ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.23
Committed: Fri Jan 19 15:38:01 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +0 -1 lines
Log Message:
indent

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <time.h>
26 #include <stdio.h>
27 #include <global.h>
28 #include <maze_gen.h>
29 #include <room_gen.h>
30 #include <random_map.h>
31 #include <rproto.h>
32 #include <sproto.h>
33
34 #define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__);
35
36 void
37 dump_layout (char **layout, random_map_params *RP)
38 {
39 {
40 int i, j;
41
42 for (i = 0; i < RP->Xsize; i++)
43 {
44 for (j = 0; j < RP->Ysize; j++)
45 {
46 if (layout[i][j] == 0)
47 layout[i][j] = ' ';
48 printf ("%c", layout[i][j]);
49 if (layout[i][j] == ' ')
50 layout[i][j] = 0;
51 }
52 printf ("\n");
53 }
54 }
55 printf ("\n");
56 }
57
58 bool
59 maptile::generate_random_map (random_map_params *RP)
60 {
61 char **layout, buf[16384];
62 int i;
63
64 /* pick a random seed, or use the one from the input file */
65 RP->random_seed = RP->random_seed
66 ? RP->random_seed + RP->dungeon_level
67 : time (0);
68 CEDE;
69
70 write_map_parameters_to_string (buf, RP);
71
72 if (RP->difficulty == 0)
73 {
74 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
75
76 if (RP->difficulty_increase > 0.001)
77 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
78
79 if (RP->difficulty < 1)
80 RP->difficulty = 1;
81 }
82 else
83 RP->difficulty_given = 1;
84
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
87
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
90
91 if (RP->symmetry == SYMMETRY_RANDOM)
92 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
93 else
94 RP->symmetry_used = RP->symmetry;
95
96 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
97 RP->Ysize = RP->Ysize / 2 + 1;
98 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
99 RP->Xsize = RP->Xsize / 2 + 1;
100
101 if (RP->expand2x > 0)
102 {
103 RP->Xsize /= 2;
104 RP->Ysize /= 2;
105 }
106
107 RP->map_layout_style = LAYOUT_NONE;
108
109 /* Redo this - there was a lot of redundant code of checking for preset
110 * layout style and then random layout style. Instead, figure out
111 * the numeric layoutstyle, so there is only one area that actually
112 * calls the code to make the maps.
113 */
114 if (strstr (RP->layoutstyle, "onion"))
115 RP->map_layout_style = LAYOUT_ONION;
116
117 if (strstr (RP->layoutstyle, "maze"))
118 RP->map_layout_style = LAYOUT_MAZE;
119
120 if (strstr (RP->layoutstyle, "spiral"))
121 RP->map_layout_style = LAYOUT_SPIRAL;
122
123 if (strstr (RP->layoutstyle, "rogue"))
124 RP->map_layout_style = LAYOUT_ROGUELIKE;
125
126 if (strstr (RP->layoutstyle, "snake"))
127 RP->map_layout_style = LAYOUT_SNAKE;
128
129 if (strstr (RP->layoutstyle, "squarespiral"))
130 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
131
132 /* No style found - choose one randomly */
133 if (RP->map_layout_style == LAYOUT_NONE)
134 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
135
136 layout = layoutgen (RP);
137
138 #ifdef RMAP_DEBUG
139 dump_layout (layout, RP);
140 #endif
141
142 /* increment these for the current map */
143 RP->dungeon_level += 1;
144 /* allow constant-difficulty maps. */
145 /* difficulty+=1; */
146
147 /* rotate the layout randomly */
148 layout = rotate_layout (layout, rndm (4), RP);
149 #ifdef RMAP_DEBUG
150 dump_layout (layout, RP);
151 #endif
152
153 /* allocate the map and set the floor */
154 make_map_floor (layout, RP->floorstyle, RP);
155
156 /* set region */
157 region = RP->region;
158
159 CEDE;
160
161 /* create walls unless the wallstyle is "none" */
