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/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.8
Committed: Wed Dec 13 21:27:09 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +3 -1 lines
Log Message:
continued simplifying network code, partially removed support for sc protocol 1026

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.4 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <time.h>
25     #include <stdio.h>
26     #include <global.h>
27     #include <maze_gen.h>
28     #include <room_gen.h>
29     #include <random_map.h>
30     #include <rproto.h>
31     #include <sproto.h>
32    
33 root 1.3 void
34     dump_layout (char **layout, RMParms * RP)
35     {
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     extern FILE *logfile;
56    
57 root 1.5 maptile *
58 root 1.3 generate_random_map (const char *OutFileName, RMParms * RP)
59     {
60     char **layout, buf[HUGE_BUF];
61 root 1.5 maptile *theMap;
62 root 1.3 int i;
63    
64     /* pick a random seed, or use the one from the input file */
65     if (RP->random_seed == 0)
66     RP->random_seed = time (0);
67    
68     SRANDOM (RP->random_seed);
69    
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     RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
87 root 1.6
88 root 1.3 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89     RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
90 elmex 1.1
91 root 1.3 if (RP->expand2x > 0)
92     {
93     RP->Xsize /= 2;
94     RP->Ysize /= 2;
95 elmex 1.1 }
96    
97 root 1.3 layout = layoutgen (RP);
98 elmex 1.1
99     #ifdef RMAP_DEBUG
100 root 1.3 dump_layout (layout, RP);
101 elmex 1.1 #endif
102    
103 root 1.3 /* increment these for the current map */
104     RP->dungeon_level += 1;
105     /* allow constant-difficulty maps. */
106     /* difficulty+=1; */
107 elmex 1.1
108 root 1.3 /* rotate the layout randomly */
109     layout = rotate_layout (layout, RANDOM () % 4, RP);
110 elmex 1.1 #ifdef RMAP_DEBUG
111 root 1.3 dump_layout (layout, RP);
112 elmex 1.1 #endif
113    
114 root 1.3 /* allocate the map and set the floor */
115     theMap = make_map_floor (layout, RP->floorstyle, RP);
116    
117     /* set the name of the map. */
118     strcpy (theMap->path, OutFileName);
119    
120     /* set region */
121     theMap->region = RP->region;
122    
123     /* create walls unless the wallstyle is "none" */
124     if (strcmp (RP->wallstyle, "none"))
125     {
126     make_map_walls (theMap, layout, RP->wallstyle, RP);
127 elmex 1.1
128 root 1.3 /* place doors unless doorstyle or wallstyle is "none" */
129     if (strcmp (RP->doorstyle, "none"))
130     put_doors (theMap, layout, RP->doorstyle, RP);
131 elmex 1.1
132 root 1.3 }
133    
134     /* create exits unless the exitstyle is "none" */
135     if (strcmp (RP->exitstyle, "none"))
136     place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
137    
138     place_specials_in_map (theMap, layout, RP);
139    
140     /* create monsters unless the monsterstyle is "none" */
141     if (strcmp (RP->monsterstyle, "none"))
142     place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143    
144     /* treasures needs to have a proper difficulty set for the map. */
145     theMap->difficulty = calculate_difficulty (theMap);
146    
147     /* create treasure unless the treasurestyle is "none" */
148     if (strcmp (RP->treasurestyle, "none"))
149     place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
150    
151     /* create decor unless the decorstyle is "none" */
152     if (strcmp (RP->decorstyle, "none"))
153     put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154    
155     /* generate treasures, etc. */
156     fix_auto_apply (theMap);
157    
158     unblock_exits (theMap, layout, RP);
159    
160     /* free the layout */
161     for (i = 0; i < RP->Xsize; i++)
162     free (layout[i]);
163     free (layout);
164    
165     theMap->msg = strdup_local (buf);
166    
167     return theMap;
168 elmex 1.1 }
169    
170     /* function selects the layout function and gives it whatever
171     arguments it needs. */
172 root 1.3 char **
173     layoutgen (RMParms * RP)
174     {
175     char **maze = 0;
176     int oxsize = RP->Xsize, oysize = RP->Ysize;
177 elmex 1.1
178 root 1.3 if (RP->symmetry == RANDOM_SYM)
179     RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1;
180     else
181     RP->symmetry_used = RP->symmetry;
182    
183     if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM)
184     RP->Ysize = RP->Ysize / 2 + 1;
185     if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM)
186     RP->Xsize = RP->Xsize / 2 + 1;
187    
188     if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
189     RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190     if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
191     RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
192     RP->map_layout_style = 0;
193    
194     /* Redo this - there was a lot of redundant code of checking for preset
195     * layout style and then random layout style. Instead, figure out
196     * the numeric layoutstyle, so there is only one area that actually
197     * calls the code to make the maps.
