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Revision: 1.23
Committed: Fri Jan 19 15:38:01 2007 UTC (17 years, 4 months ago) by root
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Branch: MAIN
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# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.20 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
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     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 1.22 #define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__);
35    
36 root 1.3 void
37 root 1.13 dump_layout (char **layout, random_map_params *RP)
38 root 1.3 {
39     {
40     int i, j;
41    
42     for (i = 0; i < RP->Xsize; i++)
43     {
44     for (j = 0; j < RP->Ysize; j++)
45     {
46     if (layout[i][j] == 0)
47     layout[i][j] = ' ';
48     printf ("%c", layout[i][j]);
49     if (layout[i][j] == ' ')
50     layout[i][j] = 0;
51     }
52     printf ("\n");
53     }
54     }
55     printf ("\n");
56 elmex 1.1 }
57 root 1.8
58 root 1.19 bool
59     maptile::generate_random_map (random_map_params *RP)
60 root 1.3 {
61 root 1.18 char **layout, buf[16384];
62 root 1.3 int i;
63    
64     /* pick a random seed, or use the one from the input file */
65 root 1.22 RP->random_seed = RP->random_seed
66     ? RP->random_seed + RP->dungeon_level
67     : time (0);
68     CEDE;
69 root 1.3
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 root 1.21 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
87 root 1.6
88 root 1.3 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89 root 1.21 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
90 elmex 1.1
91 root 1.22 if (RP->symmetry == SYMMETRY_RANDOM)
92     RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
93     else
94     RP->symmetry_used = RP->symmetry;
95    
96     if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
97     RP->Ysize = RP->Ysize / 2 + 1;
98     if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
99     RP->Xsize = RP->Xsize / 2 + 1;
100    
101 root 1.3 if (RP->expand2x > 0)
102     {
103     RP->Xsize /= 2;
104     RP->Ysize /= 2;
105 elmex 1.1 }
106    
107 root 1.22 RP->map_layout_style = LAYOUT_NONE;
108    
109     /* Redo this - there was a lot of redundant code of checking for preset
110     * layout style and then random layout style. Instead, figure out
111     * the numeric layoutstyle, so there is only one area that actually
112     * calls the code to make the maps.
113     */
114     if (strstr (RP->layoutstyle, "onion"))
115     RP->map_layout_style = LAYOUT_ONION;
116    
117     if (strstr (RP->layoutstyle, "maze"))
118     RP->map_layout_style = LAYOUT_MAZE;
119    
120     if (strstr (RP->layoutstyle, "spiral"))
121     RP->map_layout_style = LAYOUT_SPIRAL;
122    
123     if (strstr (RP->layoutstyle, "rogue"))
124     RP->map_layout_style = LAYOUT_ROGUELIKE;
125    
126     if (strstr (RP->layoutstyle, "snake"))
127     RP->map_layout_style = LAYOUT_SNAKE;
128    
129     if (strstr (RP->layoutstyle, "squarespiral"))
130     RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
131    
132     /* No style found - choose one randomly */
133     if (RP->map_layout_style == LAYOUT_NONE)
134     RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
135    
136 root 1.3 layout = layoutgen (RP);
137 elmex 1.1
138     #ifdef RMAP_DEBUG
139 root 1.3 dump_layout (layout, RP);
140 elmex 1.1 #endif
141    
142 root 1.3 /* increment these for the current map */
143     RP->dungeon_level += 1;
144     /* allow constant-difficulty maps. */
145     /* difficulty+=1; */
146 elmex 1.1
147 root 1.3 /* rotate the layout randomly */
148 root 1.21 layout = rotate_layout (layout, rndm (4), RP);
149 elmex 1.1 #ifdef RMAP_DEBUG
