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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.26 by root, Thu Jan 25 03:54:45 2007 UTC vs.
Revision 1.58 by root, Wed Jun 30 23:15:56 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <time.h> 25#include <time.h>
26#include <stdio.h> 26#include <stdio.h>
27#include <global.h> 27#include <global.h>
28#include <maze_gen.h>
29#include <room_gen.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32#include <sproto.h> 30#include <sproto.h>
33 31
34#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); 32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
36
37noinline SV *
38random_map_params::get_sv (const char *option) const
39{
40 SV **he = hv_fetch (hv, option, strlen (option), 0);
41
42 return he ? *he : 0;
43}
44
45noinline const_utf8_string
46random_map_params::get_str (const char *option, const_utf8_string fallback) const
47{
48 SV *sv = get_sv (option);
49 return sv ? cfSvPVutf8_nolen (sv) : fallback;
50}
51
52noinline IV
53random_map_params::get_iv (const char *option, IV fallback) const
54{
55 SV *sv = get_sv (option);
56 return sv ? SvIV (sv) : fallback;
57}
58
59noinline UV
60random_map_params::get_uv (const char *option, UV fallback) const
61{
62 SV *sv = get_sv (option);
63 return sv ? SvUV (sv) : fallback;
64}
65
66noinline NV
67random_map_params::get_nv (const char *option, NV fallback) const
68{
69 SV *sv = get_sv (option);
70 return sv ? SvNV (sv) : fallback;
71}
72
73noinline void
74random_map_params::set (const char *option, SV *value) const
75{
76 int len = strlen (option);
77
78 if (value)
79 hv_store (hv, option, len, value, 0);
80 else
81 hv_delete (hv, option, len, G_DISCARD);
82}
83
84noinline void
85random_map_params::set (const char *option, const_utf8_string value) const
86{
87 set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0);
88}
35 89
36void 90void
91random_map_params::set (const char *option, IV value) const
92{
93 set (option, newSViv (value));
94}
95
96void
97random_map_params::set (const char *option, UV value) const
98{
99 set (option, newSVuv (value));
100}
101
102void
103random_map_params::set (const char *option, NV value) const
104{
105 set (option, newSVnv (value));
106}
107
108void
109random_map_params::hv_clone ()
110{
111 HV *copy = newHV ();
112
113 hv_iterinit (hv);
114
115 // does not work for utf-8 keys
116 while (HE *he = hv_iternext (hv))
117 {
118 STRLEN klen; const char *key = HePV (he, klen);
119 hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he));
120 }
121
122 SvREFCNT_dec (hv);
123 hv = copy;
124}
125
126shstr_tmp
127random_map_params::as_shstr () const
128{
129 set ("xsize" , xsize);
130 set ("ysize" , ysize);
131 set ("monsterstyle" , monsterstyle);
132 set ("exit_on_final_map" , exit_on_final_map);
133 set ("layoutstyle" , layoutstyle);
134 set ("doorstyle" , doorstyle);
135 set ("final_map" , final_map);
136 set ("this_map" , this_map);
137 set ("expand2x" , expand2x);
138 set ("layoutoptions1" , layoutoptions1);
139 set ("layoutoptions2" , layoutoptions2);
140 set ("layoutoptions3" , layoutoptions3);
141 set ("symmetry" , symmetry);
142 set ("dungeon_depth" , dungeon_depth);
143 set ("orientation" , orientation);
144 set ("origin_x" , origin_x);
145 set ("origin_y" , origin_y);
146 set ("random_seed" , (UV)random_seed);
147 set ("difficulty" , difficulty && difficulty_given ? difficulty : 0);
148 set ("difficulty_increase", difficulty_increase);
149 set ("dungeon_level" , dungeon_level);
150
151 dynbuf_text buf;
152 hv_iterinit (hv);
153
154 // does not work for utf-8 keys
155 while (HE *he = hv_iternext (hv))
156 {
157 STRLEN klen; const char *key = HePV (he, klen);
158 STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen);
159
160 buf.fadd (key, klen);
161 buf << ' ';
162 buf.fadd (value, vlen);
163 buf << '\n';
164 }
165
166 return shstr (buf);
167}
168
169random_map_params::~random_map_params ()
170{
171 SvREFCNT_dec (hv);
172}
173
174/* takes a map and makes it symmetric: adjusts Xsize and
175 * Ysize to produce a symmetric map.
