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/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.12
Committed: Sun Dec 31 17:17:23 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +4 -3 lines
Log Message:
many minor changes everywhere, random maps crash sometimes but design is in place

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 root 1.12
164 root 1.3 free (layout);
165    
166 root 1.9 theMap->msg = strdup (buf);
167 root 1.12 theMap->in_memory = MAP_IN_MEMORY;
168 root 1.3
169     return theMap;
170 elmex 1.1 }
171    
172     /* function selects the layout function and gives it whatever
173     arguments it needs. */
174 root 1.3 char **
175 root 1.11 layoutgen (random_map_params * RP)
176 root 1.3 {
177     char **maze = 0;
178     int oxsize = RP->Xsize, oysize = RP->Ysize;
179 elmex 1.1
180 root 1.11 if (RP->symmetry == SYMMETRY_RANDOM)
181     RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
182 root 1.3 else
183     RP->symmetry_used = RP->symmetry;
184    
185 root 1.11 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
186 root 1.3 RP->Ysize = RP->Ysize / 2 + 1;
187 root 1.11 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
188 root 1.3 RP->Xsize = RP->Xsize / 2 + 1;
189    
190     if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
191     RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
192     if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
193     RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
194     RP->map_layout_style = 0;
195    
196     /* Redo this - there was a lot of redundant code of checking for preset
197     * layout style and then random layout style. Instead, figure out
198     * the numeric layoutstyle, so there is only one area that actually
199     * calls the code to make the maps.
200     */
201     if (strstr (RP->layoutstyle, "onion"))
202 root 1.11 RP->map_layout_style = LAYOUT_ONION;
203 elmex 1.1
204 root 1.3 if (strstr (RP->layoutstyle, "maze"))
205 root 1.11 RP->map_layout_style = LAYOUT_MAZE;
206 elmex 1.1
207 root 1.3 if (strstr (RP->layoutstyle, "spiral"))
208 root 1.11 RP->map_layout_style = LAYOUT_SPIRAL;
209 elmex 1.1
210 root 1.3 if (strstr (RP->layoutstyle, "rogue"))
211 root 1.11 RP->map_layout_style = LAYOUT_ROGUELIKE;
212 elmex 1.1
213 root 1.3 if (strstr (RP->layoutstyle, "snake"))
214 root 1.11 RP->map_layout_style = LAYOUT_SNAKE;
215 elmex 1.1
216 root 1.3 if (strstr (RP->layoutstyle, "squarespiral"))
217 root 1.11 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
218    
219 root 1.3 /* No style found - choose one ranomdly */
220 root 1.11 if (RP->map_layout_style == LAYOUT_NONE)
221     RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
222 elmex 1.1
223 root 1.3 switch (RP->map_layout_style)
224     {
225 root 1.11 case LAYOUT_ONION:
226     maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
227     if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
228     roomify_layout (maze, RP);
229     break;
230    
231     case LAYOUT_MAZE:
232     maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
233     if (!(RANDOM () % 2))
234     doorify_layout (maze, RP);
235     break;
236    
237     case LAYOUT_SPIRAL:
238     maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
239     if (!(RANDOM () % 2))
240     doorify_layout (maze, RP);
241     break;
242    
243     case LAYOUT_ROGUELIKE:
244     /* Don't put symmetry in rogue maps. There isn't much reason to
245     * do so in the first place (doesn't make it any more interesting),
246     * but more importantly, the symmetry code presumes we are symmetrizing
247     * spirals, or maps with lots of passages - making a symmetric rogue
248     * map fails because its likely that the passages the symmetry process
249     * creates may not connect the rooms.
