1 |
elmex |
1.1 |
/* |
2 |
pippijn |
1.20 |
* CrossFire, A Multiplayer game for X-windows |
3 |
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* |
4 |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
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* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
8 |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
24 |
elmex |
1.1 |
|
25 |
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#include <time.h> |
26 |
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#include <stdio.h> |
27 |
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#include <global.h> |
28 |
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#include <maze_gen.h> |
29 |
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#include <room_gen.h> |
30 |
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#include <random_map.h> |
31 |
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#include <rproto.h> |
32 |
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#include <sproto.h> |
33 |
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|
34 |
root |
1.22 |
#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); |
35 |
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|
36 |
root |
1.3 |
void |
37 |
root |
1.13 |
dump_layout (char **layout, random_map_params *RP) |
38 |
root |
1.3 |
{ |
39 |
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{ |
40 |
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int i, j; |
41 |
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|
42 |
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for (i = 0; i < RP->Xsize; i++) |
43 |
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{ |
44 |
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for (j = 0; j < RP->Ysize; j++) |
45 |
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{ |
46 |
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if (layout[i][j] == 0) |
47 |
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layout[i][j] = ' '; |
48 |
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printf ("%c", layout[i][j]); |
49 |
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if (layout[i][j] == ' ') |
50 |
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layout[i][j] = 0; |
51 |
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} |
52 |
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printf ("\n"); |
53 |
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} |
54 |
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} |
55 |
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printf ("\n"); |
56 |
elmex |
1.1 |
} |
57 |
root |
1.8 |
|
58 |
root |
1.19 |
bool |
59 |
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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 |
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|
64 |
root |
1.24 |
RP->Xsize = RP->xsize; |
65 |
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RP->Ysize = RP->ysize; |
66 |
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|
67 |
root |
1.3 |
/* pick a random seed, or use the one from the input file */ |
68 |
root |
1.22 |
RP->random_seed = RP->random_seed |
69 |
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? RP->random_seed + RP->dungeon_level |
70 |
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: time (0); |
71 |
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CEDE; |
72 |
root |
1.3 |
|
73 |
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write_map_parameters_to_string (buf, RP); |
74 |
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|
75 |
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if (RP->difficulty == 0) |
76 |
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{ |
77 |
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RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
78 |
root |
1.6 |
|
79 |
root |
1.3 |
if (RP->difficulty_increase > 0.001) |
80 |
root |
1.6 |
RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
81 |
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|
82 |
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if (RP->difficulty < 1) |
83 |
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RP->difficulty = 1; |
84 |
elmex |
1.1 |
} |
85 |
root |
1.3 |
else |
86 |
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RP->difficulty_given = 1; |
87 |
elmex |
1.1 |
|
88 |
root |
1.3 |
if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
89 |
root |
1.21 |
RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
90 |
root |
1.6 |
|
91 |
root |
1.3 |
if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
92 |
root |
1.21 |
RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
93 |
elmex |
1.1 |
|
94 |
root |
1.22 |
if (RP->symmetry == SYMMETRY_RANDOM) |
95 |
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RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
96 |
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else |
97 |
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RP->symmetry_used = RP->symmetry; |
98 |
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99 |