150 root 1.3 dump_layout (layout, RP);
151 elmex 1.1 #endif
152    
153 root 1.3 /* allocate the map and set the floor */
154 root 1.19 make_map_floor (layout, RP->floorstyle, RP);
155 root 1.3
156     /* set region */
157 root 1.19 region = RP->region;
158 root 1.3
159 root 1.22 CEDE;
160 root 1.19
161 root 1.3 /* create walls unless the wallstyle is "none" */
162     if (strcmp (RP->wallstyle, "none"))
163     {
164 root 1.19 make_map_walls (this, layout, RP->wallstyle, RP);
165 elmex 1.1
166 root 1.3 /* place doors unless doorstyle or wallstyle is "none" */
167     if (strcmp (RP->doorstyle, "none"))
168 root 1.19 put_doors (this, layout, RP->doorstyle, RP);
169 root 1.3 }
170    
171 root 1.22 CEDE;
172 root 1.19
173 root 1.3 /* create exits unless the exitstyle is "none" */
174     if (strcmp (RP->exitstyle, "none"))
175 root 1.19 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
176 root 1.3
177 root 1.22 CEDE;
178 root 1.19
179     place_specials_in_map (this, layout, RP);
180 root 1.3
181 root 1.22 CEDE;
182 root 1.19
183 root 1.3 /* create monsters unless the monsterstyle is "none" */
184     if (strcmp (RP->monsterstyle, "none"))
185 root 1.19 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
186 root 1.3
187 root 1.22 CEDE;
188 root 1.19
189 root 1.3 /* treasures needs to have a proper difficulty set for the map. */
190 root 1.19 difficulty = estimate_difficulty ();
191 root 1.3
192 root 1.22 CEDE;
193 root 1.19
194 root 1.3 /* create treasure unless the treasurestyle is "none" */
195     if (strcmp (RP->treasurestyle, "none"))
196 root 1.19 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
197 root 1.3
198 root 1.22 CEDE;
199 root 1.19
200 root 1.3 /* create decor unless the decorstyle is "none" */
201     if (strcmp (RP->decorstyle, "none"))
202 root 1.19 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
203 root 1.3
204 root 1.22 CEDE;
205 root 1.19
206 root 1.3 /* generate treasures, etc. */
207 root 1.19 fix_auto_apply ();
208 root 1.3
209 root 1.22 CEDE;
210    
211 root 1.19 unblock_exits (this, layout, RP);
212 root 1.3
213     /* free the layout */
214     for (i = 0; i < RP->Xsize; i++)
215     free (layout[i]);
216 root 1.12
217 root 1.3 free (layout);
218    
219 root 1.19 msg = strdup (buf);
220     in_memory = MAP_IN_MEMORY;
221 root 1.3
222 root 1.22 CEDE;
223    
224 root 1.19 return 1;
225 elmex 1.1 }
226    
227     /* function selects the layout function and gives it whatever
228     arguments it needs. */
229 root 1.3 char **
230 root 1.13 layoutgen (random_map_params *RP)
231 root 1.3 {
232     char **maze = 0;
233     int oxsize = RP->Xsize, oysize = RP->Ysize;
234 elmex 1.1
235 root 1.3 switch (RP->map_layout_style)
236     {
237 root 1.11 case LAYOUT_ONION:
238     maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
239 root 1.21 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
240 root 1.11 roomify_layout (maze, RP);
241     break;
242    
243     case LAYOUT_MAZE:
244 root 1.21 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
245     if (!(rndm (2)))
246 root 1.11 doorify_layout (maze, RP);
247     break;
248    
249     case LAYOUT_SPIRAL:
250     maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
251 root 1.21 if (!(rndm (2)))
252 root 1.11 doorify_layout (maze, RP);
253     break;
254    
255     case LAYOUT_ROGUELIKE:
256     /* Don't put symmetry in rogue maps. There isn't much reason to
257     * do so in the first place (doesn't make it any more interesting),
258     * but more importantly, the symmetry code presumes we are symmetrizing
259     * spirals, or maps with lots of passages - making a symmetric rogue
260     * map fails because its likely that the passages the symmetry process
261     * creates may not connect the rooms.
