ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.35
Committed: Tue Apr 15 14:21:04 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +1 -1 lines
Log Message:
*** empty log message ***

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 i = 0; i < layout->w; i++)
40 {
41 for (int j = 0; j < layout->h; j++)
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, RP);
131 #endif
132
133 /* increment these for the current map */
134 RP->dungeon_level += 1;
135 /* allow constant-difficulty maps. */
136 /* difficulty+=1; */
137
138 // need to patch RP becasue following code doesn't use the Layout object
139 RP->Xsize = layout->w;
140 RP->Ysize = layout->h;
141
142 /* allocate the map and set the floor */
143 make_map_floor (layout, RP->floorstyle, RP);
144
145 /* set region */
146 default_region = RP->region;
147
148 CEDE;
149
150 /* create walls unless the wallstyle is "none" */
151 if (strcmp (RP->wallstyle, "none"))
152 {
153 make_map_walls (this, layout, RP->wallstyle, RP);
154
155 /* place doors unless doorstyle or wallstyle is "none" */
156 if (strcmp (RP->doorstyle, "none"))
157 put_doors (this, layout, RP->doorstyle, RP);
158 }
159
160 CEDE;
161
162 /* create exits unless the exitstyle is "none" */
163 if (strcmp (RP->exitstyle, "none"))
164 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
165
166 CEDE;
167
168 place_specials_in_map (this, layout, RP);
169
170 CEDE;
171
172 /* create monsters unless the monsterstyle is "none" */
173 if (strcmp (RP->monsterstyle, "none"))
174 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
175
176 CEDE;
177
178 /* treasures needs to have a proper difficulty set for the map. */
179 difficulty = estimate_difficulty ();
180
181 CEDE;
182
183 /* create treasure unless the treasurestyle is "none" */
184 if (strcmp (RP->treasurestyle, "none"))
185 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
186
187 CEDE;
188
189 /* create decor unless the decorstyle is "none" */
190 if (strcmp (RP->decorstyle, "none"))
191 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
192
193 CEDE;
194
195 /* generate treasures, etc. */
196 fix_auto_apply ();
197
198 CEDE;
199
200 unblock_exits (this, layout, RP);
201
202 msg = strdup (buf);
203 in_memory = MAP_ACTIVE;
204
205 CEDE;
206
207 return 1;
208 }
209
210 /* function selects the layout function and gives it whatever
211 arguments it needs. */
212 Layout
213 layoutgen (random_map_params *RP)
214 {
215 Layout layout (RP);
216
217 switch (RP->map_layout_style)
218 {
219 case LAYOUT_ONION:
220 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
221
222 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
223 roomify_layout (layout, RP);
224
225 break;
226
227 case LAYOUT_MAZE:
228 maze_gen (layout, rndm (2));
229
230 if (!(rndm (2)))
231 doorify_layout (layout, RP);
232
233 break;
234
235 case LAYOUT_SPIRAL:
236 map_gen_spiral (layout, RP->layoutoptions1);
237
238 if (!(rndm (2)))
239 doorify_layout (layout, RP);
240
241 break;
242
243 case LAYOUT_ROGUELIKE:
244 /* Don't put symmetry in rogue maps. There isn't much reason to
245 * do so in the first place (doesn't make it any more interesting),
246 * but more importantly, the symmetry code presumes we are symmetrizing
247 * spirals, or maps with lots of passages - making a symmetric rogue
248 * map fails because its likely that the passages the symmetry process
249 * creates may not connect the rooms.
250 */
251 RP->symmetry_used = SYMMETRY_NONE;
252 roguelike_layout_gen (layout, RP->layoutoptions1);
253 /* no doorifying... done already */
254 break;
255
256 case LAYOUT_SNAKE:
257 make_snake_layout (layout, RP->layoutoptions1);
258
259 if (rndm (2))
260 roomify_layout (layout, RP);
261
262 break;
263
264 case LAYOUT_SQUARE_SPIRAL:
265 make_square_spiral_layout (layout, RP->layoutoptions1);
266
267 if (rndm (2))
268 roomify_layout (layout, RP);
269
270 break;
271
272 default:
273 abort ();
274 }
275
276 /* rotate the layout randomly */
277 rotate_layout (layout, rndm (4));
278
279 symmetrize_layout (layout, RP);
280
281 #ifdef RMAP_DEBUG
282 dump_layout (layout);
283 #endif
284
285 if (RP->expand2x)
286 expand2x (layout);
287
288 return layout;
289 }
290
291 /* takes a map and makes it symmetric: adjusts Xsize and
292 * Ysize to produce a symmetric map.
