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/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.27
Committed: Sat Jan 27 02:19:37 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.26: +11 -5 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

File Contents

# 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 root 1.24 RP->Xsize = RP->xsize;
65     RP->Ysize = RP->ysize;
66    
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     ? RP->random_seed + RP->dungeon_level
70     : time (0);
71     CEDE;
72 root 1.3
73     write_map_parameters_to_string (buf, RP);
74    
75     if (RP->difficulty == 0)
76     {
77     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    
82     if (RP->difficulty < 1)
83     RP->difficulty = 1;
84 elmex 1.1 }
85 root 1.3 else
86     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 root 1.27 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
96 root 1.22 else
97     RP->symmetry_used = RP->symmetry;
98    
99     if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
100     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     RP->Xsize = RP->Xsize / 2 + 1;
104    
105 root 1.3 if (RP->expand2x > 0)
106     {
107     RP->Xsize /= 2;
108     RP->Ysize /= 2;
109 elmex 1.1 }
110    
111 root 1.22 RP->map_layout_style = LAYOUT_NONE;
112    
113     /* Redo this - there was a lot of redundant code of checking for preset
114     * layout style and then random layout style. Instead, figure out
115     * the numeric layoutstyle, so there is only one area that actually
116     * calls the code to make the maps.
117     */
118     if (strstr (RP->layoutstyle, "onion"))
119     RP->map_layout_style = LAYOUT_ONION;
120    
121     if (strstr (RP->layoutstyle, "maze"))
122     RP->map_layout_style = LAYOUT_MAZE;
123    
124     if (strstr (RP->layoutstyle, "spiral"))
125     RP->map_layout_style = LAYOUT_SPIRAL;
126    
127     if (strstr (RP->layoutstyle, "rogue"))
128     RP->map_layout_style = LAYOUT_ROGUELIKE;
129    
130     if (strstr (RP->layoutstyle, "snake"))
131     RP->map_layout_style = LAYOUT_SNAKE;
132    
133     if (strstr (RP->layoutstyle, "squarespiral"))
134     RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
135    
136     /* No style found - choose one randomly */
137     if (RP->map_layout_style == LAYOUT_NONE)
138 root 1.27 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1;
139 root 1.22
140 root 1.3 layout = layoutgen (RP);
141 elmex 1.1
142     #ifdef RMAP_DEBUG
143 root 1.3 dump_layout (layout, RP);
144 elmex 1.1 #endif
145    
146 root 1.3 /* increment these for the current map */
147     RP->dungeon_level += 1;
148     /* allow constant-difficulty maps. */
149     /* 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    
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     /* set region */
161 root 1.26 default_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     if (strcmp (RP->wallstyle, "none"))
167     {
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     if (strcmp (RP->doorstyle, "none"))
172 root 1.19 put_doors (this, layout, RP->doorstyle, RP);
173 root 1.3 }
174    
175 root 1.22 CEDE;
176 root 1.19
177 root 1.3 /* create exits unless the exitstyle is "none" */
178     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     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     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     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     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     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    
228 root 1.19 return 1;
229 elmex 1.1 }
230    
231     /* function selects the layout function and gives it whatever
232     arguments it needs. */
233 root 1.3 char **
234 root 1.13 layoutgen (random_map_params *RP)
235 root 1.3 {
236     char **maze = 0;
237     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     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     break;
246    
247     case LAYOUT_MAZE:
