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Revision: 1.40
Committed: Thu May 8 11:39:24 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +1 -2 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 1.39 #define CEDE coroapi::cede_to_tick ()
32 root 1.22
33 root 1.34 static void symmetrize_layout (Layout maze, random_map_params *RP);
34     static void rotate_layout (Layout maze, int rotation);
35 root 1.33
36 root 1.3 void
37 root 1.34 dump_layout (Layout layout)
38 root 1.3 {
39 root 1.36 for (int j = 0; j < layout->h; j++)
40 root 1.34 {
41 root 1.36 for (int i = 0; i < layout->w; i++)
42 root 1.34 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43    
44     putc ('\n', stdout);
45     }
46 root 1.3
47 root 1.34 putc ('\n', stdout);
48 elmex 1.1 }
49 root 1.8
50 root 1.19 bool
51     maptile::generate_random_map (random_map_params *RP)
52 root 1.3 {
53 root 1.32 char buf[16384];
54 root 1.3 int i;
55    
56 root 1.24 RP->Xsize = RP->xsize;
57     RP->Ysize = RP->ysize;
58    
59 root 1.3 /* pick a random seed, or use the one from the input file */
60 root 1.22 RP->random_seed = RP->random_seed
61     ? RP->random_seed + RP->dungeon_level
62     : time (0);
63 root 1.39
64     // we run "single-threaded"
65     rmg_rndm.seed (RP->random_seed);
66 root 1.3
67     write_map_parameters_to_string (buf, RP);
68    
69     if (RP->difficulty == 0)
70     {
71     RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
72 root 1.6
73 root 1.3 if (RP->difficulty_increase > 0.001)
74 root 1.6 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
75    
76     if (RP->difficulty < 1)
77     RP->difficulty = 1;
78 elmex 1.1 }
79 root 1.3 else
80     RP->difficulty_given = 1;
81 elmex 1.1
82 root 1.3 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
83 root 1.39 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
84 root 1.6
85 root 1.3 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
86 root 1.39 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
87 elmex 1.1
88 root 1.22 if (RP->symmetry == SYMMETRY_RANDOM)
89 root 1.39 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
90 root 1.22 else
91     RP->symmetry_used = RP->symmetry;
92    
93     if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
94     RP->Ysize = RP->Ysize / 2 + 1;
95 root 1.24
96 root 1.22 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
97     RP->Xsize = RP->Xsize / 2 + 1;
98    
99 root 1.3 if (RP->expand2x > 0)
100     {
101     RP->Xsize /= 2;
102     RP->Ysize /= 2;
103 elmex 1.1 }
104    
105 root 1.22 RP->map_layout_style = LAYOUT_NONE;
106    
107     /* Redo this - there was a lot of redundant code of checking for preset
108     * layout style and then random layout style. Instead, figure out
109     * the numeric layoutstyle, so there is only one area that actually
110     * calls the code to make the maps.
111     */
112     if (strstr (RP->layoutstyle, "onion"))
113     RP->map_layout_style = LAYOUT_ONION;
114 root 1.34 else if (strstr (RP->layoutstyle, "maze"))
115 root 1.22 RP->map_layout_style = LAYOUT_MAZE;
116 root 1.34 else if (strstr (RP->layoutstyle, "spiral"))
117 root 1.22 RP->map_layout_style = LAYOUT_SPIRAL;
118 root 1.34 else if (strstr (RP->layoutstyle, "rogue"))
119 root 1.22 RP->map_layout_style = LAYOUT_ROGUELIKE;
120 root 1.34 else if (strstr (RP->layoutstyle, "snake"))
121 root 1.22 RP->map_layout_style = LAYOUT_SNAKE;
122 root 1.34 else if (strstr (RP->layoutstyle, "squarespiral"))
123 root 1.22 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
124 root 1.34 else if (RP->map_layout_style == LAYOUT_NONE)
125 root 1.39 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
126 root 1.34 else
127     abort ();
128 root 1.22
129 root 1.34 Layout layout = layoutgen (RP);
130 elmex 1.1
131     #ifdef RMAP_DEBUG
132 root 1.36 dump_layout (layout);
133 elmex 1.1 #endif
