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Revision: 1.31
Committed: Thu Nov 8 19:43:25 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.30: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.31 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.20 *
4 root 1.31 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.30 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.20 *
8 root 1.31 * Deliantra is free software: you can redistribute it and/or modify
9 pippijn 1.20 * it under the terms of the GNU General Public License as published by
10 root 1.30 * the Free Software Foundation, either version 3 of the License, or
11 pippijn 1.20 * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 root 1.30 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 pippijn 1.20 * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19 root 1.30 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20     *
21 root 1.31 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.20 */
23 elmex 1.1
24     #include <time.h>
25     #include <stdio.h>
26     #include <global.h>
27     #include <maze_gen.h>
28     #include <room_gen.h>
29     #include <random_map.h>
30     #include <rproto.h>
31     #include <sproto.h>
32    
33 root 1.29 #define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__);
34 root 1.22
35 root 1.3 void
36 root 1.13 dump_layout (char **layout, random_map_params *RP)
37 root 1.3 {
38     {
39     int i, j;
40    
41     for (i = 0; i < RP->Xsize; i++)
42     {
43     for (j = 0; j < RP->Ysize; j++)
44     {
45     if (layout[i][j] == 0)
46     layout[i][j] = ' ';
47     printf ("%c", layout[i][j]);
48     if (layout[i][j] == ' ')
49     layout[i][j] = 0;
50     }
51     printf ("\n");
52     }
53     }
54     printf ("\n");
55 elmex 1.1 }
56 root 1.8
57 root 1.19 bool
58     maptile::generate_random_map (random_map_params *RP)
59 root 1.3 {
60 root 1.18 char **layout, buf[16384];
61 root 1.3 int i;
62    
63 root 1.24 RP->Xsize = RP->xsize;
64     RP->Ysize = RP->ysize;
65    
66 root 1.3 /* pick a random seed, or use the one from the input file */
67 root 1.22 RP->random_seed = RP->random_seed
68     ? RP->random_seed + RP->dungeon_level
69     : time (0);
70     CEDE;
71 root 1.3
72     write_map_parameters_to_string (buf, RP);
73    
74     if (RP->difficulty == 0)
75     {
76     RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
77 root 1.6
78 root 1.3 if (RP->difficulty_increase > 0.001)
79 root 1.6 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
80    
81     if (RP->difficulty < 1)
82     RP->difficulty = 1;
83 elmex 1.1 }
84 root 1.3 else
85     RP->difficulty_given = 1;
86 elmex 1.1
87 root 1.3 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
88 root 1.21 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
89 root 1.6
90 root 1.3 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
91 root 1.21 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
92 elmex 1.1
93 root 1.22 if (RP->symmetry == SYMMETRY_RANDOM)
94 root 1.27 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
95 root 1.22 else
96     RP->symmetry_used = RP->symmetry;
97    
98     if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
99     RP->Ysize = RP->Ysize / 2 + 1;
100 root 1.24
101 root 1.22 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
102     RP->Xsize = RP->Xsize / 2 + 1;
103    
104 root 1.3 if (RP->expand2x > 0)
105     {
106     RP->Xsize /= 2;
107     RP->Ysize /= 2;
108 elmex 1.1 }
109    
110 root 1.22 RP->map_layout_style = LAYOUT_NONE;
111    
112     /* Redo this - there was a lot of redundant code of checking for preset
113     * layout style and then random layout style. Instead, figure out
114     * the numeric layoutstyle, so there is only one area that actually
115     * calls the code to make the maps.