248 root 1.21 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
249     if (!(rndm (2)))
250 root 1.11 doorify_layout (maze, RP);
251     break;
252    
253     case LAYOUT_SPIRAL:
254     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     break;
258    
259     case LAYOUT_ROGUELIKE:
260     /* 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 root 1.27 dx = rndm (RP->Xsize);
456     dy = rndm (RP->Ysize);
457    
458 root 1.3 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
459     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
460     if (cx == -1)
461     {
462     if (cy != -1)
463     make_wall (maze, dx, dy, 1);
464 root 1.27
465 root 1.3 continue;
466     }
467 root 1.27
468 root 1.3 if (cy == -1)
469     {
470     make_wall (maze, dx, dy, 0);
471     continue;
472     }
473 root 1.27
474 root 1.3 if (cx < cy)
475     make_wall (maze, dx, dy, 0);
476     else
477     make_wall (maze, dx, dy, 1);
478 elmex 1.1 }
479     }
480    
481     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
482     (or vertical, dir == 1)
483     here which ends up on other walls sensibly. */
484 root 1.3
485     int
486 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
487 root 1.3 {
488 elmex 1.1 int i1;
489 root 1.3 int length = 0;
490 elmex 1.1
491     /* dont make walls if we're on the edge. */
492 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
493     return -1;
494 elmex 1.1
495     /* don't make walls if we're ON a wall. */
496 root 1.3 if (maze[dx][dy] != 0)
497     return -1;
498 elmex 1.1
499 root 1.3 if (dir == 0) /* horizontal */
500 elmex 1.1 {
501     int y = dy;
502 root 1.3
503     for (i1 = dx - 1; i1 > 0; i1--)
504     {
505     int sindex = surround_flag2 (maze, i1, y, RP);
506    
507     if (sindex == 1)
508     break;
509     if (sindex != 0)
510     return -1; /* can't make horiz. wall here */
511     if (maze[i1][y] != 0)
512     return -1; /* can't make horiz. wall here */
513     length++;
514     }
515    
516     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
517     {
518     int sindex = surround_flag2 (maze, i1, y, RP);
519    
520     if (sindex == 2)
521     break;
522     if (sindex != 0)
523     return -1; /* can't make horiz. wall here */
524     if (maze[i1][y] != 0)
525     return -1; /* can't make horiz. wall here */
526     length++;
527     }
528 elmex 1.1 return length;
529     }
530 root 1.3 else
531     { /* vertical */
532     int x = dx;
533    
534     for (i1 = dy - 1; i1 > 0; i1--)
535     {
536     int sindex = surround_flag2 (maze, x, i1, RP);
537    
538     if (sindex == 4)
539     break;
540     if (sindex != 0)
541     return -1; /* can't make vert. wall here */
542     if (maze[x][i1] != 0)
543     return -1; /* can't make horiz. wall here */
544     length++;
545     }
546    
547     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
548     {
549     int sindex = surround_flag2 (maze, x, i1, RP);
550    
551     if (sindex == 8)
552     break;
553     if (sindex != 0)
554     return -1; /* can't make verti. wall here */
555     if (maze[x][i1] != 0)
556     return -1; /* can't make horiz. wall here */
557     length++;
558     }
559     return length;
560 elmex 1.1 }
561 root 1.3 return -1;
562 elmex 1.1 }
563    
564    
565 root 1.3 int
566     make_wall (char **maze, int x, int y, int dir)
567     {
568     maze[x][y] = 'D'; /* mark a door */
569     switch (dir)
570 elmex 1.1 {
571 root 1.13 case 0: /* horizontal */
572     {
573     int i1;
574 root 1.3
575 root 1.13 for (i1 = x - 1; maze[i1][y] == 0; i1--)
576     maze[i1][y] = '#';
577     for (i1 = x + 1; maze[i1][y] == 0; i1++)
578     maze[i1][y] = '#';
579     break;
580     }
581     case 1: /* vertical */
582     {
583     int i1;
584 root 1.3
585 root 1.13 for (i1 = y - 1; maze[x][i1] == 0; i1--)
586     maze[x][i1] = '#';
587     for (i1 = y + 1; maze[x][i1] == 0; i1++)
588     maze[x][i1] = '#';
589     break;
590     }
591 elmex 1.1 }
592    
593     return 0;
594     }
