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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.11 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.26 by root, Thu Jan 25 03:54:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <time.h> 25#include <time.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <global.h> 27#include <global.h>
27#include <maze_gen.h> 28#include <maze_gen.h>
28#include <room_gen.h> 29#include <room_gen.h>
29#include <random_map.h> 30#include <random_map.h>
30#include <rproto.h> 31#include <rproto.h>
31#include <sproto.h> 32#include <sproto.h>
32 33
34#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__);
35
33void 36void
34dump_layout (char **layout, random_map_params * RP) 37dump_layout (char **layout, random_map_params *RP)
35{ 38{
36 { 39 {
37 int i, j; 40 int i, j;
38 41
39 for (i = 0; i < RP->Xsize; i++) 42 for (i = 0; i < RP->Xsize; i++)
50 } 53 }
51 } 54 }
52 printf ("\n"); 55 printf ("\n");
53} 56}
54 57
55extern FILE *logfile; 58bool
56 59maptile::generate_random_map (random_map_params *RP)
57maptile *
58generate_random_map (const char *OutFileName, random_map_params * RP)
59{ 60{
60 char **layout, buf[HUGE_BUF]; 61 char **layout, buf[16384];
61 maptile *theMap;
62 int i; 62 int i;
63 63
64 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize;
66
64 /* pick a random seed, or use the one from the input file */ 67 /* pick a random seed, or use the one from the input file */
65 if (RP->random_seed == 0) 68 RP->random_seed = RP->random_seed
66 RP->random_seed = time (0); 69 ? RP->random_seed + RP->dungeon_level
67 70 : time (0);
68 SRANDOM (RP->random_seed); 71 CEDE;
69 72
70 write_map_parameters_to_string (buf, RP); 73 write_map_parameters_to_string (buf, RP);
71 74
72 if (RP->difficulty == 0) 75 if (RP->difficulty == 0)
73 { 76 {
81 } 84 }
82 else 85 else
83 RP->difficulty_given = 1; 86 RP->difficulty_given = 1;
84 87
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 88 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 89 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
87 90
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 92 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
90
91 if (RP->expand2x > 0)
92 {
93 RP->Xsize /= 2;
94 RP->Ysize /= 2;
95 }
96
97 layout = layoutgen (RP);
98
99#ifdef RMAP_DEBUG
100 dump_layout (layout, RP);
101#endif
102
103 /* increment these for the current map */
104 RP->dungeon_level += 1;
105 /* allow constant-difficulty maps. */
106 /* difficulty+=1; */
107
108 /* rotate the layout randomly */
109 layout = rotate_layout (layout, RANDOM () % 4, RP);
110#ifdef RMAP_DEBUG
111 dump_layout (layout, RP);
112#endif
113
114 /* allocate the map and set the floor */
115 theMap = make_map_floor (layout, RP->floorstyle, RP);
116
117 /* set the name of the map. */
118 theMap->path = OutFileName;
119
120 /* set region */
121 theMap->region = RP->region;
122
123 /* create walls unless the wallstyle is "none" */
124 if (strcmp (RP->wallstyle, "none"))
125 {
126 make_map_walls (theMap, layout, RP->wallstyle, RP);
127
128 /* place doors unless doorstyle or wallstyle is "none" */
129 if (strcmp (RP->doorstyle, "none"))
130 put_doors (theMap, layout, RP->doorstyle, RP);
131
132 }
133
134 /* create exits unless the exitstyle is "none" */
135 if (strcmp (RP->exitstyle, "none"))
136 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
137
138 place_specials_in_map (theMap, layout, RP);
139
140 /* create monsters unless the monsterstyle is "none" */
141 if (strcmp (RP->monsterstyle, "none"))
142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143
144 /* treasures needs to have a proper difficulty set for the map. */
145 theMap->difficulty = theMap->estimate_difficulty ();
146
147 /* create treasure unless the treasurestyle is "none" */
148 if (strcmp (RP->treasurestyle, "none"))
