--- deliantra/server/random_maps/random_map.C 2006/08/13 17:16:03 1.1 +++ deliantra/server/random_maps/random_map.C 2007/01/27 02:19:37 1.27 @@ -1,31 +1,27 @@ /* - * static char *rcsid_random_map_c = - * "$Id: random_map.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2001 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - #include #include #include @@ -35,284 +31,336 @@ #include #include -void dump_layout(char **layout,RMParms *RP) { - { int i,j; - for(i=0;iXsize;i++) { - for(j=0;jYsize;j++) { - if(layout[i][j]==0) layout[i][j]=' '; - printf("%c",layout[i][j]); - if(layout[i][j]==' ') layout[i][j]=0; - } - printf("\n"); - }} - printf("\n"); -} -EXTERN FILE *logfile; -mapstruct *generate_random_map(const char *OutFileName, RMParms *RP) { - char **layout, buf[HUGE_BUF]; - mapstruct *theMap; - int i; - - /* pick a random seed, or use the one from the input file */ - if(RP->random_seed == 0) - RP->random_seed=time(0); - - SRANDOM(RP->random_seed); - - write_map_parameters_to_string(buf, RP); - - if(RP->difficulty==0) { - RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ - if (RP->difficulty_increase > 0.001) { - RP->difficulty = (int)((float)RP->dungeon_level * RP->difficulty_increase); - if (RP->difficulty < 1) RP->difficulty=1; - } - } - else - RP->difficulty_given=1; - - if(RP->XsizeXsize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; - if(RP->YsizeYsize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; - - if(RP->expand2x > 0) { - RP->Xsize /=2; - RP->Ysize /=2; +#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); + +void +dump_layout (char **layout, random_map_params *RP) +{ + { + int i, j; + + for (i = 0; i < RP->Xsize; i++) + { + for (j = 0; j < RP->Ysize; j++) + { + if (layout[i][j] == 0) + layout[i][j] = ' '; + printf ("%c", layout[i][j]); + if (layout[i][j] == ' ') + layout[i][j] = 0; + } + printf ("\n"); + } + } + printf ("\n"); +} + +bool +maptile::generate_random_map (random_map_params *RP) +{ + char **layout, buf[16384]; + int i; + + RP->Xsize = RP->xsize; + RP->Ysize = RP->ysize; + + /* pick a random seed, or use the one from the input file */ + RP->random_seed = RP->random_seed + ? RP->random_seed + RP->dungeon_level + : time (0); + CEDE; + + write_map_parameters_to_string (buf, RP); + + if (RP->difficulty == 0) + { + RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ + + if (RP->difficulty_increase > 0.001) + RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); + + if (RP->difficulty < 1) + RP->difficulty = 1; + } + else + RP->difficulty_given = 1; + + if (RP->Xsize < MIN_RANDOM_MAP_SIZE) + RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; + + if (RP->Ysize < MIN_RANDOM_MAP_SIZE) + RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; + + if (RP->symmetry == SYMMETRY_RANDOM) + RP->symmetry_used = rndm (SYMMETRY_XY) + 1; + else + RP->symmetry_used = RP->symmetry; + + if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) + RP->Ysize = RP->Ysize / 2 + 1; + + if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) + RP->Xsize = RP->Xsize / 2 + 1; + + if (RP->expand2x > 0) + { + RP->Xsize /= 2; + RP->Ysize /= 2; } - layout = layoutgen(RP); + RP->map_layout_style = LAYOUT_NONE; + + /* Redo this - there was a lot of redundant code of checking for preset + * layout style and then random layout style. Instead, figure out + * the numeric layoutstyle, so there is only one area that actually + * calls the code to make the maps. + */ + if (strstr (RP->layoutstyle, "onion")) + RP->map_layout_style = LAYOUT_ONION; + + if (strstr (RP->layoutstyle, "maze")) + RP->map_layout_style = LAYOUT_MAZE; + + if (strstr (RP->layoutstyle, "spiral")) + RP->map_layout_style = LAYOUT_SPIRAL; + + if (strstr (RP->layoutstyle, "rogue")) + RP->map_layout_style = LAYOUT_ROGUELIKE; + + if (strstr (RP->layoutstyle, "snake")) + RP->map_layout_style = LAYOUT_SNAKE; + + if (strstr (RP->layoutstyle, "squarespiral")) + RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; + + /* No style found - choose one randomly */ + if (RP->map_layout_style == LAYOUT_NONE) + RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; + + layout = layoutgen (RP); #ifdef RMAP_DEBUG - dump_layout(layout,RP); + dump_layout (layout, RP); #endif - /* increment these for the current map */ - RP->dungeon_level+=1; - /* allow constant-difficulty maps. */ - /* difficulty+=1; */ + /* increment these for the current map */ + RP->dungeon_level += 1; + /* allow constant-difficulty maps. */ + /* difficulty+=1; */ - /* rotate the layout randomly */ - layout=rotate_layout(layout,RANDOM()%4,RP); + /* rotate the layout randomly */ + layout = rotate_layout (layout, rndm (4), RP); #ifdef RMAP_DEBUG - dump_layout(layout,RP); + dump_layout (layout, RP); #endif - /* allocate the map and set the floor */ - theMap = make_map_floor(layout,RP->floorstyle,RP); + /* allocate the map and set the floor */ + make_map_floor (layout, RP->floorstyle, RP); - /* set the name of the map. */ - strcpy(theMap->path,OutFileName); + /* set region */ + default_region = RP->region; - /* set region */ - theMap->region=RP->region; - - /* create walls unless the wallstyle is "none" */ - if (strcmp (RP->wallstyle, "none")) { - make_map_walls(theMap,layout,RP->wallstyle,RP); - - /* place doors unless doorstyle or wallstyle is "none"*/ - if (strcmp (RP->doorstyle, "none")) - put_doors(theMap,layout,RP->doorstyle,RP); - - } - - /* create exits unless the exitstyle is "none" */ - if (strcmp (RP->exitstyle, "none")) - place_exits(theMap,layout,RP->exitstyle,RP->orientation,RP); - - place_specials_in_map(theMap,layout,RP); - - /* create monsters unless the monsterstyle is "none" */ - if (strcmp (RP->monsterstyle, "none")) - place_monsters(theMap,RP->monsterstyle,RP->difficulty,RP); - - /* treasures needs to have a proper difficulty set for the map. */ - theMap->difficulty=calculate_difficulty(theMap); - - /* create treasure unless the treasurestyle is "none" */ - if (strcmp (RP->treasurestyle, "none")) - place_treasure(theMap,layout,RP->treasurestyle,RP->treasureoptions,RP); - - /* create decor unless the decorstyle is "none" */ - if (strcmp (RP->decorstyle, "none")) - put_decor(theMap,layout,RP->decorstyle,RP->decoroptions,RP); - - /* generate treasures, etc. */ - fix_auto_apply(theMap); - - unblock_exits(theMap,layout,RP); - - /* free the layout */ - for(i=0;iXsize;i++) - free(layout[i]); - free(layout); - - theMap->msg = strdup_local(buf); - - return theMap; -} + CEDE; + /* create walls unless the wallstyle is "none" */ + if (strcmp (RP->wallstyle, "none")) + { + make_map_walls (this, layout, RP->wallstyle, RP); -/* function selects the layout function and gives it whatever - arguments it needs. */ -char **layoutgen(RMParms *RP) { - char **maze=0; - int oxsize= RP->Xsize, oysize=RP->Ysize; + /* place doors unless doorstyle or wallstyle is "none" */ + if (strcmp (RP->doorstyle, "none")) + put_doors (this, layout, RP->doorstyle, RP); + } - if(RP->symmetry == RANDOM_SYM) - RP->symmetry_used = (RANDOM() % ( XY_SYM))+1; - else RP->symmetry_used = RP->symmetry; + CEDE; - if(RP->symmetry_used==Y_SYM||RP->symmetry_used==XY_SYM) RP->Ysize = RP->Ysize/2+1; - if(RP->symmetry_used==X_SYM||RP->symmetry_used==XY_SYM) RP->Xsize = RP->Xsize/2+1; + /* create exits unless the exitstyle is "none" */ + if (strcmp (RP->exitstyle, "none")) + place_exits (this, layout, RP->exitstyle, RP->orientation, RP); - if(RP->XsizeXsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; - if(RP->YsizeYsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; - RP->map_layout_style = 0; + CEDE; - /* Redo this - there was a lot of redundant code of checking for preset - * layout style and then random layout style. Instead, figure out - * the numeric layoutstyle, so there is only one area that actually - * calls the code to make the maps. - */ - if(strstr(RP->layoutstyle,"onion")) { - RP->map_layout_style = ONION_LAYOUT; - } + place_specials_in_map (this, layout, RP); - if(strstr(RP->layoutstyle,"maze")) { - RP->map_layout_style = MAZE_LAYOUT; - } + CEDE; - if(strstr(RP->layoutstyle,"spiral")) { - RP->map_layout_style = SPIRAL_LAYOUT; - } + /* create monsters unless the monsterstyle is "none" */ + if (strcmp (RP->monsterstyle, "none")) + place_monsters (this, RP->monsterstyle, RP->difficulty, RP); - if(strstr(RP->layoutstyle,"rogue")) { - RP->map_layout_style = ROGUELIKE_LAYOUT; - } + CEDE; - if(strstr(RP->layoutstyle,"snake")) { - RP->map_layout_style = SNAKE_LAYOUT; - } + /* treasures needs to have a proper difficulty set for the map. */ + difficulty = estimate_difficulty (); - if(strstr(RP->layoutstyle,"squarespiral")) { - RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; - } - /* No style found - choose one ranomdly */ - if (RP->map_layout_style == 0) { - RP->map_layout_style = (RANDOM() % NROFLAYOUTS) + 1; - } + CEDE; + + /* create treasure unless the treasurestyle is "none" */ + if (strcmp (RP->treasurestyle, "none")) + place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); + + CEDE; + + /* create decor unless the decorstyle is "none" */ + if (strcmp (RP->decorstyle, "none")) + put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); + + CEDE; + + /* generate treasures, etc. */ + fix_auto_apply (); + + CEDE; + + unblock_exits (this, layout, RP); + + /* free the layout */ + for (i = 0; i < RP->Xsize; i++) + free (layout[i]); - switch(RP->map_layout_style) { + free (layout); - case ONION_LAYOUT: - maze = map_gen_onion(RP->Xsize,RP->Ysize,RP->layoutoptions1,RP->layoutoptions2); - if(!(RANDOM()%3)&& !(RP->layoutoptions1 & OPT_WALLS_ONLY)) roomify_layout(maze,RP); - break; + msg = strdup (buf); + in_memory = MAP_IN_MEMORY; - case MAZE_LAYOUT: - maze = maze_gen(RP->Xsize,RP->Ysize,RANDOM()%2); - if(!(RANDOM()%2)) doorify_layout(maze,RP); - break; + CEDE; - case SPIRAL_LAYOUT: - maze = map_gen_spiral(RP->Xsize,RP->Ysize,RP->layoutoptions1); - if(!