116     */
117     if (strstr (RP->layoutstyle, "onion"))
118     RP->map_layout_style = LAYOUT_ONION;
119    
120     if (strstr (RP->layoutstyle, "maze"))
121     RP->map_layout_style = LAYOUT_MAZE;
122    
123     if (strstr (RP->layoutstyle, "spiral"))
124     RP->map_layout_style = LAYOUT_SPIRAL;
125    
126     if (strstr (RP->layoutstyle, "rogue"))
127     RP->map_layout_style = LAYOUT_ROGUELIKE;
128    
129     if (strstr (RP->layoutstyle, "snake"))
130     RP->map_layout_style = LAYOUT_SNAKE;
131    
132     if (strstr (RP->layoutstyle, "squarespiral"))
133     RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
134    
135     /* No style found - choose one randomly */
136     if (RP->map_layout_style == LAYOUT_NONE)
137 root 1.27 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1;
138 root 1.22
139 root 1.3 layout = layoutgen (RP);
140 elmex 1.1
141     #ifdef RMAP_DEBUG
142 root 1.3 dump_layout (layout, RP);
143 elmex 1.1 #endif
144    
145 root 1.3 /* increment these for the current map */
146     RP->dungeon_level += 1;
147     /* allow constant-difficulty maps. */
148     /* difficulty+=1; */
149 elmex 1.1
150 root 1.3 /* rotate the layout randomly */
151 root 1.21 layout = rotate_layout (layout, rndm (4), RP);
152 elmex 1.1 #ifdef RMAP_DEBUG
153 root 1.3 dump_layout (layout, RP);
154 elmex 1.1 #endif
155    
156 root 1.3 /* allocate the map and set the floor */
157 root 1.19 make_map_floor (layout, RP->floorstyle, RP);
158 root 1.3
159     /* set region */
160 root 1.26 default_region = RP->region;
161 root 1.3
162 root 1.22 CEDE;
163 root 1.19
164 root 1.3 /* create walls unless the wallstyle is "none" */
165     if (strcmp (RP->wallstyle, "none"))
166     {
167 root 1.19 make_map_walls (this, layout, RP->wallstyle, RP);
168 elmex 1.1
169 root 1.3 /* place doors unless doorstyle or wallstyle is "none" */
170     if (strcmp (RP->doorstyle, "none"))
171 root 1.19 put_doors (this, layout, RP->doorstyle, RP);
172 root 1.3 }
173    
174 root 1.22 CEDE;
175 root 1.19
176 root 1.3 /* create exits unless the exitstyle is "none" */
177     if (strcmp (RP->exitstyle, "none"))
178 root 1.19 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
179 root 1.3
180 root 1.22 CEDE;
181 root 1.19
182     place_specials_in_map (this, layout, RP);
183 root 1.3
184 root 1.22 CEDE;
185 root 1.19
186 root 1.3 /* create monsters unless the monsterstyle is "none" */
187     if (strcmp (RP->monsterstyle, "none"))
188 root 1.19 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
189 root 1.3
190 root 1.22 CEDE;
191 root 1.19
192 root 1.3 /* treasures needs to have a proper difficulty set for the map. */
193 root 1.19 difficulty = estimate_difficulty ();
194 root 1.3
195 root 1.22 CEDE;
196 root 1.19
197 root 1.3 /* create treasure unless the treasurestyle is "none" */
198     if (strcmp (RP->treasurestyle, "none"))
199 root 1.19 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
200 root 1.3
201 root 1.22 CEDE;
202 root 1.19
203 root 1.3 /* create decor unless the decorstyle is "none" */
204     if (strcmp (RP->decorstyle, "none"))
205 root 1.19 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
206 root 1.3
207 root 1.22 CEDE;
208 root 1.19
209 root 1.3 /* generate treasures, etc. */
210 root 1.19 fix_auto_apply ();
211 root 1.3
212 root 1.22 CEDE;
213    
214 root 1.19 unblock_exits (this, layout, RP);
215 root 1.3
216     /* free the layout */
217     for (i = 0; i < RP->Xsize; i++)
218     free (layout[i]);
219 root 1.12
220 root 1.3 free (layout);
221    
222 root 1.19 msg = strdup (buf);
223     in_memory = MAP_IN_MEMORY;
224 root 1.3
225 root 1.22 CEDE;
226    
227 root 1.19 return 1;
228 elmex 1.1 }
229    
230     /* function selects the layout function and gives it whatever
231     arguments it needs. */
232 root 1.3 char **
233 root 1.13 layoutgen (random_map_params *RP)
234 root 1.3 {
235     char **maze = 0;
236     int oxsize = RP->Xsize, oysize = RP->Ysize;
237 elmex 1.1
238 root 1.3 switch (RP->map_layout_style)
239     {
240 root 1.11 case LAYOUT_ONION:
241     maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
242 root 1.21 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
243 root 1.11 roomify_layout (maze, RP);
244     break;
245    
246     case LAYOUT_MAZE:
247 root 1.21 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
248     if (!(rndm (2)))
