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Revision: 1.32
Committed: Fri Apr 11 21:09:53 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +84 -84 lines
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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 void
34 dump_layout (char **layout, random_map_params *RP)
35 {
36 {
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 {
41 for (j = 0; j < RP->Ysize; j++)
42 {
43 if (layout[i][j] == 0)
44 layout[i][j] = ' ';
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 }
51 }
52 printf ("\n");
53 }
54
55 bool
56 maptile::generate_random_map (random_map_params *RP)
57 {
58 char buf[16384];
59 int i;
60
61 RP->Xsize = RP->xsize;
62 RP->Ysize = RP->ysize;
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 = rndm (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
99 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
100 RP->Xsize = RP->Xsize / 2 + 1;
101
102 if (RP->expand2x > 0)
103 {
104 RP->Xsize /= 2;
105 RP->Ysize /= 2;
106 }
107
108 RP->map_layout_style = LAYOUT_NONE;
109
110 /* Redo this - there was a lot of redundant code of checking for preset
111 * layout style and then random layout style. Instead, figure out
112 * the numeric layoutstyle, so there is only one area that actually
113 * calls the code to make the maps.
114 */
115 if (strstr (RP->layoutstyle, "onion"))
116 RP->map_layout_style = LAYOUT_ONION;
117
118 if (strstr (RP->layoutstyle, "maze"))
119 RP->map_layout_style = LAYOUT_MAZE;
120
121 if (strstr (RP->layoutstyle, "spiral"))
122 RP->map_layout_style = LAYOUT_SPIRAL;
123
124 if (strstr (RP->layoutstyle, "rogue"))
125 RP->map_layout_style = LAYOUT_ROGUELIKE;
126
127 if (strstr (RP->layoutstyle, "snake"))
128 RP->map_layout_style = LAYOUT_SNAKE;
129
130 if (strstr (RP->layoutstyle, "squarespiral"))
131 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
132
133 /* No style found - choose one randomly */
134 if (RP->map_layout_style == LAYOUT_NONE)
135 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1;
136
137 Maze layout = layoutgen (RP);
138
139 #ifdef RMAP_DEBUG
140 dump_layout (layout, RP);
141 #endif
142
143 /* increment these for the current map */
144 RP->dungeon_level += 1;
145 /* allow constant-difficulty maps. */
146 /* difficulty+=1; */
147
148 /* rotate the layout randomly */
149 layout = rotate_layout (layout, rndm (4), RP);
150 #ifdef RMAP_DEBUG
151 dump_layout (layout, RP);
152 #endif
153
154 /* allocate the map and set the floor */
155 make_map_floor (layout, RP->floorstyle, RP);
156
157 /* set region */
158 default_region = RP->region;
159
160 CEDE;
161
162 /* create walls unless the wallstyle is "none" */
163 if (strcmp (RP->wallstyle, "none"))
164 {
165 make_map_walls (this, layout, RP->wallstyle, RP);
166
167 /* place doors unless doorstyle or wallstyle is "none" */
168 if (strcmp (RP->doorstyle, "none"))
169 put_doors (this, layout, RP->doorstyle, RP);
170 }
171
172 CEDE;
173
174 /* create exits unless the exitstyle is "none" */
175 if (strcmp (RP->exitstyle, "none"))
176 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
177
178 CEDE;
179
180 place_specials_in_map (this, layout, RP);
181
182 CEDE;
183
184 /* create monsters unless the monsterstyle is "none" */
185 if (strcmp (RP->monsterstyle, "none"))
186 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
187
188 CEDE;
189
190 /* treasures needs to have a proper difficulty set for the map. */
191 difficulty = estimate_difficulty ();
192
193 CEDE;
194
195 /* create treasure unless the treasurestyle is "none" */
196 if (strcmp (RP->treasurestyle, "none"))
197 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
198
199 CEDE;
200
201 /* create decor unless the decorstyle is "none" */
202 if (strcmp (RP->decorstyle, "none"))
203 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