293 */
294 static void
295 symmetrize_layout (Layout layout, random_map_params *RP)
296 {
297 if (RP->symmetry_used == SYMMETRY_NONE)
298 return;
299
300 Layout sym_layout (
301 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
302 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
303 );
304
305 if (RP->symmetry_used == SYMMETRY_X)
306 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
307 for (int j = 0; j < sym_layout->h; j++)
308 {
309 sym_layout[i ][j] =
310 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
311 }
312
313 if (RP->symmetry_used == SYMMETRY_Y)
314 for (int i = 0; i < sym_layout->w; i++)
315 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
316 {
317 sym_layout[i][j ] =
318 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
319 }
320
321 if (RP->symmetry_used == SYMMETRY_XY)
322 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
323 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
324 {
325 sym_layout[i ][j ] =
326 sym_layout[i ][sym_layout->h - j - 1] =
327 sym_layout[sym_layout->w - i - 1][j ] =
328 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
329 }
330
331 layout.swap (sym_layout);
332 sym_layout.free ();
333
334 /* reconnect disjointed spirals */
335 /* reconnect disjointed nethacklayouts: the routine for
336 spirals will do the trick? */
337 if (RP->map_layout_style == LAYOUT_SPIRAL
338 || RP->map_layout_style == LAYOUT_ROGUELIKE)
339 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
340 }
341
342 /* takes a map and rotates it. This completes the
343 onion layouts, making them possibly centered on any wall.
344 It'll modify Xsize and Ysize if they're swapped.
345 */
346 static void
347 rotate_layout (Layout layout, int rotation)
348 {
349 int w = layout->w;
350 int h = layout->h;
351
352 switch (rotation)
353 {
354 case 2: /* a reflection */
355 {
356 Layout new_layout (w, h);
357
358 for (int i = 0; i < w; i++) /* copy a reflection back */
359 for (int j = 0; j < h; j++)
360 new_layout[i][j] = layout[w - i - 1][h - j - 1];
361
362 layout.swap (new_layout);
363 new_layout.free ();
364 }
365 break;
366
367 case 1:
368 case 3:
369 {
370 Layout new_layout (h, w);
371
372 if (rotation == 1) /* swap x and y */
373 for (int i = 0; i < w; i++)
374 for (int j = 0; j < h; j++)
375 new_layout[j][i] = layout[i][j];
376
377 if (rotation == 3) /* swap x and y */
378 for (int i = 0; i < w; i++)
379 for (int j = 0; j < h; j++)
380 new_layout[j][i] = layout[w - i - 1][h - j - 1];
381
382 layout.swap (new_layout);
383 new_layout.free ();
384 }
385 break;
386 }
387 }
388
389 /* take a layout and make some rooms in it.
390 --works best on onions.*/
391 void
392 roomify_layout (char **maze, random_map_params *RP)
393 {
394 int tries = RP->Xsize * RP->Ysize / 30;
395 int ti;
396
397 for (ti = 0; ti < tries; ti++)
398 {
399 int dx, dy; /* starting location for looking at creating a door */
400 int cx, cy; /* results of checking on creating walls. */
401
402 dx = rndm (RP->Xsize);
403 dy = rndm (RP->Ysize);
404
405 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
406 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
407 if (cx == -1)
408 {
409 if (cy != -1)
410 make_wall (maze, dx, dy, 1);
411
412 continue;
413 }
414
415 if (cy == -1)
416 {
417 make_wall (maze, dx, dy, 0);
418 continue;
419 }
420
421 if (cx < cy)
422 make_wall (maze, dx, dy, 0);
423 else
424 make_wall (maze, dx, dy, 1);
425 }
426 }
427
428 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
429 (or vertical, dir == 1)
430 here which ends up on other walls sensibly. */
431
432 int
433 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
434 {
435 int i1;
436 int length = 0;
437
438 /* dont make walls if we're on the edge. */
439 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
440 return -1;
441
442 /* don't make walls if we're ON a wall. */
443 if (maze[dx][dy] != 0)
444 return -1;
445
446 if (dir == 0) /* horizontal */
447 {
448 int y = dy;
449
450 for (i1 = dx - 1; i1 > 0; i1--)
451 {
452 int sindex = surround_flag2 (maze, i1, y, RP);
453
454 if (sindex == 1)