250     */
251     RP->symmetry_used = SYMMETRY_NONE;
252     RP->Ysize = oysize;
253     RP->Xsize = oxsize;
254     maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
255     /* no doorifying... done already */
256     break;
257    
258     case LAYOUT_SNAKE:
259     maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
260     if (RANDOM () % 2)
261     roomify_layout (maze, RP);
262     break;
263    
264     case LAYOUT_SQUARE_SPIRAL:
265     maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
266     if (RANDOM () % 2)
267     roomify_layout (maze, RP);
268     break;
269 root 1.3 }
270 root 1.2
271 root 1.3 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
272 root 1.11
273 elmex 1.1 #ifdef RMAP_DEBUG
274 root 1.3 dump_layout (maze, RP);
275 elmex 1.1 #endif
276 root 1.11
277 root 1.3 if (RP->expand2x)
278     {
279     maze = expand2x (maze, RP->Xsize, RP->Ysize);
280     RP->Xsize = RP->Xsize * 2 - 1;
281     RP->Ysize = RP->Ysize * 2 - 1;
282 elmex 1.1 }
283 root 1.11
284 root 1.3 return maze;
285 elmex 1.1 }
286    
287     /* takes a map and makes it symmetric: adjusts Xsize and
288     Ysize to produce a symmetric map. */
289 root 1.3 char **
290 root 1.11 symmetrize_layout (char **maze, int sym, random_map_params * RP)
291 root 1.3 {
292     int i, j;
293 elmex 1.1 char **sym_maze;
294 root 1.3 int Xsize_orig, Ysize_orig;
295    
296 elmex 1.1 Xsize_orig = RP->Xsize;
297     Ysize_orig = RP->Ysize;
298 root 1.3 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
299 root 1.11 if (sym == SYMMETRY_NONE)
300 root 1.3 {
301     RP->Xsize = Xsize_orig;
302     RP->Ysize = Ysize_orig;
303     return maze;
304     }
305 elmex 1.1 /* pick new sizes */
306 root 1.11 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
307     RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
308 elmex 1.1
309 root 1.3 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
310     for (i = 0; i < RP->Xsize; i++)
311     sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
312    
313 root 1.11 if (sym == SYMMETRY_X)
314 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
315     for (j = 0; j < RP->Ysize; j++)
316     {
317     sym_maze[i][j] = maze[i][j];
318     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
319     };
320 root 1.11 if (sym == SYMMETRY_Y)
321 root 1.3 for (i = 0; i < RP->Xsize; i++)
322     for (j = 0; j < RP->Ysize / 2 + 1; j++)
323     {
324     sym_maze[i][j] = maze[i][j];
325     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
326     }
327 root 1.11 if (sym == SYMMETRY_XY)
328 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
329     for (j = 0; j < RP->Ysize / 2 + 1; j++)
330     {
331     sym_maze[i][j] = maze[i][j];
332     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
333     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
334     sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
335     }
336 elmex 1.1 /* delete the old maze */
337 root 1.3 for (i = 0; i < Xsize_orig; i++)
338     free (maze[i]);
339     free (maze);
340 elmex 1.1 /* reconnect disjointed spirals */
341 root 1.11 if (RP->map_layout_style == LAYOUT_SPIRAL)
342 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
343 elmex 1.1 /* reconnect disjointed nethackmazes: the routine for
344 root 1.3 spirals will do the trick? */
345 root 1.11 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
346 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
347    
348 elmex 1.1 return sym_maze;
349     }
350    
351    
352     /* takes a map and rotates it. This completes the
353     onion layouts, making them possibly centered on any wall.
