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/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.3
Committed: Sun Sep 10 16:06:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +791 -634 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_random_map_c =
4 * "$Id: random_map.C,v 1.2 2006-08-29 08:01:36 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <time.h>
31 #include <stdio.h>
32 #include <global.h>
33 #include <maze_gen.h>
34 #include <room_gen.h>
35 #include <random_map.h>
36 #include <rproto.h>
37 #include <sproto.h>
38
39 void
40 dump_layout (char **layout, RMParms * RP)
41 {
42 {
43 int i, j;
44
45 for (i = 0; i < RP->Xsize; i++)
46 {
47 for (j = 0; j < RP->Ysize; j++)
48 {
49 if (layout[i][j] == 0)
50 layout[i][j] = ' ';
51 printf ("%c", layout[i][j]);
52 if (layout[i][j] == ' ')
53 layout[i][j] = 0;
54 }
55 printf ("\n");
56 }
57 }
58 printf ("\n");
59 }
60 EXTERN FILE *logfile;
61 mapstruct *
62 generate_random_map (const char *OutFileName, RMParms * RP)
63 {
64 char **layout, buf[HUGE_BUF];
65 mapstruct *theMap;
66 int i;
67
68 /* pick a random seed, or use the one from the input file */
69 if (RP->random_seed == 0)
70 RP->random_seed = time (0);
71
72 SRANDOM (RP->random_seed);
73
74 write_map_parameters_to_string (buf, RP);
75
76 if (RP->difficulty == 0)
77 {
78 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
79 if (RP->difficulty_increase > 0.001)
80 {
81 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
82 if (RP->difficulty < 1)
83 RP->difficulty = 1;
84 }
85 }
86 else
87 RP->difficulty_given = 1;
88
89 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
90 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
92 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
93
94 if (RP->expand2x > 0)
95 {
96 RP->Xsize /= 2;
97 RP->Ysize /= 2;
98 }
99
100 layout = layoutgen (RP);
101
102 #ifdef RMAP_DEBUG
103 dump_layout (layout, RP);
104 #endif
105
106 /* increment these for the current map */
107 RP->dungeon_level += 1;
108 /* allow constant-difficulty maps. */
109 /* difficulty+=1; */
110
111 /* rotate the layout randomly */
112 layout = rotate_layout (layout, RANDOM () % 4, RP);
113 #ifdef RMAP_DEBUG
114 dump_layout (layout, RP);
115 #endif
116
117 /* allocate the map and set the floor */
118 theMap = make_map_floor (layout, RP->floorstyle, RP);
119
120 /* set the name of the map. */
121 strcpy (theMap->path, OutFileName);
122
123 /* set region */
124 theMap->region = RP->region;
125
126 /* create walls unless the wallstyle is "none" */
127 if (strcmp (RP->wallstyle, "none"))
128 {
129 make_map_walls (theMap, layout, RP->wallstyle, RP);
130
131 /* place doors unless doorstyle or wallstyle is "none" */
132 if (strcmp (RP->doorstyle, "none"))
133 put_doors (theMap, layout, RP->doorstyle, RP);
134
135 }
136
137 /* create exits unless the exitstyle is "none" */
138 if (strcmp (RP->exitstyle, "none"))
139 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
140
141 place_specials_in_map (theMap, layout, RP);
142
143 /* create monsters unless the monsterstyle is "none" */
144 if (strcmp (RP->monsterstyle, "none"))
145 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
146
147 /* treasures needs to have a proper difficulty set for the map. */
148 theMap->difficulty = calculate_difficulty (theMap);
149
150 /* create treasure unless the treasurestyle is "none" */
151 if (strcmp (RP->treasurestyle, "none"))
152 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
153
154 /* create decor unless the decorstyle is "none" */
155 if (strcmp (RP->decorstyle, "none"))
156 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
157
158 /* generate treasures, etc. */
159 fix_auto_apply (theMap);
160
161 unblock_exits (theMap, layout, RP);
162
163 /* free the layout */
164 for (i = 0; i < RP->Xsize; i++)
165 free (layout[i]);
166 free (layout);
167
168 theMap->msg = strdup_local (buf);
169
170 return theMap;
171 }
172
173
174 /* function selects the layout function and gives it whatever
175 arguments it needs. */
176 char **
177 layoutgen (RMParms * RP)
178 {
179 char **maze = 0;
180 int oxsize = RP->Xsize, oysize = RP->Ysize;
181
182 if (RP->symmetry == RANDOM_SYM)
183 RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1;
184 else
185 RP->symmetry_used = RP->symmetry;
186
187 if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM)
188 RP->Ysize = RP->Ysize / 2 + 1;
189 if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM)
190 RP->Xsize = RP->Xsize / 2 + 1;
191
192 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
193 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
194 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
195 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
196 RP->map_layout_style = 0;
197
198 /* Redo this - there was a lot of redundant code of checking for preset
199 * layout style and then random layout style. Instead, figure out
200 * the numeric layoutstyle, so there is only one area that actually
201 * calls the code to make the maps.
