1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * 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 | * 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 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * 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 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <time.h> |
25 | #include <time.h> |
25 | #include <stdio.h> |
26 | #include <stdio.h> |
26 | #include <global.h> |
27 | #include <global.h> |
27 | #include <maze_gen.h> |
28 | #include <maze_gen.h> |
… | |
… | |
29 | #include <random_map.h> |
30 | #include <random_map.h> |
30 | #include <rproto.h> |
31 | #include <rproto.h> |
31 | #include <sproto.h> |
32 | #include <sproto.h> |
32 | |
33 | |
33 | void |
34 | void |
34 | dump_layout (char **layout, RMParms * RP) |
35 | dump_layout (char **layout, random_map_params *RP) |
35 | { |
36 | { |
36 | { |
37 | { |
37 | int i, j; |
38 | int i, j; |
38 | |
39 | |
39 | for (i = 0; i < RP->Xsize; i++) |
40 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
49 | printf ("\n"); |
50 | printf ("\n"); |
50 | } |
51 | } |
51 | } |
52 | } |
52 | printf ("\n"); |
53 | printf ("\n"); |
53 | } |
54 | } |
54 | EXTERN FILE *logfile; |
55 | |
55 | maptile * |
56 | bool |
56 | generate_random_map (const char *OutFileName, RMParms * RP) |
57 | maptile::generate_random_map (random_map_params *RP) |
57 | { |
58 | { |
58 | char **layout, buf[HUGE_BUF]; |
59 | char **layout, buf[16384]; |
59 | maptile *theMap; |
|
|
60 | int i; |
60 | int i; |
61 | |
61 | |
62 | /* pick a random seed, or use the one from the input file */ |
62 | /* pick a random seed, or use the one from the input file */ |
63 | if (RP->random_seed == 0) |
63 | SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0)); |
64 | RP->random_seed = time (0); |
|
|
65 | |
|
|
66 | SRANDOM (RP->random_seed); |
|
|
67 | |
64 | |
68 | write_map_parameters_to_string (buf, RP); |
65 | write_map_parameters_to_string (buf, RP); |
69 | |
66 | |
70 | if (RP->difficulty == 0) |
67 | if (RP->difficulty == 0) |
71 | { |
68 | { |
72 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
69 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
|
|
70 | |
73 | if (RP->difficulty_increase > 0.001) |
71 | if (RP->difficulty_increase > 0.001) |
74 | { |
|
|
75 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
72 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
|
|
73 | |
76 | if (RP->difficulty < 1) |
74 | if (RP->difficulty < 1) |
77 | RP->difficulty = 1; |
75 | RP->difficulty = 1; |
78 | } |
|
|
79 | } |
76 | } |
80 | else |
77 | else |
81 | RP->difficulty_given = 1; |
78 | RP->difficulty_given = 1; |
82 | |
79 | |
83 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
80 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
84 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
81 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
|
|
82 | |
85 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
83 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
86 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
84 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
87 | |
85 | |
88 | if (RP->expand2x > 0) |
86 | if (RP->expand2x > 0) |
89 | { |
87 | { |
90 | RP->Xsize /= 2; |
88 | RP->Xsize /= 2; |
91 | RP->Ysize /= 2; |
89 | RP->Ysize /= 2; |
… | |
… | |
101 | RP->dungeon_level += 1; |
99 | RP->dungeon_level += 1; |
102 | /* allow constant-difficulty maps. */ |
100 | /* allow constant-difficulty maps. */ |
103 | /* difficulty+=1; */ |
101 | /* difficulty+=1; */ |
104 | |
102 | |
105 | /* rotate the layout randomly */ |
103 | /* rotate the layout randomly */ |
106 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
104 | layout = rotate_layout (layout, rndm (4), RP); |
107 | #ifdef RMAP_DEBUG |
105 | #ifdef RMAP_DEBUG |
108 | dump_layout (layout, RP); |
106 | dump_layout (layout, RP); |
109 | #endif |
107 | #endif |
110 | |
108 | |
111 | /* allocate the map and set the floor */ |
109 | /* allocate the map and set the floor */ |
112 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
110 | make_map_floor (layout, RP->floorstyle, RP); |
113 | |
|
|
114 | /* set the name of the map. */ |
|
|
115 | strcpy (theMap->path, OutFileName); |
|
|
116 | |
111 | |
117 | /* set region */ |
112 | /* set region */ |
118 | theMap->region = RP->region; |
113 | region = RP->region; |
|
|
114 | |
|
|
115 | coroapi::cede (); |
119 | |
116 | |
120 | /* create walls unless the wallstyle is "none" */ |
117 | /* create walls unless the wallstyle is "none" */ |