354     It'll modify Xsize and Ysize if they're swapped.
355     */
356    
357 root 1.3 char **
358 root 1.11 rotate_layout (char **maze, int rotation, random_map_params * RP)
359 root 1.3 {
360 elmex 1.1 char **new_maze;
361 root 1.3 int i, j;
362 elmex 1.1
363 root 1.3 switch (rotation)
364     {
365 root 1.11 case 0:
366     return maze;
367     break;
368     case 2: /* a reflection */
369     {
370     char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
371    
372     for (i = 0; i < RP->Xsize; i++)
373     { /* make a copy */
374     for (j = 0; j < RP->Ysize; j++)
375     {
376     newmaze[i * RP->Ysize + j] = maze[i][j];
377     }
378     }
379     for (i = 0; i < RP->Xsize; i++)
380     { /* copy a reflection back */
381     for (j = 0; j < RP->Ysize; j++)
382     {
383     maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
384     }
385     }
386     free (newmaze);
387 root 1.3 return maze;
388     break;
389 root 1.11 }
390     case 1:
391     case 3:
392     {
393     int swap;
394     new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
395     for (i = 0; i < RP->Ysize; i++)
396     {
397     new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
398     }
399     if (rotation == 1) /* swap x and y */
400     for (i = 0; i < RP->Xsize; i++)
401     for (j = 0; j < RP->Ysize; j++)
402     new_maze[j][i] = maze[i][j];
403 root 1.3
404 root 1.11 if (rotation == 3)
405     { /* swap x and y */
406 root 1.3 for (i = 0; i < RP->Xsize; i++)
407     for (j = 0; j < RP->Ysize; j++)
408 root 1.11 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
409     }
410 root 1.3
411 root 1.11 /* delete the old layout */
412     for (i = 0; i < RP->Xsize; i++)
413     free (maze[i]);
414     free (maze);
415    
416     swap = RP->Ysize;
417     RP->Ysize = RP->Xsize;
418     RP->Xsize = swap;
419     return new_maze;
420     break;
421     }
422 elmex 1.1 }
423     return NULL;
424     }
425    
426     /* take a layout and make some rooms in it.
427     --works best on onions.*/
428 root 1.3 void
429 root 1.11 roomify_layout (char **maze, random_map_params * RP)
430 root 1.3 {
431     int tries = RP->Xsize * RP->Ysize / 30;
432 elmex 1.1 int ti;
433    
434 root 1.3 for (ti = 0; ti < tries; ti++)
435     {
436     int dx, dy; /* starting location for looking at creating a door */
437     int cx, cy; /* results of checking on creating walls. */
438    
439     dx = RANDOM () % RP->Xsize;
440     dy = RANDOM () % RP->Ysize;
441     cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
442     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
443     if (cx == -1)
444     {
445     if (cy != -1)
446     make_wall (maze, dx, dy, 1);
447     continue;
448     }
449     if (cy == -1)
450     {
451     make_wall (maze, dx, dy, 0);
452     continue;
453     }
454     if (cx < cy)
455     make_wall (maze, dx, dy, 0);
456     else
457     make_wall (maze, dx, dy, 1);
458 elmex 1.1 }
459     }
460    
461     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
462     (or vertical, dir == 1)
463     here which ends up on other walls sensibly. */
464 root 1.3
465     int
466 root 1.11 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP)
467 root 1.3 {
468 elmex 1.1 int i1;
469 root 1.3 int length = 0;
470 elmex 1.1
471     /* dont make walls if we're on the edge. */
472 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
473     return -1;
474 elmex 1.1
475     /* don't make walls if we're ON a wall. */
476 root 1.3 if (maze[dx][dy] != 0)
477     return -1;
478 elmex 1.1
479 root 1.3 if (dir == 0) /* horizontal */
480 elmex 1.1 {
481     int y = dy;
482 root 1.3
483     for (i1 = dx - 1; i1 > 0; i1--)
484     {
485     int sindex = surround_flag2 (maze, i1, y, RP);
486    
487     if (sindex == 1)
488     break;
489     if (sindex != 0)
490     return -1; /* can't make horiz. wall here */
491     if (maze[i1][y] != 0)
492     return -1; /* can't make horiz. wall here */
493     length++;
494     }
495    
496     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
497     {
498     int sindex = surround_flag2 (maze, i1, y, RP);
499    
500     if (sindex == 2)
501     break;
502     if (sindex != 0)
503     return -1; /* can't make horiz. wall here */
504     if (maze[i1][y] != 0)
505     return -1; /* can't make horiz. wall here */
506     length++;
507     }
508 elmex 1.1 return length;
509     }
510 root 1.3 else
511     { /* vertical */
512     int x = dx;