198     */
199     if (strstr (RP->layoutstyle, "onion"))
200     {
201     RP->map_layout_style = ONION_LAYOUT;
202 elmex 1.1 }
203    
204 root 1.3 if (strstr (RP->layoutstyle, "maze"))
205     {
206     RP->map_layout_style = MAZE_LAYOUT;
207 elmex 1.1 }
208    
209 root 1.3 if (strstr (RP->layoutstyle, "spiral"))
210     {
211     RP->map_layout_style = SPIRAL_LAYOUT;
212 elmex 1.1 }
213    
214 root 1.3 if (strstr (RP->layoutstyle, "rogue"))
215     {
216     RP->map_layout_style = ROGUELIKE_LAYOUT;
217 elmex 1.1 }
218    
219 root 1.3 if (strstr (RP->layoutstyle, "snake"))
220     {
221     RP->map_layout_style = SNAKE_LAYOUT;
222 elmex 1.1 }
223    
224 root 1.3 if (strstr (RP->layoutstyle, "squarespiral"))
225     {
226     RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
227 elmex 1.1 }
228 root 1.3 /* No style found - choose one ranomdly */
229     if (RP->map_layout_style == 0)
230     {
231     RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1;
232 elmex 1.1 }
233    
234 root 1.3 switch (RP->map_layout_style)
235     {
236 elmex 1.1
237 root 1.3 case ONION_LAYOUT:
238     maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
239     if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY))
240     roomify_layout (maze, RP);
241     break;
242    
243     case MAZE_LAYOUT:
244     maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
245     if (!(RANDOM () % 2))
246     doorify_layout (maze, RP);
247     break;
248    
249     case SPIRAL_LAYOUT:
250     maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
251     if (!(RANDOM () % 2))
252     doorify_layout (maze, RP);
253     break;
254    
255     case ROGUELIKE_LAYOUT:
256     /* Don't put symmetry in rogue maps. There isn't much reason to
257     * do so in the first place (doesn't make it any more interesting),
258     * but more importantly, the symmetry code presumes we are symmetrizing
259     * spirals, or maps with lots of passages - making a symmetric rogue
260     * map fails because its likely that the passages the symmetry process
261     * creates may not connect the rooms.