134    
135 root 1.3 /* increment these for the current map */
136 root 1.36 ++RP->dungeon_level;
137 elmex 1.1
138 root 1.34 // need to patch RP becasue following code doesn't use the Layout object
139 root 1.33 RP->Xsize = layout->w;
140     RP->Ysize = layout->h;
141    
142 root 1.3 /* allocate the map and set the floor */
143 root 1.19 make_map_floor (layout, RP->floorstyle, RP);
144 root 1.3
145     /* set region */
146 root 1.26 default_region = RP->region;
147 root 1.3
148 root 1.22 CEDE;
149 root 1.19
150 root 1.39 place_specials_in_map (this, layout, RP);
151    
152     CEDE;
153    
154 root 1.3 /* create walls unless the wallstyle is "none" */
155     if (strcmp (RP->wallstyle, "none"))
156     {
157 root 1.19 make_map_walls (this, layout, RP->wallstyle, RP);
158 elmex 1.1
159 root 1.3 /* place doors unless doorstyle or wallstyle is "none" */
160     if (strcmp (RP->doorstyle, "none"))
161 root 1.19 put_doors (this, layout, RP->doorstyle, RP);
162 root 1.3 }
163    
164 root 1.22 CEDE;
165 root 1.19
166 root 1.3 /* create exits unless the exitstyle is "none" */
167     if (strcmp (RP->exitstyle, "none"))
168 root 1.19 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
169 root 1.3
170 root 1.22 CEDE;
171 root 1.19
172 root 1.3 /* create monsters unless the monsterstyle is "none" */
173     if (strcmp (RP->monsterstyle, "none"))
174 root 1.19 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
175 root 1.3
176 root 1.22 CEDE;
177 root 1.19
178 root 1.3 /* treasures needs to have a proper difficulty set for the map. */
179 root 1.19 difficulty = estimate_difficulty ();
180 root 1.3
181 root 1.22 CEDE;
182 root 1.19
183 root 1.3 /* create treasure unless the treasurestyle is "none" */
184 root 1.40 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
185 root 1.3
186 root 1.22 CEDE;
187 root 1.19
188 root 1.3 /* create decor unless the decorstyle is "none" */
189     if (strcmp (RP->decorstyle, "none"))
190 root 1.19 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
191 root 1.3
192 root 1.22 CEDE;
193 root 1.19
194 root 1.3 /* generate treasures, etc. */
195 root 1.19 fix_auto_apply ();
196 root 1.3
197 root 1.22 CEDE;
198    
199 root 1.19 unblock_exits (this, layout, RP);
200 root 1.3
201 root 1.19 msg = strdup (buf);
202 root 1.35 in_memory = MAP_ACTIVE;
203 root 1.3
204 root 1.22 CEDE;
205    
206 root 1.19 return 1;
207 elmex 1.1 }
208    
209     /* function selects the layout function and gives it whatever
210     arguments it needs. */
211 root 1.34 Layout
212 root 1.13 layoutgen (random_map_params *RP)
213 root 1.3 {
214 root 1.34 Layout layout (RP);
215 elmex 1.1
216 root 1.3 switch (RP->map_layout_style)
217     {
218 root 1.11 case LAYOUT_ONION:
219 root 1.34 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
220 root 1.32
221 root 1.39 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
222 root 1.34 roomify_layout (layout, RP);
223 root 1.32
224 root 1.11 break;
225    
226     case LAYOUT_MAZE:
227 root 1.39 maze_gen (layout, rmg_rndm (2));
228 root 1.32
229 root 1.39 if (!(rmg_rndm (2)))
230 root 1.34 doorify_layout (layout, RP);
231 root 1.32
232 root 1.11 break;
233    
234     case LAYOUT_SPIRAL:
235 root 1.34 map_gen_spiral (layout, RP->layoutoptions1);
236 root 1.32
237 root 1.39 if (!(rmg_rndm (2)))
238 root 1.34 doorify_layout (layout, RP);
239 root 1.32
240 root 1.11 break;
241    
242     case LAYOUT_ROGUELIKE:
243     /* Don't put symmetry in rogue maps. There isn't much reason to
244     * do so in the first place (doesn't make it any more interesting),
245     * but more importantly, the symmetry code presumes we are symmetrizing
246     * spirals, or maps with lots of passages - making a symmetric rogue
247     * map fails because its likely that the passages the symmetry process
248     * creates may not connect the rooms.
