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 | |
|
|
34 | static void symmetrize_layout (Layout &maze, random_map_params *RP); |
|
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35 | static void rotate_layout (Layout &maze, int rotation); |
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36 | |
|
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37 | noinline SV * |
|
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38 | random_map_params::get_sv (const char *option) const |
|
|
39 | { |
|
|
40 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
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41 | |
|
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42 | return he ? *he : 0; |
|
|
43 | } |
|
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44 | |
|
|
45 | noinline const_utf8_string |
|
|
46 | random_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 | |
|
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52 | noinline IV |
|
|
53 | random_map_params::get_iv (const char *option, IV fallback) const |
|
|
54 | { |
|
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55 | SV *sv = get_sv (option); |
|
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56 | return sv ? SvIV (sv) : fallback; |
|
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57 | } |
|
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58 | |
|
|
59 | noinline UV |
|
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60 | random_map_params::get_uv (const char *option, UV fallback) const |
|
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61 | { |
|
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62 | SV *sv = get_sv (option); |
|
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63 | return sv ? SvUV (sv) : fallback; |
|
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64 | } |
|
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65 | |
|
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66 | noinline NV |
|
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67 | random_map_params::get_nv (const char *option, NV fallback) const |
|
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68 | { |
|
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69 | SV *sv = get_sv (option); |
|
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70 | return sv ? SvNV (sv) : fallback; |
|
|
71 | } |
|
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72 | |
|
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73 | noinline void |
|
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74 | random_map_params::set (const char *option, SV *value) const |
|
|
75 | { |
|
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76 | int len = strlen (option); |
|
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77 | |
|
|
78 | if (value) |
|
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79 | hv_store (hv, option, len, value, 0); |
|
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80 | else |
|
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81 | hv_delete (hv, option, len, G_DISCARD); |
|
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82 | } |
|
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83 | |
|
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84 | noinline void |
|
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85 | random_map_params::set (const char *option, const_utf8_string value) const |
|
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86 | { |
|
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87 | set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0); |
|
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88 | } |
35 | |
89 | |
36 | void |
90 | void |
|
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91 | random_map_params::set (const char *option, IV value) const |
|
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92 | { |
|
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93 | set (option, newSViv (value)); |
|
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94 | } |
|
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95 | |
|
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96 | void |
|
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97 | random_map_params::set (const char *option, UV value) const |
|
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98 | { |
|
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99 | set (option, newSVuv (value)); |
|
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100 | } |
|
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101 | |
|
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102 | void |
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103 | random_map_params::set (const char *option, NV value) const |
|
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104 | { |
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105 | set (option, newSVnv (value)); |
|
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106 | } |
|
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107 | |
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108 | void |
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109 | random_map_params::hv_clone () |
|
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110 | { |
|
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111 | HV *copy = newHV (); |
|
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112 | |
|
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113 | hv_iterinit (hv); |
|
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114 | |
|
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115 | // does not work for utf-8 keys |
|
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116 | while (HE *he = hv_iternext (hv)) |
|
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117 | { |
|
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118 | STRLEN klen; const char *key = HePV (he, klen); |
|
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119 | hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he)); |
|
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120 | } |
|
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121 | |
|
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122 | SvREFCNT_dec (hv); |
|
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123 | hv = copy; |
|
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124 | } |
|
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125 | |
|
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126 | shstr_tmp |
|
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127 | random_map_params::as_shstr () const |
|
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128 | { |
|
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129 | set ("xsize" , xsize); |
|
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130 | set ("ysize" , ysize); |
|
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131 | set ("monsterstyle" , monsterstyle); |
|
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132 | set ("exit_on_final_map" , exit_on_final_map); |
|
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133 | set ("layoutstyle" , layoutstyle); |
|
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134 | set ("doorstyle" , doorstyle); |
|
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135 | set ("final_map" , final_map); |
|
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136 | set ("this_map" , this_map); |
|
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137 | set ("expand2x" , expand2x); |
|
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138 | set ("layoutoptions1" , layoutoptions1); |
|
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139 | set ("layoutoptions2" , layoutoptions2); |
|
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140 | set ("layoutoptions3" , layoutoptions3); |
|
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141 | set ("symmetry" , symmetry); |
|
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142 | set ("dungeon_depth" , dungeon_depth); |
|
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143 | set ("orientation" , orientation); |
|
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144 | set ("origin_x" , origin_x); |
|
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145 | set ("origin_y" , origin_y); |
|
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146 | set ("random_seed" , (UV)random_seed); |
|
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147 | set ("difficulty" , difficulty && difficulty_given ? difficulty : 0); |
|
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148 | set ("difficulty_increase", difficulty_increase); |
|
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149 | set ("dungeon_level" , dungeon_level); |
|
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150 | |
|