149 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
150
151 /* create decor unless the decorstyle is "none" */
152 if (strcmp (RP->decorstyle, "none"))
153 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154
155 /* generate treasures, etc. */
156 theMap->fix_auto_apply ();
157
158 unblock_exits (theMap, layout, RP);
159
160 /* free the layout */
161 for (i = 0; i < RP->Xsize; i++)
162 free (layout[i]);
163 free (layout);
164
165 theMap->msg = strdup (buf);
166
167 return theMap;
168}
169
170/* function selects the layout function and gives it whatever
171 arguments it needs. */
172char **
173layoutgen (random_map_params * RP)
174{
175 char **maze = 0;
176 int oxsize = RP->Xsize, oysize = RP->Ysize;
177 93
178 if (RP->symmetry == SYMMETRY_RANDOM) 94 if (RP->symmetry == SYMMETRY_RANDOM)
179 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; 95 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
180 else 96 else
181 RP->symmetry_used = RP->symmetry; 97 RP->symmetry_used = RP->symmetry;
182 98
183 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
184 RP->Ysize = RP->Ysize / 2 + 1; 100 RP->Ysize = RP->Ysize / 2 + 1;
101
185 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 102 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
186 RP->Xsize = RP->Xsize / 2 + 1; 103 RP->Xsize = RP->Xsize / 2 + 1;
187 104
188 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 105 if (RP->expand2x > 0)
189 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; 106 {
190 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 107 RP->Xsize /= 2;
191 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; 108 RP->Ysize /= 2;
109 }
110
192 RP->map_layout_style = 0; 111 RP->map_layout_style = LAYOUT_NONE;
193 112
194 /* Redo this - there was a lot of redundant code of checking for preset 113 /* Redo this - there was a lot of redundant code of checking for preset
195 * layout style and then random layout style. Instead, figure out 114 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually 115 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps. 116 * calls the code to make the maps.
212 RP->map_layout_style = LAYOUT_SNAKE; 131 RP->map_layout_style = LAYOUT_SNAKE;
213 132
214 if (strstr (RP->layoutstyle, "squarespiral")) 133 if (strstr (RP->layoutstyle, "squarespiral"))
215 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
216 135
217 /* No style found - choose one ranomdly */ 136 /* No style found - choose one randomly */
218 if (RP->map_layout_style == LAYOUT_NONE) 137 if (RP->map_layout_style == LAYOUT_NONE)
219 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; 138 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
220 139
140 layout = layoutgen (RP);
141
142#ifdef RMAP_DEBUG
143 dump_layout (layout, RP);
144#endif
145
146 /* increment these for the current map */
147 RP->dungeon_level += 1;
148 /* allow constant-difficulty maps. */
149 /* difficulty+=1; */
150
151 /* rotate the layout randomly */
152 layout = rotate_layout (layout, rndm (4), RP);
153#ifdef RMAP_DEBUG
154 dump_layout (layout, RP);
155#endif
156
157 /* allocate the map and set the floor */
158 make_map_floor (layout, RP->floorstyle, RP);
159
160 /* set region */
161 default_region = RP->region;
162
163 CEDE;
164
165 /* create walls unless the wallstyle is "none" */
166 if (strcmp (RP->wallstyle, "none"))
167 {
168 make_map_walls (this, layout, RP->wallstyle, RP);
169
170 /* place doors unless doorstyle or wallstyle is "none" */
171 if (strcmp (RP->doorstyle, "none"))
172 put_doors (this, layout, RP->doorstyle, RP);
173 }
174
175 CEDE;
176
177 /* create exits unless the exitstyle is "none" */
178 if (strcmp (RP->exitstyle, "none"))
179 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
180
181 CEDE;
182
183 place_specials_in_map (this, layout, RP);
184
185 CEDE;
186