455 break;
456 if (sindex != 0)
457 return -1; /* can't make horiz. wall here */
458 if (maze[i1][y] != 0)
459 return -1; /* can't make horiz. wall here */
460 length++;
461 }
462
463 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
464 {
465 int sindex = surround_flag2 (maze, i1, y, RP);
466
467 if (sindex == 2)
468 break;
469 if (sindex != 0)
470 return -1; /* can't make horiz. wall here */
471 if (maze[i1][y] != 0)
472 return -1; /* can't make horiz. wall here */
473 length++;
474 }
475 return length;
476 }
477 else
478 { /* vertical */
479 int x = dx;
480
481 for (i1 = dy - 1; i1 > 0; i1--)
482 {
483 int sindex = surround_flag2 (maze, x, i1, RP);
484
485 if (sindex == 4)
486 break;
487 if (sindex != 0)
488 return -1; /* can't make vert. wall here */
489 if (maze[x][i1] != 0)
490 return -1; /* can't make horiz. wall here */
491 length++;
492 }
493
494 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
495 {
496 int sindex = surround_flag2 (maze, x, i1, RP);
497
498 if (sindex == 8)
499 break;
500 if (sindex != 0)
501 return -1; /* can't make verti. wall here */
502 if (maze[x][i1] != 0)
503 return -1; /* can't make horiz. wall here */
504 length++;
505 }
506 return length;
507 }
508 return -1;
509 }
510
511
512 int
513 make_wall (char **maze, int x, int y, int dir)
514 {
515 maze[x][y] = 'D'; /* mark a door */
516 switch (dir)
517 {
518 case 0: /* horizontal */
519 {
520 int i1;
521
522 for (i1 = x - 1; maze[i1][y] == 0; i1--)
523 maze[i1][y] = '#';
524 for (i1 = x + 1; maze[i1][y] == 0; i1++)
525 maze[i1][y] = '#';
526 break;
527 }
528 case 1: /* vertical */
529 {
530 int i1;
531
532 for (i1 = y - 1; maze[x][i1] == 0; i1--)
533 maze[x][i1] = '#';
534 for (i1 = y + 1; maze[x][i1] == 0; i1++)
535 maze[x][i1] = '#';
536 break;
537 }
538 }
539
540 return 0;
541 }
542
543 /* puts doors at appropriate locations in a layout. */
544 void
545 doorify_layout (char **maze, random_map_params *RP)
546 {
547 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
548 int doorlocs = 0; /* # of available doorlocations */
549 int i, j;
550
551 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
552 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
553
554 /* make a list of possible door locations */
555 for (i = 1; i < RP->Xsize - 1; i++)
556 for (j = 1; j < RP->Ysize - 1; j++)
557 {
558 int sindex = surround_flag (maze, i, j, RP);
559
560 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
561 {
562 doorlist_x[doorlocs] = i;
563 doorlist_y[doorlocs] = j;
564 doorlocs++;
565 }
566 }
567
568 while (ndoors > 0 && doorlocs > 0)
569 {
570 int di;
571 int sindex;
572
573 di = rndm (doorlocs);
574 i = doorlist_x[di];
575 j = doorlist_y[di];
576 sindex = surround_flag (maze, i, j, RP);
577
578 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
579 {
580 maze[i][j] = 'D';
581 ndoors--;
582 }
583
584 /* reduce the size of the list */
585 doorlocs--;
586 doorlist_x[di] = doorlist_x[doorlocs];
587 doorlist_y[di] = doorlist_y[doorlocs];
588 }
589
590 sfree (doorlist_x, RP->Xsize * RP->Ysize);
591 sfree (doorlist_y, RP->Xsize * RP->Ysize);
592 }
593
594 void
595 write_map_parameters_to_string (char *buf, random_map_params *RP)
596 {
597 char small_buf[16384];
598
599 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
600
601 if (RP->wallstyle[0])
602 {
603 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
604 strcat (buf, small_buf);
605 }
606
607 if (RP->floorstyle[0])
608 {
609 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
610 strcat (buf, small_buf);
611 }
612
613 if (RP->monsterstyle[0])
614 {
615 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
616 strcat (buf, small_buf);
617 }
618
619 if (RP->treasurestyle[0])
620 {
621 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
622 strcat (buf, small_buf);
623 }
624
625 if (RP->layoutstyle[0])
626 {
627 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
628 strcat (buf, small_buf);
629 }
630
631 if (RP->decorstyle[0])
632 {
633 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
634 strcat (buf, small_buf);
635 }
636