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151 | dynbuf_text buf; |
|
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152 | hv_iterinit (hv); |
|
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153 | |
|
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154 | // does not work for utf-8 keys |
|
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155 | while (HE *he = hv_iternext (hv)) |
|
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156 | { |
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157 | STRLEN klen; const char *key = HePV (he, klen); |
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158 | STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen); |
|
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159 | |
|
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160 | buf.fadd (key, klen); |
|
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161 | buf << ' '; |
|
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162 | buf.fadd (value, vlen); |
|
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163 | buf << '\n'; |
|
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164 | } |
|
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165 | |
|
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166 | return shstr (buf); |
|
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167 | } |
|
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168 | |
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169 | random_map_params::~random_map_params () |
|
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170 | { |
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171 | SvREFCNT_dec (hv); |
|
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172 | } |
|
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173 | |
|
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174 | /* takes a map and makes it symmetric: adjusts Xsize and |
|
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175 | * Ysize to produce a symmetric map. |
|
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176 | */ |
|
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177 | static void |
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178 | symmetrize_layout (Layout &layout, random_map_params *RP) |
|
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179 | { |
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180 | if (RP->symmetry_used == SYMMETRY_NONE) |
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181 | return; |
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182 | |
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183 | Layout sym_layout ( |
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184 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout.w * 2 - 3 : layout.w, |
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185 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout.h * 2 - 3 : layout.h |
|
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186 | ); |
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187 | |
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188 | if (RP->symmetry_used == SYMMETRY_X) |
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189 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
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190 | for (int j = 0; j < sym_layout.h; j++) |
|
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191 | { |
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192 | sym_layout[i ][j] = |
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193 | sym_layout[sym_layout.w - i - 1][j] = layout[i][j]; |
|
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194 | } |
|
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195 | |
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196 | if (RP->symmetry_used == SYMMETRY_Y) |
|
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197 | for (int i = 0; i < sym_layout.w; i++) |
|
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198 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
|
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199 | { |
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200 | sym_layout[i][j ] = |
|
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201 | sym_layout[i][sym_layout.h - j - 1] = layout[i][j]; |
|
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202 | } |
|
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203 | |
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204 | if (RP->symmetry_used == SYMMETRY_XY) |
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205 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
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206 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
|
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207 | { |
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208 | sym_layout[i ][j ] = |
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209 | sym_layout[i ][sym_layout.h - j - 1] = |
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210 | sym_layout[sym_layout.w - i - 1][j ] = |
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211 | sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = layout[i][j]; |
|
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212 | } |
|
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213 | |
|
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214 | /* need to run the isolation remover for some layouts */ |
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215 | switch (RP->map_layout_style) |
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216 | { |
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217 | case LAYOUT_ONION: |
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218 | case LAYOUT_SNAKE: |
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219 | case LAYOUT_SQUARE_SPIRAL: |
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220 | // safe |
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221 | break; |
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222 | |
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223 | default: |
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224 | sym_layout.isolation_remover (); |
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225 | break; |
|
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226 | } |
|
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227 | |
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228 | layout.swap (sym_layout); |
|
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229 | } |
|
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230 | |
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231 | /* takes a map and rotates it. This completes the |
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232 | onion layouts, making them possibly centered on any wall. |
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233 | It'll modify Xsize and Ysize if they're swapped. |
|
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234 | */ |
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235 | static void |
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236 | rotate_layout (Layout &layout, int rotation) |
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237 | { |
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238 | int w = layout.w; |
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239 | int h = layout.h; |
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240 | |
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241 | switch (rotation) |
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242 | { |
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243 | case 2: /* a reflection */ |
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244 | { |
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245 | Layout new_layout (w, h); |
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246 | |
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247 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
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248 | for (int j = 0; j < h; j++) |
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249 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
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250 | |
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251 | layout.swap (new_layout); |
|
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252 | } |
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253 | break; |
|
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254 | |
|
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255 | case 1: |
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256 | case 3: |
|
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257 | { |
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258 | Layout new_layout (h, w); |