121 | if (strcmp (RP->wallstyle, "none")) |
118 | if (strcmp (RP->wallstyle, "none")) |
122 | { |
119 | { |
123 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
120 | make_map_walls (this, layout, RP->wallstyle, RP); |
124 | |
121 | |
125 | /* place doors unless doorstyle or wallstyle is "none" */ |
122 | /* place doors unless doorstyle or wallstyle is "none" */ |
126 | if (strcmp (RP->doorstyle, "none")) |
123 | if (strcmp (RP->doorstyle, "none")) |
127 | put_doors (theMap, layout, RP->doorstyle, RP); |
124 | put_doors (this, layout, RP->doorstyle, RP); |
128 | |
125 | |
129 | } |
126 | } |
|
|
127 | |
|
|
128 | coroapi::cede (); |
130 | |
129 | |
131 | /* create exits unless the exitstyle is "none" */ |
130 | /* create exits unless the exitstyle is "none" */ |
132 | if (strcmp (RP->exitstyle, "none")) |
131 | if (strcmp (RP->exitstyle, "none")) |
133 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
132 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
134 | |
133 | |
|
|
134 | coroapi::cede (); |
|
|
135 | |
135 | place_specials_in_map (theMap, layout, RP); |
136 | place_specials_in_map (this, layout, RP); |
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|
137 | |
|
|
138 | coroapi::cede (); |
136 | |
139 | |
137 | /* create monsters unless the monsterstyle is "none" */ |
140 | /* create monsters unless the monsterstyle is "none" */ |
138 | if (strcmp (RP->monsterstyle, "none")) |
141 | if (strcmp (RP->monsterstyle, "none")) |
139 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
142 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
|
143 | |
|
|
144 | coroapi::cede (); |
140 | |
145 | |
141 | /* treasures needs to have a proper difficulty set for the map. */ |
146 | /* treasures needs to have a proper difficulty set for the map. */ |
142 | theMap->difficulty = calculate_difficulty (theMap); |
147 | difficulty = estimate_difficulty (); |
|
|
148 | |
|
|
149 | coroapi::cede (); |
143 | |
150 | |
144 | /* create treasure unless the treasurestyle is "none" */ |
151 | /* create treasure unless the treasurestyle is "none" */ |
145 | if (strcmp (RP->treasurestyle, "none")) |
152 | if (strcmp (RP->treasurestyle, "none")) |
146 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
153 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
154 | |
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|
155 | coroapi::cede (); |
147 | |
156 | |
148 | /* create decor unless the decorstyle is "none" */ |
157 | /* create decor unless the decorstyle is "none" */ |
149 | if (strcmp (RP->decorstyle, "none")) |
158 | if (strcmp (RP->decorstyle, "none")) |
150 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
159 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
160 | |
|
|
161 | coroapi::cede (); |
151 | |
162 | |
152 | /* generate treasures, etc. */ |
163 | /* generate treasures, etc. */ |
153 | fix_auto_apply (theMap); |
164 | fix_auto_apply (); |
154 | |
165 | |
|
|
166 | coroapi::cede (); |
155 | unblock_exits (theMap, layout, RP); |
167 | unblock_exits (this, layout, RP); |
156 | |
168 | |
157 | /* free the layout */ |
169 | /* free the layout */ |
158 | for (i = 0; i < RP->Xsize; i++) |
170 | for (i = 0; i < RP->Xsize; i++) |
159 | free (layout[i]); |
171 | free (layout[i]); |
|
|
172 | |
160 | free (layout); |
173 | free (layout); |
161 | |
174 | |
162 | theMap->msg = strdup_local (buf); |
175 | msg = strdup (buf); |
|
|
176 | in_memory = MAP_IN_MEMORY; |
163 | |
177 | |
164 | return theMap; |
178 | return 1; |
165 | } |
179 | } |
166 | |
|
|
167 | |
180 | |
168 | /* function selects the layout function and gives it whatever |
181 | /* function selects the layout function and gives it whatever |
169 | arguments it needs. */ |
182 | arguments it needs. */ |
170 | char ** |
183 | char ** |
171 | layoutgen (RMParms * RP) |
184 | layoutgen (random_map_params *RP) |
172 | { |
185 | { |
173 | char **maze = 0; |
186 | char **maze = 0; |
174 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
187 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
175 | |
188 | |
176 | if (RP->symmetry == RANDOM_SYM) |
189 | if (RP->symmetry == SYMMETRY_RANDOM) |
177 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
190 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
178 | else |
191 | else |
179 | RP->symmetry_used = RP->symmetry; |
192 | RP->symmetry_used = RP->symmetry; |
180 | |
193 | |
181 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
194 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
182 | RP->Ysize = RP->Ysize / 2 + 1; |
