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Revision: 1.32
Committed: Fri Apr 11 21:09:53 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +84 -84 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.31 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.20 *
4 root 1.32 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.30 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.20 *
8 root 1.31 * Deliantra is free software: you can redistribute it and/or modify
9 pippijn 1.20 * it under the terms of the GNU General Public License as published by
10 root 1.30 * the Free Software Foundation, either version 3 of the License, or
11 pippijn 1.20 * (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 root 1.30 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 pippijn 1.20 * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19 root 1.30 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20     *
21 root 1.31 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.20 */
23 elmex 1.1
24     #include <time.h>
25     #include <stdio.h>
26     #include <global.h>
27     #include <random_map.h>
28     #include <rproto.h>
29     #include <sproto.h>
30    
31 root 1.29 #define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__);
32 root 1.22
33 root 1.3 void
34 root 1.13 dump_layout (char **layout, random_map_params *RP)
35 root 1.3 {
36     {
37     int i, j;
38    
39     for (i = 0; i < RP->Xsize; i++)
40     {
41     for (j = 0; j < RP->Ysize; j++)
42     {
43     if (layout[i][j] == 0)
44     layout[i][j] = ' ';
45     printf ("%c", layout[i][j]);
46     if (layout[i][j] == ' ')
47     layout[i][j] = 0;
48     }
49     printf ("\n");
50     }
51     }
52     printf ("\n");
53 elmex 1.1 }
54 root 1.8
55 root 1.19 bool
56     maptile::generate_random_map (random_map_params *RP)
57 root 1.3 {
58 root 1.32 char buf[16384];
59 root 1.3 int i;
60    
61 root 1.24 RP->Xsize = RP->xsize;
62     RP->Ysize = RP->ysize;
63    
64 root 1.3 /* 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 root 1.27 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
93 root 1.22 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 root 1.24
99 root 1.22 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
100     RP->Xsize = RP->Xsize / 2 + 1;
101    
102 root 1.3 if (RP->expand2x > 0)
103     {
104     RP->Xsize /= 2;
105     RP->Ysize /= 2;
106 elmex 1.1 }
107    
108 root 1.22 RP->map_layout_style = LAYOUT_NONE;
109    
110     /* Redo this - there was a lot of redundant code of checking for preset
111     * layout style and then random layout style. Instead, figure out
112     * the numeric layoutstyle, so there is only one area that actually
113     * calls the code to make the maps.
114     */
115     if (strstr (RP->layoutstyle, "onion"))
116     RP->map_layout_style = LAYOUT_ONION;
117    
118     if (strstr (RP->layoutstyle, "maze"))
119     RP->map_layout_style = LAYOUT_MAZE;
120    
121     if (strstr (RP->layoutstyle, "spiral"))
122     RP->map_layout_style = LAYOUT_SPIRAL;
123    
124     if (strstr (RP->layoutstyle, "rogue"))
125     RP->map_layout_style = LAYOUT_ROGUELIKE;
126    
127     if (strstr (RP->layoutstyle, "snake"))
128     RP->map_layout_style = LAYOUT_SNAKE;
129    
130     if (strstr (RP->layoutstyle, "squarespiral"))
131     RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
132    
133     /* No style found - choose one randomly */
134     if (RP->map_layout_style == LAYOUT_NONE)
135 root 1.27 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1;
136 root 1.22
137 root 1.32 Maze layout = layoutgen (RP);
138 elmex 1.1
139     #ifdef RMAP_DEBUG
140 root 1.3 dump_layout (layout, RP);
141 elmex 1.1 #endif
142    
143 root 1.3 /* increment these for the current map */
144     RP->dungeon_level += 1;
145     /* allow constant-difficulty maps. */
146     /* difficulty+=1; */
147 elmex 1.1
148 root 1.3 /* rotate the layout randomly */
149 root 1.21 layout = rotate_layout (layout, rndm (4), RP);