202 */
203 if (strstr (RP->layoutstyle, "onion"))
204 {
205 RP->map_layout_style = ONION_LAYOUT;
206 }
207
208 if (strstr (RP->layoutstyle, "maze"))
209 {
210 RP->map_layout_style = MAZE_LAYOUT;
211 }
212
213 if (strstr (RP->layoutstyle, "spiral"))
214 {
215 RP->map_layout_style = SPIRAL_LAYOUT;
216 }
217
218 if (strstr (RP->layoutstyle, "rogue"))
219 {
220 RP->map_layout_style = ROGUELIKE_LAYOUT;
221 }
222
223 if (strstr (RP->layoutstyle, "snake"))
224 {
225 RP->map_layout_style = SNAKE_LAYOUT;
226 }
227
228 if (strstr (RP->layoutstyle, "squarespiral"))
229 {
230 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
231 }
232 /* No style found - choose one ranomdly */
233 if (RP->map_layout_style == 0)
234 {
235 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1;
236 }
237
238 switch (RP->map_layout_style)
239 {
240
241 case ONION_LAYOUT:
242 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
243 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY))
244 roomify_layout (maze, RP);
245 break;
246
247 case MAZE_LAYOUT:
248 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
249 if (!(RANDOM () % 2))
250 doorify_layout (maze, RP);
251 break;
252
253 case SPIRAL_LAYOUT:
254 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
255 if (!(RANDOM () % 2))
256 doorify_layout (maze, RP);
257 break;
258
259 case ROGUELIKE_LAYOUT:
260 /* Don't put symmetry in rogue maps. There isn't much reason to
261 * do so in the first place (doesn't make it any more interesting),
262 * but more importantly, the symmetry code presumes we are symmetrizing
263 * spirals, or maps with lots of passages - making a symmetric rogue
264 * map fails because its likely that the passages the symmetry process
265 * creates may not connect the rooms.
266 */
267 RP->symmetry_used = NO_SYM;
268 RP->Ysize = oysize;
269 RP->Xsize = oxsize;
270 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
271 /* no doorifying... done already */
272 break;
273
274 case SNAKE_LAYOUT:
275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
276 if (RANDOM () % 2)
277 roomify_layout (maze, RP);
278 break;
279
280 case SQUARE_SPIRAL_LAYOUT:
281 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
282 if (RANDOM () % 2)
283 roomify_layout (maze, RP);
284 break;
285 }
286
287 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
288 #ifdef RMAP_DEBUG
289 dump_layout (maze, RP);
290 #endif
291 if (RP->expand2x)
292 {
293 maze = expand2x (maze, RP->Xsize, RP->Ysize);
294 RP->Xsize = RP->Xsize * 2 - 1;
295 RP->Ysize = RP->Ysize * 2 - 1;
296 }
297 return maze;
298 }
299
300
301 /* takes a map and makes it symmetric: adjusts Xsize and
302 Ysize to produce a symmetric map. */
303
304 char **
305 symmetrize_layout (char **maze, int sym, RMParms * RP)
306 {
307 int i, j;
308 char **sym_maze;
309 int Xsize_orig, Ysize_orig;
310
311 Xsize_orig = RP->Xsize;
312 Ysize_orig = RP->Ysize;
313 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
314 if (sym == NO_SYM)
315 {
316 RP->Xsize = Xsize_orig;
317 RP->Ysize = Ysize_orig;
318 return maze;
319 }
320 /* pick new sizes */
321 RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize);
322 RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize);
323
324 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 if (sym == X_SYM)
329 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 if (sym == Y_SYM)
336 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 if (sym == XY_SYM)
343 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 /* delete the old maze */
352 for (i = 0; i < Xsize_orig; i++)
353 free (maze[i]);
354 free (maze);
355 /* reconnect disjointed spirals */
356 if (RP->map_layout_style == SPIRAL_LAYOUT)
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
358 /* reconnect disjointed nethackmazes: the routine for
359 spirals will do the trick? */
360 if (RP->map_layout_style == ROGUELIKE_LAYOUT)
361 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
362
363 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 char **
373 rotate_layout (char **maze, int rotation, RMParms * RP)
374 {
375 char **new_maze;
376 int i, j;
377
378 switch (rotation)
379 {
380 case 0:
381 return maze;
382 break;
383 case 2: /* a reflection */
384 {
385 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
386
387 for (i = 0; i < RP->Xsize; i++)
388 { /* make a copy */
389 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 { /* copy a reflection back */
396 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 return maze;
403 break;
404 }
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 if (rotation == 1) /* swap x and y */
415 for (i = 0; i < RP->Xsize; i++)
416 for (j = 0; j < RP->Ysize; j++)
417 new_maze[j][i] = maze[i][j];
418
419 if (rotation == 3)
420 { /* swap x and y */
421 for (i = 0; i < RP->Xsize; i++)
422 for (j = 0; j < RP->Ysize; j++)
423 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
424 }
425
426 /* 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 }
438 return NULL;
439 }
440
441 /* take a layout and make some rooms in it.
