->Ysize * 2 - 1;
280 elmex 1.1 }
281 root 1.11
282 root 1.3 return maze;
283 elmex 1.1 }
284    
285     /* takes a map and makes it symmetric: adjusts Xsize and
286     Ysize to produce a symmetric map. */
287 root 1.3 char **
288 root 1.11 symmetrize_layout (char **maze, int sym, random_map_params * RP)
289 root 1.3 {
290     int i, j;
291 elmex 1.1 char **sym_maze;
292 root 1.3 int Xsize_orig, Ysize_orig;
293    
294 elmex 1.1 Xsize_orig = RP->Xsize;
295     Ysize_orig = RP->Ysize;
296 root 1.3 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
297 root 1.11 if (sym == SYMMETRY_NONE)
298 root 1.3 {
299     RP->Xsize = Xsize_orig;
300     RP->Ysize = Ysize_orig;
301     return maze;
302     }
303 elmex 1.1 /* pick new sizes */
304 root 1.11 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
305     RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
306 elmex 1.1
307 root 1.3 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
308     for (i = 0; i < RP->Xsize; i++)
309     sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
310    
311 root 1.11 if (sym == SYMMETRY_X)
312 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
313     for (j = 0; j < RP->Ysize; j++)
314     {
315     sym_maze[i][j] = maze[i][j];
316     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
317     };
318 root 1.11 if (sym == SYMMETRY_Y)
319 root 1.3 for (i = 0; i < RP->Xsize; i++)
320     for (j = 0; j < RP->Ysize / 2 + 1; j++)
321     {
322     sym_maze[i][j] = maze[i][j];
323     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
324     }
325 root 1.11 if (sym == SYMMETRY_XY)
326 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
327     for (j = 0; j < RP->Ysize / 2 + 1; j++)
328     {
329     sym_maze[i][j] = maze[i][j];
330     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
331     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
332     sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
333     }
334 elmex 1.1 /* delete the old maze */
335 root 1.3 for (i = 0; i < Xsize_orig; i++)
336     free (maze[i]);
337     free (maze);
338 elmex 1.1 /* reconnect disjointed spirals */
339 root 1.11 if (RP->map_layout_style == LAYOUT_SPIRAL)
340 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
341 elmex 1.1 /* reconnect disjointed nethackmazes: the routine for
342 root 1.3 spirals will do the trick? */
343 root 1.11 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
344 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
345    
346 elmex 1.1 return sym_maze;
347     }
348    
349    
350     /* takes a map and rotates it. This completes the
351     onion layouts, making them possibly centered on any wall.
352     It'll modify Xsize and Ysize if they're swapped.
353     */
354    
355 root 1.3 char **
356 root 1.11 rotate_layout (char **maze, int rotation, random_map_params * RP)
357 root 1.3 {
358 elmex 1.1 char **new_maze;
359 root 1.3 int i, j;
360 elmex 1.1
361 root 1.3 switch (rotation)
362     {
363 root 1.11 case 0:
364     return maze;
365     break;
366     case 2: /* a reflection */
367     {
368     char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
369    
370     for (i = 0; i < RP->Xsize; i++)
371     { /* make a copy */
372     for (j = 0; j < RP->Ysize; j++)
373     {
374     newmaze[i * RP->Ysize + j] = maze[i][j];
375     }
376     }
377     for (i = 0; i < RP->Xsize; i++)
378     { /* copy a reflection back */
379     for (j = 0; j < RP->Ysize; j++)
380     {
381     maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
382     }
383     }
384     free (newmaze);
385 root 1.3 return maze;
386     break;
387 root 1.11 }
388     case 1:
389     case 3:
390     {
391     int swap;
392     new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
393     for (i = 0; i < RP->Ysize; i++)
394     {
395     new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
396     }
397     if (rotation == 1) /* swap x and y */
398     for (i = 0; i < RP->Xsize; i++)
399     for (j = 0; j < RP->Ysize; j++)
400     new_maze[j][i] = maze[i][j];
401 root 1.3
402 root 1.11 if (rotation == 3)
403     { /* swap x and y */
404 root 1.3 for (i = 0; i < RP->Xsize; i++)
405     for (j = 0; j < RP->Ysize; j++)
406 root 1.11 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
407     }
408 root 1.3
409 root 1.11 /* delete the old layout */
410     for (i = 0; i < RP->Xsize; i++)
411     free (maze[i]);
412     free (maze);
413    
414     swap = RP->Ysize;
415     RP->Ysize = RP->Xsize;
416     RP->Xsize = swap;
417     return new_maze;
418     break;
419     }
420 elmex 1.1 }
421     return NULL;
422     }
423    
424     /* take a layout and make some rooms in it.