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if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
100 |
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RP->Ysize = RP->Ysize / 2 + 1; |
101 |
root |
1.24 |
|
102 |
root |
1.22 |
if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
103 |
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RP->Xsize = RP->Xsize / 2 + 1; |
104 |
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105 |
root |
1.3 |
if (RP->expand2x > 0) |
106 |
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{ |
107 |
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RP->Xsize /= 2; |
108 |
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RP->Ysize /= 2; |
109 |
elmex |
1.1 |
} |
110 |
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|
111 |
root |
1.22 |
RP->map_layout_style = LAYOUT_NONE; |
112 |
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|
113 |
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/* Redo this - there was a lot of redundant code of checking for preset |
114 |
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* layout style and then random layout style. Instead, figure out |
115 |
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* the numeric layoutstyle, so there is only one area that actually |
116 |
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* calls the code to make the maps. |
117 |
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*/ |
118 |
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if (strstr (RP->layoutstyle, "onion")) |
119 |
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RP->map_layout_style = LAYOUT_ONION; |
120 |
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121 |
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if (strstr (RP->layoutstyle, "maze")) |
122 |
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RP->map_layout_style = LAYOUT_MAZE; |
123 |
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|
124 |
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if (strstr (RP->layoutstyle, "spiral")) |
125 |
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RP->map_layout_style = LAYOUT_SPIRAL; |
126 |
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|
127 |
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if (strstr (RP->layoutstyle, "rogue")) |
128 |
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RP->map_layout_style = LAYOUT_ROGUELIKE; |
129 |
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|
130 |
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if (strstr (RP->layoutstyle, "snake")) |
131 |
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RP->map_layout_style = LAYOUT_SNAKE; |
132 |
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133 |
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if (strstr (RP->layoutstyle, "squarespiral")) |
134 |
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RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
135 |
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|
136 |
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/* No style found - choose one randomly */ |
137 |
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if (RP->map_layout_style == LAYOUT_NONE) |
138 |
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RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
139 |
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|
140 |
root |
1.3 |
layout = layoutgen (RP); |
141 |
elmex |
1.1 |
|
142 |
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#ifdef RMAP_DEBUG |
143 |
root |
1.3 |
dump_layout (layout, RP); |
144 |
elmex |
1.1 |
#endif |
145 |
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|
146 |
root |
1.3 |
/* increment these for the current map */ |
147 |
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RP->dungeon_level += 1; |
148 |
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/* allow constant-difficulty maps. */ |
149 |
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/* difficulty+=1; */ |
150 |
elmex |
1.1 |
|
151 |
root |
1.3 |
/* rotate the layout randomly */ |
152 |
root |
1.21 |
layout = rotate_layout (layout, rndm (4), RP); |
153 |
elmex |
1.1 |
#ifdef RMAP_DEBUG |
154 |
root |
1.3 |
dump_layout (layout, RP); |
155 |
elmex |
1.1 |
#endif |
156 |
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|
157 |
root |
1.3 |
/* allocate the map and set the floor */ |
158 |
root |
1.19 |
make_map_floor (layout, RP->floorstyle, RP); |
159 |
root |
1.3 |
|
160 |
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/* set region */ |
161 |
root |
1.19 |
region = RP->region; |
162 |
root |
1.3 |
|
163 |
root |
1.22 |
CEDE; |
164 |
root |
1.19 |
|
165 |
root |
1.3 |
/* create walls unless the wallstyle is "none" */ |
166 |
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if (strcmp (RP->wallstyle, "none")) |
167 |
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{ |
168 |
root |
1.19 |
make_map_walls (this, layout, RP->wallstyle, RP); |
169 |
elmex |
1.1 |
|
170 |
root |
1.3 |
/* place doors unless doorstyle or wallstyle is "none" */ |
171 |