262     */
263     RP->symmetry_used = SYMMETRY_NONE;
264     RP->Ysize = oysize;
265     RP->Xsize = oxsize;
266     maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267     /* no doorifying... done already */
268     break;
269    
270     case LAYOUT_SNAKE:
271     maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
272 root 1.21 if (rndm (2))
273 root 1.11 roomify_layout (maze, RP);
274     break;
275    
276     case LAYOUT_SQUARE_SPIRAL:
277     maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
278 root 1.21 if (rndm (2))
279 root 1.11 roomify_layout (maze, RP);
280     break;
281 root 1.3 }
282 root 1.2
283 root 1.3 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
284 root 1.11
285 elmex 1.1 #ifdef RMAP_DEBUG
286 root 1.3 dump_layout (maze, RP);
287 elmex 1.1 #endif
288 root 1.11
289 root 1.3 if (RP->expand2x)
290     {
291     maze = expand2x (maze, RP->Xsize, RP->Ysize);
292     RP->Xsize = RP->Xsize * 2 - 1;
293     RP->Ysize = RP->Ysize * 2 - 1;
294 elmex 1.1 }
295 root 1.11
296 root 1.3 return maze;
297 elmex 1.1 }
298    
299     /* takes a map and makes it symmetric: adjusts Xsize and
300     Ysize to produce a symmetric map. */
301 root 1.3 char **
302 root 1.13 symmetrize_layout (char **maze, int sym, random_map_params *RP)
303 root 1.3 {
304     int i, j;
305 elmex 1.1 char **sym_maze;
306 root 1.3 int Xsize_orig, Ysize_orig;
307    
308 elmex 1.1 Xsize_orig = RP->Xsize;
309     Ysize_orig = RP->Ysize;
310 root 1.3 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
311 root 1.11 if (sym == SYMMETRY_NONE)
312 root 1.3 {
313     RP->Xsize = Xsize_orig;
314     RP->Ysize = Ysize_orig;
315     return maze;
316     }
317 elmex 1.1 /* pick new sizes */
318 root 1.11 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
319     RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
320 elmex 1.1
321 root 1.3 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
322     for (i = 0; i < RP->Xsize; i++)
323     sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
324    
325 root 1.11 if (sym == SYMMETRY_X)
326 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
327     for (j = 0; j < RP->Ysize; j++)
328     {
329     sym_maze[i][j] = maze[i][j];
330     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
331     };
332 root 1.11 if (sym == SYMMETRY_Y)
333 root 1.3 for (i = 0; i < RP->Xsize; i++)
334     for (j = 0; j < RP->Ysize / 2 + 1; j++)
335     {
336     sym_maze[i][j] = maze[i][j];
337     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
338     }
339 root 1.11 if (sym == SYMMETRY_XY)
340 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
341     for (j = 0; j < RP->Ysize / 2 + 1; j++)
342     {
343     sym_maze[i][j] = maze[i][j];
344     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
345     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
346     sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
347     }
348 elmex 1.1 /* delete the old maze */
349 root 1.3 for (i = 0; i < Xsize_orig; i++)
350     free (maze[i]);
351     free (maze);
352 elmex 1.1 /* reconnect disjointed spirals */
353 root 1.11 if (RP->map_layout_style == LAYOUT_SPIRAL)
354 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
355 elmex 1.1 /* reconnect disjointed nethackmazes: the routine for
356 root 1.3 spirals will do the trick? */
357 root 1.11 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
358 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
359    
360 elmex 1.1 return sym_maze;
361     }
362    
363    
364     /* takes a map and rotates it. This completes the
365     onion layouts, making them possibly centered on any wall.
366     It'll modify Xsize and Ysize if they're swapped.
367     */
368    
369 root 1.3 char **
370 root 1.13 rotate_layout (char **maze, int rotation, random_map_params *RP)
371 root 1.3 {
372 elmex 1.1 char **new_maze;
373 root 1.3 int i, j;
374 elmex 1.1
375 root 1.3 switch (rotation)
376     {
377 root 1.11 case 0:
378     return maze;
379     break;
380 root 1.13 case 2: /* a reflection */
381 root 1.11 {
382     char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
383    
384     for (i = 0; i < RP->Xsize; i++)
385 root 1.13 { /* make a copy */
386 root 1.11 for (j = 0; j < RP->Ysize; j++)
387     {
388     newmaze[i * RP->Ysize + j] = maze[i][j];
389     }
390     }
391     for (i = 0; i < RP->Xsize; i++)
392 root 1.13 { /* copy a reflection back */
393 root 1.11 for (j = 0; j < RP->Ysize; j++)
394     {
395     maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
396     }
397     }
398     free (newmaze);
399 root 1.3 return maze;
400     break;
401 root 1.11 }
402     case 1:
403     case 3:
404     {
405     int swap;
406     new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
407     for (i = 0; i < RP->Ysize; i++)
408     {
409     new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
410     }
411 root 1.13 if (rotation == 1) /* swap x and y */
412 root 1.11 for (i = 0; i < RP->Xsize; i++)
413     for (j = 0; j < RP->Ysize; j++)
414     new_maze[j][i] = maze[i][j];
415 root 1.3
416 root 1.11 if (rotation == 3)
417 root 1.13 { /* swap x and y */
418 root 1.3 for (i = 0; i < RP->Xsize; i++)
419     for (j = 0; j < RP->Ysize; j++)
420 root 1.11 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
421     }
422 root 1.3
423 root 1.11 /* delete the old layout */
424     for (i = 0; i < RP->Xsize; i++)
425     free (maze[i]);
426     free (maze);
427    
428     swap = RP->Ysize;
429     RP->Ysize = RP->Xsize;
430     RP->Xsize = swap;
431     return new_maze;
432     break;
433     }
434 elmex 1.1 }
435     return NULL;
436     }
437    
438     /* take a layout and make some rooms in it.