204
205 CEDE;
206
207 /* generate treasures, etc. */
208 fix_auto_apply ();
209
210 CEDE;
211
212 unblock_exits (this, layout, RP);
213
214 layout.free ();
215
216 msg = strdup (buf);
217 in_memory = MAP_IN_MEMORY;
218
219 CEDE;
220
221 return 1;
222 }
223
224 /* function selects the layout function and gives it whatever
225 arguments it needs. */
226 Maze
227 layoutgen (random_map_params *RP)
228 {
229 Maze maze;
230
231 int oxsize = RP->Xsize, oysize = RP->Ysize;
232
233 switch (RP->map_layout_style)
234 {
235 case LAYOUT_ONION:
236 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
237
238 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
239 roomify_layout (maze, RP);
240
241 break;
242
243 case LAYOUT_MAZE:
244 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
245
246 if (!(rndm (2)))
247 doorify_layout (maze, RP);
248
249 break;
250
251 case LAYOUT_SPIRAL:
252 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
253
254 if (!(rndm (2)))
255 doorify_layout (maze, RP);
256
257 break;
258
259 case LAYOUT_ROGUELIKE:
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 = SYMMETRY_NONE;
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 LAYOUT_SNAKE:
275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
276
277 if (rndm (2))
278 roomify_layout (maze, RP);
279
280 break;
281
282 case LAYOUT_SQUARE_SPIRAL:
283 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
284
285 if (rndm (2))
286 roomify_layout (maze, RP);
287
288 break;
289
290 default:
291 abort ();
292 }
293
294 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
295
296 #ifdef RMAP_DEBUG
297 dump_layout (maze, RP);
298 #endif
299
300 if (RP->expand2x)
301 {
302 maze = expand2x (maze, RP->Xsize, RP->Ysize);
303 RP->Xsize = RP->Xsize * 2 - 1;
304 RP->Ysize = RP->Ysize * 2 - 1;
305 }
306
307 return maze;
308 }
309
310 /* takes a map and makes it symmetric: adjusts Xsize and
311 Ysize to produce a symmetric map. */
312 Maze
313 symmetrize_layout (Maze maze, int sym, random_map_params *RP)
314 {
315 int i, j;
316 int Xsize_orig, Ysize_orig;
317
318 Xsize_orig = RP->Xsize;
319 Ysize_orig = RP->Ysize;
320
321 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
322
323 if (sym == SYMMETRY_NONE)
324 {
325 RP->Xsize = Xsize_orig;
326 RP->Ysize = Ysize_orig;
327
328 return maze;
329 }
330
331 /* pick new sizes */
332 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
333 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
334
335 Maze sym_maze (RP);
336
337 if (sym == SYMMETRY_X)
338 for (i = 0; i < RP->Xsize / 2 + 1; i++)
339 for (j = 0; j < RP->Ysize; j++)
340 {
341 sym_maze[i][j] = maze[i][j];
342 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
343 }
344
345 if (sym == SYMMETRY_Y)
346 for (i = 0; i < RP->Xsize; i++)
347 for (j = 0; j < RP->Ysize / 2 + 1; j++)
348 {
349 sym_maze[i][j] = maze[i][j];
350 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
351 }
352
353 if (sym == SYMMETRY_XY)
354 for (i = 0; i < RP->Xsize / 2 + 1; i++)
355 for (j = 0; j < RP->Ysize / 2 + 1; j++)
356 {
357 sym_maze[i][j] = maze[i][j];
358 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
359 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
360 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
361 }
362
363 maze.free ();
364
365 /* reconnect disjointed spirals */
366 if (RP->map_layout_style == LAYOUT_SPIRAL)
367 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
368
369 /* reconnect disjointed nethackmazes: the routine for
370 spirals will do the trick? */
371 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
372 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
373
374 return sym_maze;
375 }
376
377 /* takes a map and rotates it. This completes the
378 onion layouts, making them possibly centered on any wall.