595    
596     /* puts doors at appropriate locations in a layout. */
597 root 1.3 void
598 root 1.13 doorify_layout (char **maze, random_map_params *RP)
599 root 1.3 {
600     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
601 elmex 1.1 char *doorlist_x;
602     char *doorlist_y;
603 root 1.3 int doorlocs = 0; /* # of available doorlocations */
604     int i, j;
605    
606     doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
607     doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
608 elmex 1.1
609    
610     /* make a list of possible door locations */
611 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
612     for (j = 1; j < RP->Ysize - 1; j++)
613     {
614     int sindex = surround_flag (maze, i, j, RP);
615    
616     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
617     {
618     doorlist_x[doorlocs] = i;
619     doorlist_y[doorlocs] = j;
620     doorlocs++;
621     }
622     }
623 root 1.12
624 root 1.3 while (ndoors > 0 && doorlocs > 0)
625     {
626     int di;
627     int sindex;
628    
629 root 1.27 di = rndm (doorlocs);
630 root 1.3 i = doorlist_x[di];
631     j = doorlist_y[di];
632     sindex = surround_flag (maze, i, j, RP);
633 root 1.27
634 root 1.3 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
635     {
636     maze[i][j] = 'D';
637     ndoors--;
638 elmex 1.1 }
639 root 1.27
640 root 1.3 /* reduce the size of the list */
641     doorlocs--;
642     doorlist_x[di] = doorlist_x[doorlocs];
643     doorlist_y[di] = doorlist_y[doorlocs];
644 elmex 1.1 }
645 root 1.12
646 root 1.3 free (doorlist_x);
647     free (doorlist_y);
648 elmex 1.1 }
649    
650 root 1.3 void
651 root 1.13 write_map_parameters_to_string (char *buf, random_map_params *RP)
652 root 1.3 {
653 root 1.18 char small_buf[16384];
654 elmex 1.1
655 root 1.24 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
656 root 1.3
657     if (RP->wallstyle[0])
658     {
659     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
660     strcat (buf, small_buf);
661     }
662    
663     if (RP->floorstyle[0])
664     {
665     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
666     strcat (buf, small_buf);
667     }
668    
669     if (RP->monsterstyle[0])
670     {
671     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
672     strcat (buf, small_buf);
673     }
674 elmex 1.1
675 root 1.3 if (RP->treasurestyle[0])
676     {
677     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
678     strcat (buf, small_buf);
679     }
680 elmex 1.1
681 root 1.3 if (RP->layoutstyle[0])
682     {
683     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
684     strcat (buf, small_buf);
685     }
686 elmex 1.1
687 root 1.3 if (RP->decorstyle[0])
688     {
689     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
690     strcat (buf, small_buf);
691     }
692 elmex 1.1
693 root 1.3 if (RP->doorstyle[0])
694     {
695     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
696     strcat (buf, small_buf);
697     }
698 elmex 1.1
699 root 1.3 if (RP->exitstyle[0])
700     {
701     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
702     strcat (buf, small_buf);
703     }
704 elmex 1.1
705 root 1.14 if (RP->final_map.length ())
706 root 1.3 {
707 root 1.14 sprintf (small_buf, "final_map %s\n", &RP->final_map);
708 root 1.3 strcat (buf, small_buf);
709     }
710 elmex 1.1
711 root 1.3 if (RP->exit_on_final_map[0])
712     {
713     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
714     strcat (buf, small_buf);
715     }
716 elmex 1.1
717 root 1.14 if (RP->this_map.length ())
718 root 1.3 {
719 root 1.14 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
720 root 1.3 strcat (buf, small_buf);
721     }
722 elmex 1.1
723 root 1.3 if (RP->expand2x)
724     {
725     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
726     strcat (buf, small_buf);
727     }
728 elmex 1.1
729 root 1.3 if (RP->layoutoptions1)
730     {
731     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
732     strcat (buf, small_buf);