150 elmex 1.1 #ifdef RMAP_DEBUG
151 root 1.3 dump_layout (layout, RP);
152 elmex 1.1 #endif
153    
154 root 1.3 /* allocate the map and set the floor */
155 root 1.19 make_map_floor (layout, RP->floorstyle, RP);
156 root 1.3
157     /* set region */
158 root 1.26 default_region = RP->region;
159 root 1.3
160 root 1.22 CEDE;
161 root 1.19
162 root 1.3 /* create walls unless the wallstyle is "none" */
163     if (strcmp (RP->wallstyle, "none"))
164     {
165 root 1.19 make_map_walls (this, layout, RP->wallstyle, RP);
166 elmex 1.1
167 root 1.3 /* place doors unless doorstyle or wallstyle is "none" */
168     if (strcmp (RP->doorstyle, "none"))
169 root 1.19 put_doors (this, layout, RP->doorstyle, RP);
170 root 1.3 }
171    
172 root 1.22 CEDE;
173 root 1.19
174 root 1.3 /* create exits unless the exitstyle is "none" */
175     if (strcmp (RP->exitstyle, "none"))
176 root 1.19 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
177 root 1.3
178 root 1.22 CEDE;
179 root 1.19
180     place_specials_in_map (this, layout, RP);
181 root 1.3
182 root 1.22 CEDE;
183 root 1.19
184 root 1.3 /* create monsters unless the monsterstyle is "none" */
185     if (strcmp (RP->monsterstyle, "none"))
186 root 1.19 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
187 root 1.3
188 root 1.22 CEDE;
189 root 1.19
190 root 1.3 /* treasures needs to have a proper difficulty set for the map. */
191 root 1.19 difficulty = estimate_difficulty ();
192 root 1.3
193 root 1.22 CEDE;
194 root 1.19
195 root 1.3 /* create treasure unless the treasurestyle is "none" */
196     if (strcmp (RP->treasurestyle, "none"))
197 root 1.19 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
198 root 1.3
199 root 1.22 CEDE;
200 root 1.19
201 root 1.3 /* create decor unless the decorstyle is "none" */
202     if (strcmp (RP->decorstyle, "none"))
203 root 1.19 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
204 root 1.3
205 root 1.22 CEDE;
206 root 1.19
207 root 1.3 /* generate treasures, etc. */
208 root 1.19 fix_auto_apply ();
209 root 1.3
210 root 1.22 CEDE;
211    
212 root 1.19 unblock_exits (this, layout, RP);
213 root 1.3
214 root 1.32 layout.free ();
215 root 1.3
216 root 1.19 msg = strdup (buf);
217     in_memory = MAP_IN_MEMORY;
218 root 1.3
219 root 1.22 CEDE;
220    
221 root 1.19 return 1;
222 elmex 1.1 }
223    
224     /* function selects the layout function and gives it whatever
225     arguments it needs. */
226 root 1.32 Maze
227 root 1.13 layoutgen (random_map_params *RP)
228 root 1.3 {
229 root 1.32 Maze maze;
230    
231 root 1.3 int oxsize = RP->Xsize, oysize = RP->Ysize;
232 elmex 1.1
233 root 1.3 switch (RP->map_layout_style)
234     {
235 root 1.11 case LAYOUT_ONION:
236     maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
237 root 1.32
238 root 1.21 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
239 root 1.11 roomify_layout (maze, RP);
240 root 1.32
241 root 1.11 break;
242    
243     case LAYOUT_MAZE:
244 root 1.21 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
245 root 1.32
246 root 1.21 if (!(rndm (2)))
247 root 1.11 doorify_layout (maze, RP);
248 root 1.32
249 root 1.11 break;
250    
251     case LAYOUT_SPIRAL:
252     maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
253 root 1.32
254 root 1.21 if (!(rndm (2)))
255 root 1.11 doorify_layout (maze, RP);
256 root 1.32
257 root 1.11 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 1.32
277 root 1.21 if (rndm (2))
278 root 1.11 roomify_layout (maze, RP);
279 root 1.32
280 root 1.11 break;
281    
282     case LAYOUT_SQUARE_SPIRAL:
283     maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
284 root 1.32
285 root 1.21 if (rndm (2))
286 root 1.11 roomify_layout (maze, RP);
287 root 1.32
288 root 1.11 break;
289 root 1.32
290     default:
291     abort ();
292 root 1.3 }
293 root 1.2
294 root 1.3 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
295 root 1.11
296 elmex 1.1 #ifdef RMAP_DEBUG
297 root 1.3 dump_layout (maze, RP);
298 elmex 1.1 #endif
299 root 1.11