379 It'll modify Xsize and Ysize if they're swapped.
380 */
381 Maze
382 rotate_layout (Maze maze, int rotation, random_map_params *RP)
383 {
384 switch (rotation)
385 {
386 case 2: /* a reflection */
387 {
388 Maze new_maze (RP);
389
390 for (int i = 0; i < RP->Xsize; i++) /* copy a reflection back */
391 for (int j = 0; j < RP->Ysize; j++)
392 new_maze[i][j] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
393
394 maze.free ();
395 maze = new_maze;
396 }
397
398 case 1:
399 case 3:
400 {
401 Maze new_maze (RP->Ysize, RP->Xsize);
402
403 if (rotation == 1) /* swap x and y */
404 for (int i = 0; i < RP->Xsize; i++)
405 for (int j = 0; j < RP->Ysize; j++)
406 new_maze[j][i] = maze[i][j];
407
408 if (rotation == 3) /* swap x and y */
409 for (int i = 0; i < RP->Xsize; i++)
410 for (int j = 0; j < RP->Ysize; j++)
411 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
412
413 maze.free ();
414 maze = new_maze;
415 swap (RP->Xsize, RP->Ysize);
416 }
417 }
418
419 return maze;
420 }
421
422 /* take a layout and make some rooms in it.
423 --works best on onions.*/
424 void
425 roomify_layout (char **maze, random_map_params *RP)
426 {
427 int tries = RP->Xsize * RP->Ysize / 30;
428 int ti;
429
430 for (ti = 0; ti < tries; ti++)
431 {
432 int dx, dy; /* starting location for looking at creating a door */
433 int cx, cy; /* results of checking on creating walls. */
434
435 dx = rndm (RP->Xsize);
436 dy = rndm (RP->Ysize);
437
438 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
439 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
440 if (cx == -1)
441 {
442 if (cy != -1)
443 make_wall (maze, dx, dy, 1);
444
445 continue;
446 }
447
448 if (cy == -1)
449 {
450 make_wall (maze, dx, dy, 0);
451 continue;
452 }
453
454 if (cx < cy)
455 make_wall (maze, dx, dy, 0);
456 else
457 make_wall (maze, dx, dy, 1);
458 }
459 }
460
461 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
462 (or vertical, dir == 1)
463 here which ends up on other walls sensibly. */
464
465 int
466 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
467 {
468 int i1;
469 int length = 0;
470
471 /* dont make walls if we're on the edge. */
472 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
473 return -1;
474
475 /* don't make walls if we're ON a wall. */
476 if (maze[dx][dy] != 0)
477 return -1;
478
479 if (dir == 0) /* horizontal */
480 {
481 int y = dy;
482
483 for (i1 = dx - 1; i1 > 0; i1--)
484 {
485 int sindex = surround_flag2 (maze, i1, y, RP);
486
487 if (sindex == 1)
488 break;
489 if (sindex != 0)
490 return -1; /* can't make horiz. wall here */
491 if (maze[i1][y] != 0)
492 return -1; /* can't make horiz. wall here */
493 length++;
494 }
495
496 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
497 {
498 int sindex = surround_flag2 (maze, i1, y, RP);
499
500 if (sindex == 2)
501 break;
502 if (sindex != 0)
503 return -1; /* can't make horiz. wall here */
504 if (maze[i1][y] != 0)
505 return -1; /* can't make horiz. wall here */
506 length++;
507 }
508 return length;
509 }
510 else
511 { /* vertical */
512 int x = dx;
513
514 for (i1 = dy - 1; i1 > 0; i1--)
515 {
516 int sindex = surround_flag2 (maze, x, i1, RP);
517
518 if (sindex == 4)
519 break;
520 if (sindex != 0)
521 return -1; /* can't make vert. wall here */
522 if (maze[x][i1] != 0)
523 return -1; /* can't make horiz. wall here */
524 length++;
525 }
526
527 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
528 {
529 int sindex = surround_flag2 (maze, x, i1, RP);
530
531 if (sindex == 8)
532 break;
533 if (sindex != 0)
534 return -1; /* can't make verti. wall here */
535 if (maze[x][i1] != 0)
