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Revision: 1.37
Committed: Fri May 2 21:01:53 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +1 -1 lines
Log Message:
remove all easy cases of copy_to, mostly replace by clone or instance

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <time.h>
25 #include <stdio.h>
26 #include <global.h>
27 #include <random_map.h>
28 #include <rproto.h>
29 #include <sproto.h>
30
31 #define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__);
32
33 static void symmetrize_layout (Layout maze, random_map_params *RP);
34 static void rotate_layout (Layout maze, int rotation);
35
36 void
37 dump_layout (Layout layout)
38 {
39 for (int j = 0; j < layout->h; j++)
40 {
41 for (int i = 0; i < layout->w; i++)
42 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43
44 putc ('\n', stdout);
45 }
46
47 putc ('\n', stdout);
48 }
49
50 bool
51 maptile::generate_random_map (random_map_params *RP)
52 {
53 char buf[16384];
54 int i;
55
56 RP->Xsize = RP->xsize;
57 RP->Ysize = RP->ysize;
58
59 /* pick a random seed, or use the one from the input file */
60 RP->random_seed = RP->random_seed
61 ? RP->random_seed + RP->dungeon_level
62 : time (0);
63 CEDE;
64
65 write_map_parameters_to_string (buf, RP);
66
67 if (RP->difficulty == 0)
68 {
69 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
70
71 if (RP->difficulty_increase > 0.001)
72 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
73
74 if (RP->difficulty < 1)
75 RP->difficulty = 1;
76 }
77 else
78 RP->difficulty_given = 1;
79
80 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
81 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
82
83 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
84 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
85
86 if (RP->symmetry == SYMMETRY_RANDOM)
87 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
88 else
89 RP->symmetry_used = RP->symmetry;
90
91 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
92 RP->Ysize = RP->Ysize / 2 + 1;
93
94 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
95 RP->Xsize = RP->Xsize / 2 + 1;
96
97 if (RP->expand2x > 0)
98 {
99 RP->Xsize /= 2;
100 RP->Ysize /= 2;
101 }
102
103 RP->map_layout_style = LAYOUT_NONE;
104
105 /* Redo this - there was a lot of redundant code of checking for preset
106 * layout style and then random layout style. Instead, figure out
107 * the numeric layoutstyle, so there is only one area that actually
108 * calls the code to make the maps.
109 */
110 if (strstr (RP->layoutstyle, "onion"))
111 RP->map_layout_style = LAYOUT_ONION;
112 else if (strstr (RP->layoutstyle, "maze"))
113 RP->map_layout_style = LAYOUT_MAZE;
114 else if (strstr (RP->layoutstyle, "spiral"))
115 RP->map_layout_style = LAYOUT_SPIRAL;
116 else if (strstr (RP->layoutstyle, "rogue"))
117 RP->map_layout_style = LAYOUT_ROGUELIKE;
118 else if (strstr (RP->layoutstyle, "snake"))
119 RP->map_layout_style = LAYOUT_SNAKE;
120 else if (strstr (RP->layoutstyle, "squarespiral"))
121 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
122 else if (RP->map_layout_style == LAYOUT_NONE)
123 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
124 else
125 abort ();
126
127 Layout layout = layoutgen (RP);
128
129 #ifdef RMAP_DEBUG
130 dump_layout (layout);
131 #endif
132
133 /* increment these for the current map */
134 ++RP->dungeon_level;
135
136 // need to patch RP becasue following code doesn't use the Layout object
137 RP->Xsize = layout->w;
138 RP->Ysize = layout->h;
139
140 /* allocate the map and set the floor */