637 if (RP->doorstyle[0])
638 {
639 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
640 strcat (buf, small_buf);
641 }
642
643 if (RP->exitstyle[0])
644 {
645 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
646 strcat (buf, small_buf);
647 }
648
649 if (RP->final_map.length ())
650 {
651 sprintf (small_buf, "final_map %s\n", &RP->final_map);
652 strcat (buf, small_buf);
653 }
654
655 if (RP->exit_on_final_map[0])
656 {
657 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
658 strcat (buf, small_buf);
659 }
660
661 if (RP->this_map.length ())
662 {
663 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
664 strcat (buf, small_buf);
665 }
666
667 if (RP->expand2x)
668 {
669 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
670 strcat (buf, small_buf);
671 }
672
673 if (RP->layoutoptions1)
674 {
675 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
676 strcat (buf, small_buf);
677 }
678
679 if (RP->layoutoptions2)
680 {
681 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
682 strcat (buf, small_buf);
683 }
684
685 if (RP->layoutoptions3)
686 {
687 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
688 strcat (buf, small_buf);
689 }
690
691 if (RP->symmetry)
692 {
693 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
694 strcat (buf, small_buf);
695 }
696
697 if (RP->difficulty && RP->difficulty_given)
698 {
699 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
700 strcat (buf, small_buf);
701 }
702
703 if (RP->difficulty_increase != 1.0)
704 {
705 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
706 strcat (buf, small_buf);
707 }
708
709 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
710 strcat (buf, small_buf);
711
712 if (RP->dungeon_depth)
713 {
714 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
715 strcat (buf, small_buf);
716 }
717
718 if (RP->decoroptions)
719 {
720 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
721 strcat (buf, small_buf);
722 }
723
724 if (RP->orientation)
725 {
726 sprintf (small_buf, "orientation %d\n", RP->orientation);
727 strcat (buf, small_buf);
728 }
729
730 if (RP->origin_x)
731 {
732 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
733 strcat (buf, small_buf);
734 }
735
736 if (RP->origin_y)
737 {
738 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
739 strcat (buf, small_buf);
740 }
741
742 if (RP->treasureoptions)
743 {
744 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
745 strcat (buf, small_buf);
746 }
747
748 if (RP->random_seed)
749 {
750 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
751 strcat (buf, small_buf);
752 }
753
754 if (RP->custom)
755 {
756 sprintf (small_buf, "custom %s\n", RP->custom);
757 strcat (buf, small_buf);
758 }
759 }
760
761 void
762 write_parameters_to_string (char *buf,
763 int xsize_n,
764 int ysize_n,
765 const char *wallstyle_n,
766 const char *floorstyle_n,
767 const char *monsterstyle_n,
768 const char *treasurestyle_n,
769 const char *layoutstyle_n,
770 const char *decorstyle_n,
771 const char *doorstyle_n,
772 const char *exitstyle_n,
773 const char *final_map_n,
774 const char *exit_on_final_map_n,
775 const char *this_map_n,
776 int layoutoptions1_n,
777 int layoutoptions2_n,
778 int layoutoptions3_n,
779 int symmetry_n,
780 int dungeon_depth_n,
781 int dungeon_level_n,
782 int difficulty_n,
783 int difficulty_given_n,
784 int decoroptions_n,
785 int orientation_n,
786 int origin_x_n,
787 int origin_y_n,
788 uint32_t random_seed_n,
789 int treasureoptions_n,
790 float difficulty_increase)
791 {
792 char small_buf[16384];
793
794 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
795
796 if (wallstyle_n && wallstyle_n[0])
797 {
798 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
799 strcat (buf, small_buf);
800 }
801
802 if (floorstyle_n && floorstyle_n[0])
803 {
804 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
805 strcat (buf, small_buf);
806 }
807
808 if (monsterstyle_n && monsterstyle_n[0])
809 {
810 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
811 strcat (buf, small_buf);
812 }
813
814 if (treasurestyle_n && treasurestyle_n[0])