176 */
177static void
178symmetrize_layout (Layout layout, random_map_params *RP)
179{
180 if (RP->symmetry_used == SYMMETRY_NONE)
181 return;
182
183 Layout sym_layout (
184 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
185 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
186 );
187
188 if (RP->symmetry_used == SYMMETRY_X)
189 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
190 for (int j = 0; j < sym_layout->h; j++)
191 {
192 sym_layout[i ][j] =
193 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
194 }
195
196 if (RP->symmetry_used == SYMMETRY_Y)
197 for (int i = 0; i < sym_layout->w; i++)
198 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
199 {
200 sym_layout[i][j ] =
201 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
202 }
203
204 if (RP->symmetry_used == SYMMETRY_XY)
205 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
206 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
207 {
208 sym_layout[i ][j ] =
209 sym_layout[i ][sym_layout->h - j - 1] =
210 sym_layout[sym_layout->w - i - 1][j ] =
211 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
212 }
213
214 layout.swap (sym_layout);
215 sym_layout.free ();
216
217 /* reconnect disjointed spirals */
218 /* reconnect disjointed nethacklayouts: the routine for
219 spirals will do the trick? */
220 if (RP->map_layout_style == LAYOUT_SPIRAL
221 || RP->map_layout_style == LAYOUT_ROGUELIKE)
222 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
223}
224
225/* takes a map and rotates it. This completes the
226 onion layouts, making them possibly centered on any wall.
227 It'll modify Xsize and Ysize if they're swapped.
228*/
229static void
230rotate_layout (Layout layout, int rotation)
231{
232 int w = layout->w;
233 int h = layout->h;
234
235 switch (rotation)
236 {
237 case 2: /* a reflection */
238 {
239 LayoutData new_layout (w, h);
240
241 for (int i = 0; i < w; i++) /* copy a reflection back */
242 for (int j = 0; j < h; j++)
243 new_layout[i][j] = layout[w - i - 1][h - j - 1];
244
245 layout->swap (new_layout);
246 }
247 break;
248
249 case 1:
250 case 3:
251 {
252 LayoutData new_layout (h, w);
253
254 if (rotation == 1) /* swap x and y */
255 for (int i = 0; i < w; i++)
256 for (int j = 0; j < h; j++)
257 new_layout[j][i] = layout[i][j];
258
259 if (rotation == 3) /* swap x and y */
260 for (int i = 0; i < w; i++)
261 for (int j = 0; j < h; j++)
262 new_layout[j][i] = layout[w - i - 1][h - j - 1];
263
264 layout->swap (new_layout);
265 }
266 break;
267 }
268}
269
270/* checks the layout to see if I can stick a horizontal(dir = 0) wall
271 (or vertical, dir == 1)
272 here which ends up on other walls sensibly. */
273static int
274can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
275{
276 int i1;
277 int length = 0;
278
279 /* dont make walls if we're on the edge. */
280 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
281 return -1;
282
283 /* don't make walls if we're ON a wall. */
284 if (maze[dx][dy] != 0)
285 return -1;
286
287 if (dir == 0) /* horizontal */
288 {
289 int y = dy;
290
291 for (i1 = dx - 1; i1 > 0; i1--)
292 {
293 int sindex = surround_flag2 (maze, i1, y, RP);
294
295 if (sindex == 1)
296 break;
297 if (sindex != 0)
298 return -1; /* can't make horiz. wall here */
299 if (maze[i1][y] != 0)
300 return -1; /* can't make horiz. wall here */
301 length++;
302 }
303
304 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
305 {
306 int sindex = surround_flag2 (maze, i1, y, RP);
307
308 if (sindex == 2)
309 break;
310 if (sindex != 0)
311 return -1; /* can't make horiz. wall here */
312 if (maze[i1][y] != 0)
313 return -1; /* can't make horiz. wall here */
314 length++;
315 }
316 return length;
317 }
318 else
319 { /* vertical */
320 int x = dx;
321
322 for (i1 = dy - 1; i1 > 0; i1--)
323 {
324 int sindex = surround_flag2 (maze, x, i1, RP);
325
326 if (sindex == 4)
327 break;
328 if (sindex != 0)
329 return -1; /* can't make vert. wall here */
330 if (maze[x][i1] != 0)
331 return -1; /* can't make horiz. wall here */
332 length++;
333 }
334
335 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
336 {
337 int sindex = surround_flag2 (maze, x, i1, RP);
338
339 if (sindex == 8)
340 break;
341 if (sindex != 0)
342 return -1; /* can't make verti. wall here */
343 if (maze[x][i1] != 0)
344 return -1; /* can't make horiz. wall here */
345 length++;
346 }
347
348 return length;
349 }
350
351 return -1;
352}
353
354/* take a layout and make some rooms in it.