536 return -1; /* can't make horiz. wall here */
537 length++;
538 }
539 return length;
540 }
541 return -1;
542 }
543
544
545 int
546 make_wall (char **maze, int x, int y, int dir)
547 {
548 maze[x][y] = 'D'; /* mark a door */
549 switch (dir)
550 {
551 case 0: /* horizontal */
552 {
553 int i1;
554
555 for (i1 = x - 1; maze[i1][y] == 0; i1--)
556 maze[i1][y] = '#';
557 for (i1 = x + 1; maze[i1][y] == 0; i1++)
558 maze[i1][y] = '#';
559 break;
560 }
561 case 1: /* vertical */
562 {
563 int i1;
564
565 for (i1 = y - 1; maze[x][i1] == 0; i1--)
566 maze[x][i1] = '#';
567 for (i1 = y + 1; maze[x][i1] == 0; i1++)
568 maze[x][i1] = '#';
569 break;
570 }
571 }
572
573 return 0;
574 }
575
576 /* puts doors at appropriate locations in a layout. */
577 void
578 doorify_layout (char **maze, random_map_params *RP)
579 {
580 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
581 int doorlocs = 0; /* # of available doorlocations */
582 int i, j;
583
584 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
585 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
586
587 /* make a list of possible door locations */
588 for (i = 1; i < RP->Xsize - 1; i++)
589 for (j = 1; j < RP->Ysize - 1; j++)
590 {
591 int sindex = surround_flag (maze, i, j, RP);
592
593 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
594 {
595 doorlist_x[doorlocs] = i;
596 doorlist_y[doorlocs] = j;
597 doorlocs++;
598 }
599 }
600
601 while (ndoors > 0 && doorlocs > 0)
602 {
603 int di;
604 int sindex;
605
606 di = rndm (doorlocs);
607 i = doorlist_x[di];
608 j = doorlist_y[di];
609 sindex = surround_flag (maze, i, j, RP);
610
611 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
612 {
613 maze[i][j] = 'D';
614 ndoors--;
615 }
616
617 /* reduce the size of the list */
618 doorlocs--;
619 doorlist_x[di] = doorlist_x[doorlocs];
620 doorlist_y[di] = doorlist_y[doorlocs];
621 }
622
623 sfree (doorlist_x, RP->Xsize * RP->Ysize);
624 sfree (doorlist_y, RP->Xsize * RP->Ysize);
625 }
626
627 void
628 write_map_parameters_to_string (char *buf, random_map_params *RP)
629 {
630 char small_buf[16384];
631
632 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
633
634 if (RP->wallstyle[0])
635 {
636 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
637 strcat (buf, small_buf);
638 }
639
640 if (RP->floorstyle[0])
641 {
642 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
643 strcat (buf, small_buf);
644 }
645
646 if (RP->monsterstyle[0])
647 {
648 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
649 strcat (buf, small_buf);
650 }
651
652 if (RP->treasurestyle[0])
653 {
654 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
655 strcat (buf, small_buf);
656 }
657
658 if (RP->layoutstyle[0])
659 {
660 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
661 strcat (buf, small_buf);
662 }
663
664 if (RP->decorstyle[0])
665 {
666 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
667 strcat (buf, small_buf);
668 }
669
670 if (RP->doorstyle[0])
671 {
672 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
673 strcat (buf, small_buf);
674 }
675
676 if (RP->exitstyle[0])
677 {
678 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
679 strcat (buf, small_buf);
680 }
681
682 if (RP->final_map.length ())
683 {
684 sprintf (small_buf, "final_map %s\n", &RP->final_map);
685 strcat (buf, small_buf);
686 }
687
688 if (RP->exit_on_final_map[0])
689 {
690 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
691 strcat (buf, small_buf);
692 }
693
694 if (RP->this_map.length ())
695 {
696 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
697 strcat (buf, small_buf);