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if (strcmp (RP->doorstyle, "none")) |
172 |
root |
1.19 |
put_doors (this, layout, RP->doorstyle, RP); |
173 |
root |
1.3 |
} |
174 |
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|
175 |
root |
1.22 |
CEDE; |
176 |
root |
1.19 |
|
177 |
root |
1.3 |
/* create exits unless the exitstyle is "none" */ |
178 |
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if (strcmp (RP->exitstyle, "none")) |
179 |
root |
1.19 |
place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
180 |
root |
1.3 |
|
181 |
root |
1.22 |
CEDE; |
182 |
root |
1.19 |
|
183 |
|
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place_specials_in_map (this, layout, RP); |
184 |
root |
1.3 |
|
185 |
root |
1.22 |
CEDE; |
186 |
root |
1.19 |
|
187 |
root |
1.3 |
/* create monsters unless the monsterstyle is "none" */ |
188 |
|
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if (strcmp (RP->monsterstyle, "none")) |
189 |
root |
1.19 |
place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
190 |
root |
1.3 |
|
191 |
root |
1.22 |
CEDE; |
192 |
root |
1.19 |
|
193 |
root |
1.3 |
/* treasures needs to have a proper difficulty set for the map. */ |
194 |
root |
1.19 |
difficulty = estimate_difficulty (); |
195 |
root |
1.3 |
|
196 |
root |
1.22 |
CEDE; |
197 |
root |
1.19 |
|
198 |
root |
1.3 |
/* create treasure unless the treasurestyle is "none" */ |
199 |
|
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if (strcmp (RP->treasurestyle, "none")) |
200 |
root |
1.19 |
place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
201 |
root |
1.3 |
|
202 |
root |
1.22 |
CEDE; |
203 |
root |
1.19 |
|
204 |
root |
1.3 |
/* create decor unless the decorstyle is "none" */ |
205 |
|
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if (strcmp (RP->decorstyle, "none")) |
206 |
root |
1.19 |
put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
207 |
root |
1.3 |
|
208 |
root |
1.22 |
CEDE; |
209 |
root |
1.19 |
|
210 |
root |
1.3 |
/* generate treasures, etc. */ |
211 |
root |
1.19 |
fix_auto_apply (); |
212 |
root |
1.3 |
|
213 |
root |
1.22 |
CEDE; |
214 |
|
|
|
215 |
root |
1.19 |
unblock_exits (this, layout, RP); |
216 |
root |
1.3 |
|
217 |
|
|
/* free the layout */ |
218 |
|
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for (i = 0; i < RP->Xsize; i++) |
219 |
|
|
free (layout[i]); |
220 |
root |
1.12 |
|
221 |
root |
1.3 |
free (layout); |
222 |
|
|
|
223 |
root |
1.19 |
msg = strdup (buf); |
224 |
|
|
in_memory = MAP_IN_MEMORY; |
225 |
root |
1.3 |
|
226 |
root |
1.22 |
CEDE; |
227 |
|
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|
228 |
root |
1.19 |
return 1; |
229 |
elmex |
1.1 |
} |
230 |
|
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|
231 |
|
|
/* function selects the layout function and gives it whatever |
232 |
|
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arguments it needs. */ |
233 |
root |
1.3 |
char ** |
234 |
root |
1.13 |
layoutgen (random_map_params *RP) |
235 |
root |
1.3 |
{ |
236 |
|
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char **maze = 0; |
237 |
|
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int oxsize = RP->Xsize, oysize = RP->Ysize; |
238 |
elmex |
1.1 |
|
239 |
root |
1.3 |
switch (RP->map_layout_style) |
240 |
|
|
{ |
241 |
root |
1.11 |
case LAYOUT_ONION: |
242 |
|
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maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
243 |
root |
1.21 |
if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
244 |
root |
1.11 |
roomify_layout (maze, RP); |
245 |
|
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break; |
246 |
|
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|
247 |
|
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case LAYOUT_MAZE: |
248 |
root |
1.21 |
maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
249 |
|
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if (!(rndm (2))) |
250 |
root |
1.11 |
doorify_layout (maze, RP); |
251 |
|
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break; |
252 |
|
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|
253 |
|
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case LAYOUT_SPIRAL: |
254 |
|
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maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
255 |
root |
1.21 |
if (!(rndm (2))) |
256 |
root |
1.11 |
doorify_layout (maze, RP); |
257 |
|
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break; |
258 |
|
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|
259 |
|
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case LAYOUT_ROGUELIKE: |
260 |
|
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/* Don't put symmetry in rogue maps. There isn't much reason to |
261 |
|
|
* do so in the first place (doesn't make it any more interesting), |
262 |
|
|
* but more importantly, the symmetry code presumes we are symmetrizing |
263 |
|
|
* spirals, or maps with lots of passages - making a symmetric rogue |
264 |
|
|
* map fails because its likely that the passages the symmetry process |
265 |
|
|
* creates may not connect the rooms. |