195 | RP->Ysize = RP->Ysize / 2 + 1; |
183 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
196 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
184 | RP->Xsize = RP->Xsize / 2 + 1; |
197 | RP->Xsize = RP->Xsize / 2 + 1; |
185 | |
198 | |
186 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
199 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
187 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
200 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (5); |
188 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
201 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
189 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
202 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (5); |
190 | RP->map_layout_style = 0; |
203 | RP->map_layout_style = 0; |
191 | |
204 | |
192 | /* Redo this - there was a lot of redundant code of checking for preset |
205 | /* Redo this - there was a lot of redundant code of checking for preset |
193 | * layout style and then random layout style. Instead, figure out |
206 | * layout style and then random layout style. Instead, figure out |
194 | * the numeric layoutstyle, so there is only one area that actually |
207 | * the numeric layoutstyle, so there is only one area that actually |
195 | * calls the code to make the maps. |
208 | * calls the code to make the maps. |
196 | */ |
209 | */ |
197 | if (strstr (RP->layoutstyle, "onion")) |
210 | if (strstr (RP->layoutstyle, "onion")) |
198 | { |
|
|
199 | RP->map_layout_style = ONION_LAYOUT; |
211 | RP->map_layout_style = LAYOUT_ONION; |
200 | } |
|
|
201 | |
212 | |
202 | if (strstr (RP->layoutstyle, "maze")) |
213 | if (strstr (RP->layoutstyle, "maze")) |
203 | { |
|
|
204 | RP->map_layout_style = MAZE_LAYOUT; |
214 | RP->map_layout_style = LAYOUT_MAZE; |
205 | } |
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|
206 | |
215 | |
207 | if (strstr (RP->layoutstyle, "spiral")) |
216 | if (strstr (RP->layoutstyle, "spiral")) |
208 | { |
|
|
209 | RP->map_layout_style = SPIRAL_LAYOUT; |
217 | RP->map_layout_style = LAYOUT_SPIRAL; |
210 | } |
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|
211 | |
218 | |
212 | if (strstr (RP->layoutstyle, "rogue")) |
219 | if (strstr (RP->layoutstyle, "rogue")) |
213 | { |
|
|
214 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
220 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
215 | } |
|
|
216 | |
221 | |
217 | if (strstr (RP->layoutstyle, "snake")) |
222 | if (strstr (RP->layoutstyle, "snake")) |
218 | { |
|
|
219 | RP->map_layout_style = SNAKE_LAYOUT; |
223 | RP->map_layout_style = LAYOUT_SNAKE; |
220 | } |
|
|
221 | |
224 | |
222 | if (strstr (RP->layoutstyle, "squarespiral")) |
225 | if (strstr (RP->layoutstyle, "squarespiral")) |
223 | { |
|
|
224 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
226 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
225 | } |
227 | |
226 | /* No style found - choose one ranomdly */ |
228 | /* No style found - choose one ranomdly */ |
227 | if (RP->map_layout_style == 0) |
229 | if (RP->map_layout_style == LAYOUT_NONE) |
228 | { |
|
|
229 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
230 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
230 | } |
|
|
231 | |
231 | |
232 | switch (RP->map_layout_style) |
232 | switch (RP->map_layout_style) |
233 | { |
233 | { |
234 | |
234 | case LAYOUT_ONION: |
235 | case ONION_LAYOUT: |
|
|
236 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
235 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
237 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
236 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
238 | roomify_layout (maze, RP); |
237 | roomify_layout (maze, RP); |
239 | break; |
238 | break; |
240 | |
239 | |
241 | case MAZE_LAYOUT: |
240 | case LAYOUT_MAZE: |
242 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
241 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
243 | if (!(RANDOM () % 2)) |
242 | if (!(rndm (2))) |
244 | doorify_layout (maze, RP); |
243 | doorify_layout (maze, RP); |
245 | break; |
244 | break; |
246 | |
245 | |
247 | case SPIRAL_LAYOUT: |
246 | case LAYOUT_SPIRAL: |
248 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
247 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
249 | if (!(RANDOM () % 2)) |
248 | if (!(rndm (2))) |
250 | doorify_layout (maze, RP); |
249 | doorify_layout (maze, RP); |
251 | break; |
250 | break; |
252 | |
251 | |
253 | case ROGUELIKE_LAYOUT: |
252 | case LAYOUT_ROGUELIKE: |
254 | /* Don't put symmetry in rogue maps. There isn't much reason to |