262     */
263     RP->symmetry_used = NO_SYM;
264     RP->Ysize = oysize;
265     RP->Xsize = oxsize;
266     maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267     /* no doorifying... done already */
268     break;
269    
270     case SNAKE_LAYOUT:
271     maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
272     if (RANDOM () % 2)
273     roomify_layout (maze, RP);
274     break;
275    
276     case SQUARE_SPIRAL_LAYOUT:
277     maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
278     if (RANDOM () % 2)
279     roomify_layout (maze, RP);
280     break;
281     }
282 root 1.2
283 root 1.3 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
284 elmex 1.1 #ifdef RMAP_DEBUG
285 root 1.3 dump_layout (maze, RP);
286 elmex 1.1 #endif
287 root 1.3 if (RP->expand2x)
288     {
289     maze = expand2x (maze, RP->Xsize, RP->Ysize);
290     RP->Xsize = RP->Xsize * 2 - 1;
291     RP->Ysize = RP->Ysize * 2 - 1;
292 elmex 1.1 }
293 root 1.3 return maze;
294 elmex 1.1 }
295    
296    
297     /* takes a map and makes it symmetric: adjusts Xsize and
298     Ysize to produce a symmetric map. */
299    
300 root 1.3 char **
301     symmetrize_layout (char **maze, int sym, RMParms * RP)
302     {
303     int i, j;
304 elmex 1.1 char **sym_maze;
305 root 1.3 int Xsize_orig, Ysize_orig;
306    
307 elmex 1.1 Xsize_orig = RP->Xsize;
308     Ysize_orig = RP->Ysize;
309 root 1.3 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
310     if (sym == NO_SYM)
311     {
312     RP->Xsize = Xsize_orig;
313     RP->Ysize = Ysize_orig;
314     return maze;
315     }
316 elmex 1.1 /* pick new sizes */
317 root 1.3 RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize);
318     RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize);
319 elmex 1.1
320 root 1.3 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
321     for (i = 0; i < RP->Xsize; i++)
322     sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
323    
324     if (sym == X_SYM)
325     for (i = 0; i < RP->Xsize / 2 + 1; i++)
326     for (j = 0; j < RP->Ysize; j++)
327     {
328     sym_maze[i][j] = maze[i][j];
329     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
330     };
331     if (sym == Y_SYM)
332     for (i = 0; i < RP->Xsize; i++)
333     for (j = 0; j < RP->Ysize / 2 + 1; j++)
334     {
335     sym_maze[i][j] = maze[i][j];
336     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
337     }
338     if (sym == XY_SYM)
339     for (i = 0; i < RP->Xsize / 2 + 1; i++)
340     for (j = 0; j < RP->Ysize / 2 + 1; j++)
341     {
342     sym_maze[i][j] = maze[i][j];
343     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
344     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
345     sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
346     }
347 elmex 1.1 /* delete the old maze */
348 root 1.3 for (i = 0; i < Xsize_orig; i++)
349     free (maze[i]);
350     free (maze);
351 elmex 1.1 /* reconnect disjointed spirals */
352 root 1.3 if (RP->map_layout_style == SPIRAL_LAYOUT)
353     connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
354 elmex 1.1 /* reconnect disjointed nethackmazes: the routine for
355 root 1.3 spirals will do the trick? */
356     if (RP->map_layout_style == ROGUELIKE_LAYOUT)
357     connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
358    
359 elmex 1.1 return sym_maze;
360     }
361    
362    
363     /* takes a map and rotates it. This completes the
364     onion layouts, making them possibly centered on any wall.
365     It'll modify Xsize and Ysize if they're swapped.
366     */
367    
368 root 1.3 char **
369     rotate_layout (char **maze, int rotation, RMParms * RP)
370     {
371 elmex 1.1 char **new_maze;
372 root 1.3 int i, j;
373 elmex 1.1
374 root 1.3 switch (rotation)
375     {
376     case 0:
377     return maze;
378     break;
379     case 2: /* a reflection */
380     {
381     char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
382    
383     for (i = 0; i < RP->Xsize; i++)
384     { /* make a copy */
385     for (j = 0; j < RP->Ysize; j++)
386     {
387     newmaze[i * RP->Ysize + j] = maze[i][j];
388     }
389     }
390     for (i = 0; i < RP->Xsize; i++)
391     { /* copy a reflection back */
392     for (j = 0; j < RP->Ysize; j++)
393     {
394     maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
395     }
396     }
397     free (newmaze);
398     return maze;
399     break;
400     }
401     case 1:
402     case 3:
403     {
404     int swap;
405     new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
406     for (i = 0; i < RP->Ysize; i++)
407     {
408     new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
409     }
410     if (rotation == 1) /* swap x and y */
411     for (i = 0; i < RP->Xsize; i++)
412     for (j = 0; j < RP->Ysize; j++)
413     new_maze[j][i] = maze[i][j];
414    
415     if (rotation == 3)
416     { /* swap x and y */
417     for (i = 0; i < RP->Xsize; i++)
418     for (j = 0; j < RP->Ysize; j++)
419     new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
420     }
421    
422     /* delete the old layout */
423     for (i = 0; i < RP->Xsize; i++)
424     free (maze[i]);
425     free (maze);
426    
427     swap = RP->Ysize;
428     RP->Ysize = RP->Xsize;
429     RP->Xsize = swap;
430     return new_maze;
431     break;
432     }
433 elmex 1.1 }
434     return NULL;
435     }
436    
437     /* take a layout and make some rooms in it.