266 |
|
|
*/ |
267 |
|
|
RP->symmetry_used = SYMMETRY_NONE; |
268 |
|
|
RP->Ysize = oysize; |
269 |
|
|
RP->Xsize = oxsize; |
270 |
|
|
maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
271 |
|
|
/* no doorifying... done already */ |
272 |
|
|
break; |
273 |
|
|
|
274 |
|
|
case LAYOUT_SNAKE: |
275 |
|
|
maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 |
root |
1.21 |
if (rndm (2)) |
277 |
root |
1.11 |
roomify_layout (maze, RP); |
278 |
|
|
break; |
279 |
|
|
|
280 |
|
|
case LAYOUT_SQUARE_SPIRAL: |
281 |
|
|
maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
282 |
root |
1.21 |
if (rndm (2)) |
283 |
root |
1.11 |
roomify_layout (maze, RP); |
284 |
|
|
break; |
285 |
root |
1.3 |
} |
286 |
root |
1.2 |
|
287 |
root |
1.3 |
maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
288 |
root |
1.11 |
|
289 |
elmex |
1.1 |
#ifdef RMAP_DEBUG |
290 |
root |
1.3 |
dump_layout (maze, RP); |
291 |
elmex |
1.1 |
#endif |
292 |
root |
1.11 |
|
293 |
root |
1.3 |
if (RP->expand2x) |
294 |
|
|
{ |
295 |
|
|
maze = expand2x (maze, RP->Xsize, RP->Ysize); |
296 |
|
|
RP->Xsize = RP->Xsize * 2 - 1; |
297 |
|
|
RP->Ysize = RP->Ysize * 2 - 1; |
298 |
elmex |
1.1 |
} |
299 |
root |
1.11 |
|
300 |
root |
1.3 |
return maze; |
301 |
elmex |
1.1 |
} |
302 |
|
|
|
303 |
|
|
/* takes a map and makes it symmetric: adjusts Xsize and |
304 |
|
|
Ysize to produce a symmetric map. */ |
305 |
root |
1.3 |
char ** |
306 |
root |
1.13 |
symmetrize_layout (char **maze, int sym, random_map_params *RP) |
307 |
root |
1.3 |
{ |
308 |
|
|
int i, j; |
309 |
elmex |
1.1 |
char **sym_maze; |
310 |
root |
1.3 |
int Xsize_orig, Ysize_orig; |
311 |
|
|
|
312 |
elmex |
1.1 |
Xsize_orig = RP->Xsize; |
313 |
|
|
Ysize_orig = RP->Ysize; |
314 |
root |
1.3 |
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
315 |
root |
1.11 |
if (sym == SYMMETRY_NONE) |
316 |
root |
1.3 |
{ |
317 |
|
|
RP->Xsize = Xsize_orig; |
318 |
|
|
RP->Ysize = Ysize_orig; |
319 |
|
|
return maze; |
320 |
|
|
} |
321 |
elmex |
1.1 |
/* pick new sizes */ |
322 |
root |
1.11 |
RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
323 |
|
|
RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
324 |
elmex |
1.1 |
|
325 |
root |
1.3 |
sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
326 |
|
|
for (i = 0; i < RP->Xsize; i++) |
327 |
|
|
sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
328 |
|
|
|
329 |
root |
1.11 |
if (sym == SYMMETRY_X) |
330 |
root |
1.3 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
331 |
|
|
for (j = 0; j < RP->Ysize; j++) |
332 |
|
|
{ |
333 |
|
|
sym_maze[i][j] = maze[i][j]; |
334 |
|
|
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
335 |
|
|
}; |
336 |
root |
1.11 |
if (sym == SYMMETRY_Y) |
337 |
root |
1.3 |
for (i = 0; i < RP->Xsize; i++) |
338 |
|
|
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
339 |
|
|
{ |
340 |
|
|
sym_maze[i][j] = maze[i][j]; |
341 |
|
|
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
342 |
|
|
} |
343 |
root |
1.11 |
if (sym == SYMMETRY_XY) |
344 |
root |
1.3 |
for (i = 0; i < RP->Xsize / 2 + 1; i++) |
345 |
|
|
for (j = 0; j < RP->Ysize / 2 + 1; j++) |
346 |
|
|
{ |
347 |
|
|
sym_maze[i][j] = maze[i][j]; |
348 |
|
|
sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
349 |
|
|
sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
350 |
|
|
sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
351 |
|
|
} |
352 |
elmex |
1.1 |
/* delete the old maze */ |
353 |
root |
1.3 |
for (i = 0; i < Xsize_orig; i++) |
354 |
|
|
free (maze[i]); |
355 |
|
|
free (maze); |
356 |
elmex |
1.1 |
/* reconnect disjointed spirals */ |
357 |
root |
1.11 |
if (RP->map_layout_style == LAYOUT_SPIRAL) |
358 |
root |
1.3 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
359 |
elmex |
1.1 |
/* reconnect disjointed nethackmazes: the routine for |
360 |
root |
1.3 |
spirals will do the trick? */ |
361 |
root |
1.11 |
if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
362 |
root |
1.3 |
connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
363 |
|
|
|
364 |
elmex |
1.1 |
return sym_maze; |
365 |
|
|
} |
366 |
|
|
|
367 |
|
|
|
368 |
|
|
/* takes a map and rotates it. This completes the |
369 |
|
|
onion layouts, making them possibly centered on any wall. |
370 |
|
|
It'll modify Xsize and Ysize if they're swapped. |
371 |
|
|
*/ |
372 |
|
|
|
373 |
root |
1.3 |
char ** |
374 |
root |
1.13 |
rotate_layout (char **maze, int rotation, random_map_params *RP) |
375 |
root |
1.3 |
{ |
376 |
elmex |
1.1 |
char **new_maze; |
377 |
root |
1.3 |
int i, j; |
378 |
elmex |
1.1 |
|
379 |
root |
1.3 |
switch (rotation) |
380 |
|
|
{ |
381 |
root |
1.11 |
case 0: |
382 |
|
|
return maze; |
383 |
|
|
break; |
384 |
root |
1.13 |
case 2: /* a reflection */ |
385 |
root |
1.11 |
{ |
386 |
|
|
char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
387 |
|
|
|
388 |
|
|
for (i = 0; i < RP->Xsize; i++) |
389 |
root |
1.13 |
{ /* make a copy */ |
390 |
root |
1.11 |
for (j = 0; j < RP->Ysize; j++) |
391 |
|
|
{ |
392 |
|
|
newmaze[i * RP->Ysize + j] = maze[i][j]; |
393 |
|
|
} |
394 |
|
|
} |
395 |
|
|