(RANDOM()%2)) doorify_layout(maze,RP); - break; + return 1; +} - case ROGUELIKE_LAYOUT: - /* Don't put symmetry in rogue maps. There isn't much reason to - * do so in the first place (doesn't make it any more interesting), - * but more importantly, the symmetry code presumes we are symmetrizing - * spirals, or maps with lots of passages - making a symmetric rogue - * map fails because its likely that the passages the symmetry process - * creates may not connect the rooms. - */ - RP->symmetry_used = NO_SYM; - RP->Ysize = oysize; - RP->Xsize = oxsize; - maze = roguelike_layout_gen(RP->Xsize,RP->Ysize,RP->layoutoptions1); - /* no doorifying... done already */ - break; +/* function selects the layout function and gives it whatever + arguments it needs. */ +char ** +layoutgen (random_map_params *RP) +{ + char **maze = 0; + int oxsize = RP->Xsize, oysize = RP->Ysize; - case SNAKE_LAYOUT: - maze = make_snake_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); - if(RANDOM()%2) roomify_layout(maze,RP); - break; + switch (RP->map_layout_style) + { + case LAYOUT_ONION: + maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); + if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) + roomify_layout (maze, RP); + break; + + case LAYOUT_MAZE: + maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); + if (!(rndm (2))) + doorify_layout (maze, RP); + break; + + case LAYOUT_SPIRAL: + maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); + if (!(rndm (2))) + doorify_layout (maze, RP); + break; + + case LAYOUT_ROGUELIKE: + /* Don't put symmetry in rogue maps. There isn't much reason to + * do so in the first place (doesn't make it any more interesting), + * but more importantly, the symmetry code presumes we are symmetrizing + * spirals, or maps with lots of passages - making a symmetric rogue + * map fails because its likely that the passages the symmetry process + * creates may not connect the rooms. + */ + RP->symmetry_used = SYMMETRY_NONE; + RP->Ysize = oysize; + RP->Xsize = oxsize; + maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); + /* no doorifying... done already */ + break; + + case LAYOUT_SNAKE: + maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); + if (rndm (2)) + roomify_layout (maze, RP); + break; + + case LAYOUT_SQUARE_SPIRAL: + maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); + if (rndm (2)) + roomify_layout (maze, RP); + break; + } - case SQUARE_SPIRAL_LAYOUT: - maze = make_square_spiral_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); - if(RANDOM()%2) roomify_layout(maze,RP); - break; - } + maze = symmetrize_layout (maze, RP->symmetry_used, RP); - maze = symmetrize_layout(maze, RP->symmetry_used,RP); #ifdef RMAP_DEBUG - dump_layout(maze,RP); + dump_layout (maze, RP); #endif - if(RP->expand2x) { - maze = expand2x(maze,RP->Xsize,RP->Ysize); - RP->Xsize = RP->Xsize * 2 -1; - RP->Ysize = RP->Ysize * 2 -1; + + if (RP->expand2x) + { + maze = expand2x (maze, RP->Xsize, RP->Ysize); + RP->Xsize = RP->Xsize * 2 - 1; + RP->Ysize = RP->Ysize * 2 - 1; } - return maze; -} + return maze; +} /* takes a map and makes it symmetric: adjusts Xsize and Ysize to produce a symmetric map. */ - -char **symmetrize_layout(char **maze, int sym,RMParms *RP) { - int i,j; +char ** +symmetrize_layout (char **maze, int sym, random_map_params *RP) +{ + int i, j; char **sym_maze; - int Xsize_orig,Ysize_orig; + int Xsize_orig, Ysize_orig; + Xsize_orig = RP->Xsize; Ysize_orig = RP->Ysize; - RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used.*/ - if(sym == NO_SYM) { - RP->Xsize = Xsize_orig; - RP->Ysize = Ysize_orig; - return maze; - } + RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ + if (sym == SYMMETRY_NONE) + { + RP->Xsize = Xsize_orig; + RP->Ysize = Ysize_orig; + return maze; + } /* pick new sizes */ - RP->Xsize = ((sym==X_SYM||sym==XY_SYM)?RP->Xsize*2-3:RP->Xsize); - RP->Ysize = ((sym==Y_SYM||sym==XY_SYM)?RP->Ysize*2-3:RP->Ysize); + RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); + RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); - sym_maze = (char **)calloc(sizeof(char*),RP->Xsize); - for(i=0;iXsize;i++) - sym_maze[i] = (char *)calloc(sizeof(char),RP->Ysize); - - if(sym==X_SYM) - for(i=0;iXsize/2+1;i++) - for(j=0;jYsize;j++) { - sym_maze[i][j] = maze[i][j]; - sym_maze[RP->Xsize - i-1][j] = maze[i][j]; - }; - if(sym==Y_SYM) - for(i=0;iXsize;i++) - for(j=0;jYsize/2+1;j++) { - sym_maze[i][j] = maze[i][j]; - sym_maze[i][RP->Ysize-j-1] = maze[i][j]; - } - if(sym==XY_SYM) - for(i=0;iXsize/2+1;i++) - for(j=0;jYsize/2+1;j++) { - sym_maze[i][j] = maze[i][j]; - sym_maze[i][RP->Ysize-j-1] = maze[i][j]; - sym_maze[RP->Xsize - i-1][j] = maze[i][j]; - sym_maze[RP->Xsize - i-1][RP->Ysize-j-1] = maze[i][j]; - } + sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); + for (i = 0; i < RP->Xsize; i++) + sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); + + if (sym == SYMMETRY_X) + for (i = 0; i < RP->Xsize / 2 + 1; i++) + for (j = 0; j < RP->Ysize; j++) + { + sym_maze[i][j] = maze[i][j]; + sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; + }; + if (sym == SYMMETRY_Y) + for (i = 0; i < RP->Xsize; i++) + for (j = 0; j < RP->Ysize / 2 + 1; j++) + { + sym_maze[i][j] = maze[i][j]; + sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; + } + if (sym == SYMMETRY_XY) + for (i = 0; i < RP->Xsize / 2 + 1; i++) + for (j = 0; j < RP->Ysize / 2 + 1; j++) + { + sym_maze[i][j] = maze[i][j]; + sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; + sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; + sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; + } /* delete the old maze */ - for(i=0;imap_layout_style==SPIRAL_LAYOUT) - connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); + if (RP->map_layout_style == LAYOUT_SPIRAL) + connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); /* reconnect disjointed nethackmazes: the routine for - spirals will do the trick?