141 make_map_floor (layout, RP->floorstyle, RP);
142
143 /* set region */
144 default_region = RP->region;
145
146 CEDE;
147
148 /* create walls unless the wallstyle is "none" */
149 if (strcmp (RP->wallstyle, "none"))
150 {
151 make_map_walls (this, layout, RP->wallstyle, RP);
152
153 /* place doors unless doorstyle or wallstyle is "none" */
154 if (strcmp (RP->doorstyle, "none"))
155 put_doors (this, layout, RP->doorstyle, RP);
156 }
157
158 CEDE;
159
160 /* create exits unless the exitstyle is "none" */
161 if (strcmp (RP->exitstyle, "none"))
162 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
163
164 CEDE;
165
166 place_specials_in_map (this, layout, RP);
167
168 CEDE;
169
170 /* create monsters unless the monsterstyle is "none" */
171 if (strcmp (RP->monsterstyle, "none"))
172 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
173
174 CEDE;
175
176 /* treasures needs to have a proper difficulty set for the map. */
177 difficulty = estimate_difficulty ();
178
179 CEDE;
180
181 /* create treasure unless the treasurestyle is "none" */
182 if (strcmp (RP->treasurestyle, "none"))
183 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
184
185 CEDE;
186
187 /* create decor unless the decorstyle is "none" */
188 if (strcmp (RP->decorstyle, "none"))
189 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
190
191 CEDE;
192
193 /* generate treasures, etc. */
194 fix_auto_apply ();
195
196 CEDE;
197
198 unblock_exits (this, layout, RP);
199
200 msg = strdup (buf);
201 in_memory = MAP_ACTIVE;
202
203 CEDE;
204
205 return 1;
206 }
207
208 /* function selects the layout function and gives it whatever
209 arguments it needs. */
210 Layout
211 layoutgen (random_map_params *RP)
212 {
213 Layout layout (RP);
214
215 switch (RP->map_layout_style)
216 {
217 case LAYOUT_ONION:
218 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
219
220 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
221 roomify_layout (layout, RP);
222
223 break;
224
225 case LAYOUT_MAZE:
226 maze_gen (layout, rndm (2));
227
228 if (!(rndm (2)))
229 doorify_layout (layout, RP);
230
231 break;
232
233 case LAYOUT_SPIRAL:
234 map_gen_spiral (layout, RP->layoutoptions1);
235
236 if (!(rndm (2)))
237 doorify_layout (layout, RP);
238
239 break;
240
241 case LAYOUT_ROGUELIKE:
242 /* Don't put symmetry in rogue maps. There isn't much reason to
243 * do so in the first place (doesn't make it any more interesting),
244 * but more importantly, the symmetry code presumes we are symmetrizing
245 * spirals, or maps with lots of passages - making a symmetric rogue
246 * map fails because its likely that the passages the symmetry process
247 * creates may not connect the rooms.
248 */
249 RP->symmetry_used = SYMMETRY_NONE;
250 roguelike_layout_gen (layout, RP->layoutoptions1);
251 /* no doorifying... done already */
252 break;
253
254 case LAYOUT_SNAKE:
255 make_snake_layout (layout, RP->layoutoptions1);
256
257 if (rndm (2))
258 roomify_layout (layout, RP);
259
260 break;
261
262 case LAYOUT_SQUARE_SPIRAL:
263 make_square_spiral_layout (layout, RP->layoutoptions1);
264
265 if (rndm (2))
266 roomify_layout (layout, RP);
267
268 break;
269
270 default:
271 abort ();
272 }
273
274 /* rotate the layout randomly */
275 rotate_layout (layout, rndm (4));
276
277 symmetrize_layout (layout, RP);
278
279 #ifdef RMAP_DEBUG
280 dump_layout (layout);
281 #endif
282
283 if (RP->expand2x)
284 expand2x (layout);
285
286 return layout;
287 }
288
289 /* takes a map and makes it symmetric: adjusts Xsize and
290 * Ysize to produce a symmetric map.