162 if (strcmp (RP->wallstyle, "none"))
163 {
164 make_map_walls (this, layout, RP->wallstyle, RP);
165
166 /* place doors unless doorstyle or wallstyle is "none" */
167 if (strcmp (RP->doorstyle, "none"))
168 put_doors (this, layout, RP->doorstyle, RP);
169 }
170
171 CEDE;
172
173 /* create exits unless the exitstyle is "none" */
174 if (strcmp (RP->exitstyle, "none"))
175 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
176
177 CEDE;
178
179 place_specials_in_map (this, layout, RP);
180
181 CEDE;
182
183 /* create monsters unless the monsterstyle is "none" */
184 if (strcmp (RP->monsterstyle, "none"))
185 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
186
187 CEDE;
188
189 /* treasures needs to have a proper difficulty set for the map. */
190 difficulty = estimate_difficulty ();
191
192 CEDE;
193
194 /* create treasure unless the treasurestyle is "none" */
195 if (strcmp (RP->treasurestyle, "none"))
196 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
197
198 CEDE;
199
200 /* create decor unless the decorstyle is "none" */
201 if (strcmp (RP->decorstyle, "none"))
202 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
203
204 CEDE;
205
206 /* generate treasures, etc. */
207 fix_auto_apply ();
208
209 CEDE;
210
211 unblock_exits (this, layout, RP);
212
213 /* free the layout */
214 for (i = 0; i < RP->Xsize; i++)
215 free (layout[i]);
216
217 free (layout);
218
219 msg = strdup (buf);
220 in_memory = MAP_IN_MEMORY;
221
222 CEDE;
223
224 return 1;
225 }
226
227 /* function selects the layout function and gives it whatever
228 arguments it needs. */
229 char **
230 layoutgen (random_map_params *RP)
231 {
232 char **maze = 0;
233 int oxsize = RP->Xsize, oysize = RP->Ysize;
234
235 switch (RP->map_layout_style)
236 {
237 case LAYOUT_ONION:
238 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
239 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
240 roomify_layout (maze, RP);
241 break;
242
243 case LAYOUT_MAZE:
244 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
245 if (!(rndm (2)))
246 doorify_layout (maze, RP);
247 break;
248
249 case LAYOUT_SPIRAL:
250 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
251 if (!(rndm (2)))
252 doorify_layout (maze, RP);
253 break;
254
255 case LAYOUT_ROGUELIKE:
256 /* Don't put symmetry in rogue maps. There isn't much reason to
257 * do so in the first place (doesn't make it any more interesting),
258 * but more importantly, the symmetry code presumes we are symmetrizing
259 * spirals, or maps with lots of passages - making a symmetric rogue
260 * map fails because its likely that the passages the symmetry process
261 * creates may not connect the rooms.
262 */
263 RP->symmetry_used = SYMMETRY_NONE;
264 RP->Ysize = oysize;
265 RP->Xsize = oxsize;
266 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 /* no doorifying... done already */
268 break;
269
270 case LAYOUT_SNAKE:
271 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
272 if (rndm (2))
273 roomify_layout (maze, RP);
274 break;
275
276 case LAYOUT_SQUARE_SPIRAL:
277 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
278 if (rndm (2))
279 roomify_layout (maze, RP);
280 break;
281 }
282
283 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
284
285 #ifdef RMAP_DEBUG
286 dump_layout (maze, RP);
287 #endif
288
289 if (RP->expand2x)
290 {
291 maze = expand2x (maze, RP->Xsize, RP->Ysize);
292 RP->Xsize = RP->Xsize * 2 - 1;
293 RP->Ysize = RP->Ysize * 2 - 1;
294 }
295
296 return maze;
297 }
298
299 /* takes a map and makes it symmetric: adjusts Xsize and
300 Ysize to produce a symmetric map. */
301 char **