249     */
250     RP->symmetry_used = SYMMETRY_NONE;
251 root 1.34 roguelike_layout_gen (layout, RP->layoutoptions1);
252 root 1.11 /* no doorifying... done already */
253     break;
254    
255     case LAYOUT_SNAKE:
256 root 1.34 make_snake_layout (layout, RP->layoutoptions1);
257 root 1.32
258 root 1.39 if (rmg_rndm (2))
259 root 1.34 roomify_layout (layout, RP);
260 root 1.32
261 root 1.11 break;
262    
263     case LAYOUT_SQUARE_SPIRAL:
264 root 1.34 make_square_spiral_layout (layout, RP->layoutoptions1);
265 root 1.32
266 root 1.39 if (rmg_rndm (2))
267 root 1.34 roomify_layout (layout, RP);
268 root 1.32
269 root 1.11 break;
270 root 1.32
271     default:
272     abort ();
273 root 1.3 }
274 root 1.2
275 root 1.34 /* rotate the layout randomly */
276 root 1.39 rotate_layout (layout, rmg_rndm (4));
277 root 1.34
278     symmetrize_layout (layout, RP);
279 root 1.11
280 elmex 1.1 #ifdef RMAP_DEBUG
281 root 1.34 dump_layout (layout);
282 elmex 1.1 #endif
283 root 1.11
284 root 1.3 if (RP->expand2x)
285 root 1.34 expand2x (layout);
286 root 1.11
287 root 1.34 return layout;
288 elmex 1.1 }
289    
290 root 1.34 /* takes a map and makes it symmetric: adjusts Xsize and
291     * Ysize to produce a symmetric map.
292     */
293 root 1.33 static void
294 root 1.34 symmetrize_layout (Layout layout, random_map_params *RP)
295 root 1.3 {
296 root 1.33 if (RP->symmetry_used == SYMMETRY_NONE)
297     return;
298 root 1.32
299 root 1.34 Layout sym_layout (
300     RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
301     RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
302 root 1.33 );
303 root 1.32
304 root 1.33 if (RP->symmetry_used == SYMMETRY_X)
305 root 1.34 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
306     for (int j = 0; j < sym_layout->h; j++)
307 root 1.3 {
308 root 1.34 sym_layout[i ][j] =
309     sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
310 root 1.32 }
311    
312 root 1.33 if (RP->symmetry_used == SYMMETRY_Y)
313 root 1.34 for (int i = 0; i < sym_layout->w; i++)
314     for (int j = 0; j < sym_layout->h / 2 + 1; j++)
315 root 1.3 {
316 root 1.34 sym_layout[i][j ] =
317     sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
318 root 1.3 }
319 root 1.32
320 root 1.33 if (RP->symmetry_used == SYMMETRY_XY)
321 root 1.34 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
322     for (int j = 0; j < sym_layout->h / 2 + 1; j++)
323 root 1.3 {
324 root 1.34 sym_layout[i ][j ] =
325     sym_layout[i ][sym_layout->h - j - 1] =
326     sym_layout[sym_layout->w - i - 1][j ] =
327     sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
328 root 1.3 }
329 root 1.32
330 root 1.34 layout.swap (sym_layout);
331     sym_layout.free ();
332 root 1.32
333 elmex 1.1 /* reconnect disjointed spirals */
334 root 1.34 /* reconnect disjointed nethacklayouts: the routine for
335 root 1.3 spirals will do the trick? */
336 root 1.33 if (RP->map_layout_style == LAYOUT_SPIRAL
337     || RP->map_layout_style == LAYOUT_ROGUELIKE)
338 root 1.34 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
339 elmex 1.1 }
340    
341     /* takes a map and rotates it. This completes the
342     onion layouts, making them possibly centered on any wall.
343     It'll modify Xsize and Ysize if they're swapped.
344     */
345 root 1.33 static void
346 root 1.34 rotate_layout (Layout layout, int rotation)
347 root 1.3 {
348 root 1.34 int w = layout->w;
349     int h = layout->h;
350    
351 root 1.3 switch (rotation)
352     {
353 root 1.13 case 2: /* a reflection */
354 root 1.11 {
355 root 1.34 Layout new_layout (w, h);
356 root 1.32
357 root 1.34 for (int i = 0; i < w; i++) /* copy a reflection back */
358     for (int j = 0; j < h; j++)
359     new_layout[i][j] = layout[w - i - 1][h - j - 1];
360 root 1.11
361 root 1.34 layout.swap (new_layout);
362     new_layout.free ();
363 root 1.11 }
364 root 1.34 break;
365 root 1.32
366 root 1.11 case 1:
367     case 3:
368     {
369 root 1.34 Layout new_layout (h, w);
370 root 1.32
371 root 1.13 if (rotation == 1) /* swap x and y */
372 root 1.34 for (int i = 0; i < w; i++)
373     for (int j = 0; j < h; j++)
374     new_layout[j][i] = layout[i][j];
375 root 1.3
376 root 1.32 if (rotation == 3) /* swap x and y */
377 root 1.34 for (int i = 0; i < w; i++)
378     for (int j = 0; j < h; j++)
379     new_layout[j][i] = layout[w - i - 1][h - j - 1];
380 root 1.33
381 root 1.34 layout.swap (new_layout);
382     new_layout.free ();
383 root 1.11 }
384 root 1.34 break;
385 elmex 1.1 }
386     }
387    
388     /* take a layout and make some rooms in it.