291 */
292 static void
293 symmetrize_layout (Layout layout, random_map_params *RP)
294 {
295 if (RP->symmetry_used == SYMMETRY_NONE)
296 return;
297
298 Layout sym_layout (
299 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
300 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
301 );
302
303 if (RP->symmetry_used == SYMMETRY_X)
304 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
305 for (int j = 0; j < sym_layout->h; j++)
306 {
307 sym_layout[i ][j] =
308 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
309 }
310
311 if (RP->symmetry_used == SYMMETRY_Y)
312 for (int i = 0; i < sym_layout->w; i++)
313 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
314 {
315 sym_layout[i][j ] =
316 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
317 }
318
319 if (RP->symmetry_used == SYMMETRY_XY)
320 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
321 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
322 {
323 sym_layout[i ][j ] =
324 sym_layout[i ][sym_layout->h - j - 1] =
325 sym_layout[sym_layout->w - i - 1][j ] =
326 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
327 }
328
329 layout.swap (sym_layout);
330 sym_layout.free ();
331
332 /* reconnect disjointed spirals */
333 /* reconnect disjointed nethacklayouts: the routine for
334 spirals will do the trick? */
335 if (RP->map_layout_style == LAYOUT_SPIRAL
336 || RP->map_layout_style == LAYOUT_ROGUELIKE)
337 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
338 }
339
340 /* takes a map and rotates it. This completes the
341 onion layouts, making them possibly centered on any wall.
342 It'll modify Xsize and Ysize if they're swapped.
343 */
344 static void
345 rotate_layout (Layout layout, int rotation)
346 {
347 int w = layout->w;
348 int h = layout->h;
349
350 switch (rotation)
351 {
352 case 2: /* a reflection */
353 {
354 Layout new_layout (w, h);
355
356 for (int i = 0; i < w; i++) /* copy a reflection back */
357 for (int j = 0; j < h; j++)
358 new_layout[i][j] = layout[w - i - 1][h - j - 1];
359
360 layout.swap (new_layout);
361 new_layout.free ();
362 }
363 break;
364
365 case 1:
366 case 3:
367 {
368 Layout new_layout (h, w);
369
370 if (rotation == 1) /* swap x and y */
371 for (int i = 0; i < w; i++)
372 for (int j = 0; j < h; j++)
373 new_layout[j][i] = layout[i][j];
374
375 if (rotation == 3) /* swap x and y */
376 for (int i = 0; i < w; i++)
377 for (int j = 0; j < h; j++)
378 new_layout[j][i] = layout[w - i - 1][h - j - 1];
379
380 layout.swap (new_layout);
381 new_layout.free ();
382 }
383 break;
384 }
385 }
386
387 /* take a layout and make some rooms in it.
388 --works best on onions.*/
389 void
390 roomify_layout (char **maze, random_map_params *RP)
391 {
392 int tries = RP->Xsize * RP->Ysize / 30;
393 int ti;
394
395 for (ti = 0; ti < tries; ti++)
396 {
397 int dx, dy; /* starting location for looking at creating a door */
398 int cx, cy; /* results of checking on creating walls. */
399
400 dx = rndm (RP->Xsize);
401 dy = rndm (RP->Ysize);
402
403 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
404 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
405 if (cx == -1)
406 {
407 if (cy != -1)
408 make_wall (maze, dx, dy, 1);
409
410 continue;
411 }
412
413 if (cy == -1)
414 {
415 make_wall (maze, dx, dy, 0);
416 continue;
417 }
418
419 if (cx < cy)
420 make_wall (maze, dx, dy, 0);
421 else
422 make_wall (maze, dx, dy, 1);
423 }
424 }
425
426 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
427 (or vertical, dir == 1)
428 here which ends up on other walls sensibly. */
429
430 int
431 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
432 {
433 int i1;
434 int length = 0;
435
436 /* dont make walls if we're on the edge. */
437 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
438 return -1;
439
440 /* don't make walls if we're ON a wall. */
441 if (maze[dx][dy] != 0)
442 return -1;
443
444 if (dir == 0) /* horizontal */
445 {
446 int y = dy;
447
448 for (i1 = dx - 1; i1 > 0; i1--)
449 {
450 int sindex = surround_flag2 (maze, i1, y, RP);
451
452 if (sindex == 1)
453 break;