439     --works best on onions.*/
440 root 1.3 void
441 root 1.13 roomify_layout (char **maze, random_map_params *RP)
442 root 1.3 {
443     int tries = RP->Xsize * RP->Ysize / 30;
444 elmex 1.1 int ti;
445    
446 root 1.3 for (ti = 0; ti < tries; ti++)
447     {
448     int dx, dy; /* starting location for looking at creating a door */
449     int cx, cy; /* results of checking on creating walls. */
450    
451     dx = RANDOM () % RP->Xsize;
452     dy = RANDOM () % RP->Ysize;
453     cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
454     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
455     if (cx == -1)
456     {
457     if (cy != -1)
458     make_wall (maze, dx, dy, 1);
459     continue;
460     }
461     if (cy == -1)
462     {
463     make_wall (maze, dx, dy, 0);
464     continue;
465     }
466     if (cx < cy)
467     make_wall (maze, dx, dy, 0);
468     else
469     make_wall (maze, dx, dy, 1);
470 elmex 1.1 }
471     }
472    
473     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
474     (or vertical, dir == 1)
475     here which ends up on other walls sensibly. */
476 root 1.3
477     int
478 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
479 root 1.3 {
480 elmex 1.1 int i1;
481 root 1.3 int length = 0;
482 elmex 1.1
483     /* dont make walls if we're on the edge. */
484 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
485     return -1;
486 elmex 1.1
487     /* don't make walls if we're ON a wall. */
488 root 1.3 if (maze[dx][dy] != 0)
489     return -1;
490 elmex 1.1
491 root 1.3 if (dir == 0) /* horizontal */
492 elmex 1.1 {
493     int y = dy;
494 root 1.3
495     for (i1 = dx - 1; i1 > 0; i1--)
496     {
497     int sindex = surround_flag2 (maze, i1, y, RP);
498    
499     if (sindex == 1)
500     break;
501     if (sindex != 0)
502     return -1; /* can't make horiz. wall here */
503     if (maze[i1][y] != 0)
504     return -1; /* can't make horiz. wall here */
505     length++;
506     }
507    
508     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
509     {
510     int sindex = surround_flag2 (maze, i1, y, RP);
511    
512     if (sindex == 2)
513     break;
514     if (sindex != 0)
515     return -1; /* can't make horiz. wall here */
516     if (maze[i1][y] != 0)
517     return -1; /* can't make horiz. wall here */
518     length++;
519     }
520 elmex 1.1 return length;
521     }
522 root 1.3 else
523     { /* vertical */
524     int x = dx;
525    
526     for (i1 = dy - 1; i1 > 0; i1--)
527     {
528     int sindex = surround_flag2 (maze, x, i1, RP);
529    
530     if (sindex == 4)
531     break;
532     if (sindex != 0)
533     return -1; /* can't make vert. wall here */
534     if (maze[x][i1] != 0)
535     return -1; /* can't make horiz. wall here */
536     length++;
537     }
538    
539     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
540     {
541     int sindex = surround_flag2 (maze, x, i1, RP);
542    
543     if (sindex == 8)
544     break;
545     if (sindex != 0)
546     return -1; /* can't make verti. wall here */
547     if (maze[x][i1] != 0)
548     return -1; /* can't make horiz. wall here */
549     length++;
550     }
551     return length;
552 elmex 1.1 }
553 root 1.3 return -1;
554 elmex 1.1 }
555    
556    
557 root 1.3 int
558     make_wall (char **maze, int x, int y, int dir)
559     {
560     maze[x][y] = 'D'; /* mark a door */
561     switch (dir)
562 elmex 1.1 {
563 root 1.13 case 0: /* horizontal */
564     {
565     int i1;
566 root 1.3
567 root 1.13 for (i1 = x - 1; maze[i1][y] == 0; i1--)
568     maze[i1][y] = '#';
569     for (i1 = x + 1; maze[i1][y] == 0; i1++)
570     maze[i1][y] = '#';
571     break;
572     }
573     case 1: /* vertical */
574     {
575     int i1;
576 root 1.3
577 root 1.13 for (i1 = y - 1; maze[x][i1] == 0; i1--)
578     maze[x][i1] = '#';
579     for (i1 = y + 1; maze[x][i1] == 0; i1++)
580     maze[x][i1] = '#';
581     break;
582     }
583 elmex 1.1 }
584    
585     return 0;