389     --works best on onions.*/
390 root 1.3 void
391 root 1.13 roomify_layout (char **maze, random_map_params *RP)
392 root 1.3 {
393     int tries = RP->Xsize * RP->Ysize / 30;
394 elmex 1.1 int ti;
395    
396 root 1.3 for (ti = 0; ti < tries; ti++)
397     {
398     int dx, dy; /* starting location for looking at creating a door */
399     int cx, cy; /* results of checking on creating walls. */
400    
401 root 1.39 dx = rmg_rndm (RP->Xsize);
402     dy = rmg_rndm (RP->Ysize);
403 root 1.27
404 root 1.3 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
405     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
406     if (cx == -1)
407     {
408     if (cy != -1)
409     make_wall (maze, dx, dy, 1);
410 root 1.27
411 root 1.3 continue;
412     }
413 root 1.27
414 root 1.3 if (cy == -1)
415     {
416     make_wall (maze, dx, dy, 0);
417     continue;
418     }
419 root 1.27
420 root 1.3 if (cx < cy)
421     make_wall (maze, dx, dy, 0);
422     else
423     make_wall (maze, dx, dy, 1);
424 elmex 1.1 }
425     }
426    
427     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
428     (or vertical, dir == 1)
429     here which ends up on other walls sensibly. */
430 root 1.3
431     int
432 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
433 root 1.3 {
434 elmex 1.1 int i1;
435 root 1.3 int length = 0;
436 elmex 1.1
437     /* dont make walls if we're on the edge. */
438 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
439     return -1;
440 elmex 1.1
441     /* don't make walls if we're ON a wall. */
442 root 1.3 if (maze[dx][dy] != 0)
443     return -1;
444 elmex 1.1
445 root 1.3 if (dir == 0) /* horizontal */
446 elmex 1.1 {
447     int y = dy;
448 root 1.3
449     for (i1 = dx - 1; i1 > 0; i1--)
450     {
451     int sindex = surround_flag2 (maze, i1, y, RP);
452    
453     if (sindex == 1)
454     break;
455     if (sindex != 0)
456     return -1; /* can't make horiz. wall here */
457     if (maze[i1][y] != 0)
458     return -1; /* can't make horiz. wall here */
459     length++;
460     }
461    
462     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
463     {
464     int sindex = surround_flag2 (maze, i1, y, RP);
465    
466     if (sindex == 2)
467     break;
468     if (sindex != 0)
469     return -1; /* can't make horiz. wall here */
470     if (maze[i1][y] != 0)
471     return -1; /* can't make horiz. wall here */
472     length++;
473     }
474 elmex 1.1 return length;
475     }
476 root 1.3 else
477     { /* vertical */
478     int x = dx;
479    
480     for (i1 = dy - 1; i1 > 0; i1--)
481     {
482     int sindex = surround_flag2 (maze, x, i1, RP);
483    
484     if (sindex == 4)
485     break;
486     if (sindex != 0)
487     return -1; /* can't make vert. wall here */
488     if (maze[x][i1] != 0)
489     return -1; /* can't make horiz. wall here */
490     length++;
491     }
492    
493     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
494     {
495     int sindex = surround_flag2 (maze, x, i1, RP);
496    
497     if (sindex == 8)
498     break;
499     if (sindex != 0)
500     return -1; /* can't make verti. wall here */
501     if (maze[x][i1] != 0)
502     return -1; /* can't make horiz. wall here */
503     length++;
504     }
505     return length;
506 elmex 1.1 }
507 root 1.3 return -1;
508 elmex 1.1 }
509    
510    
511 root 1.3 int
512     make_wall (char **maze, int x, int y, int dir)
513     {
514     maze[x][y] = 'D'; /* mark a door */
515     switch (dir)
516 elmex 1.1 {
517 root 1.13 case 0: /* horizontal */
518     {
519     int i1;
520 root 1.3
521 root 1.13 for (i1 = x - 1; maze[i1][y] == 0; i1--)
522     maze[i1][y] = '#';
523     for (i1 = x + 1; maze[i1][y] == 0; i1++)
524     maze[i1][y] = '#';
525     break;
526     }
527     case 1: /* vertical */
528     {
529     int i1;
530 root 1.3
531 root 1.13 for (i1 = y - 1; maze[x][i1] == 0; i1--)
532     maze[x][i1] = '#';
533     for (i1 = y + 1; maze[x][i1] == 0; i1++)
534     maze[x][i1] = '#';
535     break;
536     }
537 elmex 1.1 }
538    
539     return 0;
540     }
541    
542     /* puts doors at appropriate locations in a layout. */
543 root 1.3 void