253 | /* Don't put symmetry in rogue maps. There isn't much reason to |
255 | * do so in the first place (doesn't make it any more interesting), |
254 | * do so in the first place (doesn't make it any more interesting), |
256 | * but more importantly, the symmetry code presumes we are symmetrizing |
255 | * but more importantly, the symmetry code presumes we are symmetrizing |
257 | * spirals, or maps with lots of passages - making a symmetric rogue |
256 | * spirals, or maps with lots of passages - making a symmetric rogue |
258 | * map fails because its likely that the passages the symmetry process |
257 | * map fails because its likely that the passages the symmetry process |
259 | * creates may not connect the rooms. |
258 | * creates may not connect the rooms. |
260 | */ |
259 | */ |
261 | RP->symmetry_used = NO_SYM; |
260 | RP->symmetry_used = SYMMETRY_NONE; |
262 | RP->Ysize = oysize; |
261 | RP->Ysize = oysize; |
263 | RP->Xsize = oxsize; |
262 | RP->Xsize = oxsize; |
264 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
263 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
265 | /* no doorifying... done already */ |
264 | /* no doorifying... done already */ |
266 | break; |
265 | break; |
267 | |
266 | |
268 | case SNAKE_LAYOUT: |
267 | case LAYOUT_SNAKE: |
269 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
268 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
270 | if (RANDOM () % 2) |
269 | if (rndm (2)) |
271 | roomify_layout (maze, RP); |
270 | roomify_layout (maze, RP); |
272 | break; |
271 | break; |
273 | |
272 | |
274 | case SQUARE_SPIRAL_LAYOUT: |
273 | case LAYOUT_SQUARE_SPIRAL: |
275 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
274 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
276 | if (RANDOM () % 2) |
275 | if (rndm (2)) |
277 | roomify_layout (maze, RP); |
276 | roomify_layout (maze, RP); |
278 | break; |
277 | break; |
279 | } |
278 | } |
280 | |
279 | |
281 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
280 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
|
281 | |
282 | #ifdef RMAP_DEBUG |
282 | #ifdef RMAP_DEBUG |
283 | dump_layout (maze, RP); |
283 | dump_layout (maze, RP); |
284 | #endif |
284 | #endif |
|
|
285 | |
285 | if (RP->expand2x) |
286 | if (RP->expand2x) |
286 | { |
287 | { |
287 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
288 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
288 | RP->Xsize = RP->Xsize * 2 - 1; |
289 | RP->Xsize = RP->Xsize * 2 - 1; |
289 | RP->Ysize = RP->Ysize * 2 - 1; |
290 | RP->Ysize = RP->Ysize * 2 - 1; |
290 | } |
291 | } |
|
|
292 | |
291 | return maze; |
293 | return maze; |
292 | } |
294 | } |
293 | |
|
|
294 | |
295 | |
295 | /* takes a map and makes it symmetric: adjusts Xsize and |
296 | /* takes a map and makes it symmetric: adjusts Xsize and |
296 | Ysize to produce a symmetric map. */ |
297 | Ysize to produce a symmetric map. */ |
297 | |
|
|
298 | char ** |
298 | char ** |
299 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
299 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
300 | { |
300 | { |
301 | int i, j; |
301 | int i, j; |
302 | char **sym_maze; |
302 | char **sym_maze; |
303 | int Xsize_orig, Ysize_orig; |
303 | int Xsize_orig, Ysize_orig; |
304 | |
304 | |
305 | Xsize_orig = RP->Xsize; |
305 | Xsize_orig = RP->Xsize; |
306 | Ysize_orig = RP->Ysize; |
306 | Ysize_orig = RP->Ysize; |
307 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
307 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
308 | if (sym == NO_SYM) |
308 | if (sym == SYMMETRY_NONE) |
309 | { |
309 | { |
310 | RP->Xsize = Xsize_orig; |
310 | RP->Xsize = Xsize_orig; |
311 | RP->Ysize = Ysize_orig; |
311 | RP->Ysize = Ysize_orig; |
312 | return maze; |
312 | return maze; |
313 | } |
313 | } |
314 | /* pick new sizes */ |
314 | /* pick new sizes */ |
315 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
315 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
316 | RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
316 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
317 | |
317 | |
318 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
318 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
319 | for (i = 0; i < RP->Xsize; i++) |
319 | for (i = 0; i < RP->Xsize; i++) |
320 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
320 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
321 | |
321 | |
322 | if (sym == X_SYM) |
322 | if (sym == SYMMETRY_X) |
323 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