442 --works best on onions.*/
443 void
444 roomify_layout (char **maze, RMParms * RP)
445 {
446 int tries = RP->Xsize * RP->Ysize / 30;
447 int ti;
448
449 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 dx = RANDOM () % RP->Xsize;
455 dy = RANDOM () % RP->Ysize;
456 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
457 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
458 if (cx == -1)
459 {
460 if (cy != -1)
461 make_wall (maze, dx, dy, 1);
462 continue;
463 }
464 if (cy == -1)
465 {
466 make_wall (maze, dx, dy, 0);
467 continue;
468 }
469 if (cx < cy)
470 make_wall (maze, dx, dy, 0);
471 else
472 make_wall (maze, dx, dy, 1);
473 }
474 }
475
476 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
477 (or vertical, dir == 1)
478 here which ends up on other walls sensibly. */
479
480 int
481 can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP)
482 {
483 int i1;
484 int length = 0;
485
486 /* dont make walls if we're on the edge. */
487 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
488 return -1;
489
490 /* don't make walls if we're ON a wall. */
491 if (maze[dx][dy] != 0)
492 return -1;
493
494 if (dir == 0) /* horizontal */
495 {
496 int y = dy;
497
498 for (i1 = dx - 1; i1 > 0; i1--)
499 {
500 int sindex = surround_flag2 (maze, i1, y, RP);
501
502 if (sindex == 1)
503 break;
504 if (sindex != 0)
505 return -1; /* can't make horiz. wall here */
506 if (maze[i1][y] != 0)
507 return -1; /* can't make horiz. wall here */
508 length++;
509 }
510
511 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
512 {
513 int sindex = surround_flag2 (maze, i1, y, RP);
514
515 if (sindex == 2)
516 break;
517 if (sindex != 0)
518 return -1; /* can't make horiz. wall here */
519 if (maze[i1][y] != 0)
520 return -1; /* can't make horiz. wall here */
521 length++;
522 }
523 return length;
524 }
525 else
526 { /* vertical */
527 int x = dx;
528
529 for (i1 = dy - 1; i1 > 0; i1--)
530 {
531 int sindex = surround_flag2 (maze, x, i1, RP);
532
533 if (sindex == 4)
534 break;
535 if (sindex != 0)
536 return -1; /* can't make vert. wall here */
537 if (maze[x][i1] != 0)
538 return -1; /* can't make horiz. wall here */
539 length++;
540 }
541
542 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
543 {
544 int sindex = surround_flag2 (maze, x, i1, RP);
545
546 if (sindex == 8)
547 break;
548 if (sindex != 0)
549 return -1; /* can't make verti. wall here */
550 if (maze[x][i1] != 0)
551 return -1; /* can't make horiz. wall here */
552 length++;
553 }
554 return length;
555 }
556 return -1;
557 }
558
559
560 int
561 make_wall (char **maze, int x, int y, int dir)
562 {
563 maze[x][y] = 'D'; /* mark a door */
564 switch (dir)
565 {
566 case 0: /* horizontal */
567 {
568 int i1;
569
570 for (i1 = x - 1; maze[i1][y] == 0; i1--)
571 maze[i1][y] = '#';
572 for (i1 = x + 1; maze[i1][y] == 0; i1++)
573 maze[i1][y] = '#';
574 break;
575 }
576 case 1: /* vertical */
577 {
578 int i1;
579
580 for (i1 = y - 1; maze[x][i1] == 0; i1--)
581 maze[x][i1] = '#';
582 for (i1 = y + 1; maze[x][i1] == 0; i1++)
583 maze[x][i1] = '#';
584 break;
585 }
586 }
587
588 return 0;
589 }
590
591 /* puts doors at appropriate locations in a layout. */
592
593 void
594 doorify_layout (char **maze, RMParms * RP)
595 {
596 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
597 char *doorlist_x;
598 char *doorlist_y;
599 int doorlocs = 0; /* # of available doorlocations */
600 int i, j;
601
602 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
603 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
604
605
606 /* make a list of possible door locations */
607 for (i = 1; i < RP->Xsize - 1; i++)
608 for (j = 1; j < RP->Ysize - 1; j++)
609 {
610 int sindex = surround_flag (maze, i, j, RP);
611
612 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
613 {
614 doorlist_x[doorlocs] = i;
615 doorlist_y[doorlocs] = j;
616 doorlocs++;
617 }
618 }
619 while (ndoors > 0 && doorlocs > 0)
620 {
621 int di;
622 int sindex;
623
624 di = RANDOM () % doorlocs;
625 i = doorlist_x[di];
626 j = doorlist_y[di];
627 sindex = surround_flag (maze, i, j, RP);
628 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
629 {
630 maze[i][j] = 'D';
631 ndoors--;
632 }