for (i = 0; i < RP->Xsize; i++) |
396 |
root |
1.13 |
{ /* copy a reflection back */ |
397 |
root |
1.11 |
for (j = 0; j < RP->Ysize; j++) |
398 |
|
|
{ |
399 |
|
|
maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
400 |
|
|
} |
401 |
|
|
} |
402 |
|
|
free (newmaze); |
403 |
root |
1.3 |
return maze; |
404 |
|
|
break; |
405 |
root |
1.11 |
} |
406 |
|
|
case 1: |
407 |
|
|
case 3: |
408 |
|
|
{ |
409 |
|
|
int swap; |
410 |
|
|
new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
411 |
|
|
for (i = 0; i < RP->Ysize; i++) |
412 |
|
|
{ |
413 |
|
|
new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
414 |
|
|
} |
415 |
root |
1.13 |
if (rotation == 1) /* swap x and y */ |
416 |
root |
1.11 |
for (i = 0; i < RP->Xsize; i++) |
417 |
|
|
for (j = 0; j < RP->Ysize; j++) |
418 |
|
|
new_maze[j][i] = maze[i][j]; |
419 |
root |
1.3 |
|
420 |
root |
1.11 |
if (rotation == 3) |
421 |
root |
1.13 |
{ /* swap x and y */ |
422 |
root |
1.3 |
for (i = 0; i < RP->Xsize; i++) |
423 |
|
|
for (j = 0; j < RP->Ysize; j++) |
424 |
root |
1.11 |
new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
425 |
|
|
} |
426 |
root |
1.3 |
|
427 |
root |
1.11 |
/* delete the old layout */ |
428 |
|
|
for (i = 0; i < RP->Xsize; i++) |
429 |
|
|
free (maze[i]); |
430 |
|
|
free (maze); |
431 |
|
|
|
432 |
|
|
swap = RP->Ysize; |
433 |
|
|
RP->Ysize = RP->Xsize; |
434 |
|
|
RP->Xsize = swap; |
435 |
|
|
return new_maze; |
436 |
|
|
break; |
437 |
|
|
} |
438 |
elmex |
1.1 |
} |
439 |
|
|
return NULL; |
440 |
|
|
} |
441 |
|
|
|
442 |
|
|
/* take a layout and make some rooms in it. |
443 |
|
|
--works best on onions.*/ |
444 |
root |
1.3 |
void |
445 |
root |
1.13 |
roomify_layout (char **maze, random_map_params *RP) |
446 |
root |
1.3 |
{ |
447 |
|
|
int tries = RP->Xsize * RP->Ysize / 30; |
448 |
elmex |
1.1 |
int ti; |
449 |
|
|
|
450 |
root |
1.3 |
for (ti = 0; ti < tries; ti++) |
451 |
|
|
{ |
452 |
|
|
int dx, dy; /* starting location for looking at creating a door */ |
453 |
|
|
int cx, cy; /* results of checking on creating walls. */ |
454 |
|
|
|
455 |
|
|
dx = RANDOM () % RP->Xsize; |
456 |
|
|
dy = RANDOM () % RP->Ysize; |
457 |
|
|
cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
458 |
|
|
cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
459 |
|
|
if (cx == -1) |
460 |
|
|
{ |
461 |
|
|
if (cy != -1) |
462 |
|
|
make_wall (maze, dx, dy, 1); |
463 |
|
|
continue; |
464 |
|
|
} |
465 |
|
|
if (cy == -1) |
466 |
|
|
{ |
467 |
|
|
make_wall (maze, dx, dy, 0); |
468 |
|
|
continue; |
469 |
|
|
} |
470 |
|
|
if (cx < cy) |
471 |
|
|
make_wall (maze, dx, dy, 0); |
472 |
|
|
else |
473 |
|
|
make_wall (maze, dx, dy, 1); |
474 |
elmex |
1.1 |
} |
475 |
|
|
} |
476 |
|
|
|
477 |
|
|
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
478 |
|
|
(or vertical, dir == 1) |
479 |
|
|
here which ends up on other walls sensibly. */ |
480 |
root |
1.3 |
|
481 |
|
|
int |
482 |
root |
1.13 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
483 |
root |
1.3 |
{ |
484 |
elmex |
1.1 |
int i1; |
485 |
root |
1.3 |
int length = 0; |
486 |
elmex |
1.1 |
|
487 |
|
|
/* dont make walls if we're on the edge. */ |
488 |
root |
1.3 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
489 |
|
|
return -1; |
490 |
elmex |
1.1 |
|
491 |
|
|
/* don't make walls if we're ON a wall. */ |
492 |
root |
1.3 |
if (maze[dx][dy] != 0) |
493 |
|
|
return -1; |
494 |
elmex |
1.1 |
|
495 |
root |
1.3 |
if (dir == 0) /* horizontal */ |
496 |
elmex |
1.1 |
{ |
497 |
|
|
int y = dy; |
498 |
root |
1.3 |
|
499 |
|
|
for (i1 = dx - 1; i1 > 0; i1--) |
500 |
|
|
{ |
501 |
|
|
int sindex = surround_flag2 (maze, i1, y, RP); |
502 |
|
|
|
503 |
|
|
if (sindex == 1) |
504 |
|
|
break; |
505 |
|
|
if (sindex != 0) |
506 |
|
|
return -1; /* can't make horiz. wall here */ |
507 |
|
|
if (maze[i1][y] != 0) |
508 |
|
|
return -1; /* can't make horiz. wall here */ |
509 |
|
|
length++; |
510 |
|
|
} |
511 |
|
|
|
512 |
|
|
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
513 |
|
|
{ |
514 |
|
|
int sindex = surround_flag2 (maze, i1, y, RP); |
515 |
|
|
|
516 |
|
|
if (sindex == 2) |
517 |
|
|
break; |
518 |
|
|
if (sindex != 0) |
519 |
|
|
return -1; /* can't make horiz. wall here */ |
520 |
|
|
if (maze[i1][y] != 0) |
521 |
|
|
return -1; /* can't make horiz. wall here */ |
522 |
|
|
length++; |
523 |
|
|
} |
524 |
elmex |
1.1 |
return length; |
525 |
|
|
} |
526 |
root |
1.3 |
else |
527 |
|
|
{ /* vertical */ |
528 |
|
|
int x = dx; |
529 |
|
|
|
530 |
|
|
for (i1 = dy - 1; i1 > 0; i1--) |
531 |
|
|
{ |
532 |
|
|
int sindex = surround_flag2 (maze, x, i1, RP); |
533 |
|
|
|
534 |
|
|
if (sindex == 4) |
535 |
|
|
break; |
536 |
|
|
if (sindex != 0) |
537 |
|
|
return -1; /* can't make vert. wall here */ |
538 |
|
|
if (maze[x][i1] != 0) |
539 |
|
|
return -1; /* can't make horiz. wall here */ |
540 |
|
|
length++; |
541 |
|
|
} |
542 |
|
|
|
543 |
|
|
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
544 |
|
|
{ |
545 |
|
|
int sindex = surround_flag2 (maze, x, i1, RP); |
546 |
|
|
|
547 |
|
|
if (sindex == 8) |
548 |
|
|
break; |
549 |
|
|
if (sindex != 0) |
550 |
|
|