249 root 1.11 doorify_layout (maze, RP);
250     break;
251    
252     case LAYOUT_SPIRAL:
253     maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
254 root 1.21 if (!(rndm (2)))
255 root 1.11 doorify_layout (maze, RP);
256     break;
257    
258     case LAYOUT_ROGUELIKE:
259     /* Don't put symmetry in rogue maps. There isn't much reason to
260     * do so in the first place (doesn't make it any more interesting),
261     * but more importantly, the symmetry code presumes we are symmetrizing
262     * spirals, or maps with lots of passages - making a symmetric rogue
263     * map fails because its likely that the passages the symmetry process
264     * creates may not connect the rooms.
265     */
266     RP->symmetry_used = SYMMETRY_NONE;
267     RP->Ysize = oysize;
268     RP->Xsize = oxsize;
269     maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
270     /* no doorifying... done already */
271     break;
272    
273     case LAYOUT_SNAKE:
274     maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
275 root 1.21 if (rndm (2))
276 root 1.11 roomify_layout (maze, RP);
277     break;
278    
279     case LAYOUT_SQUARE_SPIRAL:
280     maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
281 root 1.21 if (rndm (2))
282 root 1.11 roomify_layout (maze, RP);
283     break;
284 root 1.3 }
285 root 1.2
286 root 1.3 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
287 root 1.11
288 elmex 1.1 #ifdef RMAP_DEBUG
289 root 1.3 dump_layout (maze, RP);
290 elmex 1.1 #endif
291 root 1.11
292 root 1.3 if (RP->expand2x)
293     {
294     maze = expand2x (maze, RP->Xsize, RP->Ysize);
295     RP->Xsize = RP->Xsize * 2 - 1;
296     RP->Ysize = RP->Ysize * 2 - 1;
297 elmex 1.1 }
298 root 1.11
299 root 1.3 return maze;
300 elmex 1.1 }
301    
302     /* takes a map and makes it symmetric: adjusts Xsize and
303     Ysize to produce a symmetric map. */
304 root 1.3 char **
305 root 1.13 symmetrize_layout (char **maze, int sym, random_map_params *RP)
306 root 1.3 {
307     int i, j;
308 elmex 1.1 char **sym_maze;
309 root 1.3 int Xsize_orig, Ysize_orig;
310    
311 elmex 1.1 Xsize_orig = RP->Xsize;
312     Ysize_orig = RP->Ysize;
313 root 1.3 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
314 root 1.11 if (sym == SYMMETRY_NONE)
315 root 1.3 {
316     RP->Xsize = Xsize_orig;
317     RP->Ysize = Ysize_orig;
318     return maze;
319     }
320 elmex 1.1 /* pick new sizes */
321 root 1.11 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
322     RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
323 elmex 1.1
324 root 1.3 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
325     for (i = 0; i < RP->Xsize; i++)
326     sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
327    
328 root 1.11 if (sym == SYMMETRY_X)
329 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
330     for (j = 0; j < RP->Ysize; j++)
331     {
332     sym_maze[i][j] = maze[i][j];
333     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
334     };
335 root 1.11 if (sym == SYMMETRY_Y)
336 root 1.3 for (i = 0; i < RP->Xsize; i++)
337     for (j = 0; j < RP->Ysize / 2 + 1; j++)
338     {
339     sym_maze[i][j] = maze[i][j];
340     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
341     }
342 root 1.11 if (sym == SYMMETRY_XY)
343 root 1.3 for (i = 0; i < RP->Xsize / 2 + 1; i++)
344     for (j = 0; j < RP->Ysize / 2 + 1; j++)
345     {
346     sym_maze[i][j] = maze[i][j];
347     sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
348     sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
349     sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
350     }
351 elmex 1.1 /* delete the old maze */
352 root 1.3 for (i = 0; i < Xsize_orig; i++)
353     free (maze[i]);
354     free (maze);
355 elmex 1.1 /* reconnect disjointed spirals */
356 root 1.11 if (RP->map_layout_style == LAYOUT_SPIRAL)
357 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
358 elmex 1.1 /* reconnect disjointed nethackmazes: the routine for
359 root 1.3 spirals will do the trick? */
360 root 1.11 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
361 root 1.3 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
362    
363 elmex 1.1 return sym_maze;
364     }
365    
366    
367     /* takes a map and rotates it. This completes the
368     onion layouts, making them possibly centered on any wall.