633 /* reduce the size of the list */
634 doorlocs--;
635 doorlist_x[di] = doorlist_x[doorlocs];
636 doorlist_y[di] = doorlist_y[doorlocs];
637 }
638 free (doorlist_x);
639 free (doorlist_y);
640 }
641
642
643 void
644 write_map_parameters_to_string (char *buf, RMParms * RP)
645 {
646
647 char small_buf[256];
648
649 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
650
651 if (RP->wallstyle[0])
652 {
653 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
654 strcat (buf, small_buf);
655 }
656
657 if (RP->floorstyle[0])
658 {
659 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
660 strcat (buf, small_buf);
661 }
662
663 if (RP->monsterstyle[0])
664 {
665 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
666 strcat (buf, small_buf);
667 }
668
669 if (RP->treasurestyle[0])
670 {
671 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
672 strcat (buf, small_buf);
673 }
674
675 if (RP->layoutstyle[0])
676 {
677 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
678 strcat (buf, small_buf);
679 }
680
681 if (RP->decorstyle[0])
682 {
683 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
684 strcat (buf, small_buf);
685 }
686
687 if (RP->doorstyle[0])
688 {
689 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
690 strcat (buf, small_buf);
691 }
692
693 if (RP->exitstyle[0])
694 {
695 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
696 strcat (buf, small_buf);
697 }
698
699 if (RP->final_map[0])
700 {
701 sprintf (small_buf, "final_map %s\n", RP->final_map);
702 strcat (buf, small_buf);
703 }
704
705 if (RP->exit_on_final_map[0])
706 {
707 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
708 strcat (buf, small_buf);
709 }
710
711 if (RP->this_map[0])
712 {
713 sprintf (small_buf, "origin_map %s\n", RP->this_map);
714 strcat (buf, small_buf);
715 }
716
717 if (RP->expand2x)
718 {
719 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
720 strcat (buf, small_buf);
721 }
722
723 if (RP->layoutoptions1)
724 {
725 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
726 strcat (buf, small_buf);
727 }
728
729
730 if (RP->layoutoptions2)
731 {
732 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
733 strcat (buf, small_buf);
734 }
735
736
737 if (RP->layoutoptions3)
738 {
739 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
740 strcat (buf, small_buf);
741 }
742
743 if (RP->symmetry)
744 {
745 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
746 strcat (buf, small_buf);
747 }
748
749
750 if (RP->difficulty && RP->difficulty_given)
751 {
752 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
753 strcat (buf, small_buf);
754 }
755
756 if (RP->difficulty_increase != 1.0)
757 {
758 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
759 strcat (buf, small_buf);
760 }
761
762 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
763 strcat (buf, small_buf);
764
765 if (RP->dungeon_depth)
766 {
767 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
768 strcat (buf, small_buf);
769 }
770
771 if (RP->decoroptions)
772 {
773 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
774 strcat (buf, small_buf);
775 }
776
777 if (RP->orientation)
778 {
779 sprintf (small_buf, "orientation %d\n", RP->orientation);
780 strcat (buf, small_buf);
781 }
782
783 if (RP->origin_x)
784 {
785 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
786 strcat (buf, small_buf);
787 }
788
789 if (RP->origin_y)
790 {
791 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
792 strcat (buf, small_buf);
793 }
794 if (RP->random_seed)
795 {
796 /* Add one so that the next map is a bit different */
797 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
798 strcat (buf, small_buf);
799 }
800
801 if (RP->treasureoptions)
802 {
803 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
804 strcat (buf, small_buf);
805 }
806
807
808 }
809
810 void
811 write_parameters_to_string (char *buf,
812 int xsize_n,
813 int ysize_n,
814 char *wallstyle_n,
815 char *floorstyle_n,
816 char *monsterstyle_n,
817 char *treasurestyle_n,
818 char *layoutstyle_n,
819 char *decorstyle_n,
820 char *doorstyle_n,
821 char *exitstyle_n,
822 char *final_map_n,
823 char *exit_on_final_map_n,
824 char *this_map_n,
825 int layoutoptions1_n,