513    
514     for (i1 = dy - 1; i1 > 0; i1--)
515     {
516     int sindex = surround_flag2 (maze, x, i1, RP);
517    
518     if (sindex == 4)
519     break;
520     if (sindex != 0)
521     return -1; /* can't make vert. wall here */
522     if (maze[x][i1] != 0)
523     return -1; /* can't make horiz. wall here */
524     length++;
525     }
526    
527     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
528     {
529     int sindex = surround_flag2 (maze, x, i1, RP);
530    
531     if (sindex == 8)
532     break;
533     if (sindex != 0)
534     return -1; /* can't make verti. wall here */
535     if (maze[x][i1] != 0)
536     return -1; /* can't make horiz. wall here */
537     length++;
538     }
539     return length;
540 elmex 1.1 }
541 root 1.3 return -1;
542 elmex 1.1 }
543    
544    
545 root 1.3 int
546     make_wall (char **maze, int x, int y, int dir)
547     {
548     maze[x][y] = 'D'; /* mark a door */
549     switch (dir)
550 elmex 1.1 {
551 root 1.3 case 0: /* horizontal */
552     {
553     int i1;
554    
555     for (i1 = x - 1; maze[i1][y] == 0; i1--)
556     maze[i1][y] = '#';
557     for (i1 = x + 1; maze[i1][y] == 0; i1++)
558     maze[i1][y] = '#';
559     break;
560     }
561     case 1: /* vertical */
562     {
563     int i1;
564    
565     for (i1 = y - 1; maze[x][i1] == 0; i1--)
566     maze[x][i1] = '#';
567     for (i1 = y + 1; maze[x][i1] == 0; i1++)
568     maze[x][i1] = '#';
569     break;
570     }
571 elmex 1.1 }
572    
573     return 0;
574     }
575    
576     /* puts doors at appropriate locations in a layout. */
577 root 1.3 void
578 root 1.11 doorify_layout (char **maze, random_map_params * RP)
579 root 1.3 {
580     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
581 elmex 1.1 char *doorlist_x;
582     char *doorlist_y;
583 root 1.3 int doorlocs = 0; /* # of available doorlocations */
584     int i, j;
585    
586     doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
587     doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
588 elmex 1.1
589    
590     /* make a list of possible door locations */
591 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
592     for (j = 1; j < RP->Ysize - 1; j++)
593     {
594     int sindex = surround_flag (maze, i, j, RP);
595    
596     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
597     {
598     doorlist_x[doorlocs] = i;
599     doorlist_y[doorlocs] = j;
600     doorlocs++;
601     }
602     }
603 root 1.12
604 root 1.3 while (ndoors > 0 && doorlocs > 0)
605     {
606     int di;
607     int sindex;
608    
609     di = RANDOM () % doorlocs;
610     i = doorlist_x[di];
611     j = doorlist_y[di];
612     sindex = surround_flag (maze, i, j, RP);
613     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
614     {
615     maze[i][j] = 'D';
616     ndoors--;
617 elmex 1.1 }
618 root 1.3 /* reduce the size of the list */
619     doorlocs--;
620     doorlist_x[di] = doorlist_x[doorlocs];
621     doorlist_y[di] = doorlist_y[doorlocs];
622 elmex 1.1 }
623 root 1.12
624 root 1.3 free (doorlist_x);
625     free (doorlist_y);
626 elmex 1.1 }
627    
628 root 1.3 void
629 root 1.11 write_map_parameters_to_string (char *buf, random_map_params * RP)
630 root 1.3 {
631 elmex 1.1 char small_buf[256];
632    
633 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
634    
635     if (RP->wallstyle[0])
636     {
637     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
638     strcat (buf, small_buf);
639     }
640    
641     if (RP->floorstyle[0])
642     {
643     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
644     strcat (buf, small_buf);
645     }
646    
647     if (RP->monsterstyle[0])
648     {
649     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
650     strcat (buf, small_buf);
651     }
652 elmex 1.1
653 root 1.3 if (RP->treasurestyle[0])
654     {
655     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
656     strcat (buf, small_buf);
657     }
658 elmex 1.1
659 root 1.3 if (RP->layoutstyle[0])
660     {
661     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
662     strcat (buf, small_buf);
663     }
664 elmex 1.1
665 root 1.3 if (RP->decorstyle[0])
666     {
667     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
668     strcat (buf, small_buf);
669     }
670 elmex 1.1
671 root 1.3 if (RP->doorstyle[0])
672     {
673     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
674     strcat (buf, small_buf);