302 symmetrize_layout (char **maze, int sym, random_map_params *RP)
303 {
304 int i, j;
305 char **sym_maze;
306 int Xsize_orig, Ysize_orig;
307
308 Xsize_orig = RP->Xsize;
309 Ysize_orig = RP->Ysize;
310 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
311 if (sym == SYMMETRY_NONE)
312 {
313 RP->Xsize = Xsize_orig;
314 RP->Ysize = Ysize_orig;
315 return maze;
316 }
317 /* pick new sizes */
318 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
319 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
320
321 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
322 for (i = 0; i < RP->Xsize; i++)
323 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
324
325 if (sym == SYMMETRY_X)
326 for (i = 0; i < RP->Xsize / 2 + 1; i++)
327 for (j = 0; j < RP->Ysize; j++)
328 {
329 sym_maze[i][j] = maze[i][j];
330 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
331 };
332 if (sym == SYMMETRY_Y)
333 for (i = 0; i < RP->Xsize; i++)
334 for (j = 0; j < RP->Ysize / 2 + 1; j++)
335 {
336 sym_maze[i][j] = maze[i][j];
337 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
338 }
339 if (sym == SYMMETRY_XY)
340 for (i = 0; i < RP->Xsize / 2 + 1; i++)
341 for (j = 0; j < RP->Ysize / 2 + 1; j++)
342 {
343 sym_maze[i][j] = maze[i][j];
344 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
345 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
346 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
347 }
348 /* delete the old maze */
349 for (i = 0; i < Xsize_orig; i++)
350 free (maze[i]);
351 free (maze);
352 /* reconnect disjointed spirals */
353 if (RP->map_layout_style == LAYOUT_SPIRAL)
354 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
355 /* reconnect disjointed nethackmazes: the routine for
356 spirals will do the trick? */
357 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
358 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
359
360 return sym_maze;
361 }
362
363
364 /* takes a map and rotates it. This completes the
365 onion layouts, making them possibly centered on any wall.
366 It'll modify Xsize and Ysize if they're swapped.
367 */
368
369 char **
370 rotate_layout (char **maze, int rotation, random_map_params *RP)
371 {
372 char **new_maze;
373 int i, j;
374
375 switch (rotation)
376 {
377 case 0:
378 return maze;
379 break;
380 case 2: /* a reflection */
381 {
382 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
383
384 for (i = 0; i < RP->Xsize; i++)
385 { /* make a copy */
386 for (j = 0; j < RP->Ysize; j++)
387 {
388 newmaze[i * RP->Ysize + j] = maze[i][j];
389 }
390 }
391 for (i = 0; i < RP->Xsize; i++)
392 { /* copy a reflection back */
393 for (j = 0; j < RP->Ysize; j++)
394 {
395 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
396 }
397 }
398 free (newmaze);
399 return maze;
400 break;
401 }
402 case 1:
403 case 3:
404 {
405 int swap;
406 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
407 for (i = 0; i < RP->Ysize; i++)
408 {
409 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
410 }
411 if (rotation == 1) /* swap x and y */
412 for (i = 0; i < RP->Xsize; i++)
413 for (j = 0; j < RP->Ysize; j++)
414 new_maze[j][i] = maze[i][j];
415
416 if (rotation == 3)
417 { /* swap x and y */
418 for (i = 0; i < RP->Xsize; i++)
419 for (j = 0; j < RP->Ysize; j++)
420 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
421 }
422
423 /* delete the old layout */
424 for (i = 0; i < RP->Xsize; i++)
425 free (maze[i]);
426 free (maze);
427
428 swap = RP->Ysize;
429 RP->Ysize = RP->Xsize;
430 RP->Xsize = swap;
431 return new_maze;
432 break;
433 }
434 }
435 return NULL;
436 }
437
438 /* take a layout and make some rooms in it.