300 root 1.3 if (RP->expand2x)
301     {
302     maze = expand2x (maze, RP->Xsize, RP->Ysize);
303     RP->Xsize = RP->Xsize * 2 - 1;
304     RP->Ysize = RP->Ysize * 2 - 1;
305 elmex 1.1 }
306 root 1.11
307 root 1.3 return maze;
308 elmex 1.1 }
309    
310     /* takes a map and makes it symmetric: adjusts Xsize and
311     Ysize to produce a symmetric map. */
312 root 1.32 Maze
313     symmetrize_layout (Maze maze, int sym, random_map_params *RP)
314 root 1.3 {
315     int i, j;
316     int Xsize_orig, Ysize_orig;
317    
318 elmex 1.1 Xsize_orig = RP->Xsize;
319     Ysize_orig = RP->Ysize;
320 root 1.32
321 root 1.3 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
322 root 1.32
323 root 1.11 if (sym == SYMMETRY_NONE)
324 root 1.3 {
325     RP->Xsize = Xsize_orig;
326     RP->Ysize = Ysize_orig;
327 root 1.32
328 root 1.3 return maze;
329     }
330 root 1.32
331 elmex 1.1 /* pick new sizes */
332 root 1.11 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
333     RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
334 elmex 1.1
335 root 1.32 Maze sym_maze (RP);
336 root 1.3
337 root 1.11 if (sym == SYMMETRY_X)
338 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
339     for (j = 0; j < RP->Ysize; j++)
340     {
341     sym_maze[i][j] = maze[i][j];
342     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
343 root 1.32 }
344    
345 root 1.11 if (sym == SYMMETRY_Y)
346 root 1.3 for (i = 0; i < RP->Xsize; i++)
347     for (j = 0; j < RP->Ysize / 2 + 1; j++)
348     {
349     sym_maze[i][j] = maze[i][j];
350     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
351     }
352 root 1.32
353 root 1.11 if (sym == SYMMETRY_XY)
354 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
355     for (j = 0; j < RP->Ysize / 2 + 1; j++)
356     {
357     sym_maze[i][j] = maze[i][j];
358     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
359     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
360     sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
361     }
362 root 1.32
363     maze.free ();
364    
365 elmex 1.1 /* reconnect disjointed spirals */
366 root 1.11 if (RP->map_layout_style == LAYOUT_SPIRAL)
367 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
368 root 1.32
369 elmex 1.1 /* reconnect disjointed nethackmazes: the routine for
370 root 1.3 spirals will do the trick? */
371 root 1.11 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
372 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
373    
374 elmex 1.1 return sym_maze;
375     }
376    
377     /* takes a map and rotates it. This completes the
378     onion layouts, making them possibly centered on any wall.
379     It'll modify Xsize and Ysize if they're swapped.
380     */
381 root 1.32 Maze
382     rotate_layout (Maze maze, int rotation, random_map_params *RP)
383 root 1.3 {
384     switch (rotation)
385     {
386 root 1.13 case 2: /* a reflection */
387 root 1.11 {
388 root 1.32 Maze new_maze (RP);
389    
390     for (int i = 0; i < RP->Xsize; i++) /* copy a reflection back */
391     for (int j = 0; j < RP->Ysize; j++)
392     new_maze[i][j] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
393 root 1.11
394 root 1.32 maze.free ();
395     maze = new_maze;
396 root 1.11 }
397 root 1.32
398 root 1.11 case 1:
399     case 3:
400     {
401 root 1.32 Maze new_maze (RP->Ysize, RP->Xsize);
402    
403 root 1.13 if (rotation == 1) /* swap x and y */
404 root 1.32 for (int i = 0; i < RP->Xsize; i++)
405     for (int j = 0; j < RP->Ysize; j++)
406 root 1.11 new_maze[j][i] = maze[i][j];
407 root 1.3
408 root 1.32 if (rotation == 3) /* swap x and y */
409     for (int i = 0; i < RP->Xsize; i++)
410     for (int j = 0; j < RP->Ysize; j++)
411     new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
412    
413     maze.free ();
414     maze = new_maze;
415     swap (RP->Xsize, RP->Ysize);
416 root 1.11 }
417 elmex 1.1 }
418 root 1.32
419     return maze;
420 elmex 1.1 }
421    
422     /* take a layout and make some rooms in it.