698 }
699
700 if (RP->expand2x)
701 {
702 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
703 strcat (buf, small_buf);
704 }
705
706 if (RP->layoutoptions1)
707 {
708 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
709 strcat (buf, small_buf);
710 }
711
712 if (RP->layoutoptions2)
713 {
714 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715 strcat (buf, small_buf);
716 }
717
718 if (RP->layoutoptions3)
719 {
720 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
721 strcat (buf, small_buf);
722 }
723
724 if (RP->symmetry)
725 {
726 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
727 strcat (buf, small_buf);
728 }
729
730 if (RP->difficulty && RP->difficulty_given)
731 {
732 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
733 strcat (buf, small_buf);
734 }
735
736 if (RP->difficulty_increase != 1.0)
737 {
738 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
739 strcat (buf, small_buf);
740 }
741
742 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
743 strcat (buf, small_buf);
744
745 if (RP->dungeon_depth)
746 {
747 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
748 strcat (buf, small_buf);
749 }
750
751 if (RP->decoroptions)
752 {
753 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
754 strcat (buf, small_buf);
755 }
756
757 if (RP->orientation)
758 {
759 sprintf (small_buf, "orientation %d\n", RP->orientation);
760 strcat (buf, small_buf);
761 }
762
763 if (RP->origin_x)
764 {
765 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
766 strcat (buf, small_buf);
767 }
768
769 if (RP->origin_y)
770 {
771 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
772 strcat (buf, small_buf);
773 }
774
775 if (RP->treasureoptions)
776 {
777 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
778 strcat (buf, small_buf);
779 }
780
781 if (RP->random_seed)
782 {
783 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
784 strcat (buf, small_buf);
785 }
786
787 if (RP->custom)
788 {
789 sprintf (small_buf, "custom %s\n", RP->custom);
790 strcat (buf, small_buf);
791 }
792 }
793
794 void
795 write_parameters_to_string (char *buf,
796 int xsize_n,
797 int ysize_n,
798 const char *wallstyle_n,
799 const char *floorstyle_n,
800 const char *monsterstyle_n,
801 const char *treasurestyle_n,
802 const char *layoutstyle_n,
803 const char *decorstyle_n,
804 const char *doorstyle_n,
805 const char *exitstyle_n,
806 const char *final_map_n,
807 const char *exit_on_final_map_n,
808 const char *this_map_n,
809 int layoutoptions1_n,
810 int layoutoptions2_n,
811 int layoutoptions3_n,
812 int symmetry_n,
813 int dungeon_depth_n,
814 int dungeon_level_n,
815 int difficulty_n,
816 int difficulty_given_n,
817 int decoroptions_n,
818 int orientation_n,
819 int origin_x_n,
820 int origin_y_n,
821 uint32_t random_seed_n,
822 int treasureoptions_n,
823 float difficulty_increase)
824 {
825 char small_buf[16384];
826
827 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
828
829 if (wallstyle_n && wallstyle_n[0])
830 {
831 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
832 strcat (buf, small_buf);
833 }
834
835 if (floorstyle_n && floorstyle_n[0])
836 {
837 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
838 strcat (buf, small_buf);
839 }
840
841 if (monsterstyle_n && monsterstyle_n[0])
842 {
843 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
844 strcat (buf, small_buf);
845 }
846
847 if (treasurestyle_n && treasurestyle_n[0])
848 {
849 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
850 strcat (buf, small_buf);
851 }
852
853 if (layoutstyle_n && layoutstyle_n[0])
854 {