425     --works best on onions.*/
426 root 1.3 void
427 root 1.11 roomify_layout (char **maze, random_map_params * RP)
428 root 1.3 {
429     int tries = RP->Xsize * RP->Ysize / 30;
430 elmex 1.1 int ti;
431    
432 root 1.3 for (ti = 0; ti < tries; ti++)
433     {
434     int dx, dy; /* starting location for looking at creating a door */
435     int cx, cy; /* results of checking on creating walls. */
436    
437     dx = RANDOM () % RP->Xsize;
438     dy = RANDOM () % RP->Ysize;
439     cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
440     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
441     if (cx == -1)
442     {
443     if (cy != -1)
444     make_wall (maze, dx, dy, 1);
445     continue;
446     }
447     if (cy == -1)
448     {
449     make_wall (maze, dx, dy, 0);
450     continue;
451     }
452     if (cx < cy)
453     make_wall (maze, dx, dy, 0);
454     else
455     make_wall (maze, dx, dy, 1);
456 elmex 1.1 }
457     }
458    
459     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
460     (or vertical, dir == 1)
461     here which ends up on other walls sensibly. */
462 root 1.3
463     int
464 root 1.11 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP)
465 root 1.3 {
466 elmex 1.1 int i1;
467 root 1.3 int length = 0;
468 elmex 1.1
469     /* dont make walls if we're on the edge. */
470 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
471     return -1;
472 elmex 1.1
473     /* don't make walls if we're ON a wall. */
474 root 1.3 if (maze[dx][dy] != 0)
475     return -1;
476 elmex 1.1
477 root 1.3 if (dir == 0) /* horizontal */
478 elmex 1.1 {
479     int y = dy;
480 root 1.3
481     for (i1 = dx - 1; i1 > 0; i1--)
482     {
483     int sindex = surround_flag2 (maze, i1, y, RP);
484    
485     if (sindex == 1)
486     break;
487     if (sindex != 0)
488     return -1; /* can't make horiz. wall here */
489     if (maze[i1][y] != 0)
490     return -1; /* can't make horiz. wall here */
491     length++;
492     }
493    
494     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
495     {
496     int sindex = surround_flag2 (maze, i1, y, RP);
497    
498     if (sindex == 2)
499     break;
500     if (sindex != 0)
501     return -1; /* can't make horiz. wall here */
502     if (maze[i1][y] != 0)
503     return -1; /* can't make horiz. wall here */
504     length++;
505     }
506 elmex 1.1 return length;
507     }
508 root 1.3 else
509     { /* vertical */
510     int x = dx;
511    
512     for (i1 = dy - 1; i1 > 0; i1--)
513     {
514     int sindex = surround_flag2 (maze, x, i1, RP);
515    
516     if (sindex == 4)
517     break;
518     if (sindex != 0)
519     return -1; /* can't make vert. wall here */
520     if (maze[x][i1] != 0)
521     return -1; /* can't make horiz. wall here */
522     length++;
523     }
524    
525     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
526     {
527     int sindex = surround_flag2 (maze, x, i1, RP);
528    
529     if (sindex == 8)
530     break;
531     if (sindex != 0)
532     return -1; /* can't make verti. wall here */
533     if (maze[x][i1] != 0)
534     return -1; /* can't make horiz. wall here */
535     length++;
536     }
537     return length;
538 elmex 1.1 }
539 root 1.3 return -1;
540 elmex 1.1 }
541    
542    
543 root 1.3 int
544     make_wall (char **maze, int x, int y, int dir)
545     {
546     maze[x][y] = 'D'; /* mark a door */
547     switch (dir)
548 elmex 1.1 {
549 root 1.3 case 0: /* horizontal */
550     {
551     int i1;
552    
553     for (i1 = x - 1; maze[i1][y] == 0; i1--)
554     maze[i1][y] = '#';
555     for (i1 = x + 1; maze[i1][y] == 0; i1++)
556     maze[i1][y] = '#';
557     break;
558     }
559     case 1: /* vertical */
560     {
561     int i1;
562    
563     for (i1 = y - 1; maze[x][i1] == 0; i1--)
564     maze[x][i1] = '#';
565     for (i1 = y + 1; maze[x][i1] == 0; i1++)
566     maze[x][i1] = '#';
567     break;
568     }
569 elmex 1.1 }