355 --works best on onions.*/
356static void
37dump_layout (char **layout, random_map_params *RP) 357roomify_layout (char **maze, random_map_params *RP)
38{ 358{
359 int tries = RP->Xsize * RP->Ysize / 30;
360
361 for (int ti = 0; ti < tries; ti++)
39 { 362 {
40 int i, j; 363 /* starting location for looking at creating a door */
364 int dx = rmg_rndm (RP->Xsize);
365 int dy = rmg_rndm (RP->Ysize);
41 366
367 /* results of checking on creating walls. */
368 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
369 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
370
371 if (cx == -1)
372 {
373 if (cy != -1)
374 make_wall (maze, dx, dy, 1);
375
376 continue;
377 }
378
379 if (cy == -1)
380 {
381 make_wall (maze, dx, dy, 0);
382 continue;
383 }
384
385 if (cx < cy)
386 make_wall (maze, dx, dy, 0);
387 else
388 make_wall (maze, dx, dy, 1);
389 }
390}
391
392int
393make_wall (char **maze, int x, int y, int dir)
394{
395 maze[x][y] = 'D'; /* mark a door */
396
397 switch (dir)
398 {
399 case 0: /* horizontal */
400 {
401 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
402 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
403 break;
404 }
405 case 1: /* vertical */
406 {
407 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
408 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
409 break;
410 }
411 }
412
413 return 0;
414}
415
416/* puts doors at appropriate locations in a layout. */
417static void
418doorify_layout (char **maze, random_map_params *RP)
419{
420 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
421 int doorlocs = 0; /* # of available doorlocations */
422
423 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
424 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
425
426 /* make a list of possible door locations */
42 for (i = 0; i < RP->Xsize; i++) 427 for (int i = 1; i < RP->Xsize - 1; i++)
428 for (int j = 1; j < RP->Ysize - 1; j++)
43 { 429 {
44 for (j = 0; j < RP->Ysize; j++) 430 int sindex = surround_flag (maze, i, j, RP);
431
432 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
45 { 433 {
46 if (layout[i][j] == 0) 434 doorlist_x[doorlocs] = i;
47 layout[i][j] = ' '; 435 doorlist_y[doorlocs] = j;
48 printf ("%c", layout[i][j]); 436 doorlocs++;
49 if (layout[i][j] == ' ')
50 layout[i][j] = 0;
51 } 437 }
52 printf ("\n");
53 } 438 }
54 }
55 printf ("\n");
56}
57 439
58bool 440 while (ndoors > 0 && doorlocs > 0)
59maptile::generate_random_map (random_map_params *RP)
60{
61 char **layout, buf[16384];
62 int i;
63
64 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize;
66
67 /* pick a random seed, or use the one from the input file */
68 RP->random_seed = RP->random_seed
69 ? RP->random_seed + RP->dungeon_level
70 : time (0);
71 CEDE;
72
73 write_map_parameters_to_string (buf, RP);
74
75 if (RP->difficulty == 0)
76 {
77 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
78
79 if (RP->difficulty_increase > 0.001)
80 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
81
82 if (RP->difficulty < 1)
83 RP->difficulty = 1;
84 } 441 {
85 else 442 int di = rmg_rndm (doorlocs);
86 RP->difficulty_given = 1; 443 int i = doorlist_x[di];
444 int j = doorlist_y[di];
445 int sindex = surround_flag (maze, i, j, RP);
87 446
88 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 447 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
89 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 448 {
449 maze[i][j] = 'D';
450 ndoors--;
451 }
90 452
91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 453 /* reduce the size of the list */
92 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 454 doorlocs--;
93 455 doorlist_x[di] = doorlist_x[doorlocs];
94 if (RP->symmetry == SYMMETRY_RANDOM) 456 doorlist_y[di] = doorlist_y[doorlocs];
95 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
96 else
97 RP->symmetry_used = RP->symmetry;
98
99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
100 RP->Ysize = RP->Ysize / 2 + 1;
101
102 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
103 RP->Xsize = RP->Xsize / 2 + 1;
104
105 if (RP->expand2x > 0)
106 { 457 }
107 RP->Xsize /= 2;
108 RP->Ysize /= 2;
109 }
110 458
111 RP->map_layout_style = LAYOUT_NONE; 459 sfree (doorlist_x, RP->Xsize * RP->Ysize);
112 460 sfree (doorlist_y, RP->Xsize * RP->Ysize);
113 /* Redo this - there was a lot of redundant code of checking for preset
114 * layout style and then random layout style. Instead, figure out
115 * the numeric layoutstyle, so there is only one area that actually
116 * calls the code to make the maps.