544 root 1.13 doorify_layout (char **maze, random_map_params *RP)
545 root 1.3 {
546     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
547     int doorlocs = 0; /* # of available doorlocations */
548     int i, j;
549    
550 root 1.32 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
551     char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
552 elmex 1.1
553     /* make a list of possible door locations */
554 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
555     for (j = 1; j < RP->Ysize - 1; j++)
556     {
557     int sindex = surround_flag (maze, i, j, RP);
558    
559     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
560     {
561     doorlist_x[doorlocs] = i;
562     doorlist_y[doorlocs] = j;
563     doorlocs++;
564     }
565     }
566 root 1.12
567 root 1.3 while (ndoors > 0 && doorlocs > 0)
568     {
569     int di;
570     int sindex;
571    
572 root 1.39 di = rmg_rndm (doorlocs);
573 root 1.3 i = doorlist_x[di];
574     j = doorlist_y[di];
575     sindex = surround_flag (maze, i, j, RP);
576 root 1.27
577 root 1.3 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
578     {
579     maze[i][j] = 'D';
580     ndoors--;
581 elmex 1.1 }
582 root 1.27
583 root 1.3 /* reduce the size of the list */
584     doorlocs--;
585     doorlist_x[di] = doorlist_x[doorlocs];
586     doorlist_y[di] = doorlist_y[doorlocs];
587 elmex 1.1 }
588 root 1.12
589 root 1.32 sfree (doorlist_x, RP->Xsize * RP->Ysize);
590     sfree (doorlist_y, RP->Xsize * RP->Ysize);
591 elmex 1.1 }
592    
593 root 1.3 void
594 root 1.13 write_map_parameters_to_string (char *buf, random_map_params *RP)
595 root 1.3 {
596 root 1.18 char small_buf[16384];
597 elmex 1.1
598 root 1.24 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
599 root 1.3
600     if (RP->wallstyle[0])
601     {
602     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
603     strcat (buf, small_buf);
604     }
605    
606     if (RP->floorstyle[0])
607     {
608     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
609     strcat (buf, small_buf);
610     }
611    
612     if (RP->monsterstyle[0])
613     {
614     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
615     strcat (buf, small_buf);
616     }
617 elmex 1.1
618 root 1.3 if (RP->treasurestyle[0])
619     {
620     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
621     strcat (buf, small_buf);
622     }
623 elmex 1.1
624 root 1.3 if (RP->layoutstyle[0])
625     {
626     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
627     strcat (buf, small_buf);
628     }
629 elmex 1.1
630 root 1.3 if (RP->decorstyle[0])
631     {
632     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
633     strcat (buf, small_buf);
634     }
635 elmex 1.1
636 root 1.3 if (RP->doorstyle[0])
637     {
638     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
639     strcat (buf, small_buf);
640     }
641 elmex 1.1
642 root 1.3 if (RP->exitstyle[0])
643     {
644     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
645     strcat (buf, small_buf);
646     }
647 elmex 1.1
648 root 1.14 if (RP->final_map.length ())
649 root 1.3 {
650 root 1.14 sprintf (small_buf, "final_map %s\n", &RP->final_map);
651 root 1.3 strcat (buf, small_buf);
652     }
653 elmex 1.1
654 root 1.3 if (RP->exit_on_final_map[0])
655     {
656     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
657     strcat (buf, small_buf);
658     }
659 elmex 1.1
660 root 1.14 if (RP->this_map.length ())
661 root 1.3 {
662 root 1.14 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
663 root 1.3 strcat (buf, small_buf);
664     }
665 elmex 1.1
666 root 1.3 if (RP->expand2x)
667     {
668     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
669     strcat (buf, small_buf);
670     }
671 elmex 1.1
672 root 1.3 if (RP->layoutoptions1)
673     {
674     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
675     strcat (buf, small_buf);
676     }
677 elmex 1.1
678 root 1.3 if (RP->layoutoptions2)
679     {
680     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
681     strcat (buf, small_buf);
682     }
683 elmex 1.1
684 root 1.3 if (RP->layoutoptions3)
685     {
686     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