570    
571     return 0;
572     }
573    
574     /* puts doors at appropriate locations in a layout. */
575    
576 root 1.3 void
577 root 1.11 doorify_layout (char **maze, random_map_params * RP)
578 root 1.3 {
579     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
580 elmex 1.1 char *doorlist_x;
581     char *doorlist_y;
582 root 1.3 int doorlocs = 0; /* # of available doorlocations */
583     int i, j;
584    
585     doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
586     doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
587 elmex 1.1
588    
589     /* make a list of possible door locations */
590 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
591     for (j = 1; j < RP->Ysize - 1; j++)
592     {
593     int sindex = surround_flag (maze, i, j, RP);
594    
595     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
596     {
597     doorlist_x[doorlocs] = i;
598     doorlist_y[doorlocs] = j;
599     doorlocs++;
600     }
601     }
602     while (ndoors > 0 && doorlocs > 0)
603     {
604     int di;
605     int sindex;
606    
607     di = RANDOM () % doorlocs;
608     i = doorlist_x[di];
609     j = doorlist_y[di];
610     sindex = surround_flag (maze, i, j, RP);
611     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
612     {
613     maze[i][j] = 'D';
614     ndoors--;
615 elmex 1.1 }
616 root 1.3 /* reduce the size of the list */
617     doorlocs--;
618     doorlist_x[di] = doorlist_x[doorlocs];
619     doorlist_y[di] = doorlist_y[doorlocs];
620 elmex 1.1 }
621 root 1.3 free (doorlist_x);
622     free (doorlist_y);
623 elmex 1.1 }
624    
625    
626 root 1.3 void
627 root 1.11 write_map_parameters_to_string (char *buf, random_map_params * RP)
628 root 1.3 {
629 elmex 1.1 char small_buf[256];
630    
631 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
632    
633     if (RP->wallstyle[0])
634     {
635     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
636     strcat (buf, small_buf);
637     }
638    
639     if (RP->floorstyle[0])
640     {
641     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
642     strcat (buf, small_buf);
643     }
644    
645     if (RP->monsterstyle[0])
646     {
647     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
648     strcat (buf, small_buf);
649     }
650 elmex 1.1
651 root 1.3 if (RP->treasurestyle[0])
652     {
653     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
654     strcat (buf, small_buf);
655     }
656 elmex 1.1
657 root 1.3 if (RP->layoutstyle[0])
658     {
659     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
660     strcat (buf, small_buf);
661     }
662 elmex 1.1
663 root 1.3 if (RP->decorstyle[0])
664     {
665     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
666     strcat (buf, small_buf);
667     }
668 elmex 1.1
669 root 1.3 if (RP->doorstyle[0])
670     {
671     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
672     strcat (buf, small_buf);
673     }
674 elmex 1.1
675 root 1.3 if (RP->exitstyle[0])
676     {
677     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
678     strcat (buf, small_buf);
679     }
680 elmex 1.1
681 root 1.3 if (RP->final_map[0])
682     {
683     sprintf (small_buf, "final_map %s\n", RP->final_map);
684     strcat (buf, small_buf);
685     }
686 elmex 1.1
687 root 1.3 if (RP->exit_on_final_map[0])
688     {
689     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
690     strcat (buf, small_buf);
691     }
692 elmex 1.1
693 root 1.3 if (RP->this_map[0])
694     {
695     sprintf (small_buf, "origin_map %s\n", RP->this_map);
696     strcat (buf, small_buf);
697     }
698 elmex 1.1
699 root 1.3 if (RP->expand2x)
700     {
701     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
702     strcat (buf, small_buf);
703     }
704 elmex 1.1
705 root 1.3 if (RP->layoutoptions1)
706     {
707     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
708     strcat (buf, small_buf);
709     }