return -1; /* can't make verti. wall here */ |
551 |
|
|
if (maze[x][i1] != 0) |
552 |
|
|
return -1; /* can't make horiz. wall here */ |
553 |
|
|
length++; |
554 |
|
|
} |
555 |
|
|
return length; |
556 |
elmex |
1.1 |
} |
557 |
root |
1.3 |
return -1; |
558 |
elmex |
1.1 |
} |
559 |
|
|
|
560 |
|
|
|
561 |
root |
1.3 |
int |
562 |
|
|
make_wall (char **maze, int x, int y, int dir) |
563 |
|
|
{ |
564 |
|
|
maze[x][y] = 'D'; /* mark a door */ |
565 |
|
|
switch (dir) |
566 |
elmex |
1.1 |
{ |
567 |
root |
1.13 |
case 0: /* horizontal */ |
568 |
|
|
{ |
569 |
|
|
int i1; |
570 |
root |
1.3 |
|
571 |
root |
1.13 |
for (i1 = x - 1; maze[i1][y] == 0; i1--) |
572 |
|
|
maze[i1][y] = '#'; |
573 |
|
|
for (i1 = x + 1; maze[i1][y] == 0; i1++) |
574 |
|
|
maze[i1][y] = '#'; |
575 |
|
|
break; |
576 |
|
|
} |
577 |
|
|
case 1: /* vertical */ |
578 |
|
|
{ |
579 |
|
|
int i1; |
580 |
root |
1.3 |
|
581 |
root |
1.13 |
for (i1 = y - 1; maze[x][i1] == 0; i1--) |
582 |
|
|
maze[x][i1] = '#'; |
583 |
|
|
for (i1 = y + 1; maze[x][i1] == 0; i1++) |
584 |
|
|
maze[x][i1] = '#'; |
585 |
|
|
break; |
586 |
|
|
} |
587 |
elmex |
1.1 |
} |
588 |
|
|
|
589 |
|
|
return 0; |
590 |
|
|
} |
591 |
|
|
|
592 |
|
|
/* puts doors at appropriate locations in a layout. */ |
593 |
root |
1.3 |
void |
594 |
root |
1.13 |
doorify_layout (char **maze, random_map_params *RP) |
595 |
root |
1.3 |
{ |
596 |
|
|
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
597 |
elmex |
1.1 |
char *doorlist_x; |
598 |
|
|
char *doorlist_y; |
599 |
root |
1.3 |
int doorlocs = 0; /* # of available doorlocations */ |
600 |
|
|
int i, j; |
601 |
|
|
|
602 |
|
|
doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
603 |
|
|
doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
604 |
elmex |
1.1 |
|
605 |
|
|
|
606 |
|
|
/* make a list of possible door locations */ |
607 |
root |
1.3 |
for (i = 1; i < RP->Xsize - 1; i++) |
608 |
|
|
for (j = 1; j < RP->Ysize - 1; j++) |
609 |
|
|
{ |
610 |
|
|
int sindex = surround_flag (maze, i, j, RP); |
611 |
|
|
|
612 |
|
|
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
613 |
|
|
{ |
614 |
|
|
doorlist_x[doorlocs] = i; |
615 |
|
|
doorlist_y[doorlocs] = j; |
616 |
|
|
doorlocs++; |
617 |
|
|
} |
618 |
|
|
} |
619 |
root |
1.12 |
|
620 |
root |
1.3 |
while (ndoors > 0 && doorlocs > 0) |
621 |
|
|
{ |
622 |
|
|
int di; |
623 |
|
|
int sindex; |
624 |
|
|
|
625 |
|
|
di = RANDOM () % doorlocs; |
626 |
|
|
i = doorlist_x[di]; |
627 |
|
|
j = doorlist_y[di]; |
628 |
|
|
sindex = surround_flag (maze, i, j, RP); |
629 |
|
|
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
630 |
|
|
{ |
631 |
|
|
maze[i][j] = 'D'; |
632 |
|
|
ndoors--; |
633 |
elmex |
1.1 |
} |
634 |
root |
1.3 |
/* reduce the size of the list */ |
635 |
|
|
doorlocs--; |
636 |
|
|
doorlist_x[di] = doorlist_x[doorlocs]; |
637 |
|
|
doorlist_y[di] = doorlist_y[doorlocs]; |
638 |
elmex |
1.1 |
} |
639 |
root |
1.12 |
|
640 |
root |
1.3 |
free (doorlist_x); |
641 |
|
|
free (doorlist_y); |
642 |
elmex |
1.1 |
} |
643 |
|
|
|
644 |
root |
1.3 |
void |
645 |
root |
1.13 |
write_map_parameters_to_string (char *buf, random_map_params *RP) |
646 |
root |
1.3 |
{ |
647 |
root |
1.18 |
char small_buf[16384]; |
648 |
elmex |
1.1 |
|
649 |
root |
1.24 |
sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
650 |
root |
1.3 |
|
651 |
|
|
if (RP->wallstyle[0]) |
652 |
|
|
{ |
653 |
|
|
sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
654 |
|
|
strcat (buf, small_buf); |
655 |
|
|
} |
656 |
|
|
|
657 |
|
|
if (RP->floorstyle[0]) |
658 |
|
|
{ |
659 |
|
|
sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
660 |
|
|
strcat (buf, small_buf); |
661 |
|
|
} |
662 |
|
|
|
663 |
|
|
if (RP->monsterstyle[0]) |
664 |
|
|
{ |
665 |
|
|
sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
666 |
|
|
strcat (buf, small_buf); |
667 |
|
|
} |
668 |
elmex |
1.1 |
|
669 |
root |
1.3 |
if (RP->treasurestyle[0]) |
670 |
|
|
{ |
671 |
|
|
sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
672 |
|
|
strcat (buf, small_buf); |
673 |
|
|
} |
674 |
elmex |
1.1 |
|
675 |
root |
1.3 |
if (RP->layoutstyle[0]) |
676 |
|
|
{ |
677 |
|
|
sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
678 |
|
|
strcat (buf, small_buf); |
679 |
|
|
} |
680 |
elmex |
1.1 |
|
681 |
root |
1.3 |
if (RP->decorstyle[0]) |
682 |
|
|
{ |
683 |
|
|
sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
684 |
|
|
strcat (buf, small_buf); |
685 |
|
|
} |
686 |
elmex |
1.1 |
|
687 |
root |
1.3 |
if (RP->doorstyle[0]) |
688 |
|
|
{ |
689 |
|
|
sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
690 |
|
|
strcat (buf, small_buf); |
691 |
|
|
} |
692 |
elmex |
1.1 |
|
693 |
root |
1.3 |
if (RP->exitstyle[0]) |
694 |
|
|
{ |
695 |
|
|
sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
696 |
|
|
strcat (buf, small_buf); |
697 |
|
|
} |
698 |
elmex |
1.1 |
|
699 |
root |
1.14 |
if (RP->final_map.length ()) |
700 |
root |
1.3 |
{ |
701 |
root |
1.14 |
sprintf (small_buf, "final_map %s\n", &RP->final_map); |
702 |
root |
1.3 |
strcat (buf, small_buf); |
703 |
|
|
} |
704 |
elmex |
1.1 |
|
705 |
root |
1.3 |