815 {
816 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
817 strcat (buf, small_buf);
818 }
819
820 if (layoutstyle_n && layoutstyle_n[0])
821 {
822 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
823 strcat (buf, small_buf);
824 }
825
826 if (decorstyle_n && decorstyle_n[0])
827 {
828 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
829 strcat (buf, small_buf);
830 }
831
832 if (doorstyle_n && doorstyle_n[0])
833 {
834 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
835 strcat (buf, small_buf);
836 }
837
838 if (exitstyle_n && exitstyle_n[0])
839 {
840 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (final_map_n && final_map_n[0])
845 {
846 sprintf (small_buf, "final_map %s\n", final_map_n);
847 strcat (buf, small_buf);
848 }
849
850 if (exit_on_final_map_n && exit_on_final_map_n[0])
851 {
852 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
853 strcat (buf, small_buf);
854 }
855
856 if (this_map_n && this_map_n[0])
857 {
858 sprintf (small_buf, "origin_map %s\n", this_map_n);
859 strcat (buf, small_buf);
860 }
861
862 if (layoutoptions1_n)
863 {
864 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
865 strcat (buf, small_buf);
866 }
867
868 if (layoutoptions2_n)
869 {
870 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
871 strcat (buf, small_buf);
872 }
873
874
875 if (layoutoptions3_n)
876 {
877 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
878 strcat (buf, small_buf);
879 }
880
881 if (symmetry_n)
882 {
883 sprintf (small_buf, "symmetry %d\n", symmetry_n);
884 strcat (buf, small_buf);
885 }
886
887
888 if (difficulty_n && difficulty_given_n)
889 {
890 sprintf (small_buf, "difficulty %d\n", difficulty_n);
891 strcat (buf, small_buf);
892 }
893
894 if (difficulty_increase > 0.001)
895 {
896 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
897 strcat (buf, small_buf);
898 }
899
900 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
901 strcat (buf, small_buf);
902
903 if (dungeon_depth_n)
904 {
905 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
906 strcat (buf, small_buf);
907 }
908
909 if (decoroptions_n)
910 {
911 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
912 strcat (buf, small_buf);
913 }
914
915 if (orientation_n)
916 {
917 sprintf (small_buf, "orientation %d\n", orientation_n);
918 strcat (buf, small_buf);
919 }
920
921 if (origin_x_n)
922 {
923 sprintf (small_buf, "origin_x %d\n", origin_x_n);
924 strcat (buf, small_buf);
925 }
926
927 if (origin_y_n)
928 {
929 sprintf (small_buf, "origin_y %d\n", origin_y_n);
930 strcat (buf, small_buf);
931 }
932
933 if (random_seed_n)
934 {
935 /* Add one so that the next map is a bit different */
936 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
937 strcat (buf, small_buf);
938 }
939
940 if (treasureoptions_n)
941 {
942 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
943 strcat (buf, small_buf);
944 }
945 }
946
947 /* copy an object with an inventory... i.e., duplicate the inv too. */
948 void
949 copy_object_with_inv (object *src_ob, object *dest_ob)
950 {
951 object *walk, *tmp;
952
953 src_ob->copy_to (dest_ob);
954
955 for (walk = src_ob->inv; walk; walk = walk->below)
956 {
957 tmp = object::create ();
958
959 walk->copy_to (tmp);
960 insert_ob_in_ob (tmp, dest_ob);
961 }
962 }
963
964 /////////////////////////////////////////////////////////////////////////////
965
966 LayoutData::LayoutData (int w, int h)
967 : w(w), h(h)
968 {
969 int size = (sizeof (char *) + sizeof (char) * h) * w;
970
971 col = (char **)salloc<char> (size);
972
973 char *data = (char *)(col + w);
974
975 for (int x = w; x--; )
976 col [x] = data + x * h;
977 }
978
979 LayoutData::~LayoutData ()
980 {
981 int size = (sizeof (char *) + sizeof (char) * h) * w;
982
983 sfree ((char *)col, size);
984 }
985
986 void LayoutData::clear (char fill)
987 {
988 memset (col [0], fill, w * h);
989 }
990
991 void LayoutData::border (char fill)
992 {
993 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
994 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
995 }
996