675     }
676 elmex 1.1
677 root 1.3 if (RP->exitstyle[0])
678     {
679     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
680     strcat (buf, small_buf);
681     }
682 elmex 1.1
683 root 1.3 if (RP->final_map[0])
684     {
685     sprintf (small_buf, "final_map %s\n", RP->final_map);
686     strcat (buf, small_buf);
687     }
688 elmex 1.1
689 root 1.3 if (RP->exit_on_final_map[0])
690     {
691     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
692     strcat (buf, small_buf);
693     }
694 elmex 1.1
695 root 1.3 if (RP->this_map[0])
696     {
697     sprintf (small_buf, "origin_map %s\n", RP->this_map);
698     strcat (buf, small_buf);
699     }
700 elmex 1.1
701 root 1.3 if (RP->expand2x)
702     {
703     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
704     strcat (buf, small_buf);
705     }
706 elmex 1.1
707 root 1.3 if (RP->layoutoptions1)
708     {
709     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
710     strcat (buf, small_buf);
711     }
712 elmex 1.1
713    
714 root 1.3 if (RP->layoutoptions2)
715     {
716     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
717     strcat (buf, small_buf);
718     }
719 elmex 1.1
720    
721 root 1.3 if (RP->layoutoptions3)
722     {
723     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
724     strcat (buf, small_buf);
725     }
726 elmex 1.1
727 root 1.3 if (RP->symmetry)
728     {
729     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
730     strcat (buf, small_buf);
731     }
732 elmex 1.1
733    
734 root 1.3 if (RP->difficulty && RP->difficulty_given)
735     {
736     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
737     strcat (buf, small_buf);
738     }
739 elmex 1.1
740 root 1.3 if (RP->difficulty_increase != 1.0)
741     {
742     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
743     strcat (buf, small_buf);
744     }
745 elmex 1.1
746 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
747     strcat (buf, small_buf);
748 elmex 1.1
749 root 1.3 if (RP->dungeon_depth)
750     {
751     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
752     strcat (buf, small_buf);
753     }
754 elmex 1.1
755 root 1.3 if (RP->decoroptions)
756     {
757     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
758     strcat (buf, small_buf);
759     }
760 elmex 1.1
761 root 1.3 if (RP->orientation)
762     {
763     sprintf (small_buf, "orientation %d\n", RP->orientation);
764     strcat (buf, small_buf);
765     }
766 elmex 1.1
767 root 1.3 if (RP->origin_x)
768     {
769     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
770     strcat (buf, small_buf);
771     }
772 elmex 1.1
773 root 1.3 if (RP->origin_y)
774     {
775     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
776     strcat (buf, small_buf);
777     }
778 root 1.11
779 root 1.3 if (RP->random_seed)
780     {
781     /* Add one so that the next map is a bit different */
782     sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
783     strcat (buf, small_buf);
784     }
785 elmex 1.1
786 root 1.3 if (RP->treasureoptions)
787     {
788     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
789     strcat (buf, small_buf);
790     }
791 elmex 1.1 }
792    
793 root 1.3 void
794     write_parameters_to_string (char *buf,
795     int xsize_n,
796     int ysize_n,
797     char *wallstyle_n,
798     char *floorstyle_n,
799     char *monsterstyle_n,
800     char *treasurestyle_n,
801     char *layoutstyle_n,
802     char *decorstyle_n,
803     char *doorstyle_n,
804     char *exitstyle_n,
805     char *final_map_n,
806     char *exit_on_final_map_n,
807     char *this_map_n,
808     int layoutoptions1_n,
809     int layoutoptions2_n,
810     int layoutoptions3_n,
811     int symmetry_n,
812     int dungeon_depth_n,
813     int dungeon_level_n,
814     int difficulty_n,
815     int difficulty_given_n,
816     int decoroptions_n,
817     int orientation_n,
818     int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
819 elmex 1.1 {
820    
821     char small_buf[256];
822    
823 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
824    
825     if (wallstyle_n && wallstyle_n[0])
826     {
827     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
828     strcat (buf, small_buf);
829     }
830    
831     if (floorstyle_n && floorstyle_n[0])
832     {
833     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
834     strcat (buf, small_buf);
835     }