117 */
118 if (strstr (RP->layoutstyle, "onion"))
119 RP->map_layout_style = LAYOUT_ONION;
120
121 if (strstr (RP->layoutstyle, "maze"))
122 RP->map_layout_style = LAYOUT_MAZE;
123
124 if (strstr (RP->layoutstyle, "spiral"))
125 RP->map_layout_style = LAYOUT_SPIRAL;
126
127 if (strstr (RP->layoutstyle, "rogue"))
128 RP->map_layout_style = LAYOUT_ROGUELIKE;
129
130 if (strstr (RP->layoutstyle, "snake"))
131 RP->map_layout_style = LAYOUT_SNAKE;
132
133 if (strstr (RP->layoutstyle, "squarespiral"))
134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
135
136 /* No style found - choose one randomly */
137 if (RP->map_layout_style == LAYOUT_NONE)
138 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
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} 461}
230 462
231/* function selects the layout function and gives it whatever 463/* function selects the layout function and gives it whatever
232 arguments it needs. */ 464 arguments it needs. */
233char ** 465static Layout
234layoutgen (random_map_params *RP) 466layoutgen (random_map_params *RP)
235{ 467{
236 char **maze = 0; 468 Layout layout (RP);
237 int oxsize = RP->Xsize, oysize = RP->Ysize;
238 469
239 switch (RP->map_layout_style) 470 switch (RP->map_layout_style)
240 { 471 {
241 case LAYOUT_ONION: 472 case LAYOUT_ONION:
242 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 473 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
474
243 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 475 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
244 roomify_layout (maze, RP); 476 roomify_layout (layout, RP);
477
245 break; 478 break;
246 479
247 case LAYOUT_MAZE: 480 case LAYOUT_MAZE:
248 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); 481 maze_gen (layout, RP->get_iv ("maze_type", rmg_rndm (4)));
482
249 if (!(rndm (2))) 483 if (!(rmg_rndm (2)))
250 doorify_layout (maze, RP); 484 doorify_layout (layout, RP);
485
251 break; 486 break;
252 487
253 case LAYOUT_SPIRAL: 488 case LAYOUT_SPIRAL:
254 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 489 map_gen_spiral (layout, RP->layoutoptions1);
490
255 if (!(rndm (2))) 491 if (!(rmg_rndm (2)))
256 doorify_layout (maze, RP); 492 doorify_layout (layout, RP);
493
257 break; 494 break;
258 495
259 case LAYOUT_ROGUELIKE: 496 case LAYOUT_ROGUELIKE:
260 /* Don't put symmetry in rogue maps. There isn't much reason to 497 /* 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), 498 * do so in the first place (doesn't make it any more interesting),
263 * spirals, or maps with lots of passages - making a symmetric rogue 500 * spirals, or maps with lots of passages - making a symmetric rogue
264 * map fails because its likely that the passages the symmetry process 501 * map fails because its likely that the passages the symmetry process
265 * creates may not connect the rooms. 502 * creates may not connect the rooms.
266 */ 503 */
267 RP->symmetry_used = SYMMETRY_NONE; 504 RP->symmetry_used = SYMMETRY_NONE;
268 RP->Ysize = oysize;
269 RP->Xsize = oxsize;
270 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 505 roguelike_layout_gen (layout, RP->layoutoptions1);
271 /* no doorifying... done already */ 506 /* no doorifying... done already */
272 break; 507 break;
273 508
274 case LAYOUT_SNAKE: 509 case LAYOUT_SNAKE:
275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 510 make_snake_layout (layout, RP->layoutoptions1);
511
276 if (rndm (2)) 512 if (rmg_rndm (2))
277 roomify_layout (maze, RP); 513 roomify_layout (layout, RP);
514
278 break; 515 break;
279 516
280 case LAYOUT_SQUARE_SPIRAL: 517 case LAYOUT_SQUARE_SPIRAL:
281 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 518 make_square_spiral_layout (layout, RP->layoutoptions1);
519
282 if (rndm (2)) 520 if (rmg_rndm (2))
283 roomify_layout (maze, RP); 521 roomify_layout (layout, RP);
522
284 break; 523 break;
524
525 case LAYOUT_CAVE:
526 layout->gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
527
528 if (!(rmg_rndm (2)))
529 doorify_layout (layout, RP);
530
531 break;
532
533 default:
534 abort ();
535 }
536
537 layout->print ();
538
539 /* rotate the layout randomly */
540 rotate_layout (layout, rmg_rndm (4));
541
542 layout->print ();
543
544 symmetrize_layout (layout, RP);
545
546#if 1
547 layout->print ();
548#endif
549
550 if (RP->expand2x)
