/* * 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) 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 #include #include #include #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; } layout = layoutgen(RP); #ifdef RMAP_DEBUG dump_layout(layout,RP); #endif /* 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); #ifdef RMAP_DEBUG dump_layout(layout,RP); #endif /* allocate the map and set the floor */ theMap = make_map_floor(layout,RP->floorstyle,RP); /* set the name of the map. */ strcpy(theMap->path,OutFileName); /* 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; } /* 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; if(RP->symmetry == RANDOM_SYM) RP->symmetry_used = (RANDOM() % ( XY_SYM))+1; else RP->symmetry_used = RP->symmetry; 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; if(RP->XsizeXsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; if(RP->YsizeYsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; RP->map_layout_style = 0; /* 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; } if(strstr(RP->layoutstyle,"maze")) { RP->map_layout_style = MAZE_LAYOUT; } if(strstr(RP->layoutstyle,"spiral")) { RP->map_layout_style = SPIRAL_LAYOUT; } if(strstr(RP->layoutstyle,"rogue")) { RP->map_layout_style = ROGUELIKE_LAYOUT; } if(strstr(RP->layoutstyle,"snake")) { RP->map_layout_style = SNAKE_LAYOUT; } 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; } switch(RP->map_layout_style) { 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; case MAZE_LAYOUT: maze = maze_gen(RP->Xsize,RP->Ysize,RANDOM()%2); if(!(RANDOM()%2)) doorify_layout(maze,RP); break; case SPIRAL_LAYOUT: maze = map_gen_spiral(RP->Xsize,RP->Ysize,RP->layoutoptions1); if(!(RANDOM()%2)) doorify_layout(maze,RP); break; 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; case SNAKE_LAYOUT: maze = make_snake_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); if(RANDOM()%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); #ifdef RMAP_DEBUG 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; } 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 **sym_maze; 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; } /* 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); 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]; } /* delete the old maze */ for(i=0;imap_layout_style==SPIRAL_LAYOUT) 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); return sym_maze; } /* takes a map and rotates it. This completes the onion layouts, making them possibly centered on any wall. It'll modify Xsize and Ysize if they're swapped. */ char ** rotate_layout(char **maze,int rotation,RMParms *RP) { char **new_maze; int i,j; 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;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]; } } 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; 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; } 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 i1; 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; /* don't make walls if we're ON a wall. */ if(maze[dx][dy]!=0) return -1; 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++; } 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++; } return length; } 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 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. */ 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); /* 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*/ { maze[i][j] = 'D'; ndoors--; } /* 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); } void write_map_parameters_to_string(char *buf,RMParms *RP) { char small_buf[256]; sprintf(buf,"xsize %d\nysize %d\n",RP->Xsize,RP->Ysize); if(RP->wallstyle[0]) { sprintf(small_buf,"wallstyle %s\n",RP->wallstyle); strcat(buf,small_buf); } if(RP->floorstyle[0]) { sprintf(small_buf,"floorstyle %s\n",RP->floorstyle); strcat(buf,small_buf); } if(RP->monsterstyle[0]) { sprintf(small_buf,"monsterstyle %s\n",RP->monsterstyle); strcat(buf,small_buf); } if(RP->treasurestyle[0]) { sprintf(small_buf,"treasurestyle %s\n",RP->treasurestyle); strcat(buf,small_buf); } if(RP->layoutstyle[0]) { sprintf(small_buf,"layoutstyle %s\n",RP->layoutstyle); strcat(buf,small_buf); } if(RP->decorstyle[0]) { sprintf(small_buf,"decorstyle %s\n",RP->decorstyle); 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->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->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->layoutoptions2) { sprintf(small_buf,"layoutoptions2 %d\n",RP->layoutoptions2); strcat(buf,small_buf); } if(RP->layoutoptions3) { sprintf(small_buf,"layoutoptions3 %d\n",RP->layoutoptions3); strcat(buf,small_buf); } if(RP->symmetry) { sprintf(small_buf,"symmetry %d\n",RP->symmetry); strcat(buf,small_buf); } if(RP->difficulty && RP->difficulty_given ) { sprintf(small_buf,"difficulty %d\n",RP->difficulty); strcat(buf,small_buf); } if(RP->difficulty_increase != 1.0 ) { sprintf(small_buf,"difficulty_increase %f\n",RP->difficulty_increase); strcat(buf,small_buf); } sprintf(small_buf,"dungeon_level %d\n",RP->dungeon_level); strcat(buf,small_buf); if(RP->dungeon_depth) { sprintf(small_buf,"dungeon_depth %d\n",RP->dungeon_depth); strcat(buf,small_buf); } if(RP->decoroptions) { sprintf(small_buf,"decoroptions %d\n",RP->decoroptions); 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->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->treasureoptions) { sprintf(small_buf,"treasureoptions %d\n",RP->treasureoptions); 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); } if(floorstyle_n && floorstyle_n[0]) { sprintf(small_buf,"floorstyle %s\n",floorstyle_n); strcat(buf,small_buf); } if(monsterstyle_n && monsterstyle_n[0]) { sprintf(small_buf,"monsterstyle %s\n",monsterstyle_n); strcat(buf,small_buf); } if(treasurestyle_n && treasurestyle_n[0]) { sprintf(small_buf,"treasurestyle %s\n",treasurestyle_n); strcat(buf,small_buf); } if(layoutstyle_n &&layoutstyle_n[0]) { sprintf(small_buf,"layoutstyle %s\n",layoutstyle_n); strcat(buf,small_buf); } if(decorstyle_n && decorstyle_n[0]) { sprintf(small_buf,"decorstyle %s\n",decorstyle_n); strcat(buf,small_buf); } if(doorstyle_n && doorstyle_n[0]) { sprintf(small_buf,"doorstyle %s\n",doorstyle_n); strcat(buf,small_buf); } if(exitstyle_n && exitstyle_n[0]) { sprintf(small_buf,"exitstyle %s\n",exitstyle_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(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(layoutoptions2_n) { sprintf(small_buf,"layoutoptions2 %d\n",layoutoptions2_n); strcat(buf,small_buf); } if(layoutoptions3_n) { sprintf(small_buf,"layoutoptions3 %d\n",layoutoptions3_n); strcat(buf,small_buf); } if(symmetry_n) { sprintf(small_buf,"symmetry %d\n",symmetry_n); strcat(buf,small_buf); } if(difficulty_n && difficulty_given_n ) { sprintf(small_buf,"difficulty %d\n",difficulty_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(dungeon_depth_n) { sprintf(small_buf,"dungeon_depth %d\n",dungeon_depth_n); strcat(buf,small_buf); } if(decoroptions_n) { sprintf(small_buf,"decoroptions %d\n",decoroptions_n); strcat(buf,small_buf); } if(orientation_n) { sprintf(small_buf,"orientation %d\n",orientation_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 %d\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; copy_object(src_ob,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); } }