|
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259 | |
|
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260 | if (rotation == 1) /* swap x and y */ |
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261 | for (int i = 0; i < w; i++) |
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262 | for (int j = 0; j < h; j++) |
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263 | new_layout[j][i] = layout[i][j]; |
|
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264 | |
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265 | if (rotation == 3) /* swap x and y */ |
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266 | for (int i = 0; i < w; i++) |
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267 | for (int j = 0; j < h; j++) |
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268 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
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269 | |
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270 | layout.swap (new_layout); |
|
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271 | } |
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272 | break; |
|
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273 | } |
|
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274 | } |
|
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275 | |
|
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276 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
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277 | (or vertical, dir == 1) |
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278 | here which ends up on other walls sensibly. */ |
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279 | static int |
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280 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
|
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281 | { |
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282 | int i1; |
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283 | int length = 0; |
|
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284 | |
|
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285 | /* dont make walls if we're on the edge. */ |
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286 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
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287 | return -1; |
|
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288 | |
|
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289 | /* don't make walls if we're ON a wall. */ |
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290 | if (maze[dx][dy] != 0) |
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291 | return -1; |
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292 | |
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293 | if (dir == 0) /* horizontal */ |
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294 | { |
|
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295 | int y = dy; |
|
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296 | |
|
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297 | for (i1 = dx - 1; i1 > 0; i1--) |
|
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298 | { |
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299 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
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300 | |
|
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301 | if (sindex == 1) |
|
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302 | break; |
|
|
303 | if (sindex != 0) |
|
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304 | return -1; /* can't make horiz. wall here */ |
|
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305 | if (maze[i1][y] != 0) |
|
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306 | return -1; /* can't make horiz. wall here */ |
|
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307 | length++; |
|
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308 | } |
|
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309 | |
|
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310 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
|
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311 | { |
|
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312 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
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313 | |
|
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314 | if (sindex == 2) |
|
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315 | break; |
|
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316 | if (sindex != 0) |
|
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317 | return -1; /* can't make horiz. wall here */ |
|
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318 | if (maze[i1][y] != 0) |
|
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319 | return -1; /* can't make horiz. wall here */ |
|
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320 | length++; |
|
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321 | } |
|
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322 | return length; |
|
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323 | } |
|
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324 | else |
|
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325 | { /* vertical */ |
|
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326 | int x = dx; |
|
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327 | |
|
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328 | for (i1 = dy - 1; i1 > 0; i1--) |
|
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329 | { |
|
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330 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
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331 | |
|
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332 | if (sindex == 4) |
|
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333 | break; |
|
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334 | if (sindex != 0) |
|
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335 | return -1; /* can't make vert. wall here */ |
|
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336 | if (maze[x][i1] != 0) |
|
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337 | return -1; /* can't make horiz. wall here */ |
|
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338 | length++; |
|
|
339 | } |
|
|
340 | |
|
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341 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
|
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342 | { |
|
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343 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
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344 | |
|
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345 | if (sindex == 8) |
|
|
346 | break; |
|
|
347 | if (sindex != 0) |
|
|
348 | return -1; /* can't make verti. wall here */ |
|
|
349 | if (maze[x][i1] != 0) |
|
|
350 | return -1; /* can't make horiz. wall here */ |
|
|
351 | length++; |
|
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352 | } |
|
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353 | |
|
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354 | return length; |
|
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355 | } |
|
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356 | |
|
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357 | return -1; |
|
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358 | } |
|
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359 | |
|
|
360 | /* take a layout and make some rooms in it. |
|
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361 | --works best on onions.*/ |
|
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362 | static void |
37 | dump_layout (char **layout, random_map_params *RP) |
363 | roomify_layout (char **maze, random_map_params *RP) |
38 | { |
364 | { |
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365 | int tries = RP->Xsize * RP->Ysize / 30; |
|
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366 | |
|
|
367 | for (int ti = 0; ti < tries; ti++) |
39 | { |
368 | { |
40 | int i, j; |
369 | /* starting location for looking at creating a door */ |
|
|
370 | int dx = rmg_rndm (RP->Xsize); |
|
|
371 | int dy = rmg_rndm (RP->Ysize); |
41 | |
372 | |
|
|
373 | /* results of checking on creating walls. */ |
|
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374 | int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
375 | int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
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376 | |
|
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377 | if (cx == -1) |
|
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378 | { |