if (RP->exit_on_final_map[0]) |
706 |
|
|
{ |
707 |
|
|
sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
708 |
|
|
strcat (buf, small_buf); |
709 |
|
|
} |
710 |
elmex |
1.1 |
|
711 |
root |
1.14 |
if (RP->this_map.length ()) |
712 |
root |
1.3 |
{ |
713 |
root |
1.14 |
sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
714 |
root |
1.3 |
strcat (buf, small_buf); |
715 |
|
|
} |
716 |
elmex |
1.1 |
|
717 |
root |
1.3 |
if (RP->expand2x) |
718 |
|
|
{ |
719 |
|
|
sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
720 |
|
|
strcat (buf, small_buf); |
721 |
|
|
} |
722 |
elmex |
1.1 |
|
723 |
root |
1.3 |
if (RP->layoutoptions1) |
724 |
|
|
{ |
725 |
|
|
sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
726 |
|
|
strcat (buf, small_buf); |
727 |
|
|
} |
728 |
elmex |
1.1 |
|
729 |
root |
1.3 |
if (RP->layoutoptions2) |
730 |
|
|
{ |
731 |
|
|
sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
732 |
|
|
strcat (buf, small_buf); |
733 |
|
|
} |
734 |
elmex |
1.1 |
|
735 |
root |
1.3 |
if (RP->layoutoptions3) |
736 |
|
|
{ |
737 |
|
|
sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
738 |
|
|
strcat (buf, small_buf); |
739 |
|
|
} |
740 |
elmex |
1.1 |
|
741 |
root |
1.3 |
if (RP->symmetry) |
742 |
|
|
{ |
743 |
|
|
sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
744 |
|
|
strcat (buf, small_buf); |
745 |
|
|
} |
746 |
elmex |
1.1 |
|
747 |
root |
1.3 |
if (RP->difficulty && RP->difficulty_given) |
748 |
|
|
{ |
749 |
|
|
sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
750 |
|
|
strcat (buf, small_buf); |
751 |
|
|
} |
752 |
elmex |
1.1 |
|
753 |
root |
1.3 |
if (RP->difficulty_increase != 1.0) |
754 |
|
|
{ |
755 |
|
|
sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
756 |
|
|
strcat (buf, small_buf); |
757 |
|
|
} |
758 |
elmex |
1.1 |
|
759 |
root |
1.3 |
sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
760 |
|
|
strcat (buf, small_buf); |
761 |
elmex |
1.1 |
|
762 |
root |
1.3 |
if (RP->dungeon_depth) |
763 |
|
|
{ |
764 |
|
|
sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
765 |
|
|
strcat (buf, small_buf); |
766 |
|
|
} |
767 |
elmex |
1.1 |
|
768 |
root |
1.3 |
if (RP->decoroptions) |
769 |
|
|
{ |
770 |
|
|
sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
771 |
|
|
strcat (buf, small_buf); |
772 |
|
|
} |
773 |
elmex |
1.1 |
|
774 |
root |
1.3 |
if (RP->orientation) |
775 |
|
|
{ |
776 |
|
|
sprintf (small_buf, "orientation %d\n", RP->orientation); |
777 |
|
|
strcat (buf, small_buf); |
778 |
|
|
} |
779 |
elmex |
1.1 |
|
780 |
root |
1.3 |
if (RP->origin_x) |
781 |
|
|
{ |
782 |
|
|
sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
783 |
|
|
strcat (buf, small_buf); |
784 |
|
|
} |
785 |
elmex |
1.1 |
|
786 |
root |
1.3 |
if (RP->origin_y) |
787 |
|
|
{ |
788 |
|
|
sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
789 |
|
|
strcat (buf, small_buf); |
790 |
|
|
} |
791 |
root |
1.11 |
|
792 |
root |
1.3 |
if (RP->treasureoptions) |
793 |
|
|
{ |
794 |
|
|
sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
795 |
|
|
strcat (buf, small_buf); |
796 |
|
|
} |
797 |
root |
1.14 |
|
798 |
|
|
if (RP->random_seed) |
799 |
|
|
{ |
800 |
|
|
sprintf (small_buf, "random_seed %d\n", RP->random_seed); |
801 |
|
|
strcat (buf, small_buf); |
802 |
|
|
} |
803 |
root |
1.18 |
|
804 |
|
|
if (RP->custom) |
805 |
|
|
{ |
806 |
|
|
sprintf (small_buf, "custom %s\n", RP->custom); |
807 |
|
|
strcat (buf, small_buf); |
808 |
|
|
} |
809 |
elmex |
1.1 |
} |
810 |
|
|
|
811 |
root |
1.3 |
void |
812 |
|
|
write_parameters_to_string (char *buf, |
813 |
|
|
int xsize_n, |
814 |
|
|
int ysize_n, |
815 |
|
|
char *wallstyle_n, |
816 |
|
|
char *floorstyle_n, |
817 |
|
|
char *monsterstyle_n, |
818 |
|
|
char *treasurestyle_n, |
819 |
|
|
char *layoutstyle_n, |
820 |
|
|
char *decorstyle_n, |
821 |
|
|
char *doorstyle_n, |
822 |
|
|
char *exitstyle_n, |
823 |
|
|
char *final_map_n, |
824 |
|
|
char *exit_on_final_map_n, |
825 |
|
|
char *this_map_n, |
826 |
|
|
int layoutoptions1_n, |
827 |
|
|
int layoutoptions2_n, |
828 |
|
|
int layoutoptions3_n, |
829 |
|
|
int symmetry_n, |
830 |
|
|
int dungeon_depth_n, |
831 |
|
|
int dungeon_level_n, |
832 |
|
|
int difficulty_n, |
833 |
|
|
int difficulty_given_n, |
834 |
|
|
int decoroptions_n, |
835 |
|
|
int orientation_n, |
836 |
|
|
int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
837 |
elmex |
1.1 |
{ |
838 |
root |
1.18 |
char small_buf[16384]; |
839 |
elmex |
1.1 |
|
840 |
root |
1.3 |
sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
841 |
|
|
|
842 |
|
|
if (wallstyle_n && wallstyle_n[0]) |
843 |
|
|
{ |
844 |
|
|
sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
845 |
|
|
strcat (buf, small_buf); |
846 |
|
|
} |
847 |
|
|
|
848 |
|
|
if (floorstyle_n && floorstyle_n[0]) |
849 |
|
|
{ |
850 |
|
|
sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
851 |
|
|
strcat (buf, small_buf); |
852 |
|
|
} |
853 |
elmex |
1.1 |
|
854 |
root |
1.3 |
if (monsterstyle_n && monsterstyle_n[0]) |
855 |
|
|
{ |
856 |
|
|
sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
857 |
|
|
strcat (buf, small_buf); |
