ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.16
Committed: Sun Dec 31 21:02:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +0 -7 lines
Log Message:
more use of shstr where it makes sense naturally

File Contents

# User Rev Content
1 root 1.13
2 elmex 1.1 /*
3     CrossFire, A Multiplayer game for X-windows
4    
5     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.4 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <time.h>
26     #include <stdio.h>
27     #include <global.h>
28     #include <maze_gen.h>
29     #include <room_gen.h>
30     #include <random_map.h>
31     #include <rproto.h>
32     #include <sproto.h>
33    
34 root 1.3 void
35 root 1.13 dump_layout (char **layout, random_map_params *RP)
36 root 1.3 {
37     {
38     int i, j;
39    
40     for (i = 0; i < RP->Xsize; i++)
41     {
42     for (j = 0; j < RP->Ysize; j++)
43     {
44     if (layout[i][j] == 0)
45     layout[i][j] = ' ';
46     printf ("%c", layout[i][j]);
47     if (layout[i][j] == ' ')
48     layout[i][j] = 0;
49     }
50     printf ("\n");
51     }
52     }
53     printf ("\n");
54 elmex 1.1 }
55 root 1.8
56 root 1.5 maptile *
57 root 1.13 generate_random_map (const char *OutFileName, random_map_params *RP)
58 root 1.3 {
59     char **layout, buf[HUGE_BUF];
60 root 1.5 maptile *theMap;
61 root 1.3 int i;
62    
63     /* pick a random seed, or use the one from the input file */
64 root 1.14 SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0));
65 root 1.3
66     write_map_parameters_to_string (buf, RP);
67    
68     if (RP->difficulty == 0)
69     {
70     RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
71 root 1.6
72 root 1.3 if (RP->difficulty_increase > 0.001)
73 root 1.6 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
74    
75     if (RP->difficulty < 1)
76     RP->difficulty = 1;
77 elmex 1.1 }
78 root 1.3 else
79     RP->difficulty_given = 1;
80 elmex 1.1
81 root 1.3 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
82     RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
83 root 1.6
84 root 1.3 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
85     RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
86 elmex 1.1
87 root 1.3 if (RP->expand2x > 0)
88     {
89     RP->Xsize /= 2;
90     RP->Ysize /= 2;
91 elmex 1.1 }
92    
93 root 1.3 layout = layoutgen (RP);
94 elmex 1.1
95     #ifdef RMAP_DEBUG
96 root 1.3 dump_layout (layout, RP);
97 elmex 1.1 #endif
98    
99 root 1.3 /* increment these for the current map */
100     RP->dungeon_level += 1;
101     /* allow constant-difficulty maps. */
102     /* difficulty+=1; */
103 elmex 1.1
104 root 1.3 /* rotate the layout randomly */
105     layout = rotate_layout (layout, RANDOM () % 4, RP);
106 elmex 1.1 #ifdef RMAP_DEBUG
107 root 1.3 dump_layout (layout, RP);
108 elmex 1.1 #endif
109    
110 root 1.3 /* allocate the map and set the floor */
111     theMap = make_map_floor (layout, RP->floorstyle, RP);
112    
113     /* set the name of the map. */
114 root 1.10 theMap->path = OutFileName;
115 root 1.3
116     /* set region */
117     theMap->region = RP->region;
118    
119 root 1.15 coroapi::cede ();
120 root 1.3 /* create walls unless the wallstyle is "none" */
121     if (strcmp (RP->wallstyle, "none"))
122     {
123     make_map_walls (theMap, layout, RP->wallstyle, RP);
124 elmex 1.1
125 root 1.3 /* place doors unless doorstyle or wallstyle is "none" */
126     if (strcmp (RP->doorstyle, "none"))
127     put_doors (theMap, layout, RP->doorstyle, RP);
128 elmex 1.1
129 root 1.3 }
130    
131 root 1.15 coroapi::cede ();
132 root 1.3 /* create exits unless the exitstyle is "none" */
133     if (strcmp (RP->exitstyle, "none"))
134     place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
135    
136 root 1.15 coroapi::cede ();
137 root 1.3 place_specials_in_map (theMap, layout, RP);
138    
139 root 1.15 coroapi::cede ();
140 root 1.3 /* create monsters unless the monsterstyle is "none" */
141     if (strcmp (RP->monsterstyle, "none"))
142     place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143    
144 root 1.15 coroapi::cede ();
145 root 1.3 /* treasures needs to have a proper difficulty set for the map. */
146 root 1.10 theMap->difficulty = theMap->estimate_difficulty ();