438     --works best on onions.*/
439 root 1.3 void
440     roomify_layout (char **maze, RMParms * RP)
441     {
442     int tries = RP->Xsize * RP->Ysize / 30;
443 elmex 1.1 int ti;
444    
445 root 1.3 for (ti = 0; ti < tries; ti++)
446     {
447     int dx, dy; /* starting location for looking at creating a door */
448     int cx, cy; /* results of checking on creating walls. */
449    
450     dx = RANDOM () % RP->Xsize;
451     dy = RANDOM () % RP->Ysize;
452     cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
453     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
454     if (cx == -1)
455     {
456     if (cy != -1)
457     make_wall (maze, dx, dy, 1);
458     continue;
459     }
460     if (cy == -1)
461     {
462     make_wall (maze, dx, dy, 0);
463     continue;
464     }
465     if (cx < cy)
466     make_wall (maze, dx, dy, 0);
467     else
468     make_wall (maze, dx, dy, 1);
469 elmex 1.1 }
470     }
471    
472     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
473     (or vertical, dir == 1)
474     here which ends up on other walls sensibly. */
475 root 1.3
476     int
477     can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP)
478     {
479 elmex 1.1 int i1;
480 root 1.3 int length = 0;
481 elmex 1.1
482     /* dont make walls if we're on the edge. */
483 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
484     return -1;
485 elmex 1.1
486     /* don't make walls if we're ON a wall. */
487 root 1.3 if (maze[dx][dy] != 0)
488     return -1;
489 elmex 1.1
490 root 1.3 if (dir == 0) /* horizontal */
491 elmex 1.1 {
492     int y = dy;
493 root 1.3
494     for (i1 = dx - 1; i1 > 0; i1--)
495     {
496     int sindex = surround_flag2 (maze, i1, y, RP);
497    
498     if (sindex == 1)
499     break;
500     if (sindex != 0)
501     return -1; /* can't make horiz. wall here */
502     if (maze[i1][y] != 0)
503     return -1; /* can't make horiz. wall here */
504     length++;
505     }
506    
507     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
508     {
509     int sindex = surround_flag2 (maze, i1, y, RP);
510    
511     if (sindex == 2)
512     break;
513     if (sindex != 0)
514     return -1; /* can't make horiz. wall here */
515     if (maze[i1][y] != 0)
516     return -1; /* can't make horiz. wall here */
517     length++;
518     }
519 elmex 1.1 return length;
520     }
521 root 1.3 else
522     { /* vertical */
523     int x = dx;
524    
525     for (i1 = dy - 1; i1 > 0; i1--)
526     {
527     int sindex = surround_flag2 (maze, x, i1, RP);
528    
529     if (sindex == 4)
530     break;
531     if (sindex != 0)
532     return -1; /* can't make vert. wall here */
533     if (maze[x][i1] != 0)
534     return -1; /* can't make horiz. wall here */
535     length++;
536     }
537    
538     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
539     {
540     int sindex = surround_flag2 (maze, x, i1, RP);
541    
542     if (sindex == 8)
543     break;
544     if (sindex != 0)
545     return -1; /* can't make verti. wall here */
546     if (maze[x][i1] != 0)
547     return -1; /* can't make horiz. wall here */
548     length++;
549     }
550     return length;
551 elmex 1.1 }
552 root 1.3 return -1;
553 elmex 1.1 }
554    
555    
556 root 1.3 int
557     make_wall (char **maze, int x, int y, int dir)
558     {
559     maze[x][y] = 'D'; /* mark a door */
560     switch (dir)
561 elmex 1.1 {
562 root 1.3 case 0: /* horizontal */
563     {
564     int i1;
565    
566     for (i1 = x - 1; maze[i1][y] == 0; i1--)
567     maze[i1][y] = '#';
568     for (i1 = x + 1; maze[i1][y] == 0; i1++)
569     maze[i1][y] = '#';
570     break;
571     }
572     case 1: /* vertical */
573     {
574     int i1;
575    
576     for (i1 = y - 1; maze[x][i1] == 0; i1--)
577     maze[x][i1] = '#';
578     for (i1 = y + 1; maze[x][i1] == 0; i1++)
579     maze[x][i1] = '#';
580     break;
581     }
582 elmex 1.1 }
583    