733     }
734 elmex 1.1
735 root 1.3 if (RP->layoutoptions2)
736     {
737     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
738     strcat (buf, small_buf);
739     }
740 elmex 1.1
741 root 1.3 if (RP->layoutoptions3)
742     {
743     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
744     strcat (buf, small_buf);
745     }
746 elmex 1.1
747 root 1.3 if (RP->symmetry)
748     {
749     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
750     strcat (buf, small_buf);
751     }
752 elmex 1.1
753 root 1.3 if (RP->difficulty && RP->difficulty_given)
754     {
755     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
756     strcat (buf, small_buf);
757     }
758 elmex 1.1
759 root 1.3 if (RP->difficulty_increase != 1.0)
760     {
761     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
762     strcat (buf, small_buf);
763     }
764 elmex 1.1
765 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
766     strcat (buf, small_buf);
767 elmex 1.1
768 root 1.3 if (RP->dungeon_depth)
769     {
770     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
771     strcat (buf, small_buf);
772     }
773 elmex 1.1
774 root 1.3 if (RP->decoroptions)
775     {
776     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
777     strcat (buf, small_buf);
778     }
779 elmex 1.1
780 root 1.3 if (RP->orientation)
781     {
782     sprintf (small_buf, "orientation %d\n", RP->orientation);
783     strcat (buf, small_buf);
784     }
785 elmex 1.1
786 root 1.3 if (RP->origin_x)
787     {
788     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
789     strcat (buf, small_buf);
790     }
791 elmex 1.1
792 root 1.3 if (RP->origin_y)
793     {
794     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
795     strcat (buf, small_buf);
796     }
797 root 1.11
798 root 1.3 if (RP->treasureoptions)
799     {
800     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
801     strcat (buf, small_buf);
802     }
803 root 1.14
804     if (RP->random_seed)
805     {
806 root 1.25 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
807 root 1.14 strcat (buf, small_buf);
808     }
809 root 1.18
810     if (RP->custom)
811     {
812     sprintf (small_buf, "custom %s\n", RP->custom);
813     strcat (buf, small_buf);
814     }
815 elmex 1.1 }
816    
817 root 1.3 void
818     write_parameters_to_string (char *buf,
819     int xsize_n,
820     int ysize_n,
821     char *wallstyle_n,
822     char *floorstyle_n,
823     char *monsterstyle_n,
824     char *treasurestyle_n,
825     char *layoutstyle_n,
826     char *decorstyle_n,
827     char *doorstyle_n,
828     char *exitstyle_n,
829     char *final_map_n,
830     char *exit_on_final_map_n,
831     char *this_map_n,
832     int layoutoptions1_n,
833     int layoutoptions2_n,
834     int layoutoptions3_n,
835     int symmetry_n,
836     int dungeon_depth_n,
837     int dungeon_level_n,
838     int difficulty_n,
839     int difficulty_given_n,
840     int decoroptions_n,
841     int orientation_n,
842 root 1.25 int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase)
843 elmex 1.1 {
844 root 1.18 char small_buf[16384];
845 elmex 1.1
846 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
847    
848     if (wallstyle_n && wallstyle_n[0])
849     {
850     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
851     strcat (buf, small_buf);
852     }
853    
854     if (floorstyle_n && floorstyle_n[0])
855     {
856     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
857     strcat (buf, small_buf);
858     }
859 elmex 1.1
860 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
861     {
862     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
863     strcat (buf, small_buf);
864     }
865 elmex 1.1
866 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
867     {
868     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
869     strcat (buf, small_buf);
870     }
871 elmex 1.1
872 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
873     {