551 expand2x (layout);
552
553 return layout;
554}
555
556bool
557maptile::generate_random_map (random_map_params *RP)
558{
559 RP->Xsize = RP->xsize;
560 RP->Ysize = RP->ysize;
561
562 /* pick a random seed, or use the one from the input file */
563 RP->random_seed = RP->random_seed
564 ? RP->random_seed + RP->dungeon_level
565 : time (0);
566
567 // we run "single-threaded"
568 rmg_rndm.seed (RP->random_seed);
569
570 shstr buf = RP->as_shstr ();
571
572 if (RP->difficulty == 0)
285 } 573 {
574 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
286 575
287 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 576 if (RP->difficulty_increase > 0.001)
577 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
578
579 if (RP->difficulty < 1)
580 RP->difficulty = 1;
581 }
582 else
583 RP->difficulty_given = 1;
584
585 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
586 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
587
588 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
589 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
590
591 min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE);
592 min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE);
593
594 if (RP->symmetry == SYMMETRY_RANDOM)
595 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
596 else
597 RP->symmetry_used = RP->symmetry;
598
599 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
600 RP->Ysize = RP->Ysize / 2 + 1;
601
602 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
603 RP->Xsize = RP->Xsize / 2 + 1;
604
605 if (RP->expand2x > 0)
606 {
607 RP->Xsize /= 2;
608 RP->Ysize /= 2;
609 }
610
611 if (strstr (RP->layoutstyle, "onion"))
612 RP->map_layout_style = LAYOUT_ONION;
613 else if (strstr (RP->layoutstyle, "maze"))
614 RP->map_layout_style = LAYOUT_MAZE;
615 else if (strstr (RP->layoutstyle, "spiral"))
616 RP->map_layout_style = LAYOUT_SPIRAL;
617 else if (strstr (RP->layoutstyle, "rogue"))
618 RP->map_layout_style = LAYOUT_ROGUELIKE;
619 else if (strstr (RP->layoutstyle, "snake"))
620 RP->map_layout_style = LAYOUT_SNAKE;
621 else if (strstr (RP->layoutstyle, "squarespiral"))
622 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
623 else if (strstr (RP->layoutstyle, "cave"))
624 RP->map_layout_style = LAYOUT_CAVE;
625 else
626 RP->map_layout_style = LAYOUT_CAVE;//D
627 //RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
628
629 Layout layout = layoutgen (RP);
288 630
289#ifdef RMAP_DEBUG 631#ifdef RMAP_DEBUG
290 dump_layout (maze, RP); 632 dump_layout (layout);
291#endif 633#endif
292 634
293 if (RP->expand2x) 635 /* increment these for the current map */
294 { 636 ++RP->dungeon_level;
295 maze = expand2x (maze, RP->Xsize, RP->Ysize); 637
296 RP->Xsize = RP->Xsize * 2 - 1; 638 // need to patch RP becasue following code doesn't use the Layout object
297 RP->Ysize = RP->Ysize * 2 - 1; 639 RP->Xsize = layout->w;
640 RP->Ysize = layout->h;
641
642 /* allocate the map and set the floor */
643 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
644
645 /* set region */
646 default_region = RP->region;
647
648 CEDE;
649
650 place_specials_in_map (this, layout, RP);
651
652 CEDE;
653
654 const char *wallstyle = RP->get_str ("wallstyle", 0);
655
656 /* create walls unless the wallstyle is "none" */
657 if (strcmp (wallstyle, "none"))
298 } 658 {
659 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
299 660
300 return maze; 661 /* place doors unless doorstyle or wallstyle is "none" */
301} 662 if (strcmp (RP->doorstyle, "none"))
302 663 put_doors (this, layout, RP->doorstyle, RP);
303/* takes a map and makes it symmetric: adjusts Xsize and
304Ysize to produce a symmetric map. */
305char **
306symmetrize_layout (char **maze, int sym, random_map_params *RP)
307{
308 int i, j;
309 char **sym_maze;
310 int Xsize_orig, Ysize_orig;
311
312 Xsize_orig = RP->Xsize;
313 Ysize_orig = RP->Ysize;
314 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
315 if (sym == SYMMETRY_NONE)
316 { 664 }
317 RP->Xsize = Xsize_orig;
318 RP->Ysize = Ysize_orig;
319 return maze;
320 }
321 /* pick new sizes */
322 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
323 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
324 665
325 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 666 CEDE;
326 for (i = 0; i < RP->Xsize; i++)