586     }
587    
588     /* puts doors at appropriate locations in a layout. */
589 root 1.3 void
590 root 1.13 doorify_layout (char **maze, random_map_params *RP)
591 root 1.3 {
592     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 elmex 1.1 char *doorlist_x;
594     char *doorlist_y;
595 root 1.3 int doorlocs = 0; /* # of available doorlocations */
596     int i, j;
597    
598     doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
599     doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
600 elmex 1.1
601    
602     /* make a list of possible door locations */
603 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
604     for (j = 1; j < RP->Ysize - 1; j++)
605     {
606     int sindex = surround_flag (maze, i, j, RP);
607    
608     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609     {
610     doorlist_x[doorlocs] = i;
611     doorlist_y[doorlocs] = j;
612     doorlocs++;
613     }
614     }
615 root 1.12
616 root 1.3 while (ndoors > 0 && doorlocs > 0)
617     {
618     int di;
619     int sindex;
620    
621     di = RANDOM () % doorlocs;
622     i = doorlist_x[di];
623     j = doorlist_y[di];
624     sindex = surround_flag (maze, i, j, RP);
625     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
626     {
627     maze[i][j] = 'D';
628     ndoors--;
629 elmex 1.1 }
630 root 1.3 /* reduce the size of the list */
631     doorlocs--;
632     doorlist_x[di] = doorlist_x[doorlocs];
633     doorlist_y[di] = doorlist_y[doorlocs];
634 elmex 1.1 }
635 root 1.12
636 root 1.3 free (doorlist_x);
637     free (doorlist_y);
638 elmex 1.1 }
639    
640 root 1.3 void
641 root 1.13 write_map_parameters_to_string (char *buf, random_map_params *RP)
642 root 1.3 {
643 root 1.18 char small_buf[16384];
644 elmex 1.1
645 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
646    
647     if (RP->wallstyle[0])
648     {
649     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
650     strcat (buf, small_buf);
651     }
652    
653     if (RP->floorstyle[0])
654     {
655     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656     strcat (buf, small_buf);
657     }
658    
659     if (RP->monsterstyle[0])
660     {
661     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
662     strcat (buf, small_buf);
663     }
664 elmex 1.1
665 root 1.3 if (RP->treasurestyle[0])
666     {
667     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
668     strcat (buf, small_buf);
669     }
670 elmex 1.1
671 root 1.3 if (RP->layoutstyle[0])
672     {
673     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
674     strcat (buf, small_buf);
675     }
676 elmex 1.1
677 root 1.3 if (RP->decorstyle[0])
678     {
679     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
680     strcat (buf, small_buf);
681     }
682 elmex 1.1
683 root 1.3 if (RP->doorstyle[0])
684     {
685     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
686     strcat (buf, small_buf);
687     }
688 elmex 1.1
689 root 1.3 if (RP->exitstyle[0])
690     {
691     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692     strcat (buf, small_buf);
693     }
694 elmex 1.1
695 root 1.14 if (RP->final_map.length ())
696 root 1.3 {
697 root 1.14 sprintf (small_buf, "final_map %s\n", &RP->final_map);
698 root 1.3 strcat (buf, small_buf);
699     }
700 elmex 1.1
701 root 1.3 if (RP->exit_on_final_map[0])
702     {
703     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704     strcat (buf, small_buf);
705     }
706 elmex 1.1
707 root 1.14 if (RP->this_map.length ())
708 root 1.3 {
709 root 1.14 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
710 root 1.3 strcat (buf, small_buf);
711     }
712 elmex 1.1
713 root 1.3 if (RP->expand2x)
714     {
715     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
716     strcat (buf, small_buf);
717     }
718 elmex 1.1
719 root 1.3 if (RP->layoutoptions1)
720     {
721     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722     strcat (buf, small_buf);
723     }