439 --works best on onions.*/
440 void
441 roomify_layout (char **maze, random_map_params *RP)
442 {
443 int tries = RP->Xsize * RP->Ysize / 30;
444 int ti;
445
446 for (ti = 0; ti < tries; ti++)
447 {
448 int dx, dy; /* starting location for looking at creating a door */
449 int cx, cy; /* results of checking on creating walls. */
450
451 dx = RANDOM () % RP->Xsize;
452 dy = RANDOM () % RP->Ysize;
453 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
454 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
455 if (cx == -1)
456 {
457 if (cy != -1)
458 make_wall (maze, dx, dy, 1);
459 continue;
460 }
461 if (cy == -1)
462 {
463 make_wall (maze, dx, dy, 0);
464 continue;
465 }
466 if (cx < cy)
467 make_wall (maze, dx, dy, 0);
468 else
469 make_wall (maze, dx, dy, 1);
470 }
471 }
472
473 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
474 (or vertical, dir == 1)
475 here which ends up on other walls sensibly. */
476
477 int
478 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
479 {
480 int i1;
481 int length = 0;
482
483 /* dont make walls if we're on the edge. */
484 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
485 return -1;
486
487 /* don't make walls if we're ON a wall. */
488 if (maze[dx][dy] != 0)
489 return -1;
490
491 if (dir == 0) /* horizontal */
492 {
493 int y = dy;
494
495 for (i1 = dx - 1; i1 > 0; i1--)
496 {
497 int sindex = surround_flag2 (maze, i1, y, RP);
498
499 if (sindex == 1)
500 break;
501 if (sindex != 0)
502 return -1; /* can't make horiz. wall here */
503 if (maze[i1][y] != 0)
504 return -1; /* can't make horiz. wall here */
505 length++;
506 }
507
508 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
509 {
510 int sindex = surround_flag2 (maze, i1, y, RP);
511
512 if (sindex == 2)
513 break;
514 if (sindex != 0)
515 return -1; /* can't make horiz. wall here */
516 if (maze[i1][y] != 0)
517 return -1; /* can't make horiz. wall here */
518 length++;
519 }
520 return length;
521 }
522 else
523 { /* vertical */
524 int x = dx;
525
526 for (i1 = dy - 1; i1 > 0; i1--)
527 {
528 int sindex = surround_flag2 (maze, x, i1, RP);
529
530 if (sindex == 4)
531 break;
532 if (sindex != 0)
533 return -1; /* can't make vert. wall here */
534 if (maze[x][i1] != 0)
535 return -1; /* can't make horiz. wall here */
536 length++;
537 }
538
539 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
540 {
541 int sindex = surround_flag2 (maze, x, i1, RP);
542
543 if (sindex == 8)
544 break;
545 if (sindex != 0)
546 return -1; /* can't make verti. wall here */
547 if (maze[x][i1] != 0)
548 return -1; /* can't make horiz. wall here */
549 length++;
550 }
551 return length;
552 }
553 return -1;
554 }
555
556
557 int
558 make_wall (char **maze, int x, int y, int dir)
559 {
560 maze[x][y] = 'D'; /* mark a door */
561 switch (dir)
562 {
563 case 0: /* horizontal */
564 {
565 int i1;
566
567 for (i1 = x - 1; maze[i1][y] == 0; i1--)
568 maze[i1][y] = '#';
569 for (i1 = x + 1; maze[i1][y] == 0; i1++)
570 maze[i1][y] = '#';
571 break;
572 }
573 case 1: /* vertical */
574 {
575 int i1;
576
577 for (i1 = y - 1; maze[x][i1] == 0; i1--)
578 maze[x][i1] = '#';
579 for (i1 = y + 1; maze[x][i1] == 0; i1++)
580 maze[x][i1] = '#';
581 break;
582 }
583 }
584
585 return 0;
586 }
587
588 /* puts doors at appropriate locations in a layout. */
589 void
590 doorify_layout (char **maze, random_map_params *RP)
591 {
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 char *doorlist_x;
594 char *doorlist_y;
595 int doorlocs = 0; /* # of available doorlocations */
596 int i, j;
597
598 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
599 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
600
601
602 /* make a list of possible door locations */
603 for (i = 1; i < RP->Xsize - 1; i++)
604 for (j = 1; j < RP->Ysize - 1; j++)
605 {
606 int sindex = surround_flag (maze, i, j, RP);
607
608 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609 {
610 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j;
612 doorlocs++;
613 }
614 }
615
616 while (ndoors > 0 && doorlocs > 0)
617 {
618 int di;
619 int sindex;
620
621 di = RANDOM () % doorlocs;
622 i = doorlist_x[di];
623 j = doorlist_y[di];
624 sindex = surround_flag (maze, i, j, RP);