*/ - if(RP->map_layout_style==ROGUELIKE_LAYOUT) - connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); - + spirals will do the trick? */ + if (RP->map_layout_style == LAYOUT_ROGUELIKE) + connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); + return sym_maze; } @@ -322,531 +370,645 @@ It'll modify Xsize and Ysize if they're swapped. */ -char ** rotate_layout(char **maze,int rotation,RMParms *RP) { +char ** +rotate_layout (char **maze, int rotation, random_map_params *RP) +{ char **new_maze; - int i,j; + int i, j; + + switch (rotation) + { + case 0: + return maze; + break; + case 2: /* a reflection */ + { + char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); - switch(rotation) { - case 0: - return maze; - break; - case 2: /* a reflection */ - { - char *newmaze= (char *) malloc(sizeof(char) * RP->Xsize*RP->Ysize); - for(i=0;iXsize;i++) { /* make a copy */ - for(j=0;jYsize;j++) { - newmaze[i * RP->Ysize + j] = maze[i][j]; + for (i = 0; i < RP->Xsize; i++) + { /* make a copy */ + for (j = 0; j < RP->Ysize; j++) + { + newmaze[i * RP->Ysize + j] = maze[i][j]; + } + } + for (i = 0; i < RP->Xsize; i++) + { /* copy a reflection back */ + for (j = 0; j < RP->Ysize; j++) + { + maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; + } + } + free (newmaze); + return maze; + break; } - } - for(i=0;iXsize;i++) { /* copy a reflection back */ - for(j=0;jYsize;j++) { - maze[i][j]= newmaze[(RP->Xsize-i-1)*RP->Ysize + RP->Ysize-j-1]; + case 1: + case 3: + { + int swap; + new_maze = (char **) calloc (sizeof (char *), RP->Ysize); + for (i = 0; i < RP->Ysize; i++) + { + new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); + } + if (rotation == 1) /* swap x and y */ + for (i = 0; i < RP->Xsize; i++) + for (j = 0; j < RP->Ysize; j++) + new_maze[j][i] = maze[i][j]; + + if (rotation == 3) + { /* swap x and y */ + for (i = 0; i < RP->Xsize; i++) + for (j = 0; j < RP->Ysize; j++) + new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; + } + + /* delete the old layout */ + for (i = 0; i < RP->Xsize; i++) + free (maze[i]); + free (maze); + + swap = RP->Ysize; + RP->Ysize = RP->Xsize; + RP->Xsize = swap; + return new_maze; + break; } - } - free(newmaze); - return maze; - break; - } - case 1: - case 3: - { int swap; - new_maze = (char **) calloc(sizeof(char *),RP->Ysize); - for(i=0;iYsize;i++) { - new_maze[i] = (char *) calloc(sizeof(char),RP->Xsize); - } - if(rotation == 1) /* swap x and y */ - for(i=0;iXsize;i++) - for(j=0;jYsize;j++) - new_maze[j][i] = maze[i][j]; - - if(rotation == 3) { /* swap x and y */ - for(i=0;iXsize;i++) - for(j=0;jYsize;j++) - new_maze[j][i] = maze[RP->Xsize -i-1][RP->Ysize - j-1]; - } - - /* delete the old layout */ - for(i=0;iXsize;i++) - free(maze[i]); - free(maze); - - swap = RP->Ysize; - RP->Ysize = RP->Xsize; - RP->Xsize = swap; - return new_maze; - break; } - } return NULL; } /* take a layout and make some rooms in it. --works best on onions.*/ -void roomify_layout(char **maze,RMParms *RP) { - int tries = RP->Xsize*RP->Ysize/30; +void +roomify_layout (char **maze, random_map_params *RP) +{ + int tries = RP->Xsize * RP->Ysize / 30; int ti; - for(ti=0;tiXsize; - dy = RANDOM() % RP->Ysize; - cx = can_make_wall(maze,dx,dy,0,RP); /* horizontal */ - cy = can_make_wall(maze,dx,dy,1,RP); /* vertical */ - if(cx == -1) { - if(cy != -1) - make_wall(maze,dx,dy,1); - continue; - } - if(cy == -1) { - make_wall(maze,dx,dy,0); - continue; + for (ti = 0; ti < tries; ti++) + { + int dx, dy; /* starting location for looking at creating a door */ + int cx, cy; /* results of checking on creating walls. */ + + dx = rndm (RP->Xsize); + dy = rndm (RP->Ysize); + + cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ + cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ + if (cx == -1) + { + if (cy != -1) + make_wall (maze, dx, dy, 1); + + continue; + } + + if (cy == -1) + { + make_wall (maze, dx, dy, 0); + continue; + } + + if (cx < cy) + make_wall (maze, dx, dy, 0); + else + make_wall (maze, dx, dy, 1); } - if(cx < cy) make_wall(maze,dx,dy,0); - else make_wall(maze,dx,dy,1); - } } /* checks the layout to see if I can stick a horizontal(dir = 0) wall (or vertical, dir == 1) here which ends up on other walls sensibly. */ - -int can_make_wall(char **maze,int dx,int dy,int dir,RMParms *RP) { + +int +can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) +{ int i1; - int length=0; + int length = 0; /* dont make walls if we're on the edge. */ - if(dx == 0 || dx == (RP->Xsize -1) || dy == 0 || dy == (RP->Ysize-1)) return -1; + if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) + return -1; /* don't make walls if we're ON a wall. */ - if(maze[dx][dy]!