187 /* create monsters unless the monsterstyle is "none" */
188 if (strcmp (RP->monsterstyle, "none"))
189 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
190
191 CEDE;
192
193 /* treasures needs to have a proper difficulty set for the map. */
194 difficulty = estimate_difficulty ();
195
196 CEDE;
197
198 /* create treasure unless the treasurestyle is "none" */
199 if (strcmp (RP->treasurestyle, "none"))
200 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
201
202 CEDE;
203
204 /* create decor unless the decorstyle is "none" */
205 if (strcmp (RP->decorstyle, "none"))
206 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
207
208 CEDE;
209
210 /* generate treasures, etc. */
211 fix_auto_apply ();
212
213 CEDE;
214
215 unblock_exits (this, layout, RP);
216
217 /* free the layout */
218 for (i = 0; i < RP->Xsize; i++)
219 free (layout[i]);
220
221 free (layout);
222
223 msg = strdup (buf);
224 in_memory = MAP_IN_MEMORY;
225
226 CEDE;
227
228 return 1;
229}
230
231/* function selects the layout function and gives it whatever
232 arguments it needs. */
233char **
234layoutgen (random_map_params *RP)
235{
236 char **maze = 0;
237 int oxsize = RP->Xsize, oysize = RP->Ysize;
238
221 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
222 { 240 {
223 case LAYOUT_ONION: 241 case LAYOUT_ONION:
224 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 242 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
225 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 243 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
226 roomify_layout (maze, RP); 244 roomify_layout (maze, RP);
227 break; 245 break;
228 246
229 case LAYOUT_MAZE: 247 case LAYOUT_MAZE:
230 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 248 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
231 if (!(RANDOM () % 2)) 249 if (!(rndm (2)))
232 doorify_layout (maze, RP); 250 doorify_layout (maze, RP);
233 break; 251 break;
234 252
235 case LAYOUT_SPIRAL: 253 case LAYOUT_SPIRAL:
236 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 254 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
237 if (!(RANDOM () % 2)) 255 if (!(rndm (2)))
238 doorify_layout (maze, RP); 256 doorify_layout (maze, RP);
239 break; 257 break;
240 258
241 case LAYOUT_ROGUELIKE: 259 case LAYOUT_ROGUELIKE:
242 /* Don't put symmetry in rogue maps. There isn't much reason to 260 /* Don't put symmetry in rogue maps. There isn't much reason to
253 /* no doorifying... done already */ 271 /* no doorifying... done already */
254 break; 272 break;
255 273
256 case LAYOUT_SNAKE: 274 case LAYOUT_SNAKE:
257 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
258 if (RANDOM () % 2) 276 if (rndm (2))
259 roomify_layout (maze, RP); 277 roomify_layout (maze, RP);
260 break; 278 break;
261 279
262 case LAYOUT_SQUARE_SPIRAL: 280 case LAYOUT_SQUARE_SPIRAL:
263 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 281 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
264 if (RANDOM () % 2) 282 if (rndm (2))
265 roomify_layout (maze, RP); 283 roomify_layout (maze, RP);
266 break; 284 break;
267 } 285 }
268 286
269 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 287 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
283} 301}
284 302
285/* takes a map and makes it symmetric: adjusts Xsize and 303/* takes a map and makes it symmetric: adjusts Xsize and
286Ysize to produce a symmetric map. */ 304Ysize to produce a symmetric map. */
287char ** 305char **
288symmetrize_layout (char **maze, int sym, random_map_params * RP) 306symmetrize_layout (char **maze, int sym, random_map_params *RP)
289{ 307{
290 int i, j; 308 int i, j;
291 char **sym_maze; 309 char **sym_maze;
292 int Xsize_orig, Ysize_orig; 310 int Xsize_orig, Ysize_orig;
293 311
351 onion layouts, making them possibly centered on any wall. 369 onion layouts, making them possibly centered on any wall.