369     It'll modify Xsize and Ysize if they're swapped.
370     */
371    
372 root 1.3 char **
373 root 1.13 rotate_layout (char **maze, int rotation, random_map_params *RP)
374 root 1.3 {
375 elmex 1.1 char **new_maze;
376 root 1.3 int i, j;
377 elmex 1.1
378 root 1.3 switch (rotation)
379     {
380 root 1.11 case 0:
381     return maze;
382     break;
383 root 1.13 case 2: /* a reflection */
384 root 1.11 {
385     char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
386    
387     for (i = 0; i < RP->Xsize; i++)
388 root 1.13 { /* make a copy */
389 root 1.11 for (j = 0; j < RP->Ysize; j++)
390     {
391     newmaze[i * RP->Ysize + j] = maze[i][j];
392     }
393     }
394     for (i = 0; i < RP->Xsize; i++)
395 root 1.13 { /* copy a reflection back */
396 root 1.11 for (j = 0; j < RP->Ysize; j++)
397     {
398     maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
399     }
400     }
401     free (newmaze);
402 root 1.3 return maze;
403     break;
404 root 1.11 }
405     case 1:
406     case 3:
407     {
408     int swap;
409     new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
410     for (i = 0; i < RP->Ysize; i++)
411     {
412     new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
413     }
414 root 1.13 if (rotation == 1) /* swap x and y */
415 root 1.11 for (i = 0; i < RP->Xsize; i++)
416     for (j = 0; j < RP->Ysize; j++)
417     new_maze[j][i] = maze[i][j];
418 root 1.3
419 root 1.11 if (rotation == 3)
420 root 1.13 { /* swap x and y */
421 root 1.3 for (i = 0; i < RP->Xsize; i++)
422     for (j = 0; j < RP->Ysize; j++)
423 root 1.11 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
424     }
425 root 1.3
426 root 1.11 /* delete the old layout */
427     for (i = 0; i < RP->Xsize; i++)
428     free (maze[i]);
429     free (maze);
430    
431     swap = RP->Ysize;
432     RP->Ysize = RP->Xsize;
433     RP->Xsize = swap;
434     return new_maze;
435     break;
436     }
437 elmex 1.1 }
438     return NULL;
439     }
440    
441     /* take a layout and make some rooms in it.