584     return 0;
585     }
586    
587     /* puts doors at appropriate locations in a layout. */
588    
589 root 1.3 void
590     doorify_layout (char **maze, RMParms * RP)
591     {
592     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 elmex 1.1 char *doorlist_x;
594     char *doorlist_y;
595 root 1.3 int doorlocs = 0; /* # of available doorlocations */
596     int i, j;
597    
598     doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
599     doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
600 elmex 1.1
601    
602     /* make a list of possible door locations */
603 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
604     for (j = 1; j < RP->Ysize - 1; j++)
605     {
606     int sindex = surround_flag (maze, i, j, RP);
607    
608     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609     {
610     doorlist_x[doorlocs] = i;
611     doorlist_y[doorlocs] = j;
612     doorlocs++;
613     }
614     }
615     while (ndoors > 0 && doorlocs > 0)
616     {
617     int di;
618     int sindex;
619    
620     di = RANDOM () % doorlocs;
621     i = doorlist_x[di];
622     j = doorlist_y[di];
623     sindex = surround_flag (maze, i, j, RP);
624     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
625     {
626     maze[i][j] = 'D';
627     ndoors--;
628 elmex 1.1 }
629 root 1.3 /* reduce the size of the list */
630     doorlocs--;
631     doorlist_x[di] = doorlist_x[doorlocs];
632     doorlist_y[di] = doorlist_y[doorlocs];
633 elmex 1.1 }
634 root 1.3 free (doorlist_x);
635     free (doorlist_y);
636 elmex 1.1 }
637    
638    
639 root 1.3 void
640     write_map_parameters_to_string (char *buf, RMParms * RP)
641     {
642 elmex 1.1
643     char small_buf[256];
644    
645 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
646    
647     if (RP->wallstyle[0])
648     {
649     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
650     strcat (buf, small_buf);
651     }
652    
653     if (RP->floorstyle[0])
654     {
655     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656     strcat (buf, small_buf);
657     }
658    
659     if (RP->monsterstyle[0])
660     {
661     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
662     strcat (buf, small_buf);
663     }
664 elmex 1.1
665 root 1.3 if (RP->treasurestyle[0])
666     {
667     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
668     strcat (buf, small_buf);
669     }
670 elmex 1.1
671 root 1.3 if (RP->layoutstyle[0])
672     {
673     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
674     strcat (buf, small_buf);
675     }
676 elmex 1.1
677 root 1.3 if (RP->decorstyle[0])
678     {
679     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
680     strcat (buf, small_buf);
681     }
682 elmex 1.1
683 root 1.3 if (RP->doorstyle[0])
684     {
685     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
686     strcat (buf, small_buf);
687     }
688 elmex 1.1
689 root 1.3 if (RP->exitstyle[0])
690     {
691     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692     strcat (buf, small_buf);
693     }
694 elmex 1.1
695 root 1.3 if (RP->final_map[0])
696     {
697     sprintf (small_buf, "final_map %s\n", RP->final_map);
698     strcat (buf, small_buf);
699     }
700 elmex 1.1
701 root 1.3 if (RP->exit_on_final_map[0])
702     {
703     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704     strcat (buf, small_buf);
705     }
706 elmex 1.1
707 root 1.3 if (RP->this_map[0])
708     {
709     sprintf (small_buf, "origin_map %s\n", RP->this_map);
710     strcat (buf, small_buf);
711     }
712 elmex 1.1
713 root 1.3 if (RP->expand2x)
714     {
715     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
716     strcat (buf, small_buf);
717     }
718 elmex 1.1
719 root 1.3 if (RP->layoutoptions1)
720     {
721     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722     strcat (buf, small_buf);
723     }
724 elmex 1.1
725    