454 if (sindex != 0)
455 return -1; /* can't make horiz. wall here */
456 if (maze[i1][y] != 0)
457 return -1; /* can't make horiz. wall here */
458 length++;
459 }
460
461 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
462 {
463 int sindex = surround_flag2 (maze, i1, y, RP);
464
465 if (sindex == 2)
466 break;
467 if (sindex != 0)
468 return -1; /* can't make horiz. wall here */
469 if (maze[i1][y] != 0)
470 return -1; /* can't make horiz. wall here */
471 length++;
472 }
473 return length;
474 }
475 else
476 { /* vertical */
477 int x = dx;
478
479 for (i1 = dy - 1; i1 > 0; i1--)
480 {
481 int sindex = surround_flag2 (maze, x, i1, RP);
482
483 if (sindex == 4)
484 break;
485 if (sindex != 0)
486 return -1; /* can't make vert. wall here */
487 if (maze[x][i1] != 0)
488 return -1; /* can't make horiz. wall here */
489 length++;
490 }
491
492 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
493 {
494 int sindex = surround_flag2 (maze, x, i1, RP);
495
496 if (sindex == 8)
497 break;
498 if (sindex != 0)
499 return -1; /* can't make verti. wall here */
500 if (maze[x][i1] != 0)
501 return -1; /* can't make horiz. wall here */
502 length++;
503 }
504 return length;
505 }
506 return -1;
507 }
508
509
510 int
511 make_wall (char **maze, int x, int y, int dir)
512 {
513 maze[x][y] = 'D'; /* mark a door */
514 switch (dir)
515 {
516 case 0: /* horizontal */
517 {
518 int i1;
519
520 for (i1 = x - 1; maze[i1][y] == 0; i1--)
521 maze[i1][y] = '#';
522 for (i1 = x + 1; maze[i1][y] == 0; i1++)
523 maze[i1][y] = '#';
524 break;
525 }
526 case 1: /* vertical */
527 {
528 int i1;
529
530 for (i1 = y - 1; maze[x][i1] == 0; i1--)
531 maze[x][i1] = '#';
532 for (i1 = y + 1; maze[x][i1] == 0; i1++)
533 maze[x][i1] = '#';
534 break;
535 }
536 }
537
538 return 0;
539 }
540
541 /* puts doors at appropriate locations in a layout. */
542 void
543 doorify_layout (char **maze, random_map_params *RP)
544 {
545 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
546 int doorlocs = 0; /* # of available doorlocations */
547 int i, j;
548
549 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
550 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
551
552 /* make a list of possible door locations */
553 for (i = 1; i < RP->Xsize - 1; i++)
554 for (j = 1; j < RP->Ysize - 1; j++)
555 {
556 int sindex = surround_flag (maze, i, j, RP);
557
558 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
559 {
560 doorlist_x[doorlocs] = i;
561 doorlist_y[doorlocs] = j;
562 doorlocs++;
563 }
564 }
565
566 while (ndoors > 0 && doorlocs > 0)
567 {
568 int di;
569 int sindex;
570
571 di = rndm (doorlocs);
572 i = doorlist_x[di];
573 j = doorlist_y[di];
574 sindex = surround_flag (maze, i, j, RP);
575
576 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
577 {
578 maze[i][j] = 'D';
579 ndoors--;
580 }
581
582 /* reduce the size of the list */
583 doorlocs--;
584 doorlist_x[di] = doorlist_x[doorlocs];
585 doorlist_y[di] = doorlist_y[doorlocs];
586 }
587
588 sfree (doorlist_x, RP->Xsize * RP->Ysize);
589 sfree (doorlist_y, RP->Xsize * RP->Ysize);
590 }
591
592 void
593 write_map_parameters_to_string (char *buf, random_map_params *RP)
594 {
595 char small_buf[16384];
596
597 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
598
599 if (RP->wallstyle[0])
600 {
601 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
602 strcat (buf, small_buf);
603 }
604
605 if (RP->floorstyle[0])
606 {
607 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
608 strcat (buf, small_buf);
609 }
610
611 if (RP->monsterstyle[0])
612 {
613 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
614 strcat (buf, small_buf);
615 }
616
617 if (RP->treasurestyle[0])
618 {
619 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
620 strcat (buf, small_buf);
621 }
622
623 if (RP->layoutstyle[0])
624 {
625 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
626 strcat (buf, small_buf);
627 }
628
629 if (RP->decorstyle[0])
630 {
631 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
632 strcat (buf, small_buf);
633 }
634
635 if (RP->doorstyle[0])
636 {