442     --works best on onions.*/
443 root 1.3 void
444 root 1.13 roomify_layout (char **maze, random_map_params *RP)
445 root 1.3 {
446     int tries = RP->Xsize * RP->Ysize / 30;
447 elmex 1.1 int ti;
448    
449 root 1.3 for (ti = 0; ti < tries; ti++)
450     {
451     int dx, dy; /* starting location for looking at creating a door */
452     int cx, cy; /* results of checking on creating walls. */
453    
454 root 1.27 dx = rndm (RP->Xsize);
455     dy = rndm (RP->Ysize);
456    
457 root 1.3 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
458     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
459     if (cx == -1)
460     {
461     if (cy != -1)
462     make_wall (maze, dx, dy, 1);
463 root 1.27
464 root 1.3 continue;
465     }
466 root 1.27
467 root 1.3 if (cy == -1)
468     {
469     make_wall (maze, dx, dy, 0);
470     continue;
471     }
472 root 1.27
473 root 1.3 if (cx < cy)
474     make_wall (maze, dx, dy, 0);
475     else
476     make_wall (maze, dx, dy, 1);
477 elmex 1.1 }
478     }
479    
480     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
481     (or vertical, dir == 1)
482     here which ends up on other walls sensibly. */
483 root 1.3
484     int
485 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
486 root 1.3 {
487 elmex 1.1 int i1;
488 root 1.3 int length = 0;
489 elmex 1.1
490     /* dont make walls if we're on the edge. */
491 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
492     return -1;
493 elmex 1.1
494     /* don't make walls if we're ON a wall. */
495 root 1.3 if (maze[dx][dy] != 0)
496     return -1;
497 elmex 1.1
498 root 1.3 if (dir == 0) /* horizontal */
499 elmex 1.1 {
500     int y = dy;
501 root 1.3
502     for (i1 = dx - 1; i1 > 0; i1--)
503     {
504     int sindex = surround_flag2 (maze, i1, y, RP);
505    
506     if (sindex == 1)
507     break;
508     if (sindex != 0)
509     return -1; /* can't make horiz. wall here */
510     if (maze[i1][y] != 0)
511     return -1; /* can't make horiz. wall here */
512     length++;
513     }
514    
515     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
516     {
517     int sindex = surround_flag2 (maze, i1, y, RP);
518    
519     if (sindex == 2)
520     break;
521     if (sindex != 0)
522     return -1; /* can't make horiz. wall here */
523     if (maze[i1][y] != 0)
524     return -1; /* can't make horiz. wall here */
525     length++;
526     }
527 elmex 1.1 return length;
528     }
529 root 1.3 else
530     { /* vertical */
531     int x = dx;
532    
533     for (i1 = dy - 1; i1 > 0; i1--)
534     {
535     int sindex = surround_flag2 (maze, x, i1, RP);
536    
537     if (sindex == 4)
538     break;
539     if (sindex != 0)
540     return -1; /* can't make vert. wall here */
541     if (maze[x][i1] != 0)
542     return -1; /* can't make horiz. wall here */
543     length++;
544     }
545    
546     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
547     {
548     int sindex = surround_flag2 (maze, x, i1, RP);
549    
550     if (sindex == 8)
551     break;
552     if (sindex != 0)
553     return -1; /* can't make verti. wall here */
554     if (maze[x][i1] != 0)
555     return -1; /* can't make horiz. wall here */
556     length++;
557     }
558     return length;
559 elmex 1.1 }
560 root 1.3 return -1;
561 elmex 1.1 }
562    
563    
564 root 1.3 int
565     make_wall (char **maze, int x, int y, int dir)
566     {
567     maze[x][y] = 'D'; /* mark a door */
568     switch (dir)
569 elmex 1.1 {
570 root 1.13 case 0: /* horizontal */
571     {
572     int i1;
573 root 1.3
574 root 1.13 for (i1 = x - 1; maze[i1][y] == 0; i1--)
575     maze[i1][y] = '#';
576     for (i1 = x + 1; maze[i1][y] == 0; i1++)
577     maze[i1][y] = '#';
578     break;
579     }
580     case 1: /* vertical */
581     {
582     int i1;
583 root 1.3
584 root 1.13 for (i1 = y - 1; maze[x][i1] == 0; i1--)
585     maze[x][i1] = '#';
586     for (i1 = y + 1; maze[x][i1] == 0; i1++)
587     maze[x][i1] = '#';
588     break;
589     }
590 elmex 1.1 }
591    
592     return 0;
593     }
594    