858 |
|
|
} |
859 |
elmex |
1.1 |
|
860 |
root |
1.3 |
if (treasurestyle_n && treasurestyle_n[0]) |
861 |
|
|
{ |
862 |
|
|
sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
863 |
|
|
strcat (buf, small_buf); |
864 |
|
|
} |
865 |
elmex |
1.1 |
|
866 |
root |
1.3 |
if (layoutstyle_n && layoutstyle_n[0]) |
867 |
|
|
{ |
868 |
|
|
sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
869 |
|
|
strcat (buf, small_buf); |
870 |
|
|
} |
871 |
elmex |
1.1 |
|
872 |
root |
1.3 |
if (decorstyle_n && decorstyle_n[0]) |
873 |
|
|
{ |
874 |
|
|
sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
875 |
|
|
strcat (buf, small_buf); |
876 |
|
|
} |
877 |
elmex |
1.1 |
|
878 |
root |
1.3 |
if (doorstyle_n && doorstyle_n[0]) |
879 |
|
|
{ |
880 |
|
|
sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
881 |
|
|
strcat (buf, small_buf); |
882 |
|
|
} |
883 |
elmex |
1.1 |
|
884 |
root |
1.3 |
if (exitstyle_n && exitstyle_n[0]) |
885 |
|
|
{ |
886 |
|
|
sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
887 |
|
|
strcat (buf, small_buf); |
888 |
|
|
} |
889 |
elmex |
1.1 |
|
890 |
root |
1.3 |
if (final_map_n && final_map_n[0]) |
891 |
|
|
{ |
892 |
|
|
sprintf (small_buf, "final_map %s\n", final_map_n); |
893 |
|
|
strcat (buf, small_buf); |
894 |
|
|
} |
895 |
elmex |
1.1 |
|
896 |
root |
1.3 |
if (exit_on_final_map_n && exit_on_final_map_n[0]) |
897 |
|
|
{ |
898 |
|
|
sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
899 |
|
|
strcat (buf, small_buf); |
900 |
|
|
} |
901 |
elmex |
1.1 |
|
902 |
root |
1.3 |
if (this_map_n && this_map_n[0]) |
903 |
|
|
{ |
904 |
|
|
sprintf (small_buf, "origin_map %s\n", this_map_n); |
905 |
|
|
strcat (buf, small_buf); |
906 |
|
|
} |
907 |
elmex |
1.1 |
|
908 |
root |
1.3 |
if (layoutoptions1_n) |
909 |
|
|
{ |
910 |
|
|
sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
911 |
|
|
strcat (buf, small_buf); |
912 |
|
|
} |
913 |
elmex |
1.1 |
|
914 |
root |
1.3 |
if (layoutoptions2_n) |
915 |
|
|
{ |
916 |
|
|
sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
917 |
|
|
strcat (buf, small_buf); |
918 |
|
|
} |
919 |
elmex |
1.1 |
|
920 |
|
|
|
921 |
root |
1.3 |
if (layoutoptions3_n) |
922 |
|
|
{ |
923 |
|
|
sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
924 |
|
|
strcat (buf, small_buf); |
925 |
|
|
} |
926 |
elmex |
1.1 |
|
927 |
root |
1.3 |
if (symmetry_n) |
928 |
|
|
{ |
929 |
|
|
sprintf (small_buf, "symmetry %d\n", symmetry_n); |
930 |
|
|
strcat (buf, small_buf); |
931 |
|
|
} |
932 |
elmex |
1.1 |
|
933 |
|
|
|
934 |
root |
1.3 |
if (difficulty_n && difficulty_given_n) |
935 |
|
|
{ |
936 |
|
|
sprintf (small_buf, "difficulty %d\n", difficulty_n); |
937 |
|
|
strcat (buf, small_buf); |
938 |
|
|
} |
939 |
elmex |
1.1 |
|
940 |
root |
1.3 |
if (difficulty_increase > 0.001) |
941 |
|
|
{ |
942 |
|
|
sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
943 |
|
|
strcat (buf, small_buf); |
944 |
|
|
} |
945 |
elmex |
1.1 |
|
946 |
root |
1.3 |
sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
947 |
|
|
strcat (buf, small_buf); |
948 |
elmex |
1.1 |
|
949 |
root |
1.3 |
if (dungeon_depth_n) |
950 |
|
|
{ |
951 |
|
|
sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
952 |
|
|
strcat (buf, small_buf); |
953 |
|
|
} |
954 |
elmex |
1.1 |
|
955 |
root |
1.3 |
if (decoroptions_n) |
956 |
|
|
{ |
957 |
|
|
sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
958 |
|
|
strcat (buf, small_buf); |
959 |
|
|
} |
960 |
elmex |
1.1 |
|
961 |
root |
1.3 |
if (orientation_n) |
962 |
|
|
{ |
963 |
|
|
sprintf (small_buf, "orientation %d\n", orientation_n); |
964 |
|
|
strcat (buf, small_buf); |
965 |
|
|
} |
966 |
elmex |
1.1 |
|
967 |
root |
1.3 |
if (origin_x_n) |
968 |
|
|
{ |
969 |
|
|
sprintf (small_buf, "origin_x %d\n", origin_x_n); |
970 |
|
|
strcat (buf, small_buf); |
971 |
|
|
} |
972 |
elmex |
1.1 |
|
973 |
root |
1.3 |
if (origin_y_n) |
974 |
|
|
{ |
975 |
|
|
sprintf (small_buf, "origin_y %d\n", origin_y_n); |
976 |
|
|
strcat (buf, small_buf); |
977 |
|
|
} |
978 |
root |
1.11 |
|
979 |
root |
1.3 |
if (random_seed_n) |
980 |
|
|
{ |
981 |
|
|
/* Add one so that the next map is a bit different */ |
982 |
|
|
sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
983 |
|
|
strcat (buf, small_buf); |
984 |
|
|
} |
985 |
elmex |
1.1 |
|
986 |
root |
1.3 |
if (treasureoptions_n) |
987 |
|
|
{ |
988 |
|
|
sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
989 |
|
|
strcat (buf, small_buf); |
990 |
|
|
} |
991 |
elmex |
1.1 |
} |
992 |
|
|
|
993 |
|
|
/* copy an object with an inventory... i.e., duplicate the inv too. */ |
994 |
root |
1.3 |
void |
995 |
|
|
copy_object_with_inv (object *src_ob, object *dest_ob) |
996 |
|
|
{ |
997 |
|
|
object *walk, *tmp; |
998 |
elmex |
1.1 |
|
999 |
root |
1.7 |
src_ob->copy_to (dest_ob); |
1000 |
elmex |
1.1 |
|
1001 |
root |
1.14 |
for (walk = src_ob->inv; walk; walk = walk->below) |
1002 |
root |
1.3 |
{ |
1003 |
root |
1.7 |
tmp = object::create (); |
1004 |
root |
1.13 |
|
1005 |
root |
1.7 |
walk->copy_to (tmp); |
1006 |
root |
1.3 |
insert_ob_in_ob (tmp, dest_ob); |
1007 |
|
|
} |
1008 |
elmex |
1.1 |
} |