726 root 1.3 if (RP->layoutoptions2)
727     {
728     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729     strcat (buf, small_buf);
730     }
731 elmex 1.1
732    
733 root 1.3 if (RP->layoutoptions3)
734     {
735     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
736     strcat (buf, small_buf);
737     }
738 elmex 1.1
739 root 1.3 if (RP->symmetry)
740     {
741     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
742     strcat (buf, small_buf);
743     }
744 elmex 1.1
745    
746 root 1.3 if (RP->difficulty && RP->difficulty_given)
747     {
748     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
749     strcat (buf, small_buf);
750     }
751 elmex 1.1
752 root 1.3 if (RP->difficulty_increase != 1.0)
753     {
754     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
755     strcat (buf, small_buf);
756     }
757 elmex 1.1
758 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
759     strcat (buf, small_buf);
760 elmex 1.1
761 root 1.3 if (RP->dungeon_depth)
762     {
763     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
764     strcat (buf, small_buf);
765     }
766 elmex 1.1
767 root 1.3 if (RP->decoroptions)
768     {
769     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
770     strcat (buf, small_buf);
771     }
772 elmex 1.1
773 root 1.3 if (RP->orientation)
774     {
775     sprintf (small_buf, "orientation %d\n", RP->orientation);
776     strcat (buf, small_buf);
777     }
778 elmex 1.1
779 root 1.3 if (RP->origin_x)
780     {
781     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
782     strcat (buf, small_buf);
783     }
784 elmex 1.1
785 root 1.3 if (RP->origin_y)
786     {
787     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
788     strcat (buf, small_buf);
789     }
790     if (RP->random_seed)
791     {
792     /* Add one so that the next map is a bit different */
793     sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
794     strcat (buf, small_buf);
795     }
796 elmex 1.1
797 root 1.3 if (RP->treasureoptions)
798     {
799     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
800     strcat (buf, small_buf);
801     }
802 elmex 1.1
803    
804     }
805    
806 root 1.3 void
807     write_parameters_to_string (char *buf,
808     int xsize_n,
809     int ysize_n,
810     char *wallstyle_n,
811     char *floorstyle_n,
812     char *monsterstyle_n,
813     char *treasurestyle_n,
814     char *layoutstyle_n,
815     char *decorstyle_n,
816     char *doorstyle_n,
817     char *exitstyle_n,
818     char *final_map_n,
819     char *exit_on_final_map_n,
820     char *this_map_n,
821     int layoutoptions1_n,
822     int layoutoptions2_n,
823     int layoutoptions3_n,
824     int symmetry_n,
825     int dungeon_depth_n,
826     int dungeon_level_n,
827     int difficulty_n,
828     int difficulty_given_n,
829     int decoroptions_n,
830     int orientation_n,
831     int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
832 elmex 1.1 {
833    
834     char small_buf[256];
835    
836 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837    
838     if (wallstyle_n && wallstyle_n[0])
839     {
840     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
841     strcat (buf, small_buf);
842     }
843    
844     if (floorstyle_n && floorstyle_n[0])
845     {
846     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
847     strcat (buf, small_buf);
848     }
849 elmex 1.1
850 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
851     {
852     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
853     strcat (buf, small_buf);
854     }
855 elmex 1.1
856 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
857     {
858     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
859     strcat (buf, small_buf);
860     }
861 elmex 1.1
862 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
863     {
864     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