595     /* puts doors at appropriate locations in a layout. */
596 root 1.3 void
597 root 1.13 doorify_layout (char **maze, random_map_params *RP)
598 root 1.3 {
599     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
600 elmex 1.1 char *doorlist_x;
601     char *doorlist_y;
602 root 1.3 int doorlocs = 0; /* # of available doorlocations */
603     int i, j;
604    
605     doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
606     doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
607 elmex 1.1
608    
609     /* make a list of possible door locations */
610 root 1.3 for (i = 1; i < RP->Xsize - 1; i++)
611     for (j = 1; j < RP->Ysize - 1; j++)
612     {
613     int sindex = surround_flag (maze, i, j, RP);
614    
615     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
616     {
617     doorlist_x[doorlocs] = i;
618     doorlist_y[doorlocs] = j;
619     doorlocs++;
620     }
621     }
622 root 1.12
623 root 1.3 while (ndoors > 0 && doorlocs > 0)
624     {
625     int di;
626     int sindex;
627    
628 root 1.27 di = rndm (doorlocs);
629 root 1.3 i = doorlist_x[di];
630     j = doorlist_y[di];
631     sindex = surround_flag (maze, i, j, RP);
632 root 1.27
633 root 1.3 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
634     {
635     maze[i][j] = 'D';
636     ndoors--;
637 elmex 1.1 }
638 root 1.27
639 root 1.3 /* reduce the size of the list */
640     doorlocs--;
641     doorlist_x[di] = doorlist_x[doorlocs];
642     doorlist_y[di] = doorlist_y[doorlocs];
643 elmex 1.1 }
644 root 1.12
645 root 1.3 free (doorlist_x);
646     free (doorlist_y);
647 elmex 1.1 }
648    
649 root 1.3 void
650 root 1.13 write_map_parameters_to_string (char *buf, random_map_params *RP)
651 root 1.3 {
652 root 1.18 char small_buf[16384];
653 elmex 1.1
654 root 1.24 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
655 root 1.3
656     if (RP->wallstyle[0])
657     {
658     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
659     strcat (buf, small_buf);
660     }
661    
662     if (RP->floorstyle[0])
663     {
664     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
665     strcat (buf, small_buf);
666     }
667    
668     if (RP->monsterstyle[0])
669     {
670     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
671     strcat (buf, small_buf);
672     }
673 elmex 1.1
674 root 1.3 if (RP->treasurestyle[0])
675     {
676     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
677     strcat (buf, small_buf);
678     }
679 elmex 1.1
680 root 1.3 if (RP->layoutstyle[0])
681     {
682     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
683     strcat (buf, small_buf);
684     }
685 elmex 1.1
686 root 1.3 if (RP->decorstyle[0])
687     {
688     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
689     strcat (buf, small_buf);
690     }
691 elmex 1.1
692 root 1.3 if (RP->doorstyle[0])
693     {
694     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
695     strcat (buf, small_buf);
696     }
697 elmex 1.1
698 root 1.3 if (RP->exitstyle[0])
699     {
700     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
701     strcat (buf, small_buf);
702     }
703 elmex 1.1
704 root 1.14 if (RP->final_map.length ())
705 root 1.3 {
706 root 1.14 sprintf (small_buf, "final_map %s\n", &RP->final_map);
707 root 1.3 strcat (buf, small_buf);
708     }
709 elmex 1.1
710 root 1.3 if (RP->exit_on_final_map[0])
711     {
712     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
713     strcat (buf, small_buf);
714     }
715 elmex 1.1
716 root 1.14 if (RP->this_map.length ())
717 root 1.3 {
718 root 1.14 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
719 root 1.3 strcat (buf, small_buf);
720     }
721 elmex 1.1
722 root 1.3 if (RP->expand2x)
723     {
724     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
725     strcat (buf, small_buf);
726     }
727 elmex 1.1
728 root 1.3 if (RP->layoutoptions1)
729     {
730     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
731     strcat (buf, small_buf);
732     }
733 elmex 1.1
734 root 1.3 if (RP->layoutoptions2)