855 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
856 strcat (buf, small_buf);
857 }
858
859 if (decorstyle_n && decorstyle_n[0])
860 {
861 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
862 strcat (buf, small_buf);
863 }
864
865 if (doorstyle_n && doorstyle_n[0])
866 {
867 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
868 strcat (buf, small_buf);
869 }
870
871 if (exitstyle_n && exitstyle_n[0])
872 {
873 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
874 strcat (buf, small_buf);
875 }
876
877 if (final_map_n && final_map_n[0])
878 {
879 sprintf (small_buf, "final_map %s\n", final_map_n);
880 strcat (buf, small_buf);
881 }
882
883 if (exit_on_final_map_n && exit_on_final_map_n[0])
884 {
885 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
886 strcat (buf, small_buf);
887 }
888
889 if (this_map_n && this_map_n[0])
890 {
891 sprintf (small_buf, "origin_map %s\n", this_map_n);
892 strcat (buf, small_buf);
893 }
894
895 if (layoutoptions1_n)
896 {
897 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
898 strcat (buf, small_buf);
899 }
900
901 if (layoutoptions2_n)
902 {
903 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
904 strcat (buf, small_buf);
905 }
906
907
908 if (layoutoptions3_n)
909 {
910 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
911 strcat (buf, small_buf);
912 }
913
914 if (symmetry_n)
915 {
916 sprintf (small_buf, "symmetry %d\n", symmetry_n);
917 strcat (buf, small_buf);
918 }
919
920
921 if (difficulty_n && difficulty_given_n)
922 {
923 sprintf (small_buf, "difficulty %d\n", difficulty_n);
924 strcat (buf, small_buf);
925 }
926
927 if (difficulty_increase > 0.001)
928 {
929 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
930 strcat (buf, small_buf);
931 }
932
933 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
934 strcat (buf, small_buf);
935
936 if (dungeon_depth_n)
937 {
938 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
939 strcat (buf, small_buf);
940 }
941
942 if (decoroptions_n)
943 {
944 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
945 strcat (buf, small_buf);
946 }
947
948 if (orientation_n)
949 {
950 sprintf (small_buf, "orientation %d\n", orientation_n);
951 strcat (buf, small_buf);
952 }
953
954 if (origin_x_n)
955 {
956 sprintf (small_buf, "origin_x %d\n", origin_x_n);
957 strcat (buf, small_buf);
958 }
959
960 if (origin_y_n)
961 {
962 sprintf (small_buf, "origin_y %d\n", origin_y_n);
963 strcat (buf, small_buf);
964 }
965
966 if (random_seed_n)
967 {
968 /* Add one so that the next map is a bit different */
969 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
970 strcat (buf, small_buf);
971 }
972
973 if (treasureoptions_n)
974 {
975 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
976 strcat (buf, small_buf);
977 }
978 }
979
980 /* copy an object with an inventory... i.e., duplicate the inv too. */
981 void
982 copy_object_with_inv (object *src_ob, object *dest_ob)
983 {
984 object *walk, *tmp;
985
986 src_ob->copy_to (dest_ob);
987
988 for (walk = src_ob->inv; walk; walk = walk->below)
989 {
990 tmp = object::create ();
991
992 walk->copy_to (tmp);
993 insert_ob_in_ob (tmp, dest_ob);
994 }
995 }
996
997 MazeData::MazeData (int xsize, int ysize)
998 {
999 int size = xsize * ysize
1000 + sizeof (char *) * xsize
1001 + sizeof (char *);
1002
1003 col = (char **)salloc0<char> (size);
1004 *col++ = (char *)size;
1005
1006 char *data = (char *)(col + xsize);
1007
1008 for (int x = xsize; x--; )
1009 col [x] = data + x * ysize;
1010 }
1011
1012 MazeData::~MazeData ()
1013 {
1014 int size = (long)*--col;
1015 sfree ((char *)col, size);
1016 }
1017