147 root 1.3
148 root 1.15 coroapi::cede ();
149 root 1.3 /* create treasure unless the treasurestyle is "none" */
150     if (strcmp (RP->treasurestyle, "none"))
151     place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
152    
153 root 1.15 coroapi::cede ();
154 root 1.3 /* create decor unless the decorstyle is "none" */
155     if (strcmp (RP->decorstyle, "none"))
156     put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
157    
158 root 1.15 coroapi::cede ();
159 root 1.3 /* generate treasures, etc. */
160 root 1.11 theMap->fix_auto_apply ();
161 root 1.3
162 root 1.15 coroapi::cede ();
163 root 1.3 unblock_exits (theMap, layout, RP);
164    
165     /* free the layout */
166     for (i = 0; i < RP->Xsize; i++)
167     free (layout[i]);
168 root 1.12
169 root 1.3 free (layout);
170    
171 root 1.9 theMap->msg = strdup (buf);
172 root 1.12 theMap->in_memory = MAP_IN_MEMORY;
173 root 1.3
174     return theMap;
175 elmex 1.1 }
176    
177     /* function selects the layout function and gives it whatever
178     arguments it needs. */
179 root 1.3 char **
180 root 1.13 layoutgen (random_map_params *RP)
181 root 1.3 {
182     char **maze = 0;
183     int oxsize = RP->Xsize, oysize = RP->Ysize;
184 elmex 1.1
185 root 1.11 if (RP->symmetry == SYMMETRY_RANDOM)
186     RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
187 root 1.3 else
188     RP->symmetry_used = RP->symmetry;
189    
190 root 1.11 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
191 root 1.3 RP->Ysize = RP->Ysize / 2 + 1;
192 root 1.11 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
193 root 1.3 RP->Xsize = RP->Xsize / 2 + 1;
194    
195     if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
196     RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
197     if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
198     RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
199     RP->map_layout_style = 0;
200    
201     /* Redo this - there was a lot of redundant code of checking for preset
202     * layout style and then random layout style. Instead, figure out
203     * the numeric layoutstyle, so there is only one area that actually
204     * calls the code to make the maps.
205     */
206     if (strstr (RP->layoutstyle, "onion"))
207 root 1.11 RP->map_layout_style = LAYOUT_ONION;
208 elmex 1.1
209 root 1.3 if (strstr (RP->layoutstyle, "maze"))
210 root 1.11 RP->map_layout_style = LAYOUT_MAZE;
211 elmex 1.1
212 root 1.3 if (strstr (RP->layoutstyle, "spiral"))
213 root 1.11 RP->map_layout_style = LAYOUT_SPIRAL;
214 elmex 1.1
215 root 1.3 if (strstr (RP->layoutstyle, "rogue"))
216 root 1.11 RP->map_layout_style = LAYOUT_ROGUELIKE;
217 elmex 1.1
218 root 1.3 if (strstr (RP->layoutstyle, "snake"))
219 root 1.11 RP->map_layout_style = LAYOUT_SNAKE;
220 elmex 1.1
221 root 1.3 if (strstr (RP->layoutstyle, "squarespiral"))
222 root 1.11 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
223    
224 root 1.3 /* No style found - choose one ranomdly */
225 root 1.11 if (RP->map_layout_style == LAYOUT_NONE)
226     RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
227 elmex 1.1
228 root 1.3 switch (RP->map_layout_style)
229     {
230 root 1.11 case LAYOUT_ONION:
231     maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
232     if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
233     roomify_layout (maze, RP);
234     break;
235    
236     case LAYOUT_MAZE:
237     maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
238     if (!(RANDOM () % 2))
239     doorify_layout (maze, RP);
240     break;
241    
242     case LAYOUT_SPIRAL:
243     maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
244     if (!(RANDOM () % 2))
245     doorify_layout (maze, RP);
246     break;
247    
248     case LAYOUT_ROGUELIKE:
249     /* Don't put symmetry in rogue maps. There isn't much reason to
250     * do so in the first place (doesn't make it any more interesting),
251     * but more importantly, the symmetry code presumes we are symmetrizing
252     * spirals, or maps with lots of passages - making a symmetric rogue
253     * map fails because its likely that the passages the symmetry process
254     * creates may not connect the rooms.