735     {
736     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
737     strcat (buf, small_buf);
738     }
739 elmex 1.1
740 root 1.3 if (RP->layoutoptions3)
741     {
742     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
743     strcat (buf, small_buf);
744     }
745 elmex 1.1
746 root 1.3 if (RP->symmetry)
747     {
748     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
749     strcat (buf, small_buf);
750     }
751 elmex 1.1
752 root 1.3 if (RP->difficulty && RP->difficulty_given)
753     {
754     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
755     strcat (buf, small_buf);
756     }
757 elmex 1.1
758 root 1.3 if (RP->difficulty_increase != 1.0)
759     {
760     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
761     strcat (buf, small_buf);
762     }
763 elmex 1.1
764 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
765     strcat (buf, small_buf);
766 elmex 1.1
767 root 1.3 if (RP->dungeon_depth)
768     {
769     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
770     strcat (buf, small_buf);
771     }
772 elmex 1.1
773 root 1.3 if (RP->decoroptions)
774     {
775     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
776     strcat (buf, small_buf);
777     }
778 elmex 1.1
779 root 1.3 if (RP->orientation)
780     {
781     sprintf (small_buf, "orientation %d\n", RP->orientation);
782     strcat (buf, small_buf);
783     }
784 elmex 1.1
785 root 1.3 if (RP->origin_x)
786     {
787     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
788     strcat (buf, small_buf);
789     }
790 elmex 1.1
791 root 1.3 if (RP->origin_y)
792     {
793     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
794     strcat (buf, small_buf);
795     }
796 root 1.11
797 root 1.3 if (RP->treasureoptions)
798     {
799     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
800     strcat (buf, small_buf);
801     }
802 root 1.14
803     if (RP->random_seed)
804     {
805 root 1.25 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
806 root 1.14 strcat (buf, small_buf);
807     }
808 root 1.18
809     if (RP->custom)
810     {
811     sprintf (small_buf, "custom %s\n", RP->custom);
812     strcat (buf, small_buf);
813     }
814 elmex 1.1 }
815    
816 root 1.3 void
817     write_parameters_to_string (char *buf,
818     int xsize_n,
819     int ysize_n,
820 root 1.28 const char *wallstyle_n,
821     const char *floorstyle_n,
822     const char *monsterstyle_n,
823     const char *treasurestyle_n,
824     const char *layoutstyle_n,
825     const char *decorstyle_n,
826     const char *doorstyle_n,
827     const char *exitstyle_n,
828     const char *final_map_n,
829     const char *exit_on_final_map_n,
830     const char *this_map_n,
831 root 1.3 int layoutoptions1_n,
832     int layoutoptions2_n,
833     int layoutoptions3_n,
834     int symmetry_n,
835     int dungeon_depth_n,
836     int dungeon_level_n,
837     int difficulty_n,
838     int difficulty_given_n,
839     int decoroptions_n,
840     int orientation_n,
841 root 1.28 int origin_x_n,
842     int origin_y_n,
843     uint32_t random_seed_n,
844     int treasureoptions_n,
845     float difficulty_increase)
846 elmex 1.1 {
847 root 1.18 char small_buf[16384];
848 elmex 1.1
849 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
850    
851     if (wallstyle_n && wallstyle_n[0])
852     {
853     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
854     strcat (buf, small_buf);
855     }
856    
857     if (floorstyle_n && floorstyle_n[0])
858     {
859     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
860     strcat (buf, small_buf);
861     }
862 elmex 1.1
863 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
864     {
865     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
866     strcat (buf, small_buf);
867     }
868 elmex 1.1
869 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
870     {
871     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
872     strcat (buf, small_buf);
873     }
874 elmex 1.1
875 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