=0) return -1; + if (maze[dx][dy] != 0) + return -1; - if(dir==0) /* horizontal */ + if (dir == 0) /* horizontal */ { int y = dy; - for(i1=dx-1;i1>0;i1--) { - int sindex=surround_flag2(maze,i1,y,RP); - if(sindex == 1) break; - if(sindex != 0) return -1; /* can't make horiz. wall here */ - if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ - length++; - } - - for(i1=dx+1;i1Xsize-1;i1++) { - int sindex=surround_flag2(maze,i1,y,RP); - if(sindex == 2) break; - if(sindex != 0) return -1; /* can't make horiz. wall here */ - if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ - length++; - } + + for (i1 = dx - 1; i1 > 0; i1--) + { + int sindex = surround_flag2 (maze, i1, y, RP); + + if (sindex == 1) + break; + if (sindex != 0) + return -1; /* can't make horiz. wall here */ + if (maze[i1][y] != 0) + return -1; /* can't make horiz. wall here */ + length++; + } + + for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) + { + int sindex = surround_flag2 (maze, i1, y, RP); + + if (sindex == 2) + break; + if (sindex != 0) + return -1; /* can't make horiz. wall here */ + if (maze[i1][y] != 0) + return -1; /* can't make horiz. wall here */ + length++; + } return length; } - else { /* vertical */ - int x = dx; - for(i1=dy-1;i1>0;i1--) { - int sindex=surround_flag2(maze,x,i1,RP); - if(sindex == 4) break; - if(sindex != 0) return -1; /* can't make vert. wall here */ - if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ - length++; - } - - for(i1=dy+1;i1Ysize-1;i1++) { - int sindex=surround_flag2(maze,x,i1,RP); - if(sindex == 8) break; - if(sindex != 0) return -1; /* can't make verti. wall here */ - if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ - length++; + else + { /* vertical */ + int x = dx; + + for (i1 = dy - 1; i1 > 0; i1--) + { + int sindex = surround_flag2 (maze, x, i1, RP); + + if (sindex == 4) + break; + if (sindex != 0) + return -1; /* can't make vert. wall here */ + if (maze[x][i1] != 0) + return -1; /* can't make horiz. wall here */ + length++; + } + + for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) + { + int sindex = surround_flag2 (maze, x, i1, RP); + + if (sindex == 8) + break; + if (sindex != 0) + return -1; /* can't make verti. wall here */ + if (maze[x][i1] != 0) + return -1; /* can't make horiz. wall here */ + length++; + } + return length; } - return length; - } - return -1; + return -1; } -int make_wall(char **maze,int x, int y, int dir){ - maze[x][y] = 'D'; /* mark a door */ - switch(dir) { - case 0: /* horizontal */ - { - int i1; - for(i1 = x-1;maze[i1][y]==0;i1--) - maze[i1][y]='#'; - for(i1 = x+1;maze[i1][y]==0;i1++) - maze[i1][y]='#'; - break; - } - case 1: /* vertical */ +int +make_wall (char **maze, int x, int y, int dir) +{ + maze[x][y] = 'D'; /* mark a door */ + switch (dir) { - int i1; - for(i1 = y-1;maze[x][i1]==0;i1--) - maze[x][i1]='#'; - for(i1 = y+1;maze[x][i1]==0;i1++) - maze[x][i1]='#'; - break; + case 0: /* horizontal */ + { + int i1; + + for (i1 = x - 1; maze[i1][y] == 0; i1--) + maze[i1][y] = '#'; + for (i1 = x + 1; maze[i1][y] == 0; i1++) + maze[i1][y] = '#'; + break; + } + case 1: /* vertical */ + { + int i1; + + for (i1 = y - 1; maze[x][i1] == 0; i1--) + maze[x][i1] = '#'; + for (i1 = y + 1; maze[x][i1] == 0; i1++) + maze[x][i1] = '#'; + break; + } } - } return 0; } /* puts doors at appropriate locations in a layout. */ - -void doorify_layout(char **maze,RMParms *RP) { - int ndoors = RP->Xsize*RP->Ysize/60; /* reasonable number of doors. */ +void +doorify_layout (char **maze, random_map_params *RP) +{ + int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ char *doorlist_x; char *doorlist_y; - int doorlocs = 0; /* # of available doorlocations */ - int i,j; - - doorlist_x = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); - doorlist_y = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); + int doorlocs = 0; /* # of available doorlocations */ + int i, j; + + doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); + doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); /* make a list of possible door locations */ - for(i=1;iXsize-1;i++) - for(j=1;jYsize-1;j++) { - int sindex = surround_flag(maze,i,j,RP); - if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ - { - doorlist_x[doorlocs]=i; - doorlist_y[doorlocs]=j; - doorlocs++; - } - } - while(ndoors > 0 && doorlocs > 0) { - int di; - int sindex; - di = RANDOM() % doorlocs; - i=doorlist_x[di]; - j=doorlist_y[di]; - sindex= surround_flag(maze,i,j,RP); - if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ + for (i = 1; i < RP->Xsize - 1; i++) + for (j = 1; j < RP->Ysize - 1; j++) { - maze[i][j] = 'D'; - ndoors--; + int sindex = surround_flag (maze, i, j, RP); + + if (sindex == 3 || sindex == 12) /* these are possible door sindex */ + { + doorlist_x[doorlocs] = i; + doorlist_y[doorlocs] = j; + doorlocs++; + } } - /* reduce the size of the list */ - doorlocs--; - doorlist_x[di]=doorlist_x[doorlocs]; - doorlist_y[di]=doorlist_y[doorlocs]; - } - free(doorlist_x); - free(doorlist_y); -} + while (ndoors > 0 && doorlocs > 0) + { + int di; + int sindex; -void write_map_parameters_to_string(char *buf,RMParms *RP) { + di = rndm (doorlocs); + i = doorlist_x[di]; + j = doorlist_y[di]; + sindex = surround_flag (maze, i, j, RP); - char small_buf[256]; - sprintf(buf,"xsize %d\nysize %d\n",RP->Xsize,RP->Ysize); + if (sindex == 3 || sindex == 12) /* these are possible door sindex */ + { + maze[i][j] = 'D'; + ndoors--; + } - if(RP->wallstyle[0]) { - sprintf(small_buf,"wallstyle %s\n",RP->wallstyle); - strcat(buf,small_buf); - } + /* reduce the size of the list */ + doorlocs--; + doorlist_x[di] = doorlist_x[doorlocs]; + doorlist_y[di] = doorlist_y[doorlocs]; + } - if(RP->floorstyle[0]) { - sprintf(small_buf,"floorstyle %s\n",RP->floorstyle); - strcat(buf,small_buf); - } + free (doorlist_x); + free (doorlist_y); +} - if(RP->monsterstyle[0]) { - sprintf(small_buf,"monsterstyle %s\n",RP->monsterstyle); - strcat(buf,small_buf); - } +void +write_map_parameters_to_string (char *buf, random_map_params *RP) +{ + char small_buf[16384]; - if(RP->treasurestyle[0]) { - sprintf(small_buf,"treasurestyle %s\n",RP->treasurestyle); - strcat(buf,small_buf); - } + sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); - if(RP->layoutstyle[0]) { - sprintf(small_buf,"layoutstyle %s\n",RP->layoutstyle); - strcat(buf,small_buf); - } + if (RP->wallstyle[0]) + { + sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); + strcat (buf, small_buf); + } - if(RP->decorstyle[0]) { - sprintf(small_buf,"decorstyle %s\n",RP->decorstyle); - strcat(buf,small_buf); - } + if (RP->floorstyle[0]) + { + sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); + strcat (buf, small_buf); + } - if(RP->doorstyle[0]) { - sprintf(small_buf,"doorstyle %s\n",RP->doorstyle); - strcat(buf,small_buf); - } + if (RP->monsterstyle[0]) + { + sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); + strcat (buf, small_buf); + } - if(RP->exitstyle[0]) { - sprintf(small_buf,"exitstyle %s\n",RP->exitstyle); - strcat(buf,small_buf); - } + if (RP->treasurestyle[0]) + { + sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); + strcat (buf, small_buf); + } - if(RP->final_map[0]) { - sprintf(small_buf,"final_map %s\n",RP->final_map); - strcat(buf,small_buf); - } - - if(RP->exit_on_final_map[0]) { - sprintf(small_buf,"exit_on_final_map %s\n",RP->exit_on_final_map); - strcat(buf,small_buf); - } - - if(RP->this_map[0]) { - sprintf(small_buf,"origin_map %s\n",RP->this_map); - strcat(buf,small_buf); - } + if (RP->layoutstyle[0]) + { + sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); + strcat (buf, small_buf); + } - if(RP->expand2x) { - sprintf(small_buf,"expand2x %d\n",RP->expand2x); - strcat(buf,small_buf); - } + if (RP->decorstyle[0]) + { + sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); + strcat (buf, small_buf); + } - if(RP->layoutoptions1) { - sprintf(small_buf,"layoutoptions1 %d\n",RP->layoutoptions1); - strcat(buf,small_buf); - } + if (RP->doorstyle[0]) + { + sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); + strcat (buf, small_buf); + } + if (RP->exitstyle[0]) + { + sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); + strcat (buf, small_buf); + } - if(RP->layoutoptions2) { - sprintf(small_buf,"layoutoptions2 %d\n",RP->layoutoptions2); - strcat(buf,small_buf); - } + if (RP->final_map.length ()) + { + sprintf (small_buf, "final_map %s\n", &RP->final_map); + strcat (buf, small_buf); + } + if (RP->exit_on_final_map[0]) + { + sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); + strcat (buf, small_buf); + } - if(RP->layoutoptions3) { - sprintf(small_buf,"layoutoptions3 %d\n",RP->layoutoptions3); - strcat(buf,small_buf); - } + if (RP->this_map.length ()) + { + sprintf (small_buf, "origin_map %s\n", &RP->this_map); + strcat (buf, small_buf); + } - if(RP->symmetry) { - sprintf(small_buf,"symmetry %d\n",RP->symmetry); - strcat(buf,small_buf); - } + if (RP->expand2x) + { + sprintf (small_buf, "expand2x %d\n", RP->expand2x); + strcat (buf, small_buf); + } + if (RP->layoutoptions1) + { + sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); + strcat (buf, small_buf); + } - if(RP->difficulty && RP->difficulty_given ) { - sprintf(small_buf,"difficulty %d\n",RP->difficulty); - strcat(buf,small_buf); - } + if (RP->layoutoptions2) + { + sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); + strcat (buf, small_buf); + } - if(RP->difficulty_increase != 1.0 ) { - sprintf(small_buf,"difficulty_increase %f\n",RP->difficulty_increase); - strcat(buf,small_buf); - } + if (RP->layoutoptions3) + { + sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); + strcat (buf, small_buf); + } - sprintf(small_buf,"dungeon_level %d\n",RP->dungeon_level); - strcat(buf,small_buf); + if (RP->symmetry) + { + sprintf (small_buf, "symmetry %d\n", RP->symmetry); + strcat (buf, small_buf); + } - if(RP->dungeon_depth) { - sprintf(small_buf,"dungeon_depth %d\n",RP->dungeon_depth); - strcat(buf,small_buf); - } + if (RP->difficulty && RP->difficulty_given) + { + sprintf (small_buf, "difficulty %d\n", RP->difficulty); + strcat (buf, small_buf); + } - if(RP->decoroptions) { - sprintf(small_buf,"decoroptions %d\n",RP->decoroptions); - strcat(buf,small_buf); - } + if (RP->difficulty_increase != 1.0) + { + sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); + strcat (buf, small_buf); + } - if(RP->orientation) { - sprintf(small_buf,"orientation %d\n",RP->orientation); - strcat(buf,small_buf); - } + sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); + strcat (buf, small_buf); - if(RP->origin_x) { - sprintf(small_buf,"origin_x %d\n",RP->origin_x); - strcat(buf,small_buf); - } + if (RP->dungeon_depth) + { + sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); + strcat (buf, small_buf); + } - if(RP->origin_y) { - sprintf(small_buf,"origin_y %d\n",RP->origin_y); - strcat(buf,small_buf); - } - if(RP->random_seed) { - /* Add one so that the next map is a bit different */ - sprintf(small_buf,"random_seed %d\n",RP->random_seed + 1); - strcat(buf,small_buf); - } + if (RP->decoroptions) + { + sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); + strcat (buf, small_buf); + } - if(RP->treasureoptions) { - sprintf(small_buf,"treasureoptions %d\n",RP->treasureoptions); - strcat(buf,small_buf); - } + if (RP->orientation) + { + sprintf (small_buf, "orientation %d\n", RP->orientation); + strcat (buf, small_buf); + } + + if (RP->origin_x) + { + sprintf (small_buf, "origin_x %d\n", RP->origin_x); + strcat (buf, small_buf); + } + if (RP->origin_y) + { + sprintf (small_buf, "origin_y %d\n", RP->origin_y); + strcat (buf, small_buf); + } + if (RP->treasureoptions) + { + sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); + strcat (buf, small_buf); + } + + if (RP->random_seed) + { + sprintf (small_buf, "random_seed %u\n", RP->random_seed); + strcat (buf, small_buf); + } + + if (RP->custom) + { + sprintf (small_buf, "custom %s\n", RP->custom); + strcat (buf, small_buf); + } } -void write_parameters_to_string(char *buf, - int xsize_n, - int ysize_n, - char *wallstyle_n, - char *floorstyle_n, - char *monsterstyle_n, - char *treasurestyle_n, - char *layoutstyle_n, - char *decorstyle_n, - char *doorstyle_n, - char *exitstyle_n, - char *final_map_n, - char *exit_on_final_map_n, - char *this_map_n, - int layoutoptions1_n, - int layoutoptions2_n, - int layoutoptions3_n, - int symmetry_n, - int dungeon_depth_n, - int dungeon_level_n, - int difficulty_n, - int difficulty_given_n, - int decoroptions_n, - int orientation_n, - int origin_x_n, - int origin_y_n, - int random_seed_n, - int treasureoptions_n, - float difficulty_increase) -{ - - char small_buf[256]; - sprintf(buf,"xsize %d\nysize %d\n",xsize_n,ysize_n); - - if(wallstyle_n && wallstyle_n[0]) { - sprintf(small_buf,"wallstyle %s\n",wallstyle_n); - strcat(buf,small_buf); - } +void +write_parameters_to_string (char *buf, + int xsize_n, + int ysize_n, + char *wallstyle_n, + char *floorstyle_n, + char *monsterstyle_n, + char *treasurestyle_n, + char *layoutstyle_n, + char *decorstyle_n, + char *doorstyle_n, + char *exitstyle_n, + char *final_map_n, + char *exit_on_final_map_n, + char *this_map_n, + int layoutoptions1_n, + int layoutoptions2_n, + int layoutoptions3_n, + int symmetry_n, + int dungeon_depth_n, + int dungeon_level_n, + int difficulty_n, + int difficulty_given_n, + int decoroptions_n, + int orientation_n, + int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase) +{ + char small_buf[16384]; - if(floorstyle_n && floorstyle_n[0]) { - sprintf(small_buf,"floorstyle %s\n",floorstyle_n); - strcat(buf,small_buf); - } + sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); - if(monsterstyle_n && monsterstyle_n[0]) { - sprintf(small_buf,"monsterstyle %s\n",monsterstyle_n); - strcat(buf,small_buf); - } + if (wallstyle_n && wallstyle_n[0]) + { + sprintf (small_buf, "wallstyle %s\n", wallstyle_n); + strcat (buf, small_buf); + } - if(treasurestyle_n && treasurestyle_n[0]) { - sprintf(small_buf,"treasurestyle %s\n",treasurestyle_n); - strcat(buf,small_buf); - } + if (floorstyle_n && floorstyle_n[0]) + { + sprintf (small_buf, "floorstyle %s\n", floorstyle_n); + strcat (buf, small_buf); + } - if(layoutstyle_n &&layoutstyle_n[0]) { - sprintf(small_buf,"layoutstyle %s\n",layoutstyle_n); - strcat(buf,small_buf); - } + if (monsterstyle_n && monsterstyle_n[0]) + { + sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); + strcat (buf, small_buf); + } - if(decorstyle_n && decorstyle_n[0]) { - sprintf(small_buf,"decorstyle %s\n",decorstyle_n); - strcat(buf,small_buf); - } + if (treasurestyle_n && treasurestyle_n[0]) + { + sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); + strcat (buf, small_buf); + } - if(doorstyle_n && doorstyle_n[0]) { - sprintf(small_buf,"doorstyle %s\n",doorstyle_n); - strcat(buf,small_buf); - } + if (layoutstyle_n && layoutstyle_n[0]) + { + sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); + strcat (buf, small_buf); + } - if(exitstyle_n && exitstyle_n[0]) { - sprintf(small_buf,"exitstyle %s\n",exitstyle_n); - strcat(buf,small_buf); - } + if (decorstyle_n && decorstyle_n[0]) + { + sprintf (small_buf, "decorstyle %s\n", decorstyle_n); + strcat (buf, small_buf); + } - if(final_map_n && final_map_n[0]) { - sprintf(small_buf,"final_map %s\n",final_map_n); - strcat(buf,small_buf); - } + if (doorstyle_n && doorstyle_n[0]) + { + sprintf (small_buf, "doorstyle %s\n", doorstyle_n); + strcat (buf, small_buf); + } - if(exit_on_final_map_n && exit_on_final_map_n[0]) { - sprintf(small_buf,"exit_on_final_map %s\n",exit_on_final_map_n); - strcat(buf,small_buf); - } - - if(this_map_n && this_map_n[0]) { - sprintf(small_buf,"origin_map %s\n",this_map_n); - strcat(buf,small_buf); - } + if (exitstyle_n && exitstyle_n[0]) + { + sprintf (small_buf, "exitstyle %s\n", exitstyle_n); + strcat (buf, small_buf); + } - if(layoutoptions1_n) { - sprintf(small_buf,"layoutoptions1 %d\n",layoutoptions1_n); - strcat(buf,small_buf); - } + if (final_map_n && final_map_n[0]) + { + sprintf (small_buf, "final_map %s\n", final_map_n); + strcat (buf, small_buf); + } + if (exit_on_final_map_n && exit_on_final_map_n[0]) + { + sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); + strcat (buf, small_buf); + } - if(layoutoptions2_n) { - sprintf(small_buf,"layoutoptions2 %d\n",layoutoptions2_n); - strcat(buf,small_buf); - } + if (this_map_n && this_map_n[0]) + { + sprintf (small_buf, "origin_map %s\n", this_map_n); + strcat (buf, small_buf); + } + if (layoutoptions1_n) + { + sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); + strcat (buf, small_buf); + } - if(layoutoptions3_n) { - sprintf(small_buf,"layoutoptions3 %d\n",layoutoptions3_n); - strcat(buf,small_buf); - } + if (layoutoptions2_n) + { + sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); + strcat (buf, small_buf); + } - if(symmetry_n) { - sprintf(small_buf,"symmetry %d\n",symmetry_n); - strcat(buf,small_buf); - } + if (layoutoptions3_n) + { + sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); + strcat (buf, small_buf); + } - if(difficulty_n && difficulty_given_n ) { - sprintf(small_buf,"difficulty %d\n",difficulty_n); - strcat(buf,small_buf); - } + if (symmetry_n) + { + sprintf (small_buf, "symmetry %d\n", symmetry_n); + strcat (buf, small_buf); + } - if(difficulty_increase > 0.001 ) { - sprintf(small_buf,"difficulty_increase %f\n",difficulty_increase); - strcat(buf,small_buf); - } - sprintf(small_buf,"dungeon_level %d\n",dungeon_level_n); - strcat(buf,small_buf); + if (difficulty_n && difficulty_given_n) + { + sprintf (small_buf, "difficulty %d\n", difficulty_n); + strcat (buf, small_buf); + } - if(dungeon_depth_n) { - sprintf(small_buf,"dungeon_depth %d\n",dungeon_depth_n); - strcat(buf,small_buf); - } + if (difficulty_increase > 0.001) + { + sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); + strcat (buf, small_buf); + } - if(decoroptions_n) { - sprintf(small_buf,"decoroptions %d\n",decoroptions_n); - strcat(buf,small_buf); - } + sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); + strcat (buf, small_buf); - if(orientation_n) { - sprintf(small_buf,"orientation %d\n",orientation_n); - strcat(buf,small_buf); - } + if (dungeon_depth_n) + { + sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); + strcat (buf, small_buf); + } - if(origin_x_n) { - sprintf(small_buf,"origin_x %d\n",origin_x_n); - strcat(buf,small_buf); - } + if (decoroptions_n) + { + sprintf (small_buf, "decoroptions %d\n", decoroptions_n); + strcat (buf, small_buf); + } - if(origin_y_n) { - sprintf(small_buf,"origin_y %d\n",origin_y_n); - strcat(buf,small_buf); - } - if(random_seed_n) { - /* Add one so that the next map is a bit different */ - sprintf(small_buf,"random_seed %d\n",random_seed_n + 1); - strcat(buf,small_buf); - } + if (orientation_n) + { + sprintf (small_buf, "orientation %d\n", orientation_n); + strcat (buf, small_buf); + } - if(treasureoptions_n) { - sprintf(small_buf,"treasureoptions %d\n",treasureoptions_n); - strcat(buf,small_buf); - } + if (origin_x_n) + { + sprintf (small_buf, "origin_x %d\n", origin_x_n); + strcat (buf, small_buf); + } + if (origin_y_n) + { + sprintf (small_buf, "origin_y %d\n", origin_y_n); + strcat (buf, small_buf); + } + if (random_seed_n) + { + /* Add one so that the next map is a bit different */ + sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); + strcat (buf, small_buf); + } + + if (treasureoptions_n) + { + sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); + strcat (buf, small_buf); + } } /* copy an object with an inventory... i.e., duplicate the inv too. */ -void copy_object_with_inv(object *src_ob, object *dest_ob) { - object *walk,*tmp; +void +copy_object_with_inv (object *src_ob, object *dest_ob) +{ + object *walk, *tmp; - copy_object(src_ob,dest_ob); + src_ob->copy_to (dest_ob); - for(walk=src_ob->inv;walk!=NULL;walk=walk->below) { - tmp=get_object(); - copy_object(walk,tmp); - insert_ob_in_ob(tmp,dest_ob); - } + for (walk = src_ob->inv; walk; walk = walk->below) + { + tmp = object::create (); + + walk->copy_to (tmp); + insert_ob_in_ob (tmp, dest_ob); + } }