255     */
256     RP->symmetry_used = SYMMETRY_NONE;
257     RP->Ysize = oysize;
258     RP->Xsize = oxsize;
259     maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
260     /* no doorifying... done already */
261     break;
262    
263     case LAYOUT_SNAKE:
264     maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
265     if (RANDOM () % 2)
266     roomify_layout (maze, RP);
267     break;
268    
269     case LAYOUT_SQUARE_SPIRAL:
270     maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
271     if (RANDOM () % 2)
272     roomify_layout (maze, RP);
273     break;
274 root 1.3 }
275 root 1.2
276 root 1.3 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
277 root 1.11
278 elmex 1.1 #ifdef RMAP_DEBUG
279 root 1.3 dump_layout (maze, RP);
280 elmex 1.1 #endif
281 root 1.11
282 root 1.3 if (RP->expand2x)
283     {
284     maze = expand2x (maze, RP->Xsize, RP->Ysize);
285     RP->Xsize = RP->Xsize * 2 - 1;
286     RP->Ysize = RP->Ysize * 2 - 1;
287 elmex 1.1 }
288 root 1.11
289 root 1.3 return maze;
290 elmex 1.1 }
291    
292     /* takes a map and makes it symmetric: adjusts Xsize and
293     Ysize to produce a symmetric map. */
294 root 1.3 char **
295 root 1.13 symmetrize_layout (char **maze, int sym, random_map_params *RP)
296 root 1.3 {
297     int i, j;
298 elmex 1.1 char **sym_maze;
299 root 1.3 int Xsize_orig, Ysize_orig;
300    
301 elmex 1.1 Xsize_orig = RP->Xsize;
302     Ysize_orig = RP->Ysize;
303 root 1.3 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
304 root 1.11 if (sym == SYMMETRY_NONE)
305 root 1.3 {
306     RP->Xsize = Xsize_orig;
307     RP->Ysize = Ysize_orig;
308     return maze;
309     }
310 elmex 1.1 /* pick new sizes */
311 root 1.11 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
312     RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
313 elmex 1.1
314 root 1.3 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
315     for (i = 0; i < RP->Xsize; i++)
316     sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
317    
318 root 1.11 if (sym == SYMMETRY_X)
319 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
320     for (j = 0; j < RP->Ysize; j++)
321     {
322     sym_maze[i][j] = maze[i][j];
323     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
324     };
325 root 1.11 if (sym == SYMMETRY_Y)
326 root 1.3 for (i = 0; i < RP->Xsize; 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     }
332 root 1.11 if (sym == SYMMETRY_XY)
333 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; 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     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
339     sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
340     }
341 elmex 1.1 /* delete the old maze */
342 root 1.3 for (i = 0; i < Xsize_orig; i++)
343     free (maze[i]);
344     free (maze);
345 elmex 1.1 /* reconnect disjointed spirals */
346 root 1.11 if (RP->map_layout_style == LAYOUT_SPIRAL)
347 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
348 elmex 1.1 /* reconnect disjointed nethackmazes: the routine for
349 root 1.3 spirals will do the trick? */
350 root 1.11 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
351 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
352    
353 elmex 1.1 return sym_maze;
354     }
355    
356    
357     /* takes a map and rotates it. This completes the
358     onion layouts, making them possibly centered on any wall.