724 elmex 1.1
725 root 1.3 if (RP->layoutoptions2)
726     {
727     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
728     strcat (buf, small_buf);
729     }
730 elmex 1.1
731 root 1.3 if (RP->layoutoptions3)
732     {
733     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
734     strcat (buf, small_buf);
735     }
736 elmex 1.1
737 root 1.3 if (RP->symmetry)
738     {
739     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
740     strcat (buf, small_buf);
741     }
742 elmex 1.1
743 root 1.3 if (RP->difficulty && RP->difficulty_given)
744     {
745     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
746     strcat (buf, small_buf);
747     }
748 elmex 1.1
749 root 1.3 if (RP->difficulty_increase != 1.0)
750     {
751     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
752     strcat (buf, small_buf);
753     }
754 elmex 1.1
755 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
756     strcat (buf, small_buf);
757 elmex 1.1
758 root 1.3 if (RP->dungeon_depth)
759     {
760     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
761     strcat (buf, small_buf);
762     }
763 elmex 1.1
764 root 1.3 if (RP->decoroptions)
765     {
766     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
767     strcat (buf, small_buf);
768     }
769 elmex 1.1
770 root 1.3 if (RP->orientation)
771     {
772     sprintf (small_buf, "orientation %d\n", RP->orientation);
773     strcat (buf, small_buf);
774     }
775 elmex 1.1
776 root 1.3 if (RP->origin_x)
777     {
778     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
779     strcat (buf, small_buf);
780     }
781 elmex 1.1
782 root 1.3 if (RP->origin_y)
783     {
784     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
785     strcat (buf, small_buf);
786     }
787 root 1.11
788 root 1.3 if (RP->treasureoptions)
789     {
790     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
791     strcat (buf, small_buf);
792     }
793 root 1.14
794     if (RP->random_seed)
795     {
796     sprintf (small_buf, "random_seed %d\n", RP->random_seed);
797     strcat (buf, small_buf);
798     }
799 root 1.18
800     if (RP->custom)
801     {
802     sprintf (small_buf, "custom %s\n", RP->custom);
803     strcat (buf, small_buf);
804     }
805 elmex 1.1 }
806    
807 root 1.3 void
808     write_parameters_to_string (char *buf,
809     int xsize_n,
810     int ysize_n,
811     char *wallstyle_n,
812     char *floorstyle_n,
813     char *monsterstyle_n,
814     char *treasurestyle_n,
815     char *layoutstyle_n,
816     char *decorstyle_n,
817     char *doorstyle_n,
818     char *exitstyle_n,
819     char *final_map_n,
820     char *exit_on_final_map_n,
821     char *this_map_n,
822     int layoutoptions1_n,
823     int layoutoptions2_n,
824     int layoutoptions3_n,
825     int symmetry_n,
826     int dungeon_depth_n,
827     int dungeon_level_n,
828     int difficulty_n,
829     int difficulty_given_n,
830     int decoroptions_n,
831     int orientation_n,
832     int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
833 elmex 1.1 {
834 root 1.18 char small_buf[16384];
835 elmex 1.1
836 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837    
838     if (wallstyle_n && wallstyle_n[0])
839     {
840     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
841     strcat (buf, small_buf);
842     }
843    
844     if (floorstyle_n && floorstyle_n[0])
845     {
846     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
847     strcat (buf, small_buf);
848     }
849 elmex 1.1
850 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
851     {
852     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
853     strcat (buf, small_buf);
854     }
855 elmex 1.1
856 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
857     {
858     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
859     strcat (buf, small_buf);
860     }
861 elmex 1.1
862 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
863     {