323 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
324 | for (j = 0; j < RP->Ysize; j++) |
324 | for (j = 0; j < RP->Ysize; j++) |
325 | { |
325 | { |
326 | sym_maze[i][j] = maze[i][j]; |
326 | sym_maze[i][j] = maze[i][j]; |
327 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
327 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
328 | }; |
328 | }; |
329 | if (sym == Y_SYM) |
329 | if (sym == SYMMETRY_Y) |
330 | for (i = 0; i < RP->Xsize; i++) |
330 | for (i = 0; i < RP->Xsize; i++) |
331 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
331 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
332 | { |
332 | { |
333 | sym_maze[i][j] = maze[i][j]; |
333 | sym_maze[i][j] = maze[i][j]; |
334 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
334 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
335 | } |
335 | } |
336 | if (sym == XY_SYM) |
336 | if (sym == SYMMETRY_XY) |
337 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
337 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
339 | { |
339 | { |
340 | sym_maze[i][j] = maze[i][j]; |
340 | sym_maze[i][j] = maze[i][j]; |
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
… | |
… | |
345 | /* delete the old maze */ |
345 | /* delete the old maze */ |
346 | for (i = 0; i < Xsize_orig; i++) |
346 | for (i = 0; i < Xsize_orig; i++) |
347 | free (maze[i]); |
347 | free (maze[i]); |
348 | free (maze); |
348 | free (maze); |
349 | /* reconnect disjointed spirals */ |
349 | /* reconnect disjointed spirals */ |
350 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
350 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
351 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
351 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
352 | /* reconnect disjointed nethackmazes: the routine for |
352 | /* reconnect disjointed nethackmazes: the routine for |
353 | spirals will do the trick? */ |
353 | spirals will do the trick? */ |
354 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
354 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
355 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
355 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
356 | |
356 | |
357 | return sym_maze; |
357 | return sym_maze; |
358 | } |
358 | } |
359 | |
359 | |
… | |
… | |
362 | onion layouts, making them possibly centered on any wall. |
362 | onion layouts, making them possibly centered on any wall. |
363 | It'll modify Xsize and Ysize if they're swapped. |
363 | It'll modify Xsize and Ysize if they're swapped. |
364 | */ |
364 | */ |
365 | |
365 | |
366 | char ** |
366 | char ** |
367 | rotate_layout (char **maze, int rotation, RMParms * RP) |
367 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
368 | { |
368 | { |
369 | char **new_maze; |
369 | char **new_maze; |
370 | int i, j; |
370 | int i, j; |
371 | |
371 | |
372 | switch (rotation) |
372 | switch (rotation) |
373 | { |
373 | { |
374 | case 0: |
374 | case 0: |
|
|
375 | return maze; |
|
|
376 | break; |
|
|
377 | case 2: /* a reflection */ |
|
|
378 | { |
|
|
379 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
380 | |
|
|
381 | for (i = 0; i < RP->Xsize; i++) |
|
|
382 | { /* make a copy */ |
|
|
383 | for (j = 0; j < RP->Ysize; j++) |
|
|
384 | { |
|
|
385 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
|
|
386 | } |
|
|
387 | } |
|
|
388 | for (i = 0; i < RP->Xsize; i++) |
|
|
389 | { /* copy a reflection back */ |
|
|
390 | for (j = 0; j < RP->Ysize; j++) |
|
|
391 | { |
|
|
392 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
393 | } |
|
|
394 | } |
|
|
395 | free (newmaze); |
375 | return maze; |
396 | return maze; |
376 | break; |
397 | break; |
377 | case 2: /* a reflection */ |
398 | } |
|
|
399 | case 1: |
|
|
400 | case 3: |
|
|
401 | { |
|
|
402 | int swap; |
|
|
403 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
404 | for (i = 0; i < RP->Ysize; i++) |
378 | { |
405 | { |
379 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
406 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
380 | |
407 | } |
|
|
408 | if (rotation == 1) /* swap x and y */ |
381 | for (i = 0; i < RP->Xsize; i++) |
409 | for (i = 0; i < RP->Xsize; i++) |
382 | { /* make a copy */ |
|
|
383 | for (j = 0; j < RP->Ysize; j++) |
410 | for (j = 0; j < RP->Ysize; j++) |
384 | { |
|
|
385 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
411 | new_maze[j][i] = maze[i][j]; |
386 | } |
412 | |
387 | } |
413 | if (rotation == 3) |
388 | for (i = 0; i < RP->Xsize; i++) |
414 | { /* swap x and y */ |