687     strcat (buf, small_buf);
688     }
689 elmex 1.1
690 root 1.3 if (RP->symmetry)
691     {
692     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
693     strcat (buf, small_buf);
694     }
695 elmex 1.1
696 root 1.3 if (RP->difficulty && RP->difficulty_given)
697     {
698     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
699     strcat (buf, small_buf);
700     }
701 elmex 1.1
702 root 1.3 if (RP->difficulty_increase != 1.0)
703     {
704     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
705     strcat (buf, small_buf);
706     }
707 elmex 1.1
708 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
709     strcat (buf, small_buf);
710 elmex 1.1
711 root 1.3 if (RP->dungeon_depth)
712     {
713     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
714     strcat (buf, small_buf);
715     }
716 elmex 1.1
717 root 1.3 if (RP->decoroptions)
718     {
719     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
720     strcat (buf, small_buf);
721     }
722 elmex 1.1
723 root 1.3 if (RP->orientation)
724     {
725     sprintf (small_buf, "orientation %d\n", RP->orientation);
726     strcat (buf, small_buf);
727     }
728 elmex 1.1
729 root 1.3 if (RP->origin_x)
730     {
731     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
732     strcat (buf, small_buf);
733     }
734 elmex 1.1
735 root 1.3 if (RP->origin_y)
736     {
737     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
738     strcat (buf, small_buf);
739     }
740 root 1.11
741 root 1.3 if (RP->treasureoptions)
742     {
743     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
744     strcat (buf, small_buf);
745     }
746 root 1.14
747     if (RP->random_seed)
748     {
749 root 1.25 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
750 root 1.14 strcat (buf, small_buf);
751     }
752 root 1.18
753     if (RP->custom)
754     {
755     sprintf (small_buf, "custom %s\n", RP->custom);
756     strcat (buf, small_buf);
757     }
758 elmex 1.1 }
759    
760 root 1.3 void
761     write_parameters_to_string (char *buf,
762     int xsize_n,
763     int ysize_n,
764 root 1.28 const char *wallstyle_n,
765     const char *floorstyle_n,
766     const char *monsterstyle_n,
767     const char *treasurestyle_n,
768     const char *layoutstyle_n,
769     const char *decorstyle_n,
770     const char *doorstyle_n,
771     const char *exitstyle_n,
772     const char *final_map_n,
773     const char *exit_on_final_map_n,
774     const char *this_map_n,
775 root 1.3 int layoutoptions1_n,
776     int layoutoptions2_n,
777     int layoutoptions3_n,
778     int symmetry_n,
779     int dungeon_depth_n,
780     int dungeon_level_n,
781     int difficulty_n,
782     int difficulty_given_n,
783     int decoroptions_n,
784     int orientation_n,
785 root 1.28 int origin_x_n,
786     int origin_y_n,
787     uint32_t random_seed_n,
788     int treasureoptions_n,
789     float difficulty_increase)
790 elmex 1.1 {
791 root 1.18 char small_buf[16384];
792 elmex 1.1
793 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
794    
795     if (wallstyle_n && wallstyle_n[0])
796     {
797     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
798     strcat (buf, small_buf);
799     }
800    
801     if (floorstyle_n && floorstyle_n[0])
802     {
803     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
804     strcat (buf, small_buf);
805     }
806 elmex 1.1
807 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
808     {
809     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
810     strcat (buf, small_buf);
811     }
812 elmex 1.1
813 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
814     {
815     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
816     strcat (buf, small_buf);
817     }
818 elmex 1.1
819 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
820     {
821     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
822     strcat (buf, small_buf);
823     }
824 elmex 1.1
825 root 1.3 if (decorstyle_n && decorstyle_n[0])
826     {
827     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
828     strcat (buf, small_buf);
829     }
830 elmex 1.1
831 root 1.3 if (doorstyle_n && doorstyle_n[0])