876     {
877     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
878     strcat (buf, small_buf);
879     }
880 elmex 1.1
881 root 1.3 if (decorstyle_n && decorstyle_n[0])
882     {
883     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
884     strcat (buf, small_buf);
885     }
886 elmex 1.1
887 root 1.3 if (doorstyle_n && doorstyle_n[0])
888     {
889     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
890     strcat (buf, small_buf);
891     }
892 elmex 1.1
893 root 1.3 if (exitstyle_n && exitstyle_n[0])
894     {
895     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
896     strcat (buf, small_buf);
897     }
898 elmex 1.1
899 root 1.3 if (final_map_n && final_map_n[0])
900     {
901     sprintf (small_buf, "final_map %s\n", final_map_n);
902     strcat (buf, small_buf);
903     }
904 elmex 1.1
905 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
906     {
907     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
908     strcat (buf, small_buf);
909     }
910 elmex 1.1
911 root 1.3 if (this_map_n && this_map_n[0])
912     {
913     sprintf (small_buf, "origin_map %s\n", this_map_n);
914     strcat (buf, small_buf);
915     }
916 elmex 1.1
917 root 1.3 if (layoutoptions1_n)
918     {
919     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
920     strcat (buf, small_buf);
921     }
922 elmex 1.1
923 root 1.3 if (layoutoptions2_n)
924     {
925     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
926     strcat (buf, small_buf);
927     }
928 elmex 1.1
929    
930 root 1.3 if (layoutoptions3_n)
931     {
932     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
933     strcat (buf, small_buf);
934     }
935 elmex 1.1
936 root 1.3 if (symmetry_n)
937     {
938     sprintf (small_buf, "symmetry %d\n", symmetry_n);
939     strcat (buf, small_buf);
940     }
941 elmex 1.1
942    
943 root 1.3 if (difficulty_n && difficulty_given_n)
944     {
945     sprintf (small_buf, "difficulty %d\n", difficulty_n);
946     strcat (buf, small_buf);
947     }
948 elmex 1.1
949 root 1.3 if (difficulty_increase > 0.001)
950     {
951     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
952     strcat (buf, small_buf);
953     }
954 elmex 1.1
955 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
956     strcat (buf, small_buf);
957 elmex 1.1
958 root 1.3 if (dungeon_depth_n)
959     {
960     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
961     strcat (buf, small_buf);
962     }
963 elmex 1.1
964 root 1.3 if (decoroptions_n)
965     {
966     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
967     strcat (buf, small_buf);
968     }
969 elmex 1.1
970 root 1.3 if (orientation_n)
971     {
972     sprintf (small_buf, "orientation %d\n", orientation_n);
973     strcat (buf, small_buf);
974     }
975 elmex 1.1
976 root 1.3 if (origin_x_n)
977     {
978     sprintf (small_buf, "origin_x %d\n", origin_x_n);
979     strcat (buf, small_buf);
980     }
981 elmex 1.1
982 root 1.3 if (origin_y_n)
983     {
984     sprintf (small_buf, "origin_y %d\n", origin_y_n);
985     strcat (buf, small_buf);
986     }
987 root 1.11
988 root 1.3 if (random_seed_n)
989     {
990     /* Add one so that the next map is a bit different */
991 root 1.25 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
992 root 1.3 strcat (buf, small_buf);
993     }
994 elmex 1.1
995 root 1.3 if (treasureoptions_n)
996     {
997     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
998     strcat (buf, small_buf);
999     }
1000 elmex 1.1 }
1001    
1002     /* copy an object with an inventory... i.e., duplicate the inv too. */
1003 root 1.3 void
1004     copy_object_with_inv (object *src_ob, object *dest_ob)
1005     {
1006     object *walk, *tmp;
1007 elmex 1.1
1008 root 1.7 src_ob->copy_to (dest_ob);
1009 elmex 1.1
1010 root 1.14 for (walk = src_ob->inv; walk; walk = walk->below)
1011 root 1.3 {
1012 root 1.7 tmp = object::create ();
1013 root 1.13
1014 root 1.7 walk->copy_to (tmp);
1015 root 1.3 insert_ob_in_ob (tmp, dest_ob);
1016     }
1017 elmex 1.1 }