389 | { /* copy a reflection back */ |
|
|
390 | for (j = 0; j < RP->Ysize; j++) |
|
|
391 | { |
|
|
392 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
393 | } |
|
|
394 | } |
|
|
395 | free (newmaze); |
|
|
396 | return maze; |
|
|
397 | break; |
|
|
398 | } |
|
|
399 | case 1: |
|
|
400 | case 3: |
|
|
401 | { |
|
|
402 | int swap; |
|
|
403 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
|
|
404 | for (i = 0; i < RP->Ysize; i++) |
|
|
405 | { |
|
|
406 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
407 | } |
|
|
408 | if (rotation == 1) /* swap x and y */ |
|
|
409 | for (i = 0; i < RP->Xsize; i++) |
415 | for (i = 0; i < RP->Xsize; i++) |
410 | for (j = 0; j < RP->Ysize; j++) |
416 | for (j = 0; j < RP->Ysize; j++) |
411 | new_maze[j][i] = maze[i][j]; |
|
|
412 | |
|
|
413 | if (rotation == 3) |
|
|
414 | { /* swap x and y */ |
|
|
415 | for (i = 0; i < RP->Xsize; i++) |
|
|
416 | for (j = 0; j < RP->Ysize; j++) |
|
|
417 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
417 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
418 | } |
418 | } |
419 | |
419 | |
420 | /* delete the old layout */ |
420 | /* delete the old layout */ |
421 | for (i = 0; i < RP->Xsize; i++) |
421 | for (i = 0; i < RP->Xsize; i++) |
422 | free (maze[i]); |
422 | free (maze[i]); |
423 | free (maze); |
423 | free (maze); |
424 | |
424 | |
425 | swap = RP->Ysize; |
425 | swap = RP->Ysize; |
426 | RP->Ysize = RP->Xsize; |
426 | RP->Ysize = RP->Xsize; |
427 | RP->Xsize = swap; |
427 | RP->Xsize = swap; |
428 | return new_maze; |
428 | return new_maze; |
429 | break; |
429 | break; |
430 | } |
430 | } |
431 | } |
431 | } |
432 | return NULL; |
432 | return NULL; |
433 | } |
433 | } |
434 | |
434 | |
435 | /* take a layout and make some rooms in it. |
435 | /* take a layout and make some rooms in it. |
436 | --works best on onions.*/ |
436 | --works best on onions.*/ |
437 | void |
437 | void |
438 | roomify_layout (char **maze, RMParms * RP) |
438 | roomify_layout (char **maze, random_map_params *RP) |
439 | { |
439 | { |
440 | int tries = RP->Xsize * RP->Ysize / 30; |
440 | int tries = RP->Xsize * RP->Ysize / 30; |
441 | int ti; |
441 | int ti; |
442 | |
442 | |
443 | for (ti = 0; ti < tries; ti++) |
443 | for (ti = 0; ti < tries; ti++) |
… | |
… | |
470 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
470 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
471 | (or vertical, dir == 1) |
471 | (or vertical, dir == 1) |
472 | here which ends up on other walls sensibly. */ |
472 | here which ends up on other walls sensibly. */ |
473 | |
473 | |
474 | int |
474 | int |
475 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
475 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
476 | { |
476 | { |
477 | int i1; |
477 | int i1; |
478 | int length = 0; |
478 | int length = 0; |
479 | |
479 | |
480 | /* dont make walls if we're on the edge. */ |
480 | /* dont make walls if we're on the edge. */ |
… | |
… | |
555 | make_wall (char **maze, int x, int y, int dir) |
555 | make_wall (char **maze, int x, int y, int dir) |
556 | { |
556 | { |
557 | maze[x][y] = 'D'; /* mark a door */ |
557 | maze[x][y] = 'D'; /* mark a door */ |
558 | switch (dir) |
558 | switch (dir) |
559 | { |
559 | { |
560 | case 0: /* horizontal */ |
560 | case 0: /* horizontal */ |
561 | { |
561 | { |
562 | int i1; |
562 | int i1; |
563 | |
563 | |
564 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
564 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
565 | maze[i1][y] = '#'; |
565 | maze[i1][y] = '#'; |
566 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
566 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
567 | maze[i1][y] = '#'; |
567 | maze[i1][y] = '#'; |
568 | break; |
568 | break; |
569 | } |
569 | } |
570 | case 1: /* vertical */ |
570 | case 1: /* vertical */ |
571 | { |
571 | { |
572 | int i1; |
572 | int i1; |
573 | |
573 | |
574 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
574 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
575 | maze[x][i1] = '#'; |
575 | maze[x][i1] = '#'; |
576 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
576 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
577 | maze[x][i1] = '#'; |
577 | maze[x][i1] = '#'; |
578 | break; |
578 | break; |
579 | } |
579 | } |
580 | } |
580 | } |
581 | |
581 | |
582 | return 0; |
582 | return 0; |
583 | } |
583 | } |
584 | |
584 | |
585 | /* puts doors at appropriate locations in a layout. */ |
585 | /* puts doors at appropriate locations in a layout. */ |
586 | |
|
|
587 | void |