637 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
638 strcat (buf, small_buf);
639 }
640
641 if (RP->exitstyle[0])
642 {
643 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
644 strcat (buf, small_buf);
645 }
646
647 if (RP->final_map.length ())
648 {
649 sprintf (small_buf, "final_map %s\n", &RP->final_map);
650 strcat (buf, small_buf);
651 }
652
653 if (RP->exit_on_final_map[0])
654 {
655 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
656 strcat (buf, small_buf);
657 }
658
659 if (RP->this_map.length ())
660 {
661 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
662 strcat (buf, small_buf);
663 }
664
665 if (RP->expand2x)
666 {
667 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
668 strcat (buf, small_buf);
669 }
670
671 if (RP->layoutoptions1)
672 {
673 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
674 strcat (buf, small_buf);
675 }
676
677 if (RP->layoutoptions2)
678 {
679 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
680 strcat (buf, small_buf);
681 }
682
683 if (RP->layoutoptions3)
684 {
685 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
686 strcat (buf, small_buf);
687 }
688
689 if (RP->symmetry)
690 {
691 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
692 strcat (buf, small_buf);
693 }
694
695 if (RP->difficulty && RP->difficulty_given)
696 {
697 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
698 strcat (buf, small_buf);
699 }
700
701 if (RP->difficulty_increase != 1.0)
702 {
703 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
704 strcat (buf, small_buf);
705 }
706
707 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
708 strcat (buf, small_buf);
709
710 if (RP->dungeon_depth)
711 {
712 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
713 strcat (buf, small_buf);
714 }
715
716 if (RP->decoroptions)
717 {
718 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
719 strcat (buf, small_buf);
720 }
721
722 if (RP->orientation)
723 {
724 sprintf (small_buf, "orientation %d\n", RP->orientation);
725 strcat (buf, small_buf);
726 }
727
728 if (RP->origin_x)
729 {
730 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
731 strcat (buf, small_buf);
732 }
733
734 if (RP->origin_y)
735 {
736 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
737 strcat (buf, small_buf);
738 }
739
740 if (RP->treasureoptions)
741 {
742 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
743 strcat (buf, small_buf);
744 }
745
746 if (RP->random_seed)
747 {
748 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
749 strcat (buf, small_buf);
750 }
751
752 if (RP->custom)
753 {
754 sprintf (small_buf, "custom %s\n", RP->custom);
755 strcat (buf, small_buf);
756 }
757 }
758
759 void
760 write_parameters_to_string (char *buf,
761 int xsize_n,
762 int ysize_n,
763 const char *wallstyle_n,
764 const char *floorstyle_n,
765 const char *monsterstyle_n,
766 const char *treasurestyle_n,
767 const char *layoutstyle_n,
768 const char *decorstyle_n,
769 const char *doorstyle_n,
770 const char *exitstyle_n,
771 const char *final_map_n,
772 const char *exit_on_final_map_n,
773 const char *this_map_n,
774 int layoutoptions1_n,
775 int layoutoptions2_n,
776 int layoutoptions3_n,
777 int symmetry_n,
778 int dungeon_depth_n,
779 int dungeon_level_n,
780 int difficulty_n,
781 int difficulty_given_n,
782 int decoroptions_n,
783 int orientation_n,
784 int origin_x_n,
785 int origin_y_n,
786 uint32_t random_seed_n,
787 int treasureoptions_n,
788 float difficulty_increase)
789 {
790 char small_buf[16384];
791
792 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
793
794 if (wallstyle_n && wallstyle_n[0])
795 {
796 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
797 strcat (buf, small_buf);
798 }
799
800 if (floorstyle_n && floorstyle_n[0])
801 {
802 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
803 strcat (buf, small_buf);
804 }
805
806 if (monsterstyle_n && monsterstyle_n[0])
807 {
808 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
809 strcat (buf, small_buf);
810 }
811
812 if (treasurestyle_n && treasurestyle_n[0])
813 {