352 It'll modify Xsize and Ysize if they're swapped. 370 It'll modify Xsize and Ysize if they're swapped.
353*/ 371*/
354 372
355char ** 373char **
356rotate_layout (char **maze, int rotation, random_map_params * RP) 374rotate_layout (char **maze, int rotation, random_map_params *RP)
357{ 375{
358 char **new_maze; 376 char **new_maze;
359 int i, j; 377 int i, j;
360 378
361 switch (rotation) 379 switch (rotation)
362 { 380 {
363 case 0: 381 case 0:
364 return maze; 382 return maze;
365 break; 383 break;
366 case 2: /* a reflection */ 384 case 2: /* a reflection */
367 { 385 {
368 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 386 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
369 387
370 for (i = 0; i < RP->Xsize; i++) 388 for (i = 0; i < RP->Xsize; i++)
371 { /* make a copy */ 389 { /* make a copy */
372 for (j = 0; j < RP->Ysize; j++) 390 for (j = 0; j < RP->Ysize; j++)
373 { 391 {
374 newmaze[i * RP->Ysize + j] = maze[i][j]; 392 newmaze[i * RP->Ysize + j] = maze[i][j];
375 } 393 }
376 } 394 }
377 for (i = 0; i < RP->Xsize; i++) 395 for (i = 0; i < RP->Xsize; i++)
378 { /* copy a reflection back */ 396 { /* copy a reflection back */
379 for (j = 0; j < RP->Ysize; j++) 397 for (j = 0; j < RP->Ysize; j++)
380 { 398 {
381 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; 399 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
382 } 400 }
383 } 401 }
392 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 410 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
393 for (i = 0; i < RP->Ysize; i++) 411 for (i = 0; i < RP->Ysize; i++)
394 { 412 {
395 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); 413 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
396 } 414 }
397 if (rotation == 1) /* swap x and y */ 415 if (rotation == 1) /* swap x and y */
398 for (i = 0; i < RP->Xsize; i++) 416 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++) 417 for (j = 0; j < RP->Ysize; j++)
400 new_maze[j][i] = maze[i][j]; 418 new_maze[j][i] = maze[i][j];
401 419
402 if (rotation == 3) 420 if (rotation == 3)
403 { /* swap x and y */ 421 { /* swap x and y */
404 for (i = 0; i < RP->Xsize; i++) 422 for (i = 0; i < RP->Xsize; i++)
405 for (j = 0; j < RP->Ysize; j++) 423 for (j = 0; j < RP->Ysize; j++)
406 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; 424 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
407 } 425 }
408 426
422} 440}
423 441
424/* take a layout and make some rooms in it. 442/* take a layout and make some rooms in it.
425 --works best on onions.*/ 443 --works best on onions.*/
426void 444void
427roomify_layout (char **maze, random_map_params * RP) 445roomify_layout (char **maze, random_map_params *RP)
428{ 446{
429 int tries = RP->Xsize * RP->Ysize / 30; 447 int tries = RP->Xsize * RP->Ysize / 30;
430 int ti; 448 int ti;
431 449
432 for (ti = 0; ti < tries; ti++) 450 for (ti = 0; ti < tries; ti++)
459/* checks the layout to see if I can stick a horizontal(dir = 0) wall 477/* checks the layout to see if I can stick a horizontal(dir = 0) wall
460 (or vertical, dir == 1) 478 (or vertical, dir == 1)
461 here which ends up on other walls sensibly. */ 479 here which ends up on other walls sensibly. */
462 480
463int 481int
464can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) 482can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
465{ 483{
466 int i1; 484 int i1;
467 int length = 0; 485 int length = 0;
468 486
469 /* dont make walls if we're on the edge. */ 487 /* dont make walls if we're on the edge. */
544make_wall (char **maze, int x, int y, int dir) 562make_wall (char **maze, int x, int y, int dir)
545{ 563{
546 maze[x][y] = 'D'; /* mark a door */ 564 maze[x][y] = 'D'; /* mark a door */
547 switch (dir) 565 switch (dir)
548 { 566 {
549 case 0: /* horizontal */ 567 case 0: /* horizontal */
550 { 568 {
551 int i1; 569 int i1;
552 570
553 for (i1 = x - 1; maze[i1][y] == 0; i1--) 571 for (i1 = x - 1; maze[i1][y] == 0; i1--)
554 maze[i1][y] = '#'; 572 maze[i1][y] = '#';
555 for (i1 = x + 1; maze[i1][y] == 0; i1++) 573 for (i1 = x + 1; maze[i1][y] == 0; i1++)
556 maze[i1][y] = '#'; 574 maze[i1][y] = '#';
557 break; 575 break;