832     {
833     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
834     strcat (buf, small_buf);
835     }
836 elmex 1.1
837 root 1.3 if (exitstyle_n && exitstyle_n[0])
838     {
839     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
840     strcat (buf, small_buf);
841     }
842 elmex 1.1
843 root 1.3 if (final_map_n && final_map_n[0])
844     {
845     sprintf (small_buf, "final_map %s\n", final_map_n);
846     strcat (buf, small_buf);
847     }
848 elmex 1.1
849 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
850     {
851     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
852     strcat (buf, small_buf);
853     }
854 elmex 1.1
855 root 1.3 if (this_map_n && this_map_n[0])
856     {
857     sprintf (small_buf, "origin_map %s\n", this_map_n);
858     strcat (buf, small_buf);
859     }
860 elmex 1.1
861 root 1.3 if (layoutoptions1_n)
862     {
863     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
864     strcat (buf, small_buf);
865     }
866 elmex 1.1
867 root 1.3 if (layoutoptions2_n)
868     {
869     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
870     strcat (buf, small_buf);
871     }
872 elmex 1.1
873    
874 root 1.3 if (layoutoptions3_n)
875     {
876     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
877     strcat (buf, small_buf);
878     }
879 elmex 1.1
880 root 1.3 if (symmetry_n)
881     {
882     sprintf (small_buf, "symmetry %d\n", symmetry_n);
883     strcat (buf, small_buf);
884     }
885 elmex 1.1
886    
887 root 1.3 if (difficulty_n && difficulty_given_n)
888     {
889     sprintf (small_buf, "difficulty %d\n", difficulty_n);
890     strcat (buf, small_buf);
891     }
892 elmex 1.1
893 root 1.3 if (difficulty_increase > 0.001)
894     {
895     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
896     strcat (buf, small_buf);
897     }
898 elmex 1.1
899 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
900     strcat (buf, small_buf);
901 elmex 1.1
902 root 1.3 if (dungeon_depth_n)
903     {
904     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
905     strcat (buf, small_buf);
906     }
907 elmex 1.1
908 root 1.3 if (decoroptions_n)
909     {
910     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
911     strcat (buf, small_buf);
912     }
913 elmex 1.1
914 root 1.3 if (orientation_n)
915     {
916     sprintf (small_buf, "orientation %d\n", orientation_n);
917     strcat (buf, small_buf);
918     }
919 elmex 1.1
920 root 1.3 if (origin_x_n)
921     {
922     sprintf (small_buf, "origin_x %d\n", origin_x_n);
923     strcat (buf, small_buf);
924     }
925 elmex 1.1
926 root 1.3 if (origin_y_n)
927     {
928     sprintf (small_buf, "origin_y %d\n", origin_y_n);
929     strcat (buf, small_buf);
930     }
931 root 1.11
932 root 1.3 if (random_seed_n)
933     {
934     /* Add one so that the next map is a bit different */
935 root 1.25 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
936 root 1.3 strcat (buf, small_buf);
937     }
938 elmex 1.1
939 root 1.3 if (treasureoptions_n)
940     {
941     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
942     strcat (buf, small_buf);
943     }
944 elmex 1.1 }
945    
946 root 1.34 /////////////////////////////////////////////////////////////////////////////
947    
948     LayoutData::LayoutData (int w, int h)
949 root 1.33 : w(w), h(h)
950 root 1.32 {
951 root 1.33 int size = (sizeof (char *) + sizeof (char) * h) * w;
952 root 1.32
953 root 1.33 col = (char **)salloc<char> (size);
954 root 1.32
955 root 1.33 char *data = (char *)(col + w);
956 root 1.32
957 root 1.33 for (int x = w; x--; )
958     col [x] = data + x * h;
959 root 1.32 }
960    
961 root 1.34 LayoutData::~LayoutData ()
962 root 1.32 {
963 root 1.33 int size = (sizeof (char *) + sizeof (char) * h) * w;
964    
965 root 1.32 sfree ((char *)col, size);
966     }
967    
968 root 1.34 void LayoutData::clear (char fill)
969 root 1.33 {
970     memset (col [0], fill, w * h);
971     }
972    
973 root 1.34 void LayoutData::border (char fill)
974 root 1.33 {
975     for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
976     for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
977     }
978