865     strcat (buf, small_buf);
866     }
867 elmex 1.1
868 root 1.3 if (decorstyle_n && decorstyle_n[0])
869     {
870     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
871     strcat (buf, small_buf);
872     }
873 elmex 1.1
874 root 1.3 if (doorstyle_n && doorstyle_n[0])
875     {
876     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
877     strcat (buf, small_buf);
878     }
879 elmex 1.1
880 root 1.3 if (exitstyle_n && exitstyle_n[0])
881     {
882     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
883     strcat (buf, small_buf);
884     }
885 elmex 1.1
886 root 1.3 if (final_map_n && final_map_n[0])
887     {
888     sprintf (small_buf, "final_map %s\n", final_map_n);
889     strcat (buf, small_buf);
890     }
891 elmex 1.1
892 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
893     {
894     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
895     strcat (buf, small_buf);
896     }
897 elmex 1.1
898 root 1.3 if (this_map_n && this_map_n[0])
899     {
900     sprintf (small_buf, "origin_map %s\n", this_map_n);
901     strcat (buf, small_buf);
902     }
903 elmex 1.1
904 root 1.3 if (layoutoptions1_n)
905     {
906     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907     strcat (buf, small_buf);
908     }
909 elmex 1.1
910    
911 root 1.3 if (layoutoptions2_n)
912     {
913     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
914     strcat (buf, small_buf);
915     }
916 elmex 1.1
917    
918 root 1.3 if (layoutoptions3_n)
919     {
920     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
921     strcat (buf, small_buf);
922     }
923 elmex 1.1
924 root 1.3 if (symmetry_n)
925     {
926     sprintf (small_buf, "symmetry %d\n", symmetry_n);
927     strcat (buf, small_buf);
928     }
929 elmex 1.1
930    
931 root 1.3 if (difficulty_n && difficulty_given_n)
932     {
933     sprintf (small_buf, "difficulty %d\n", difficulty_n);
934     strcat (buf, small_buf);
935     }
936 elmex 1.1
937 root 1.3 if (difficulty_increase > 0.001)
938     {
939     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
940     strcat (buf, small_buf);
941     }
942 elmex 1.1
943 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
944     strcat (buf, small_buf);
945 elmex 1.1
946 root 1.3 if (dungeon_depth_n)
947     {
948     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
949     strcat (buf, small_buf);
950     }
951 elmex 1.1
952 root 1.3 if (decoroptions_n)
953     {
954     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
955     strcat (buf, small_buf);
956     }
957 elmex 1.1
958 root 1.3 if (orientation_n)
959     {
960     sprintf (small_buf, "orientation %d\n", orientation_n);
961     strcat (buf, small_buf);
962     }
963 elmex 1.1
964 root 1.3 if (origin_x_n)
965     {
966     sprintf (small_buf, "origin_x %d\n", origin_x_n);
967     strcat (buf, small_buf);
968     }
969 elmex 1.1
970 root 1.3 if (origin_y_n)
971     {
972     sprintf (small_buf, "origin_y %d\n", origin_y_n);
973     strcat (buf, small_buf);
974     }
975     if (random_seed_n)
976     {
977     /* Add one so that the next map is a bit different */
978     sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979     strcat (buf, small_buf);
980     }
981 elmex 1.1
982 root 1.3 if (treasureoptions_n)
983     {
984     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985     strcat (buf, small_buf);
986     }
987 elmex 1.1
988    
989     }
990    
991     /* copy an object with an inventory... i.e., duplicate the inv too. */
992 root 1.3 void
993     copy_object_with_inv (object *src_ob, object *dest_ob)
994     {
995     object *walk, *tmp;
996 elmex 1.1
997 root 1.7 src_ob->copy_to (dest_ob);
998 elmex 1.1
999 root 1.3 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
1000     {
1001 root 1.7 tmp = object::create ();
1002     walk->copy_to (tmp);
1003 root 1.3 insert_ob_in_ob (tmp, dest_ob);
1004     }
1005 elmex 1.1 }