586 | void |
588 | doorify_layout (char **maze, RMParms * RP) |
587 | doorify_layout (char **maze, random_map_params *RP) |
589 | { |
588 | { |
590 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
589 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
591 | char *doorlist_x; |
590 | char *doorlist_x; |
592 | char *doorlist_y; |
591 | char *doorlist_y; |
593 | int doorlocs = 0; /* # of available doorlocations */ |
592 | int doorlocs = 0; /* # of available doorlocations */ |
… | |
… | |
608 | doorlist_x[doorlocs] = i; |
607 | doorlist_x[doorlocs] = i; |
609 | doorlist_y[doorlocs] = j; |
608 | doorlist_y[doorlocs] = j; |
610 | doorlocs++; |
609 | doorlocs++; |
611 | } |
610 | } |
612 | } |
611 | } |
|
|
612 | |
613 | while (ndoors > 0 && doorlocs > 0) |
613 | while (ndoors > 0 && doorlocs > 0) |
614 | { |
614 | { |
615 | int di; |
615 | int di; |
616 | int sindex; |
616 | int sindex; |
617 | |
617 | |
… | |
… | |
627 | /* reduce the size of the list */ |
627 | /* reduce the size of the list */ |
628 | doorlocs--; |
628 | doorlocs--; |
629 | doorlist_x[di] = doorlist_x[doorlocs]; |
629 | doorlist_x[di] = doorlist_x[doorlocs]; |
630 | doorlist_y[di] = doorlist_y[doorlocs]; |
630 | doorlist_y[di] = doorlist_y[doorlocs]; |
631 | } |
631 | } |
|
|
632 | |
632 | free (doorlist_x); |
633 | free (doorlist_x); |
633 | free (doorlist_y); |
634 | free (doorlist_y); |
634 | } |
635 | } |
635 | |
636 | |
636 | |
|
|
637 | void |
637 | void |
638 | write_map_parameters_to_string (char *buf, RMParms * RP) |
638 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
639 | { |
639 | { |
640 | |
|
|
641 | char small_buf[256]; |
640 | char small_buf[16384]; |
642 | |
641 | |
643 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
642 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
644 | |
643 | |
645 | if (RP->wallstyle[0]) |
644 | if (RP->wallstyle[0]) |
646 | { |
645 | { |
… | |
… | |
688 | { |
687 | { |
689 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
688 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
690 | strcat (buf, small_buf); |
689 | strcat (buf, small_buf); |
691 | } |
690 | } |
692 | |
691 | |
693 | if (RP->final_map[0]) |
692 | if (RP->final_map.length ()) |
694 | { |
693 | { |
695 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
694 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
696 | strcat (buf, small_buf); |
695 | strcat (buf, small_buf); |
697 | } |
696 | } |
698 | |
697 | |
699 | if (RP->exit_on_final_map[0]) |
698 | if (RP->exit_on_final_map[0]) |
700 | { |
699 | { |
701 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
700 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
702 | strcat (buf, small_buf); |
701 | strcat (buf, small_buf); |
703 | } |
702 | } |
704 | |
703 | |
705 | if (RP->this_map[0]) |
704 | if (RP->this_map.length ()) |
706 | { |
705 | { |
707 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
706 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
708 | strcat (buf, small_buf); |
707 | strcat (buf, small_buf); |
709 | } |
708 | } |
710 | |
709 | |
711 | if (RP->expand2x) |
710 | if (RP->expand2x) |
712 | { |
711 | { |
… | |
… | |
718 | { |
717 | { |
719 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
718 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
720 | strcat (buf, small_buf); |
719 | strcat (buf, small_buf); |
721 | } |
720 | } |
722 | |
721 | |
723 | |
|
|
724 | if (RP->layoutoptions2) |
722 | if (RP->layoutoptions2) |
725 | { |
723 | { |
726 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
724 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
727 | strcat (buf, small_buf); |
725 | strcat (buf, small_buf); |
728 | } |
726 | } |
729 | |
727 | |
730 | |
|
|
731 | if (RP->layoutoptions3) |
728 | if (RP->layoutoptions3) |
732 | { |
729 | { |
733 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
730 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
734 | strcat (buf, small_buf); |
731 | strcat (buf, small_buf); |
735 | } |
732 | } |
… | |
… | |
737 | if (RP->symmetry) |
734 | if (RP->symmetry) |
738 | { |
735 | { |
739 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
736 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
740 | strcat (buf, small_buf); |
737 | strcat (buf, small_buf); |
741 | } |
738 | } |
742 | |
|
|
743 | |
739 | |
744 | if (RP->difficulty && RP->difficulty_given) |
740 | if (RP->difficulty && RP->difficulty_given) |
745 | { |
741 | { |
746 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
742 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