423     --works best on onions.*/
424 root 1.3 void
425 root 1.13 roomify_layout (char **maze, random_map_params *RP)
426 root 1.3 {
427     int tries = RP->Xsize * RP->Ysize / 30;
428 elmex 1.1 int ti;
429    
430 root 1.3 for (ti = 0; ti < tries; ti++)
431     {
432     int dx, dy; /* starting location for looking at creating a door */
433     int cx, cy; /* results of checking on creating walls. */
434    
435 root 1.27 dx = rndm (RP->Xsize);
436     dy = rndm (RP->Ysize);
437    
438 root 1.3 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
439     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
440     if (cx == -1)
441     {
442     if (cy != -1)
443     make_wall (maze, dx, dy, 1);
444 root 1.27
445 root 1.3 continue;
446     }
447 root 1.27
448 root 1.3 if (cy == -1)
449     {
450     make_wall (maze, dx, dy, 0);
451     continue;
452     }
453 root 1.27
454 root 1.3 if (cx < cy)
455     make_wall (maze, dx, dy, 0);
456     else
457     make_wall (maze, dx, dy, 1);
458 elmex 1.1 }
459     }
460    
461     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
462     (or vertical, dir == 1)
463     here which ends up on other walls sensibly. */
464 root 1.3
465     int
466 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
467 root 1.3 {
468 elmex 1.1 int i1;
469 root 1.3 int length = 0;
470 elmex 1.1
471     /* dont make walls if we're on the edge. */
472 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
473     return -1;
474 elmex 1.1
475     /* don't make walls if we're ON a wall. */
476 root 1.3 if (maze[dx][dy] != 0)
477     return -1;
478 elmex 1.1
479 root 1.3 if (dir == 0) /* horizontal */
480 elmex 1.1 {
481     int y = dy;
482 root 1.3
483     for (i1 = dx - 1; i1 > 0; i1--)
484     {
485     int sindex = surround_flag2 (maze, i1, y, RP);
486    
487     if (sindex == 1)
488     break;
489     if (sindex != 0)
490     return -1; /* can't make horiz. wall here */
491     if (maze[i1][y] != 0)
492     return -1; /* can't make horiz. wall here */
493     length++;
494     }
495    
496     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
497     {
498     int sindex = surround_flag2 (maze, i1, y, RP);
499    
500     if (sindex == 2)
501     break;
502     if (sindex != 0)
503     return -1; /* can't make horiz. wall here */
504     if (maze[i1][y] != 0)
505     return -1; /* can't make horiz. wall here */
506     length++;
507     }
508 elmex 1.1 return length;
509     }
510 root 1.3 else
511     { /* vertical */
512     int x = dx;
513    
514     for (i1 = dy - 1; i1 > 0; i1--)
515     {
516     int sindex = surround_flag2 (maze, x, i1, RP);
517    
518     if (sindex == 4)
519     break;
520     if (sindex != 0)
521     return -1; /* can't make vert. wall here */
522     if (maze[x][i1] != 0)
523     return -1; /* can't make horiz. wall here */
524     length++;
525     }
526    
527     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
528     {
529     int sindex = surround_flag2 (maze, x, i1, RP);
530    
531     if (sindex == 8)
532     break;
533     if (sindex != 0)
534     return -1; /* can't make verti. wall here */
535     if (maze[x][i1] != 0)
536     return -1; /* can't make horiz. wall here */
537     length++;
538     }
539     return length;
540 elmex 1.1 }
541 root 1.3 return -1;
542 elmex 1.1 }
543    
544    
545 root 1.3 int
546     make_wall (char **maze, int x, int y, int dir)
547     {
548     maze[x][y] = 'D'; /* mark a door */
549     switch (dir)
550 elmex 1.1 {
551 root 1.13 case 0: /* horizontal */
552     {
553     int i1;
554 root 1.3
555 root 1.13 for (i1 = x - 1; maze[i1][y] == 0; i1--)
556     maze[i1][y] = '#';
557     for (i1 = x + 1; maze[i1][y] == 0; i1++)
558     maze[i1][y] = '#';
559     break;
560     }
561     case 1: /* vertical */
562     {
563     int i1;
564 root 1.3
565 root 1.13 for (i1 = y - 1; maze[x][i1] == 0; i1--)
566     maze[x][i1] = '#';
567     for (i1 = y + 1; maze[x][i1] == 0; i1++)
568     maze[x][i1] = '#';
569     break;
570     }
571 elmex 1.1 }
572    
573     return 0;
574     }
575    
576     /* puts doors at appropriate locations in a layout. */
577 root 1.3 void
578 root 1.13 doorify_layout (char **maze, random_map_params *RP)