625 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
626 {
627 maze[i][j] = 'D';
628 ndoors--;
629 }
630 /* reduce the size of the list */
631 doorlocs--;
632 doorlist_x[di] = doorlist_x[doorlocs];
633 doorlist_y[di] = doorlist_y[doorlocs];
634 }
635
636 free (doorlist_x);
637 free (doorlist_y);
638 }
639
640 void
641 write_map_parameters_to_string (char *buf, random_map_params *RP)
642 {
643 char small_buf[16384];
644
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
646
647 if (RP->wallstyle[0])
648 {
649 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
650 strcat (buf, small_buf);
651 }
652
653 if (RP->floorstyle[0])
654 {
655 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656 strcat (buf, small_buf);
657 }
658
659 if (RP->monsterstyle[0])
660 {
661 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
662 strcat (buf, small_buf);
663 }
664
665 if (RP->treasurestyle[0])
666 {
667 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
668 strcat (buf, small_buf);
669 }
670
671 if (RP->layoutstyle[0])
672 {
673 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
674 strcat (buf, small_buf);
675 }
676
677 if (RP->decorstyle[0])
678 {
679 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
680 strcat (buf, small_buf);
681 }
682
683 if (RP->doorstyle[0])
684 {
685 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
686 strcat (buf, small_buf);
687 }
688
689 if (RP->exitstyle[0])
690 {
691 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692 strcat (buf, small_buf);
693 }
694
695 if (RP->final_map.length ())
696 {
697 sprintf (small_buf, "final_map %s\n", &RP->final_map);
698 strcat (buf, small_buf);
699 }
700
701 if (RP->exit_on_final_map[0])
702 {
703 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704 strcat (buf, small_buf);
705 }
706
707 if (RP->this_map.length ())
708 {
709 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
710 strcat (buf, small_buf);
711 }
712
713 if (RP->expand2x)
714 {
715 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
716 strcat (buf, small_buf);
717 }
718
719 if (RP->layoutoptions1)
720 {
721 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722 strcat (buf, small_buf);
723 }
724
725 if (RP->layoutoptions2)
726 {
727 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
728 strcat (buf, small_buf);
729 }
730
731 if (RP->layoutoptions3)
732 {
733 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
734 strcat (buf, small_buf);
735 }
736
737 if (RP->symmetry)
738 {
739 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
740 strcat (buf, small_buf);
741 }
742
743 if (RP->difficulty && RP->difficulty_given)
744 {
745 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
746 strcat (buf, small_buf);
747 }
748
749 if (RP->difficulty_increase != 1.0)
750 {
751 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
752 strcat (buf, small_buf);
753 }
754
755 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
756 strcat (buf, small_buf);
757
758 if (RP->dungeon_depth)
759 {
760 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
761 strcat (buf, small_buf);
762 }
763
764 if (RP->decoroptions)
765 {
766 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
767 strcat (buf, small_buf);
768 }
769
770 if (RP->orientation)
771 {
772 sprintf (small_buf, "orientation %d\n", RP->orientation);
773 strcat (buf, small_buf);
774 }
775
776 if (RP->origin_x)
777 {
778 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
779 strcat (buf, small_buf);
780 }
781
782 if (RP->origin_y)
783 {
784 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
785 strcat (buf, small_buf);
786 }
787
788 if (RP->treasureoptions)
789 {
790 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
791 strcat (buf, small_buf);
792 }
793
794 if (RP->random_seed)
795 {
796 sprintf (small_buf, "random_seed %d\n", RP->random_seed);
797 strcat (buf, small_buf);
798 }
799
800 if (RP->custom)
801 {
802 sprintf (small_buf, "custom %s\n", RP->custom);
803 strcat (buf, small_buf);
804 }
805 }
806
807 void
808 write_parameters_to_string (char *buf,
809 int xsize_n,
810 int ysize_n,
811 char *wallstyle_n,
812 char *floorstyle_n,
813 char *monsterstyle_n,
814 char *treasurestyle_n,
815 char *layoutstyle_n,
816 char *decorstyle_n,
817 char *doorstyle_n,
818 char *exitstyle_n,