864     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
865     strcat (buf, small_buf);
866     }
867 elmex 1.1
868 root 1.3 if (decorstyle_n && decorstyle_n[0])
869     {
870     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
871     strcat (buf, small_buf);
872     }
873 elmex 1.1
874 root 1.3 if (doorstyle_n && doorstyle_n[0])
875     {
876     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
877     strcat (buf, small_buf);
878     }
879 elmex 1.1
880 root 1.3 if (exitstyle_n && exitstyle_n[0])
881     {
882     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
883     strcat (buf, small_buf);
884     }
885 elmex 1.1
886 root 1.3 if (final_map_n && final_map_n[0])
887     {
888     sprintf (small_buf, "final_map %s\n", final_map_n);
889     strcat (buf, small_buf);
890     }
891 elmex 1.1
892 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
893     {
894     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
895     strcat (buf, small_buf);
896     }
897 elmex 1.1
898 root 1.3 if (this_map_n && this_map_n[0])
899     {
900     sprintf (small_buf, "origin_map %s\n", this_map_n);
901     strcat (buf, small_buf);
902     }
903 elmex 1.1
904 root 1.3 if (layoutoptions1_n)
905     {
906     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907     strcat (buf, small_buf);
908     }
909 elmex 1.1
910 root 1.3 if (layoutoptions2_n)
911     {
912     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
913     strcat (buf, small_buf);
914     }
915 elmex 1.1
916    
917 root 1.3 if (layoutoptions3_n)
918     {
919     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
920     strcat (buf, small_buf);
921     }
922 elmex 1.1
923 root 1.3 if (symmetry_n)
924     {
925     sprintf (small_buf, "symmetry %d\n", symmetry_n);
926     strcat (buf, small_buf);
927     }
928 elmex 1.1
929    
930 root 1.3 if (difficulty_n && difficulty_given_n)
931     {
932     sprintf (small_buf, "difficulty %d\n", difficulty_n);
933     strcat (buf, small_buf);
934     }
935 elmex 1.1
936 root 1.3 if (difficulty_increase > 0.001)
937     {
938     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
939     strcat (buf, small_buf);
940     }
941 elmex 1.1
942 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
943     strcat (buf, small_buf);
944 elmex 1.1
945 root 1.3 if (dungeon_depth_n)
946     {
947     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
948     strcat (buf, small_buf);
949     }
950 elmex 1.1
951 root 1.3 if (decoroptions_n)
952     {
953     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
954     strcat (buf, small_buf);
955     }
956 elmex 1.1
957 root 1.3 if (orientation_n)
958     {
959     sprintf (small_buf, "orientation %d\n", orientation_n);
960     strcat (buf, small_buf);
961     }
962 elmex 1.1
963 root 1.3 if (origin_x_n)
964     {
965     sprintf (small_buf, "origin_x %d\n", origin_x_n);
966     strcat (buf, small_buf);
967     }
968 elmex 1.1
969 root 1.3 if (origin_y_n)
970     {
971     sprintf (small_buf, "origin_y %d\n", origin_y_n);
972     strcat (buf, small_buf);
973     }
974 root 1.11
975 root 1.3 if (random_seed_n)
976     {
977     /* Add one so that the next map is a bit different */
978     sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979     strcat (buf, small_buf);
980     }
981 elmex 1.1
982 root 1.3 if (treasureoptions_n)
983     {
984     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985     strcat (buf, small_buf);
986     }
987 elmex 1.1 }
988    
989     /* copy an object with an inventory... i.e., duplicate the inv too. */
990 root 1.3 void
991     copy_object_with_inv (object *src_ob, object *dest_ob)
992     {
993     object *walk, *tmp;
994 elmex 1.1
995 root 1.7 src_ob->copy_to (dest_ob);
996 elmex 1.1
997 root 1.14 for (walk = src_ob->inv; walk; walk = walk->below)
998 root 1.3 {
999 root 1.7 tmp = object::create ();
1000 root 1.13
1001 root 1.7 walk->copy_to (tmp);
1002 root 1.3 insert_ob_in_ob (tmp, dest_ob);
1003     }
1004 elmex 1.1 }