579 root 1.3 {
580     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
581     int doorlocs = 0; /* # of available doorlocations */
582     int i, j;
583    
584 root 1.32 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
585     char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
586 elmex 1.1
587     /* make a list of possible door locations */
588 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
589     for (j = 1; j < RP->Ysize - 1; j++)
590     {
591     int sindex = surround_flag (maze, i, j, RP);
592    
593     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
594     {
595     doorlist_x[doorlocs] = i;
596     doorlist_y[doorlocs] = j;
597     doorlocs++;
598     }
599     }
600 root 1.12
601 root 1.3 while (ndoors > 0 && doorlocs > 0)
602     {
603     int di;
604     int sindex;
605    
606 root 1.27 di = rndm (doorlocs);
607 root 1.3 i = doorlist_x[di];
608     j = doorlist_y[di];
609     sindex = surround_flag (maze, i, j, RP);
610 root 1.27
611 root 1.3 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
612     {
613     maze[i][j] = 'D';
614     ndoors--;
615 elmex 1.1 }
616 root 1.27
617 root 1.3 /* reduce the size of the list */
618     doorlocs--;
619     doorlist_x[di] = doorlist_x[doorlocs];
620     doorlist_y[di] = doorlist_y[doorlocs];
621 elmex 1.1 }
622 root 1.12
623 root 1.32 sfree (doorlist_x, RP->Xsize * RP->Ysize);
624     sfree (doorlist_y, RP->Xsize * RP->Ysize);
625 elmex 1.1 }
626    
627 root 1.3 void
628 root 1.13 write_map_parameters_to_string (char *buf, random_map_params *RP)
629 root 1.3 {
630 root 1.18 char small_buf[16384];
631 elmex 1.1
632 root 1.24 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
633 root 1.3
634     if (RP->wallstyle[0])
635     {
636     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
637     strcat (buf, small_buf);
638     }
639    
640     if (RP->floorstyle[0])
641     {
642     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
643     strcat (buf, small_buf);
644     }
645    
646     if (RP->monsterstyle[0])
647     {
648     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
649     strcat (buf, small_buf);
650     }
651 elmex 1.1
652 root 1.3 if (RP->treasurestyle[0])
653     {
654     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
655     strcat (buf, small_buf);
656     }
657 elmex 1.1
658 root 1.3 if (RP->layoutstyle[0])
659     {
660     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
661     strcat (buf, small_buf);
662     }
663 elmex 1.1
664 root 1.3 if (RP->decorstyle[0])
665     {
666     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
667     strcat (buf, small_buf);
668     }
669 elmex 1.1
670 root 1.3 if (RP->doorstyle[0])
671     {
672     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
673     strcat (buf, small_buf);
674     }
675 elmex 1.1
676 root 1.3 if (RP->exitstyle[0])
677     {
678     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
679     strcat (buf, small_buf);
680     }
681 elmex 1.1
682 root 1.14 if (RP->final_map.length ())
683 root 1.3 {
684 root 1.14 sprintf (small_buf, "final_map %s\n", &RP->final_map);
685 root 1.3 strcat (buf, small_buf);
686     }
687 elmex 1.1
688 root 1.3 if (RP->exit_on_final_map[0])
689     {
690     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
691     strcat (buf, small_buf);
692     }
693 elmex 1.1
694 root 1.14 if (RP->this_map.length ())
695 root 1.3 {
696 root 1.14 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
697 root 1.3 strcat (buf, small_buf);
698     }
699 elmex 1.1
700 root 1.3 if (RP->expand2x)
701     {
702     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
703     strcat (buf, small_buf);
704     }
705 elmex 1.1
706 root 1.3 if (RP->layoutoptions1)
707     {
708     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
709     strcat (buf, small_buf);
710     }
711 elmex 1.1
712 root 1.3 if (RP->layoutoptions2)
713     {
714     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715     strcat (buf, small_buf);
716     }
717 elmex 1.1
718 root 1.3 if (RP->layoutoptions3)
719     {
720     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