710 elmex 1.1
711    
712 root 1.3 if (RP->layoutoptions2)
713     {
714     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715     strcat (buf, small_buf);
716     }
717 elmex 1.1
718    
719 root 1.3 if (RP->layoutoptions3)
720     {
721     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
722     strcat (buf, small_buf);
723     }
724 elmex 1.1
725 root 1.3 if (RP->symmetry)
726     {
727     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
728     strcat (buf, small_buf);
729     }
730 elmex 1.1
731    
732 root 1.3 if (RP->difficulty && RP->difficulty_given)
733     {
734     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
735     strcat (buf, small_buf);
736     }
737 elmex 1.1
738 root 1.3 if (RP->difficulty_increase != 1.0)
739     {
740     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
741     strcat (buf, small_buf);
742     }
743 elmex 1.1
744 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
745     strcat (buf, small_buf);
746 elmex 1.1
747 root 1.3 if (RP->dungeon_depth)
748     {
749     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
750     strcat (buf, small_buf);
751     }
752 elmex 1.1
753 root 1.3 if (RP->decoroptions)
754     {
755     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
756     strcat (buf, small_buf);
757     }
758 elmex 1.1
759 root 1.3 if (RP->orientation)
760     {
761     sprintf (small_buf, "orientation %d\n", RP->orientation);
762     strcat (buf, small_buf);
763     }
764 elmex 1.1
765 root 1.3 if (RP->origin_x)
766     {
767     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
768     strcat (buf, small_buf);
769     }
770 elmex 1.1
771 root 1.3 if (RP->origin_y)
772     {
773     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
774     strcat (buf, small_buf);
775     }
776 root 1.11
777 root 1.3 if (RP->random_seed)
778     {
779     /* Add one so that the next map is a bit different */
780     sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
781     strcat (buf, small_buf);
782     }
783 elmex 1.1
784 root 1.3 if (RP->treasureoptions)
785     {
786     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
787     strcat (buf, small_buf);
788     }
789 elmex 1.1 }
790    
791 root 1.3 void
792     write_parameters_to_string (char *buf,
793     int xsize_n,
794     int ysize_n,
795     char *wallstyle_n,
796     char *floorstyle_n,
797     char *monsterstyle_n,
798     char *treasurestyle_n,
799     char *layoutstyle_n,
800     char *decorstyle_n,
801     char *doorstyle_n,
802     char *exitstyle_n,
803     char *final_map_n,
804     char *exit_on_final_map_n,
805     char *this_map_n,
806     int layoutoptions1_n,
807     int layoutoptions2_n,
808     int layoutoptions3_n,
809     int symmetry_n,
810     int dungeon_depth_n,
811     int dungeon_level_n,
812     int difficulty_n,
813     int difficulty_given_n,
814     int decoroptions_n,
815     int orientation_n,
816     int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
817 elmex 1.1 {
818    
819     char small_buf[256];
820    
821 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
822    
823     if (wallstyle_n && wallstyle_n[0])
824     {
825     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
826     strcat (buf, small_buf);
827     }
828    
829     if (floorstyle_n && floorstyle_n[0])
830     {
831     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
832     strcat (buf, small_buf);
833     }
834 elmex 1.1
835 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
836     {
837     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
838     strcat (buf, small_buf);
839     }
840 elmex 1.1
841 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
842     {
843     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
844     strcat (buf, small_buf);
845     }
846 elmex 1.1
847 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
848     {
849     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