747 | strcat (buf, small_buf); |
743 | strcat (buf, small_buf); |
… | |
… | |
783 | if (RP->origin_y) |
779 | if (RP->origin_y) |
784 | { |
780 | { |
785 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
781 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
786 | strcat (buf, small_buf); |
782 | strcat (buf, small_buf); |
787 | } |
783 | } |
|
|
784 | |
|
|
785 | if (RP->treasureoptions) |
|
|
786 | { |
|
|
787 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
788 | strcat (buf, small_buf); |
|
|
789 | } |
|
|
790 | |
788 | if (RP->random_seed) |
791 | if (RP->random_seed) |
789 | { |
792 | { |
790 | /* Add one so that the next map is a bit different */ |
|
|
791 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
793 | sprintf (small_buf, "random_seed %d\n", RP->random_seed); |
792 | strcat (buf, small_buf); |
794 | strcat (buf, small_buf); |
793 | } |
|
|
794 | |
|
|
795 | if (RP->treasureoptions) |
|
|
796 | { |
795 | } |
797 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
796 | |
798 | strcat (buf, small_buf); |
797 | if (RP->custom) |
799 | } |
798 | { |
800 | |
799 | sprintf (small_buf, "custom %s\n", RP->custom); |
801 | |
800 | strcat (buf, small_buf); |
|
|
801 | } |
802 | } |
802 | } |
803 | |
803 | |
804 | void |
804 | void |
805 | write_parameters_to_string (char *buf, |
805 | write_parameters_to_string (char *buf, |
806 | int xsize_n, |
806 | int xsize_n, |
… | |
… | |
826 | int difficulty_given_n, |
826 | int difficulty_given_n, |
827 | int decoroptions_n, |
827 | int decoroptions_n, |
828 | int orientation_n, |
828 | int orientation_n, |
829 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
829 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
830 | { |
830 | { |
831 | |
|
|
832 | char small_buf[256]; |
831 | char small_buf[16384]; |
833 | |
832 | |
834 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
833 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
835 | |
834 | |
836 | if (wallstyle_n && wallstyle_n[0]) |
835 | if (wallstyle_n && wallstyle_n[0]) |
837 | { |
836 | { |
… | |
… | |
902 | if (layoutoptions1_n) |
901 | if (layoutoptions1_n) |
903 | { |
902 | { |
904 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
903 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
905 | strcat (buf, small_buf); |
904 | strcat (buf, small_buf); |
906 | } |
905 | } |
907 | |
|
|
908 | |
906 | |
909 | if (layoutoptions2_n) |
907 | if (layoutoptions2_n) |
910 | { |
908 | { |
911 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
909 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
912 | strcat (buf, small_buf); |
910 | strcat (buf, small_buf); |
… | |
… | |
968 | if (origin_y_n) |
966 | if (origin_y_n) |
969 | { |
967 | { |
970 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
968 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
971 | strcat (buf, small_buf); |
969 | strcat (buf, small_buf); |
972 | } |
970 | } |
|
|
971 | |
973 | if (random_seed_n) |
972 | if (random_seed_n) |
974 | { |
973 | { |
975 | /* Add one so that the next map is a bit different */ |
974 | /* Add one so that the next map is a bit different */ |
976 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
975 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
977 | strcat (buf, small_buf); |
976 | strcat (buf, small_buf); |
… | |
… | |
980 | if (treasureoptions_n) |
979 | if (treasureoptions_n) |
981 | { |
980 | { |
982 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
981 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
983 | strcat (buf, small_buf); |
982 | strcat (buf, small_buf); |
984 | } |
983 | } |
985 | |
|
|
986 | |
|
|
987 | } |
984 | } |
988 | |
985 | |
989 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
986 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
990 | void |
987 | void |
991 | copy_object_with_inv (object *src_ob, object *dest_ob) |
988 | copy_object_with_inv (object *src_ob, object *dest_ob) |
992 | { |
989 | { |
993 | object *walk, *tmp; |
990 | object *walk, *tmp; |
994 | |
991 | |
995 | copy_object (src_ob, dest_ob); |
992 | src_ob->copy_to (dest_ob); |
996 | |
993 | |
997 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
994 | for (walk = src_ob->inv; walk; walk = walk->below) |
998 | { |
995 | { |
999 | tmp = get_object (); |
996 | tmp = object::create (); |
1000 | copy_object (walk, tmp); |
997 | |
|
|
998 | walk->copy_to (tmp); |
1001 | insert_ob_in_ob (tmp, dest_ob); |
999 | insert_ob_in_ob (tmp, dest_ob); |
1002 | } |
1000 | } |
1003 | } |
1001 | } |