721     strcat (buf, small_buf);
722     }
723 elmex 1.1
724 root 1.3 if (RP->symmetry)
725     {
726     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
727     strcat (buf, small_buf);
728     }
729 elmex 1.1
730 root 1.3 if (RP->difficulty && RP->difficulty_given)
731     {
732     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
733     strcat (buf, small_buf);
734     }
735 elmex 1.1
736 root 1.3 if (RP->difficulty_increase != 1.0)
737     {
738     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
739     strcat (buf, small_buf);
740     }
741 elmex 1.1
742 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
743     strcat (buf, small_buf);
744 elmex 1.1
745 root 1.3 if (RP->dungeon_depth)
746     {
747     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
748     strcat (buf, small_buf);
749     }
750 elmex 1.1
751 root 1.3 if (RP->decoroptions)
752     {
753     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
754     strcat (buf, small_buf);
755     }
756 elmex 1.1
757 root 1.3 if (RP->orientation)
758     {
759     sprintf (small_buf, "orientation %d\n", RP->orientation);
760     strcat (buf, small_buf);
761     }
762 elmex 1.1
763 root 1.3 if (RP->origin_x)
764     {
765     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
766     strcat (buf, small_buf);
767     }
768 elmex 1.1
769 root 1.3 if (RP->origin_y)
770     {
771     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
772     strcat (buf, small_buf);
773     }
774 root 1.11
775 root 1.3 if (RP->treasureoptions)
776     {
777     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
778     strcat (buf, small_buf);
779     }
780 root 1.14
781     if (RP->random_seed)
782     {
783 root 1.25 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
784 root 1.14 strcat (buf, small_buf);
785     }
786 root 1.18
787     if (RP->custom)
788     {
789     sprintf (small_buf, "custom %s\n", RP->custom);
790     strcat (buf, small_buf);
791     }
792 elmex 1.1 }
793    
794 root 1.3 void
795     write_parameters_to_string (char *buf,
796     int xsize_n,
797     int ysize_n,
798 root 1.28 const char *wallstyle_n,
799     const char *floorstyle_n,
800     const char *monsterstyle_n,
801     const char *treasurestyle_n,
802     const char *layoutstyle_n,
803     const char *decorstyle_n,
804     const char *doorstyle_n,
805     const char *exitstyle_n,
806     const char *final_map_n,
807     const char *exit_on_final_map_n,
808     const char *this_map_n,
809 root 1.3 int layoutoptions1_n,
810     int layoutoptions2_n,
811     int layoutoptions3_n,
812     int symmetry_n,
813     int dungeon_depth_n,
814     int dungeon_level_n,
815     int difficulty_n,
816     int difficulty_given_n,
817     int decoroptions_n,
818     int orientation_n,
819 root 1.28 int origin_x_n,
820     int origin_y_n,
821     uint32_t random_seed_n,
822     int treasureoptions_n,
823     float difficulty_increase)
824 elmex 1.1 {
825 root 1.18 char small_buf[16384];
826 elmex 1.1
827 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
828    
829     if (wallstyle_n && wallstyle_n[0])
830     {
831     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
832     strcat (buf, small_buf);
833     }
834    
835     if (floorstyle_n && floorstyle_n[0])
836     {
837     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
838     strcat (buf, small_buf);
839     }
840 elmex 1.1
841 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
842     {
843     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
844     strcat (buf, small_buf);
845     }
846 elmex 1.1
847 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
848     {
849     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
850     strcat (buf, small_buf);
851     }
852 elmex 1.1
853 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
854     {
855     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
856     strcat (buf, small_buf);
857     }
858 elmex 1.1
859 root 1.3 if (decorstyle_n && decorstyle_n[0])
860     {
861     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
862     strcat (buf, small_buf);
863     }
864 elmex 1.1
865 root 1.3 if (doorstyle_n && doorstyle_n[0])
866     {