819 char *final_map_n,
820 char *exit_on_final_map_n,
821 char *this_map_n,
822 int layoutoptions1_n,
823 int layoutoptions2_n,
824 int layoutoptions3_n,
825 int symmetry_n,
826 int dungeon_depth_n,
827 int dungeon_level_n,
828 int difficulty_n,
829 int difficulty_given_n,
830 int decoroptions_n,
831 int orientation_n,
832 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
833 {
834 char small_buf[16384];
835
836 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837
838 if (wallstyle_n && wallstyle_n[0])
839 {
840 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (floorstyle_n && floorstyle_n[0])
845 {
846 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
847 strcat (buf, small_buf);
848 }
849
850 if (monsterstyle_n && monsterstyle_n[0])
851 {
852 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
853 strcat (buf, small_buf);
854 }
855
856 if (treasurestyle_n && treasurestyle_n[0])
857 {
858 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
859 strcat (buf, small_buf);
860 }
861
862 if (layoutstyle_n && layoutstyle_n[0])
863 {
864 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
865 strcat (buf, small_buf);
866 }
867
868 if (decorstyle_n && decorstyle_n[0])
869 {
870 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
871 strcat (buf, small_buf);
872 }
873
874 if (doorstyle_n && doorstyle_n[0])
875 {
876 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
877 strcat (buf, small_buf);
878 }
879
880 if (exitstyle_n && exitstyle_n[0])
881 {
882 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
883 strcat (buf, small_buf);
884 }
885
886 if (final_map_n && final_map_n[0])
887 {
888 sprintf (small_buf, "final_map %s\n", final_map_n);
889 strcat (buf, small_buf);
890 }
891
892 if (exit_on_final_map_n && exit_on_final_map_n[0])
893 {
894 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
895 strcat (buf, small_buf);
896 }
897
898 if (this_map_n && this_map_n[0])
899 {
900 sprintf (small_buf, "origin_map %s\n", this_map_n);
901 strcat (buf, small_buf);
902 }
903
904 if (layoutoptions1_n)
905 {
906 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907 strcat (buf, small_buf);
908 }
909
910 if (layoutoptions2_n)
911 {
912 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
913 strcat (buf, small_buf);
914 }
915
916
917 if (layoutoptions3_n)
918 {
919 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
920 strcat (buf, small_buf);
921 }
922
923 if (symmetry_n)
924 {
925 sprintf (small_buf, "symmetry %d\n", symmetry_n);
926 strcat (buf, small_buf);
927 }
928
929
930 if (difficulty_n && difficulty_given_n)
931 {
932 sprintf (small_buf, "difficulty %d\n", difficulty_n);
933 strcat (buf, small_buf);
934 }
935
936 if (difficulty_increase > 0.001)
937 {
938 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
939 strcat (buf, small_buf);
940 }
941
942 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
943 strcat (buf, small_buf);
944
945 if (dungeon_depth_n)
946 {
947 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
948 strcat (buf, small_buf);
949 }
950
951 if (decoroptions_n)
952 {
953 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
954 strcat (buf, small_buf);
955 }
956
957 if (orientation_n)
958 {
959 sprintf (small_buf, "orientation %d\n", orientation_n);
960 strcat (buf, small_buf);
961 }
962
963 if (origin_x_n)
964 {
965 sprintf (small_buf, "origin_x %d\n", origin_x_n);
966 strcat (buf, small_buf);
967 }
968
969 if (origin_y_n)
970 {
971 sprintf (small_buf, "origin_y %d\n", origin_y_n);
972 strcat (buf, small_buf);
973 }
974
975 if (random_seed_n)
976 {
977 /* Add one so that the next map is a bit different */
978 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979 strcat (buf, small_buf);
980 }
981
982 if (treasureoptions_n)
983 {
984 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985 strcat (buf, small_buf);
986 }
987 }
988
989 /* copy an object with an inventory... i.e., duplicate the inv too. */
990 void
991 copy_object_with_inv (object *src_ob, object *dest_ob)
992 {
993 object *walk, *tmp;
994
995 src_ob->copy_to (dest_ob);
996
997 for (walk = src_ob->inv; walk; walk = walk->below)
998 {
999 tmp = object::create ();
1000
1001 walk->copy_to (tmp);
1002 insert_ob_in_ob (tmp, dest_ob);
1003 }
1004 }