814 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
815 strcat (buf, small_buf);
816 }
817
818 if (layoutstyle_n && layoutstyle_n[0])
819 {
820 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
821 strcat (buf, small_buf);
822 }
823
824 if (decorstyle_n && decorstyle_n[0])
825 {
826 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
827 strcat (buf, small_buf);
828 }
829
830 if (doorstyle_n && doorstyle_n[0])
831 {
832 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
833 strcat (buf, small_buf);
834 }
835
836 if (exitstyle_n && exitstyle_n[0])
837 {
838 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
839 strcat (buf, small_buf);
840 }
841
842 if (final_map_n && final_map_n[0])
843 {
844 sprintf (small_buf, "final_map %s\n", final_map_n);
845 strcat (buf, small_buf);
846 }
847
848 if (exit_on_final_map_n && exit_on_final_map_n[0])
849 {
850 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
851 strcat (buf, small_buf);
852 }
853
854 if (this_map_n && this_map_n[0])
855 {
856 sprintf (small_buf, "origin_map %s\n", this_map_n);
857 strcat (buf, small_buf);
858 }
859
860 if (layoutoptions1_n)
861 {
862 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
863 strcat (buf, small_buf);
864 }
865
866 if (layoutoptions2_n)
867 {
868 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
869 strcat (buf, small_buf);
870 }
871
872
873 if (layoutoptions3_n)
874 {
875 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
876 strcat (buf, small_buf);
877 }
878
879 if (symmetry_n)
880 {
881 sprintf (small_buf, "symmetry %d\n", symmetry_n);
882 strcat (buf, small_buf);
883 }
884
885
886 if (difficulty_n && difficulty_given_n)
887 {
888 sprintf (small_buf, "difficulty %d\n", difficulty_n);
889 strcat (buf, small_buf);
890 }
891
892 if (difficulty_increase > 0.001)
893 {
894 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
895 strcat (buf, small_buf);
896 }
897
898 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
899 strcat (buf, small_buf);
900
901 if (dungeon_depth_n)
902 {
903 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
904 strcat (buf, small_buf);
905 }
906
907 if (decoroptions_n)
908 {
909 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
910 strcat (buf, small_buf);
911 }
912
913 if (orientation_n)
914 {
915 sprintf (small_buf, "orientation %d\n", orientation_n);
916 strcat (buf, small_buf);
917 }
918
919 if (origin_x_n)
920 {
921 sprintf (small_buf, "origin_x %d\n", origin_x_n);
922 strcat (buf, small_buf);
923 }
924
925 if (origin_y_n)
926 {
927 sprintf (small_buf, "origin_y %d\n", origin_y_n);
928 strcat (buf, small_buf);
929 }
930
931 if (random_seed_n)
932 {
933 /* Add one so that the next map is a bit different */
934 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
935 strcat (buf, small_buf);
936 }
937
938 if (treasureoptions_n)
939 {
940 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
941 strcat (buf, small_buf);
942 }
943 }
944
945 /* copy an object with an inventory... i.e., duplicate the inv too. */
946 void
947 copy_object_with_inv (object *src_ob, object *dest_ob)//TODO, replace by clone
948 {
949 object *walk, *tmp;
950
951 src_ob->copy_to (dest_ob);
952
953 for (walk = src_ob->inv; walk; walk = walk->below)
954 {
955 tmp = object::create ();
956
957 walk->copy_to (tmp);
958 insert_ob_in_ob (tmp, dest_ob);
959 }
960 }
961
962 /////////////////////////////////////////////////////////////////////////////
963
964 LayoutData::LayoutData (int w, int h)
965 : w(w), h(h)
966 {
967 int size = (sizeof (char *) + sizeof (char) * h) * w;
968
969 col = (char **)salloc<char> (size);
970
971 char *data = (char *)(col + w);
972
973 for (int x = w; x--; )
974 col [x] = data + x * h;
975 }
976
977 LayoutData::~LayoutData ()
978 {
979 int size = (sizeof (char *) + sizeof (char) * h) * w;
980
981 sfree ((char *)col, size);
982 }
983
984 void LayoutData::clear (char fill)
985 {
986 memset (col [0], fill, w * h);
987 }
988
989 void LayoutData::border (char fill)
990 {
991 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
992 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
993 }
994