867     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
868     strcat (buf, small_buf);
869     }
870 elmex 1.1
871 root 1.3 if (exitstyle_n && exitstyle_n[0])
872     {
873     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
874     strcat (buf, small_buf);
875     }
876 elmex 1.1
877 root 1.3 if (final_map_n && final_map_n[0])
878     {
879     sprintf (small_buf, "final_map %s\n", final_map_n);
880     strcat (buf, small_buf);
881     }
882 elmex 1.1
883 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
884     {
885     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
886     strcat (buf, small_buf);
887     }
888 elmex 1.1
889 root 1.3 if (this_map_n && this_map_n[0])
890     {
891     sprintf (small_buf, "origin_map %s\n", this_map_n);
892     strcat (buf, small_buf);
893     }
894 elmex 1.1
895 root 1.3 if (layoutoptions1_n)
896     {
897     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
898     strcat (buf, small_buf);
899     }
900 elmex 1.1
901 root 1.3 if (layoutoptions2_n)
902     {
903     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
904     strcat (buf, small_buf);
905     }
906 elmex 1.1
907    
908 root 1.3 if (layoutoptions3_n)
909     {
910     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
911     strcat (buf, small_buf);
912     }
913 elmex 1.1
914 root 1.3 if (symmetry_n)
915     {
916     sprintf (small_buf, "symmetry %d\n", symmetry_n);
917     strcat (buf, small_buf);
918     }
919 elmex 1.1
920    
921 root 1.3 if (difficulty_n && difficulty_given_n)
922     {
923     sprintf (small_buf, "difficulty %d\n", difficulty_n);
924     strcat (buf, small_buf);
925     }
926 elmex 1.1
927 root 1.3 if (difficulty_increase > 0.001)
928     {
929     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
930     strcat (buf, small_buf);
931     }
932 elmex 1.1
933 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
934     strcat (buf, small_buf);
935 elmex 1.1
936 root 1.3 if (dungeon_depth_n)
937     {
938     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
939     strcat (buf, small_buf);
940     }
941 elmex 1.1
942 root 1.3 if (decoroptions_n)
943     {
944     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
945     strcat (buf, small_buf);
946     }
947 elmex 1.1
948 root 1.3 if (orientation_n)
949     {
950     sprintf (small_buf, "orientation %d\n", orientation_n);
951     strcat (buf, small_buf);
952     }
953 elmex 1.1
954 root 1.3 if (origin_x_n)
955     {
956     sprintf (small_buf, "origin_x %d\n", origin_x_n);
957     strcat (buf, small_buf);
958     }
959 elmex 1.1
960 root 1.3 if (origin_y_n)
961     {
962     sprintf (small_buf, "origin_y %d\n", origin_y_n);
963     strcat (buf, small_buf);
964     }
965 root 1.11
966 root 1.3 if (random_seed_n)
967     {
968     /* Add one so that the next map is a bit different */
969 root 1.25 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
970 root 1.3 strcat (buf, small_buf);
971     }
972 elmex 1.1
973 root 1.3 if (treasureoptions_n)
974     {
975     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
976     strcat (buf, small_buf);
977     }
978 elmex 1.1 }
979    
980     /* copy an object with an inventory... i.e., duplicate the inv too. */
981 root 1.3 void
982     copy_object_with_inv (object *src_ob, object *dest_ob)
983     {
984     object *walk, *tmp;
985 elmex 1.1
986 root 1.7 src_ob->copy_to (dest_ob);
987 elmex 1.1
988 root 1.14 for (walk = src_ob->inv; walk; walk = walk->below)
989 root 1.3 {
990 root 1.7 tmp = object::create ();
991 root 1.13
992 root 1.7 walk->copy_to (tmp);
993 root 1.3 insert_ob_in_ob (tmp, dest_ob);
994     }
995 elmex 1.1 }
996 root 1.32
997     MazeData::MazeData (int xsize, int ysize)
998     {
999     int size = xsize * ysize
1000     + sizeof (char *) * xsize
1001     + sizeof (char *);
1002    
1003     col = (char **)salloc0<char> (size);
1004     *col++ = (char *)size;
1005    
1006     char *data = (char *)(col + xsize);
1007    
1008     for (int x = xsize; x--; )
1009     col [x] = data + x * ysize;
1010     }
1011    
1012     MazeData::~MazeData ()
1013     {
1014     int size = (long)*--col;
1015     sfree ((char *)col, size);
1016     }
1017