359     It'll modify Xsize and Ysize if they're swapped.
360     */
361    
362 root 1.3 char **
363 root 1.13 rotate_layout (char **maze, int rotation, random_map_params *RP)
364 root 1.3 {
365 elmex 1.1 char **new_maze;
366 root 1.3 int i, j;
367 elmex 1.1
368 root 1.3 switch (rotation)
369     {
370 root 1.11 case 0:
371     return maze;
372     break;
373 root 1.13 case 2: /* a reflection */
374 root 1.11 {
375     char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
376    
377     for (i = 0; i < RP->Xsize; i++)
378 root 1.13 { /* make a copy */
379 root 1.11 for (j = 0; j < RP->Ysize; j++)
380     {
381     newmaze[i * RP->Ysize + j] = maze[i][j];
382     }
383     }
384     for (i = 0; i < RP->Xsize; i++)
385 root 1.13 { /* copy a reflection back */
386 root 1.11 for (j = 0; j < RP->Ysize; j++)
387     {
388     maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
389     }
390     }
391     free (newmaze);
392 root 1.3 return maze;
393     break;
394 root 1.11 }
395     case 1:
396     case 3:
397     {
398     int swap;
399     new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
400     for (i = 0; i < RP->Ysize; i++)
401     {
402     new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
403     }
404 root 1.13 if (rotation == 1) /* swap x and y */
405 root 1.11 for (i = 0; i < RP->Xsize; i++)
406     for (j = 0; j < RP->Ysize; j++)
407     new_maze[j][i] = maze[i][j];
408 root 1.3
409 root 1.11 if (rotation == 3)
410 root 1.13 { /* swap x and y */
411 root 1.3 for (i = 0; i < RP->Xsize; i++)
412     for (j = 0; j < RP->Ysize; j++)
413 root 1.11 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
414     }
415 root 1.3
416 root 1.11 /* delete the old layout */
417     for (i = 0; i < RP->Xsize; i++)
418     free (maze[i]);
419     free (maze);
420    
421     swap = RP->Ysize;
422     RP->Ysize = RP->Xsize;
423     RP->Xsize = swap;
424     return new_maze;
425     break;
426     }
427 elmex 1.1 }
428     return NULL;
429     }
430    
431     /* take a layout and make some rooms in it.
432     --works best on onions.*/
433 root 1.3 void
434 root 1.13 roomify_layout (char **maze, random_map_params *RP)
435 root 1.3 {
436     int tries = RP->Xsize * RP->Ysize / 30;
437 elmex 1.1 int ti;
438    
439 root 1.3 for (ti = 0; ti < tries; ti++)
440     {
441     int dx, dy; /* starting location for looking at creating a door */
442     int cx, cy; /* results of checking on creating walls. */
443    
444     dx = RANDOM () % RP->Xsize;
445     dy = RANDOM () % RP->Ysize;
446     cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
447     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
448     if (cx == -1)
449     {
450     if (cy != -1)
451     make_wall (maze, dx, dy, 1);
452     continue;
453     }
454     if (cy == -1)
455     {
456     make_wall (maze, dx, dy, 0);
457     continue;
458     }
459     if (cx < cy)
460     make_wall (maze, dx, dy, 0);
461     else
462     make_wall (maze, dx, dy, 1);
463 elmex 1.1 }
464     }
465    
466     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
467     (or vertical, dir == 1)
468     here which ends up on other walls sensibly. */
469 root 1.3
470     int
471 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
472 root 1.3 {
473 elmex 1.1 int i1;
474 root 1.3 int length = 0;
475 elmex 1.1
476     /* dont make walls if we're on the edge. */
477 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
478     return -1;
479 elmex 1.1
480     /* don't make walls if we're ON a wall. */
481 root 1.3 if (maze[dx][dy] != 0)
482     return -1;
483 elmex 1.1
484 root 1.3 if (dir == 0) /* horizontal */
485 elmex 1.1 {
486     int y = dy;
487 root 1.3
488     for (i1 = dx - 1; i1 > 0; i1--)
489     {
490     int sindex = surround_flag2 (maze, i1, y, RP);
491    
492     if (sindex == 1)
493     break;
494     if (sindex != 0)
495     return -1; /* can't make horiz. wall here */
496     if (maze[i1][y] != 0)
497     return -1; /* can't make horiz. wall here */
498     length++;
499     }
500    
501     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
502     {
503     int sindex = surround_flag2 (maze, i1, y, RP);
504    
505     if (sindex == 2)
506     break;
507     if (sindex != 0)
508     return -1; /* can't make horiz. wall here */
509     if (maze[i1][y] != 0)
510     return -1; /* can't make horiz. wall here */
511     length++;
512     }
513 elmex 1.1 return length;
514     }
515 root 1.3 else
516     { /* vertical */
517     int x = dx;
518    