850     strcat (buf, small_buf);
851     }
852 elmex 1.1
853 root 1.3 if (decorstyle_n && decorstyle_n[0])
854     {
855     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
856     strcat (buf, small_buf);
857     }
858 elmex 1.1
859 root 1.3 if (doorstyle_n && doorstyle_n[0])
860     {
861     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
862     strcat (buf, small_buf);
863     }
864 elmex 1.1
865 root 1.3 if (exitstyle_n && exitstyle_n[0])
866     {
867     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
868     strcat (buf, small_buf);
869     }
870 elmex 1.1
871 root 1.3 if (final_map_n && final_map_n[0])
872     {
873     sprintf (small_buf, "final_map %s\n", final_map_n);
874     strcat (buf, small_buf);
875     }
876 elmex 1.1
877 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
878     {
879     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
880     strcat (buf, small_buf);
881     }
882 elmex 1.1
883 root 1.3 if (this_map_n && this_map_n[0])
884     {
885     sprintf (small_buf, "origin_map %s\n", this_map_n);
886     strcat (buf, small_buf);
887     }
888 elmex 1.1
889 root 1.3 if (layoutoptions1_n)
890     {
891     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
892     strcat (buf, small_buf);
893     }
894 elmex 1.1
895    
896 root 1.3 if (layoutoptions2_n)
897     {
898     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
899     strcat (buf, small_buf);
900     }
901 elmex 1.1
902    
903 root 1.3 if (layoutoptions3_n)
904     {
905     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
906     strcat (buf, small_buf);
907     }
908 elmex 1.1
909 root 1.3 if (symmetry_n)
910     {
911     sprintf (small_buf, "symmetry %d\n", symmetry_n);
912     strcat (buf, small_buf);
913     }
914 elmex 1.1
915    
916 root 1.3 if (difficulty_n && difficulty_given_n)
917     {
918     sprintf (small_buf, "difficulty %d\n", difficulty_n);
919     strcat (buf, small_buf);
920     }
921 elmex 1.1
922 root 1.3 if (difficulty_increase > 0.001)
923     {
924     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
925     strcat (buf, small_buf);
926     }
927 elmex 1.1
928 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
929     strcat (buf, small_buf);
930 elmex 1.1
931 root 1.3 if (dungeon_depth_n)
932     {
933     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
934     strcat (buf, small_buf);
935     }
936 elmex 1.1
937 root 1.3 if (decoroptions_n)
938     {
939     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
940     strcat (buf, small_buf);
941     }
942 elmex 1.1
943 root 1.3 if (orientation_n)
944     {
945     sprintf (small_buf, "orientation %d\n", orientation_n);
946     strcat (buf, small_buf);
947     }
948 elmex 1.1
949 root 1.3 if (origin_x_n)
950     {
951     sprintf (small_buf, "origin_x %d\n", origin_x_n);
952     strcat (buf, small_buf);
953     }
954 elmex 1.1
955 root 1.3 if (origin_y_n)
956     {
957     sprintf (small_buf, "origin_y %d\n", origin_y_n);
958     strcat (buf, small_buf);
959     }
960 root 1.11
961 root 1.3 if (random_seed_n)
962     {
963     /* Add one so that the next map is a bit different */
964     sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
965     strcat (buf, small_buf);
966     }
967 elmex 1.1
968 root 1.3 if (treasureoptions_n)
969     {
970     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
971     strcat (buf, small_buf);
972     }
973 elmex 1.1
974    
975     }
976    
977     /* copy an object with an inventory... i.e., duplicate the inv too. */
978 root 1.3 void
979     copy_object_with_inv (object *src_ob, object *dest_ob)
980     {
981     object *walk, *tmp;
982 elmex 1.1
983 root 1.7 src_ob->copy_to (dest_ob);
984 elmex 1.1
985 root 1.3 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
986     {
987 root 1.7 tmp = object::create ();
988     walk->copy_to (tmp);
989 root 1.3 insert_ob_in_ob (tmp, dest_ob);
990     }
991 elmex 1.1 }