836 elmex 1.1
837 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
838     {
839     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
840     strcat (buf, small_buf);
841     }
842 elmex 1.1
843 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
844     {
845     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
846     strcat (buf, small_buf);
847     }
848 elmex 1.1
849 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
850     {
851     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
852     strcat (buf, small_buf);
853     }
854 elmex 1.1
855 root 1.3 if (decorstyle_n && decorstyle_n[0])
856     {
857     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
858     strcat (buf, small_buf);
859     }
860 elmex 1.1
861 root 1.3 if (doorstyle_n && doorstyle_n[0])
862     {
863     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
864     strcat (buf, small_buf);
865     }
866 elmex 1.1
867 root 1.3 if (exitstyle_n && exitstyle_n[0])
868     {
869     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
870     strcat (buf, small_buf);
871     }
872 elmex 1.1
873 root 1.3 if (final_map_n && final_map_n[0])
874     {
875     sprintf (small_buf, "final_map %s\n", final_map_n);
876     strcat (buf, small_buf);
877     }
878 elmex 1.1
879 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
880     {
881     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
882     strcat (buf, small_buf);
883     }
884 elmex 1.1
885 root 1.3 if (this_map_n && this_map_n[0])
886     {
887     sprintf (small_buf, "origin_map %s\n", this_map_n);
888     strcat (buf, small_buf);
889     }
890 elmex 1.1
891 root 1.3 if (layoutoptions1_n)
892     {
893     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
894     strcat (buf, small_buf);
895     }
896 elmex 1.1
897 root 1.3 if (layoutoptions2_n)
898     {
899     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
900     strcat (buf, small_buf);
901     }
902 elmex 1.1
903    
904 root 1.3 if (layoutoptions3_n)
905     {
906     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
907     strcat (buf, small_buf);
908     }
909 elmex 1.1
910 root 1.3 if (symmetry_n)
911     {
912     sprintf (small_buf, "symmetry %d\n", symmetry_n);
913     strcat (buf, small_buf);
914     }
915 elmex 1.1
916    
917 root 1.3 if (difficulty_n && difficulty_given_n)
918     {
919     sprintf (small_buf, "difficulty %d\n", difficulty_n);
920     strcat (buf, small_buf);
921     }
922 elmex 1.1
923 root 1.3 if (difficulty_increase > 0.001)
924     {
925     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
926     strcat (buf, small_buf);
927     }
928 elmex 1.1
929 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
930     strcat (buf, small_buf);
931 elmex 1.1
932 root 1.3 if (dungeon_depth_n)
933     {
934     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
935     strcat (buf, small_buf);
936     }
937 elmex 1.1
938 root 1.3 if (decoroptions_n)
939     {
940     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
941     strcat (buf, small_buf);
942     }
943 elmex 1.1
944 root 1.3 if (orientation_n)
945     {
946     sprintf (small_buf, "orientation %d\n", orientation_n);
947     strcat (buf, small_buf);
948     }
949 elmex 1.1
950 root 1.3 if (origin_x_n)
951     {
952     sprintf (small_buf, "origin_x %d\n", origin_x_n);
953     strcat (buf, small_buf);
954     }
955 elmex 1.1
956 root 1.3 if (origin_y_n)
957     {
958     sprintf (small_buf, "origin_y %d\n", origin_y_n);
959     strcat (buf, small_buf);
960     }
961 root 1.11
962 root 1.3 if (random_seed_n)
963     {
964     /* Add one so that the next map is a bit different */
965     sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
966     strcat (buf, small_buf);
967     }
968 elmex 1.1
969 root 1.3 if (treasureoptions_n)
970     {
971     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
972     strcat (buf, small_buf);
973     }
974 elmex 1.1
975    
976     }
977    
978     /* copy an object with an inventory... i.e., duplicate the inv too. */
979 root 1.3 void
980     copy_object_with_inv (object *src_ob, object *dest_ob)
981     {
982     object *walk, *tmp;
983 elmex 1.1
984 root 1.7 src_ob->copy_to (dest_ob);
985 elmex 1.1
986 root 1.3 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
987     {
988 root 1.7 tmp = object::create ();
989     walk->copy_to (tmp);
990 root 1.3 insert_ob_in_ob (tmp, dest_ob);
991     }
992 elmex 1.1 }