327 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
328 667
329 if (sym == SYMMETRY_X) 668 const char *exitstyle = RP->get_str ("exitstyle", "");
330 for (i = 0; i < RP->Xsize / 2 + 1; i++)
331 for (j = 0; j < RP->Ysize; j++)
332 {
333 sym_maze[i][j] = maze[i][j];
334 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
335 };
336 if (sym == SYMMETRY_Y)
337 for (i = 0; i < RP->Xsize; i++)
338 for (j = 0; j < RP->Ysize / 2 + 1; j++)
339 {
340 sym_maze[i][j] = maze[i][j];
341 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
342 }
343 if (sym == SYMMETRY_XY)
344 for (i = 0; i < RP->Xsize / 2 + 1; i++)
345 for (j = 0; j < RP->Ysize / 2 + 1; j++)
346 {
347 sym_maze[i][j] = maze[i][j];
348 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
349 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
350 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
351 }
352 /* delete the old maze */
353 for (i = 0; i < Xsize_orig; i++)
354 free (maze[i]);
355 free (maze);
356 /* reconnect disjointed spirals */
357 if (RP->map_layout_style == LAYOUT_SPIRAL)
358 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
359 /* reconnect disjointed nethackmazes: the routine for
360 spirals will do the trick? */
361 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
362 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
363 669
364 return sym_maze; 670 /* create exits unless the exitstyle is "none" */
365} 671 if (strcmp (exitstyle, "none"))
672 place_exits (this, layout, exitstyle, RP->orientation, RP);
366 673
674 CEDE;
367 675
368/* takes a map and rotates it. This completes the 676 /* create monsters unless the monsterstyle is "none" */
369 onion layouts, making them possibly centered on any wall. 677 if (strcmp (RP->monsterstyle, "none"))
370 It'll modify Xsize and Ysize if they're swapped. 678 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
371*/
372 679
373char ** 680 CEDE;
374rotate_layout (char **maze, int rotation, random_map_params *RP)
375{
376 char **new_maze;
377 int i, j;
378 681
379 switch (rotation) 682 /* treasures needs to have a proper difficulty set for the map. */
380 { 683 difficulty = estimate_difficulty ();
381 case 0:
382 return maze;
383 break;
384 case 2: /* a reflection */
385 {
386 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
387 684
388 for (i = 0; i < RP->Xsize; i++) 685 CEDE;
389 { /* make a copy */
390 for (j = 0; j < RP->Ysize; j++)
391 {
392 newmaze[i * RP->Ysize + j] = maze[i][j];
393 }
394 }
395 for (i = 0; i < RP->Xsize; i++)
396 { /* copy a reflection back */
397 for (j = 0; j < RP->Ysize; j++)
398 {
399 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
400 }
401 }
402 free (newmaze);
403 return maze;
404 break;
405 }
406 case 1:
407 case 3:
408 {
409 int swap;
410 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
411 for (i = 0; i < RP->Ysize; i++)
412 {
413 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
414 }
415 if (rotation == 1) /* swap x and y */
416 for (i = 0; i < RP->Xsize; i++)
417 for (j = 0; j < RP->Ysize; j++)
418 new_maze[j][i] = maze[i][j];
419 686
420 if (rotation == 3) 687 const char *treasurestyle = RP->get_str ("treasurestyle", "");
421 { /* swap x and y */
422 for (i = 0; i < RP->Xsize; i++)
423 for (j = 0; j < RP->Ysize; j++)
424 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
425 }
426 688
427 /* delete the old layout */ 689 /* create treasure unless the treasurestyle is "none" */
428 for (i = 0; i < RP->Xsize; i++) 690 place_treasure (this, layout, treasurestyle, RP->get_iv ("treasureoptions"), RP);
429 free (maze[i]);
430 free (maze);
431 691
432 swap = RP->Ysize; 692 CEDE;
433 RP->Ysize = RP->Xsize;
434 RP->Xsize = swap;
435 return new_maze;
436 break;
437 }
438 }
439 return NULL;
440}
441 693
442/* take a layout and make some rooms in it. 694 const char *decorstyle = RP->get_str ("treasurestyle", "");
443 --works best on onions.*/
444void
445roomify_layout (char **maze, random_map_params *RP)
446{
447 int tries = RP->Xsize * RP->Ysize / 30;
448 int ti;
449 695
450 for (ti = 0; ti < tries; ti++) 696 /* create decor unless the decorstyle is "none" */
451 { 697 if (strcmp (decorstyle, "none"))
452 int dx, dy; /* starting location for looking at creating a door */ 698 put_decor (this, layout, decorstyle, RP->get_iv ("decoroptions"), RP);