874     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
875     strcat (buf, small_buf);
876     }
877 elmex 1.1
878 root 1.3 if (decorstyle_n && decorstyle_n[0])
879     {
880     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
881     strcat (buf, small_buf);
882     }
883 elmex 1.1
884 root 1.3 if (doorstyle_n && doorstyle_n[0])
885     {
886     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
887     strcat (buf, small_buf);
888     }
889 elmex 1.1
890 root 1.3 if (exitstyle_n && exitstyle_n[0])
891     {
892     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
893     strcat (buf, small_buf);
894     }
895 elmex 1.1
896 root 1.3 if (final_map_n && final_map_n[0])
897     {
898     sprintf (small_buf, "final_map %s\n", final_map_n);
899     strcat (buf, small_buf);
900     }
901 elmex 1.1
902 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
903     {
904     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
905     strcat (buf, small_buf);
906     }
907 elmex 1.1
908 root 1.3 if (this_map_n && this_map_n[0])
909     {
910     sprintf (small_buf, "origin_map %s\n", this_map_n);
911     strcat (buf, small_buf);
912     }
913 elmex 1.1
914 root 1.3 if (layoutoptions1_n)
915     {
916     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
917     strcat (buf, small_buf);
918     }
919 elmex 1.1
920 root 1.3 if (layoutoptions2_n)
921     {
922     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
923     strcat (buf, small_buf);
924     }
925 elmex 1.1
926    
927 root 1.3 if (layoutoptions3_n)
928     {
929     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
930     strcat (buf, small_buf);
931     }
932 elmex 1.1
933 root 1.3 if (symmetry_n)
934     {
935     sprintf (small_buf, "symmetry %d\n", symmetry_n);
936     strcat (buf, small_buf);
937     }
938 elmex 1.1
939    
940 root 1.3 if (difficulty_n && difficulty_given_n)
941     {
942     sprintf (small_buf, "difficulty %d\n", difficulty_n);
943     strcat (buf, small_buf);
944     }
945 elmex 1.1
946 root 1.3 if (difficulty_increase > 0.001)
947     {
948     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
949     strcat (buf, small_buf);
950     }
951 elmex 1.1
952 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
953     strcat (buf, small_buf);
954 elmex 1.1
955 root 1.3 if (dungeon_depth_n)
956     {
957     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
958     strcat (buf, small_buf);
959     }
960 elmex 1.1
961 root 1.3 if (decoroptions_n)
962     {
963     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
964     strcat (buf, small_buf);
965     }
966 elmex 1.1
967 root 1.3 if (orientation_n)
968     {
969     sprintf (small_buf, "orientation %d\n", orientation_n);
970     strcat (buf, small_buf);
971     }
972 elmex 1.1
973 root 1.3 if (origin_x_n)
974     {
975     sprintf (small_buf, "origin_x %d\n", origin_x_n);
976     strcat (buf, small_buf);
977     }
978 elmex 1.1
979 root 1.3 if (origin_y_n)
980     {
981     sprintf (small_buf, "origin_y %d\n", origin_y_n);
982     strcat (buf, small_buf);
983     }
984 root 1.11
985 root 1.3 if (random_seed_n)
986     {
987     /* Add one so that the next map is a bit different */
988 root 1.25 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
989 root 1.3 strcat (buf, small_buf);
990     }
991 elmex 1.1
992 root 1.3 if (treasureoptions_n)
993     {
994     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
995     strcat (buf, small_buf);
996     }
997 elmex 1.1 }
998    
999     /* copy an object with an inventory... i.e., duplicate the inv too. */
1000 root 1.3 void
1001     copy_object_with_inv (object *src_ob, object *dest_ob)
1002     {
1003     object *walk, *tmp;
1004 elmex 1.1
1005 root 1.7 src_ob->copy_to (dest_ob);
1006 elmex 1.1
1007 root 1.14 for (walk = src_ob->inv; walk; walk = walk->below)
1008 root 1.3 {
1009 root 1.7 tmp = object::create ();
1010 root 1.13
1011 root 1.7 walk->copy_to (tmp);
1012 root 1.3 insert_ob_in_ob (tmp, dest_ob);
1013     }
1014 elmex 1.1 }