519     for (i1 = dy - 1; i1 > 0; i1--)
520     {
521     int sindex = surround_flag2 (maze, x, i1, RP);
522    
523     if (sindex == 4)
524     break;
525     if (sindex != 0)
526     return -1; /* can't make vert. wall here */
527     if (maze[x][i1] != 0)
528     return -1; /* can't make horiz. wall here */
529     length++;
530     }
531    
532     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
533     {
534     int sindex = surround_flag2 (maze, x, i1, RP);
535    
536     if (sindex == 8)
537     break;
538     if (sindex != 0)
539     return -1; /* can't make verti. wall here */
540     if (maze[x][i1] != 0)
541     return -1; /* can't make horiz. wall here */
542     length++;
543     }
544     return length;
545 elmex 1.1 }
546 root 1.3 return -1;
547 elmex 1.1 }
548    
549    
550 root 1.3 int
551     make_wall (char **maze, int x, int y, int dir)
552     {
553     maze[x][y] = 'D'; /* mark a door */
554     switch (dir)
555 elmex 1.1 {
556 root 1.13 case 0: /* horizontal */
557     {
558     int i1;
559 root 1.3
560 root 1.13 for (i1 = x - 1; maze[i1][y] == 0; i1--)
561     maze[i1][y] = '#';
562     for (i1 = x + 1; maze[i1][y] == 0; i1++)
563     maze[i1][y] = '#';
564     break;
565     }
566     case 1: /* vertical */
567     {
568     int i1;
569 root 1.3
570 root 1.13 for (i1 = y - 1; maze[x][i1] == 0; i1--)
571     maze[x][i1] = '#';
572     for (i1 = y + 1; maze[x][i1] == 0; i1++)
573     maze[x][i1] = '#';
574     break;
575     }
576 elmex 1.1 }
577    
578     return 0;
579     }
580    
581     /* puts doors at appropriate locations in a layout. */
582 root 1.3 void
583 root 1.13 doorify_layout (char **maze, random_map_params *RP)
584 root 1.3 {
585     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
586 elmex 1.1 char *doorlist_x;
587     char *doorlist_y;
588 root 1.3 int doorlocs = 0; /* # of available doorlocations */
589     int i, j;
590    
591     doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
592     doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
593 elmex 1.1
594    
595     /* make a list of possible door locations */
596 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
597     for (j = 1; j < RP->Ysize - 1; j++)
598     {
599     int sindex = surround_flag (maze, i, j, RP);
600    
601     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
602     {
603     doorlist_x[doorlocs] = i;
604     doorlist_y[doorlocs] = j;
605     doorlocs++;
606     }
607     }
608 root 1.12
609 root 1.3 while (ndoors > 0 && doorlocs > 0)
610     {
611     int di;
612     int sindex;
613    
614     di = RANDOM () % doorlocs;
615     i = doorlist_x[di];
616     j = doorlist_y[di];
617     sindex = surround_flag (maze, i, j, RP);
618     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
619     {
620     maze[i][j] = 'D';
621     ndoors--;
622 elmex 1.1 }
623 root 1.3 /* reduce the size of the list */
624     doorlocs--;
625     doorlist_x[di] = doorlist_x[doorlocs];
626     doorlist_y[di] = doorlist_y[doorlocs];
627 elmex 1.1 }
628 root 1.12
629 root 1.3 free (doorlist_x);
630     free (doorlist_y);
631 elmex 1.1 }
632    
633 root 1.3 void
634 root 1.13 write_map_parameters_to_string (char *buf, random_map_params *RP)
635 root 1.3 {
636 root 1.14 char small_buf[2048];
637 elmex 1.1
638 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
639    
640     if (RP->wallstyle[0])
641     {
642     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
643     strcat (buf, small_buf);
644     }
645    
646     if (RP->floorstyle[0])
647     {
648     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
649     strcat (buf, small_buf);
650     }
651    
652     if (RP->monsterstyle[0])
653     {
654     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
655     strcat (buf, small_buf);
656     }
657 elmex 1.1
658 root 1.3 if (RP->treasurestyle[0])
659     {
660     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
661     strcat (buf, small_buf);
662     }
663 elmex 1.1
664 root 1.3 if (RP->layoutstyle[0])
665     {
666     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
667     strcat (buf, small_buf);
668     }
669 elmex 1.1
670 root 1.3 if (RP->decorstyle[0])
671     {
672     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
673     strcat (buf, small_buf);
674     }
675 elmex 1.1
676 root 1.3 if (RP->doorstyle[0])
677     {
678     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
679     strcat (buf, small_buf);
680     }
681 elmex 1.1
682 root 1.3 if (RP->exitstyle[0])