453 int cx, cy; /* results of checking on creating walls. */
454 699
455 dx = RANDOM () % RP->Xsize; 700 CEDE;
456 dy = RANDOM () % RP->Ysize;
457 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
458 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
459 if (cx == -1)
460 {
461 if (cy != -1)
462 make_wall (maze, dx, dy, 1);
463 continue;
464 }
465 if (cy == -1)
466 {
467 make_wall (maze, dx, dy, 0);
468 continue;
469 }
470 if (cx < cy)
471 make_wall (maze, dx, dy, 0);
472 else
473 make_wall (maze, dx, dy, 1);
474 }
475}
476 701
477/* checks the layout to see if I can stick a horizontal(dir = 0) wall 702 /* generate treasures, etc. */
478 (or vertical, dir == 1) 703 fix_auto_apply ();
479 here which ends up on other walls sensibly. */
480 704
481int 705 CEDE;
482can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
483{
484 int i1;
485 int length = 0;
486 706
487 /* dont make walls if we're on the edge. */ 707 unblock_exits (this, layout, RP);
488 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
489 return -1;
490 708
491 /* don't make walls if we're ON a wall. */ 709 msg = buf;
492 if (maze[dx][dy] != 0) 710 in_memory = MAP_ACTIVE;
493 return -1;
494 711
495 if (dir == 0) /* horizontal */ 712 CEDE;
496 {
497 int y = dy;
498 713
499 for (i1 = dx - 1; i1 > 0; i1--)
500 {
501 int sindex = surround_flag2 (maze, i1, y, RP);
502
503 if (sindex == 1)
504 break;
505 if (sindex != 0)
506 return -1; /* can't make horiz. wall here */
507 if (maze[i1][y] != 0)
508 return -1; /* can't make horiz. wall here */
509 length++;
510 }
511
512 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
513 {
514 int sindex = surround_flag2 (maze, i1, y, RP);
515
516 if (sindex == 2)
517 break;
518 if (sindex != 0)
519 return -1; /* can't make horiz. wall here */
520 if (maze[i1][y] != 0)
521 return -1; /* can't make horiz. wall here */
522 length++;
523 }
524 return length;
525 }
526 else
527 { /* vertical */
528 int x = dx;
529
530 for (i1 = dy - 1; i1 > 0; i1--)
531 {
532 int sindex = surround_flag2 (maze, x, i1, RP);
533
534 if (sindex == 4)
535 break;
536 if (sindex != 0)
537 return -1; /* can't make vert. wall here */
538 if (maze[x][i1] != 0)
539 return -1; /* can't make horiz. wall here */
540 length++;
541 }
542
543 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
544 {
545 int sindex = surround_flag2 (maze, x, i1, RP);
546
547 if (sindex == 8)
548 break;
549 if (sindex != 0)
550 return -1; /* can't make verti. wall here */
551 if (maze[x][i1] != 0)
552 return -1; /* can't make horiz. wall here */
553 length++;
554 }
555 return length;
556 }
557 return -1; 714 return 1;
558} 715}
559 716
560
561int
562make_wall (char **maze, int x, int y, int dir)
563{
564 maze[x][y] = 'D'; /* mark a door */
565 switch (dir)
566 {
567 case 0: /* horizontal */
568 {
569 int i1;
570
571 for (i1 = x - 1; maze[i1][y] == 0; i1--)
572 maze[i1][y] = '#';
573 for (i1 = x + 1; maze[i1][y] == 0; i1++)
574 maze[i1][y] = '#';
575 break;
576 }
577 case 1: /* vertical */
578 {
579 int i1;
580
581 for (i1 = y - 1; maze[x][i1] == 0; i1--)
582 maze[x][i1] = '#';
583 for (i1 = y + 1; maze[x][i1] == 0; i1++)
584 maze[x][i1] = '#';
585 break;
586 }
587 }
588
589 return 0;
590}
591
592/* puts doors at appropriate locations in a layout. */
593void
594doorify_layout (char **maze, random_map_params *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
620 while (ndoors > 0 && doorlocs > 0)
621 {
622 int di;
623 int sindex;
624
625 di = RANDOM () % doorlocs;
626 i = doorlist_x[di];
627 j = doorlist_y[di];
628 sindex = surround_flag (maze, i, j, RP);
629 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
630 {
631 maze[i][j] = 'D';
632 ndoors--;
633 }
634 /* reduce the size of the list */
635 doorlocs--;
636 doorlist_x[di] = doorlist_x[doorlocs];
637 doorlist_y[di] = doorlist_y[doorlocs];
638 }
639
640 free (doorlist_x);
641 free (doorlist_y);
642}
643
644void
645write_map_parameters_to_string (char *buf, random_map_params *RP)
646{
647 char small_buf[16384];
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.length ())
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.length ())
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 if (RP->layoutoptions2)
730 {
731 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
732 strcat (buf, small_buf);
733 }
734
735 if (RP->layoutoptions3)