826 int layoutoptions2_n,
827 int layoutoptions3_n,
828 int symmetry_n,
829 int dungeon_depth_n,
830 int dungeon_level_n,
831 int difficulty_n,
832 int difficulty_given_n,
833 int decoroptions_n,
834 int orientation_n,
835 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
836 {
837
838 char small_buf[256];
839
840 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
841
842 if (wallstyle_n && wallstyle_n[0])
843 {
844 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
845 strcat (buf, small_buf);
846 }
847
848 if (floorstyle_n && floorstyle_n[0])
849 {
850 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
851 strcat (buf, small_buf);
852 }
853
854 if (monsterstyle_n && monsterstyle_n[0])
855 {
856 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
857 strcat (buf, small_buf);
858 }
859
860 if (treasurestyle_n && treasurestyle_n[0])
861 {
862 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
863 strcat (buf, small_buf);
864 }
865
866 if (layoutstyle_n && layoutstyle_n[0])
867 {
868 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
869 strcat (buf, small_buf);
870 }
871
872 if (decorstyle_n && decorstyle_n[0])
873 {
874 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
875 strcat (buf, small_buf);
876 }
877
878 if (doorstyle_n && doorstyle_n[0])
879 {
880 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
881 strcat (buf, small_buf);
882 }
883
884 if (exitstyle_n && exitstyle_n[0])
885 {
886 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
887 strcat (buf, small_buf);
888 }
889
890 if (final_map_n && final_map_n[0])
891 {
892 sprintf (small_buf, "final_map %s\n", final_map_n);
893 strcat (buf, small_buf);
894 }
895
896 if (exit_on_final_map_n && exit_on_final_map_n[0])
897 {
898 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
899 strcat (buf, small_buf);
900 }
901
902 if (this_map_n && this_map_n[0])
903 {
904 sprintf (small_buf, "origin_map %s\n", this_map_n);
905 strcat (buf, small_buf);
906 }
907
908 if (layoutoptions1_n)
909 {
910 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
911 strcat (buf, small_buf);
912 }
913
914
915 if (layoutoptions2_n)
916 {
917 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
918 strcat (buf, small_buf);
919 }
920
921
922 if (layoutoptions3_n)
923 {
924 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
925 strcat (buf, small_buf);
926 }
927
928 if (symmetry_n)
929 {
930 sprintf (small_buf, "symmetry %d\n", symmetry_n);
931 strcat (buf, small_buf);
932 }
933
934
935 if (difficulty_n && difficulty_given_n)
936 {
937 sprintf (small_buf, "difficulty %d\n", difficulty_n);
938 strcat (buf, small_buf);
939 }
940
941 if (difficulty_increase > 0.001)
942 {
943 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
944 strcat (buf, small_buf);
945 }
946
947 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
948 strcat (buf, small_buf);
949
950 if (dungeon_depth_n)
951 {
952 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
953 strcat (buf, small_buf);
954 }
955
956 if (decoroptions_n)
957 {
958 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
959 strcat (buf, small_buf);
960 }
961
962 if (orientation_n)
963 {
964 sprintf (small_buf, "orientation %d\n", orientation_n);
965 strcat (buf, small_buf);
966 }
967
968 if (origin_x_n)
969 {
970 sprintf (small_buf, "origin_x %d\n", origin_x_n);
971 strcat (buf, small_buf);
972 }
973
974 if (origin_y_n)
975 {
976 sprintf (small_buf, "origin_y %d\n", origin_y_n);
977 strcat (buf, small_buf);
978 }
979 if (random_seed_n)
980 {
981 /* Add one so that the next map is a bit different */
982 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
983 strcat (buf, small_buf);
984 }
985
986 if (treasureoptions_n)
987 {
988 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
989 strcat (buf, small_buf);
990 }
991
992
993 }
994
995 /* copy an object with an inventory... i.e., duplicate the inv too. */
996 void
997 copy_object_with_inv (object *src_ob, object *dest_ob)
998 {
999 object *walk, *tmp;
1000
1001 copy_object (src_ob, dest_ob);
1002
1003 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
1004 {
1005 tmp = get_object ();
1006 copy_object (walk, tmp);
1007 insert_ob_in_ob (tmp, dest_ob);
1008 }
1009 }