683     {
684     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
685     strcat (buf, small_buf);
686     }
687 elmex 1.1
688 root 1.14 if (RP->final_map.length ())
689 root 1.3 {
690 root 1.14 sprintf (small_buf, "final_map %s\n", &RP->final_map);
691 root 1.3 strcat (buf, small_buf);
692     }
693 elmex 1.1
694 root 1.3 if (RP->exit_on_final_map[0])
695     {
696     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
697     strcat (buf, small_buf);
698     }
699 elmex 1.1
700 root 1.14 if (RP->this_map.length ())
701 root 1.3 {
702 root 1.14 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
703 root 1.3 strcat (buf, small_buf);
704     }
705 elmex 1.1
706 root 1.3 if (RP->expand2x)
707     {
708     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
709     strcat (buf, small_buf);
710     }
711 elmex 1.1
712 root 1.3 if (RP->layoutoptions1)
713     {
714     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
715     strcat (buf, small_buf);
716     }
717 elmex 1.1
718 root 1.3 if (RP->layoutoptions2)
719     {
720     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
721     strcat (buf, small_buf);
722     }
723 elmex 1.1
724 root 1.3 if (RP->layoutoptions3)
725     {
726     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
727     strcat (buf, small_buf);
728     }
729 elmex 1.1
730 root 1.3 if (RP->symmetry)
731     {
732     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
733     strcat (buf, small_buf);
734     }
735 elmex 1.1
736 root 1.3 if (RP->difficulty && RP->difficulty_given)
737     {
738     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
739     strcat (buf, small_buf);
740     }
741 elmex 1.1
742 root 1.3 if (RP->difficulty_increase != 1.0)
743     {
744     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
745     strcat (buf, small_buf);
746     }
747 elmex 1.1
748 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
749     strcat (buf, small_buf);
750 elmex 1.1
751 root 1.3 if (RP->dungeon_depth)
752     {
753     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
754     strcat (buf, small_buf);
755     }
756 elmex 1.1
757 root 1.3 if (RP->decoroptions)
758     {
759     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
760     strcat (buf, small_buf);
761     }
762 elmex 1.1
763 root 1.3 if (RP->orientation)
764     {
765     sprintf (small_buf, "orientation %d\n", RP->orientation);
766     strcat (buf, small_buf);
767     }
768 elmex 1.1
769 root 1.3 if (RP->origin_x)
770     {
771     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
772     strcat (buf, small_buf);
773     }
774 elmex 1.1
775 root 1.3 if (RP->origin_y)
776     {
777     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
778     strcat (buf, small_buf);
779     }
780 root 1.11
781 root 1.3 if (RP->treasureoptions)
782     {
783     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
784     strcat (buf, small_buf);
785     }
786 root 1.14
787     if (RP->random_seed)
788     {
789     sprintf (small_buf, "random_seed %d\n", RP->random_seed);
790     strcat (buf, small_buf);
791     }
792 elmex 1.1 }
793    
794 root 1.3 void
795     write_parameters_to_string (char *buf,
796     int xsize_n,
797     int ysize_n,
798     char *wallstyle_n,
799     char *floorstyle_n,
800     char *monsterstyle_n,
801     char *treasurestyle_n,
802     char *layoutstyle_n,
803     char *decorstyle_n,
804     char *doorstyle_n,
805     char *exitstyle_n,
806     char *final_map_n,
807     char *exit_on_final_map_n,
808     char *this_map_n,
809     int layoutoptions1_n,
810     int layoutoptions2_n,
811     int layoutoptions3_n,
812     int symmetry_n,
813     int dungeon_depth_n,
814     int dungeon_level_n,
815     int difficulty_n,
816     int difficulty_given_n,
817     int decoroptions_n,
818     int orientation_n,
819     int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
820 elmex 1.1 {
821 root 1.14 char small_buf[2048];
822 elmex 1.1
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     /* copy an object with an inventory... i.e., duplicate the inv too. */
977 root 1.3 void
978     copy_object_with_inv (object *src_ob, object *dest_ob)
979     {
980     object *walk, *tmp;
981 elmex 1.1
982 root 1.7 src_ob->copy_to (dest_ob);
983 elmex 1.1
984 root 1.14 for (walk = src_ob->inv; walk; walk = walk->below)
985 root 1.3 {
986 root 1.7 tmp = object::create ();
987 root 1.13
988 root 1.7 walk->copy_to (tmp);
989 root 1.3 insert_ob_in_ob (tmp, dest_ob);
990     }
991 elmex 1.1 }