736 {
737 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
738 strcat (buf, small_buf);
739 }
740
741 if (RP->symmetry)
742 {
743 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
744 strcat (buf, small_buf);
745 }
746
747 if (RP->difficulty && RP->difficulty_given)
748 {
749 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
750 strcat (buf, small_buf);
751 }
752
753 if (RP->difficulty_increase != 1.0)
754 {
755 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
756 strcat (buf, small_buf);
757 }
758
759 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
760 strcat (buf, small_buf);
761
762 if (RP->dungeon_depth)
763 {
764 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
765 strcat (buf, small_buf);
766 }
767
768 if (RP->decoroptions)
769 {
770 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
771 strcat (buf, small_buf);
772 }
773
774 if (RP->orientation)
775 {
776 sprintf (small_buf, "orientation %d\n", RP->orientation);
777 strcat (buf, small_buf);
778 }
779
780 if (RP->origin_x)
781 {
782 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
783 strcat (buf, small_buf);
784 }
785
786 if (RP->origin_y)
787 {
788 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
789 strcat (buf, small_buf);
790 }
791
792 if (RP->treasureoptions)
793 {
794 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
795 strcat (buf, small_buf);
796 }
797
798 if (RP->random_seed)
799 {
800 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
801 strcat (buf, small_buf);
802 }
803
804 if (RP->custom)
805 {
806 sprintf (small_buf, "custom %s\n", RP->custom);
807 strcat (buf, small_buf);
808 }
809}
810
811void
812write_parameters_to_string (char *buf,
813 int xsize_n,
814 int ysize_n,
815 char *wallstyle_n,
816 char *floorstyle_n,
817 char *monsterstyle_n,
818 char *treasurestyle_n,
819 char *layoutstyle_n,
820 char *decorstyle_n,
821 char *doorstyle_n,
822 char *exitstyle_n,
823 char *final_map_n,
824 char *exit_on_final_map_n,
825 char *this_map_n,
826 int layoutoptions1_n,
827 int layoutoptions2_n,
828 int layoutoptions3_n,
829 int symmetry_n,
830 int dungeon_depth_n,
831 int dungeon_level_n,
832 int difficulty_n,
833 int difficulty_given_n,
834 int decoroptions_n,
835 int orientation_n,
836 int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase)
837{
838 char small_buf[16384];
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 if (layoutoptions2_n)
915 {
916 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
917 strcat (buf, small_buf);
918 }
919
920
921 if (layoutoptions3_n)
922 {
923 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
924 strcat (buf, small_buf);
925 }
926
927 if (symmetry_n)
928 {
929 sprintf (small_buf, "symmetry %d\n", symmetry_n);
930 strcat (buf, small_buf);
931 }
932
933
934 if (difficulty_n && difficulty_given_n)
935 {
936 sprintf (small_buf, "difficulty %d\n", difficulty_n);
937 strcat (buf, small_buf);
938 }
939
940 if (difficulty_increase > 0.001)
941 {
942 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
943 strcat (buf, small_buf);
944 }
945
946 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
947 strcat (buf, small_buf);
948
949 if (dungeon_depth_n)
950 {
951 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
952 strcat (buf, small_buf);
953 }
954
955 if (decoroptions_n)
956 {
957 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
958 strcat (buf, small_buf);
959 }
960
961 if (orientation_n)
962 {
963 sprintf (small_buf, "orientation %d\n", orientation_n);
964 strcat (buf, small_buf);
965 }
966
967 if (origin_x_n)
968 {
969 sprintf (small_buf, "origin_x %d\n", origin_x_n);
970 strcat (buf, small_buf);
971 }
972
973 if (origin_y_n)
974 {
975 sprintf (small_buf, "origin_y %d\n", origin_y_n);
976 strcat (buf, small_buf);
977 }
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 %u\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/* copy an object with an inventory... i.e., duplicate the inv too. */
994void
995copy_object_with_inv (object *src_ob, object *dest_ob)
996{
997 object *walk, *tmp;
998
999 src_ob->copy_to (dest_ob);
1000
1001 for (walk = src_ob->inv; walk; walk = walk->below)
1002 {
1003 tmp = object::create ();
1004
1005 walk->copy_to (tmp);
1006 insert_ob_in_ob (tmp, dest_ob);
1007 }
1008}

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