558 } 576 }
559 case 1: /* vertical */ 577 case 1: /* vertical */
560 { 578 {
561 int i1; 579 int i1;
562 580
563 for (i1 = y - 1; maze[x][i1] == 0; i1--) 581 for (i1 = y - 1; maze[x][i1] == 0; i1--)
564 maze[x][i1] = '#'; 582 maze[x][i1] = '#';
565 for (i1 = y + 1; maze[x][i1] == 0; i1++) 583 for (i1 = y + 1; maze[x][i1] == 0; i1++)
566 maze[x][i1] = '#'; 584 maze[x][i1] = '#';
567 break; 585 break;
568 } 586 }
569 } 587 }
570 588
571 return 0; 589 return 0;
572} 590}
573 591
574/* puts doors at appropriate locations in a layout. */ 592/* puts doors at appropriate locations in a layout. */
575
576void 593void
577doorify_layout (char **maze, random_map_params * RP) 594doorify_layout (char **maze, random_map_params *RP)
578{ 595{
579 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 596 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
580 char *doorlist_x; 597 char *doorlist_x;
581 char *doorlist_y; 598 char *doorlist_y;
582 int doorlocs = 0; /* # of available doorlocations */ 599 int doorlocs = 0; /* # of available doorlocations */
597 doorlist_x[doorlocs] = i; 614 doorlist_x[doorlocs] = i;
598 doorlist_y[doorlocs] = j; 615 doorlist_y[doorlocs] = j;
599 doorlocs++; 616 doorlocs++;
600 } 617 }
601 } 618 }
619
602 while (ndoors > 0 && doorlocs > 0) 620 while (ndoors > 0 && doorlocs > 0)
603 { 621 {
604 int di; 622 int di;
605 int sindex; 623 int sindex;
606 624
616 /* reduce the size of the list */ 634 /* reduce the size of the list */
617 doorlocs--; 635 doorlocs--;
618 doorlist_x[di] = doorlist_x[doorlocs]; 636 doorlist_x[di] = doorlist_x[doorlocs];
619 doorlist_y[di] = doorlist_y[doorlocs]; 637 doorlist_y[di] = doorlist_y[doorlocs];
620 } 638 }
639
621 free (doorlist_x); 640 free (doorlist_x);
622 free (doorlist_y); 641 free (doorlist_y);
623} 642}
624 643
625
626void 644void
627write_map_parameters_to_string (char *buf, random_map_params * RP) 645write_map_parameters_to_string (char *buf, random_map_params *RP)
628{ 646{
629 char small_buf[256]; 647 char small_buf[16384];
630 648
631 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 649 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
632 650
633 if (RP->wallstyle[0]) 651 if (RP->wallstyle[0])
634 { 652 {
635 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 653 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
636 strcat (buf, small_buf); 654 strcat (buf, small_buf);
676 { 694 {
677 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); 695 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
678 strcat (buf, small_buf); 696 strcat (buf, small_buf);
679 } 697 }
680 698
681 if (RP->final_map[0]) 699 if (RP->final_map.length ())
682 { 700 {
683 sprintf (small_buf, "final_map %s\n", RP->final_map); 701 sprintf (small_buf, "final_map %s\n", &RP->final_map);
684 strcat (buf, small_buf); 702 strcat (buf, small_buf);
685 } 703 }
686 704
687 if (RP->exit_on_final_map[0]) 705 if (RP->exit_on_final_map[0])
688 { 706 {
689 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); 707 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
690 strcat (buf, small_buf); 708 strcat (buf, small_buf);
691 } 709 }
692 710
693 if (RP->this_map[0]) 711 if (RP->this_map.length ())
694 { 712 {
695 sprintf (small_buf, "origin_map %s\n", RP->this_map); 713 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
696 strcat (buf, small_buf); 714 strcat (buf, small_buf);
697 } 715 }
698 716
699 if (RP->expand2x) 717 if (RP->expand2x)
700 { 718 {
706 { 724 {
707 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); 725 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
708 strcat (buf, small_buf); 726 strcat (buf, small_buf);
709 } 727 }
710 728
711
712 if (RP->layoutoptions2) 729 if (RP->layoutoptions2)
713 { 730 {
714 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); 731 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715 strcat (buf, small_buf); 732 strcat (buf, small_buf);
716 } 733 }
717 734
718
719 if (RP->layoutoptions3) 735 if (RP->layoutoptions3)
720 { 736 {
721 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); 737 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
722 strcat (buf, small_buf); 738 strcat (buf, small_buf);
723 } 739 }
725 if (RP->symmetry) 741 if (RP->symmetry)
726 { 742 {
727 sprintf (small_buf, "symmetry %d\n", RP->symmetry); 743 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
728 strcat (buf, small_buf); 744 strcat (buf, small_buf);
729 } 745 }
730
731 746
732 if (RP->difficulty && RP->difficulty_given) 747 if (RP->difficulty && RP->difficulty_given)
733 { 748 {
734 sprintf (small_buf, "difficulty %d\n", RP->difficulty); 749 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
735 strcat (buf, small_buf); 750 strcat (buf, small_buf);
772 { 787 {
773 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 788 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
774 strcat (buf, small_buf); 789 strcat (buf, small_buf);
775 } 790 }
776 791
792 if (RP->treasureoptions)
793 {
794 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
795 strcat (buf, small_buf);
796 }
797
777 if (RP->random_seed) 798 if (RP->random_seed)
778 { 799 {
779 /* Add one so that the next map is a bit different */
780 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 800 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
781 strcat (buf, small_buf); 801 strcat (buf, small_buf);
782 }
783
784 if (RP->treasureoptions)
785 { 802 }
786 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 803
804 if (RP->custom)
805 {
806 sprintf (small_buf, "custom %s\n", RP->custom);
787 strcat (buf, small_buf); 807 strcat (buf, small_buf);
788 } 808 }
789} 809}
790 810
791void 811void
811 int dungeon_level_n, 831 int dungeon_level_n,
812 int difficulty_n, 832 int difficulty_n,
813 int difficulty_given_n, 833 int difficulty_given_n,
814 int decoroptions_n, 834 int decoroptions_n,
815 int orientation_n, 835 int orientation_n,
816 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) 836 int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase)
817{ 837{
818
819 char small_buf[256]; 838 char small_buf[16384];
820 839
821 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 840 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
822 841
823 if (wallstyle_n && wallstyle_n[0]) 842 if (wallstyle_n && wallstyle_n[0])
824 { 843 {
889 if (layoutoptions1_n) 908 if (layoutoptions1_n)
890 { 909 {
891 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); 910 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
892 strcat (buf, small_buf); 911 strcat (buf, small_buf);
893 } 912 }
894
895 913
896 if (layoutoptions2_n) 914 if (layoutoptions2_n)
897 { 915 {
898 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); 916 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
899 strcat (buf, small_buf); 917 strcat (buf, small_buf);
959 } 977 }
960 978
961 if (random_seed_n) 979 if (random_seed_n)
962 { 980 {
963 /* Add one so that the next map is a bit different */ 981 /* Add one so that the next map is a bit different */
964 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 982 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
965 strcat (buf, small_buf); 983 strcat (buf, small_buf);
966 } 984 }
967 985
968 if (treasureoptions_n) 986 if (treasureoptions_n)
969 { 987 {
970 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); 988 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
971 strcat (buf, small_buf); 989 strcat (buf, small_buf);
972 } 990 }
973
974
975} 991}
976 992
977/* copy an object with an inventory... i.e., duplicate the inv too. */ 993/* copy an object with an inventory... i.e., duplicate the inv too. */
978void 994void
979copy_object_with_inv (object *src_ob, object *dest_ob) 995copy_object_with_inv (object *src_ob, object *dest_ob)
980{ 996{
981 object *walk, *tmp; 997 object *walk, *tmp;
982 998
983 src_ob->copy_to (dest_ob); 999 src_ob->copy_to (dest_ob);
984 1000
985 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 1001 for (walk = src_ob->inv; walk; walk = walk->below)
986 { 1002 {
987 tmp = object::create (); 1003 tmp = object::create ();
1004
988 walk->copy_to (tmp); 1005 walk->copy_to (tmp);
989 insert_ob_in_ob (tmp, dest_ob); 1006 insert_ob_in_ob (tmp, dest_ob);
990 } 1007 }
991} 1008}

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