|
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379 | if (cy != -1) |
|
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380 | make_wall (maze, dx, dy, 1); |
|
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381 | |
|
|
382 | continue; |
|
|
383 | } |
|
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384 | |
|
|
385 | if (cy == -1) |
|
|
386 | { |
|
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387 | make_wall (maze, dx, dy, 0); |
|
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388 | continue; |
|
|
389 | } |
|
|
390 | |
|
|
391 | if (cx < cy) |
|
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392 | make_wall (maze, dx, dy, 0); |
|
|
393 | else |
|
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394 | make_wall (maze, dx, dy, 1); |
|
|
395 | } |
|
|
396 | } |
|
|
397 | |
|
|
398 | int |
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399 | make_wall (char **maze, int x, int y, int dir) |
|
|
400 | { |
|
|
401 | maze[x][y] = 'D'; /* mark a door */ |
|
|
402 | |
|
|
403 | switch (dir) |
|
|
404 | { |
|
|
405 | case 0: /* horizontal */ |
|
|
406 | { |
|
|
407 | for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
|
|
408 | for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
|
|
409 | break; |
|
|
410 | } |
|
|
411 | case 1: /* vertical */ |
|
|
412 | { |
|
|
413 | for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
|
|
414 | for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
|
|
415 | break; |
|
|
416 | } |
|
|
417 | } |
|
|
418 | |
|
|
419 | return 0; |
|
|
420 | } |
|
|
421 | |
|
|
422 | /* puts doors at appropriate locations in a layout. */ |
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423 | static void |
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424 | doorify_layout (char **maze, random_map_params *RP) |
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425 | { |
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426 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
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427 | int doorlocs = 0; /* # of available doorlocations */ |
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428 | |
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429 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
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430 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
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431 | |
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432 | /* make a list of possible door locations */ |
42 | for (i = 0; i < RP->Xsize; i++) |
433 | for (int i = 1; i < RP->Xsize - 1; i++) |
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434 | for (int j = 1; j < RP->Ysize - 1; j++) |
43 | { |
435 | { |
44 | for (j = 0; j < RP->Ysize; j++) |
436 | int sindex = surround_flag (maze, i, j, RP); |
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437 | |
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438 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
45 | { |
439 | { |
46 | if (layout[i][j] == 0) |
440 | doorlist_x[doorlocs] = i; |
47 | layout[i][j] = ' '; |
441 | doorlist_y[doorlocs] = j; |
48 | printf ("%c", layout[i][j]); |
442 | doorlocs++; |
49 | if (layout[i][j] == ' ') |
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50 | layout[i][j] = 0; |
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51 | } |
443 | } |
52 | printf ("\n"); |
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53 | } |
444 | } |
54 | } |
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55 | printf ("\n"); |
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56 | } |
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57 | |
445 | |
58 | bool |
446 | while (ndoors > 0 && doorlocs > 0) |
59 | maptile::generate_random_map (random_map_params *RP) |
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60 | { |
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61 | char **layout, buf[16384]; |
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62 | int i; |
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63 | |
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64 | RP->Xsize = RP->xsize; |
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65 | RP->Ysize = RP->ysize; |
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66 | |
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67 | /* pick a random seed, or use the one from the input file */ |
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68 | RP->random_seed = RP->random_seed |
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69 | ? RP->random_seed + RP->dungeon_level |
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70 | : time (0); |
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71 | CEDE; |
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72 | |
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73 | write_map_parameters_to_string (buf, RP); |
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74 | |
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75 | if (RP->difficulty == 0) |
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76 | { |
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77 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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78 | |
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79 | if (RP->difficulty_increase > 0.001) |
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80 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
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81 | |
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82 | if (RP->difficulty < 1) |
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83 | RP->difficulty = 1; |
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84 | } |
447 | { |
85 | else |
448 | int di = rmg_rndm (doorlocs); |
86 | RP->difficulty_given = 1; |
449 | int i = doorlist_x[di]; |
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450 | int j = doorlist_y[di]; |
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451 | int sindex = surround_flag (maze, i, j, RP); |
87 | |
452 | |
88 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
453 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
89 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
454 | { |
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455 | maze[i][j] = 'D'; |
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456 | ndoors--; |
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457 | } |
90 | |
458 | |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
459 | /* reduce the size of the list */ |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
460 | doorlocs--; |
93 | |
461 | doorlist_x[di] = doorlist_x[doorlocs]; |
94 | if (RP->symmetry == SYMMETRY_RANDOM) |
462 | doorlist_y[di] = doorlist_y[doorlocs]; |
95 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
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96 | else |
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97 | RP->symmetry_used = RP->symmetry; |
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98 | |
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99 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
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100 | RP->Ysize = RP->Ysize / 2 + 1; |
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101 | |
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102 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
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103 | RP->Xsize = RP->Xsize / 2 + 1; |
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104 | |
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105 | if (RP->expand2x > 0) |
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106 | { |
463 | } |
107 | RP->Xsize /= 2; |
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108 | RP->Ysize /= 2; |
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109 | } |
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110 | |
464 | |
111 | RP->map_layout_style = LAYOUT_NONE; |
465 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
112 | |
466 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
113 | /* Redo this - there was a lot of redundant code of checking for preset |
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114 | * layout style and then random layout style. Instead, figure out |
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115 | * the numeric layoutstyle, so there is only one area that actually |
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116 | * calls the code to make the maps. |
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117 | */ |
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118 | if (strstr (RP->layoutstyle, "onion")) |
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119 | RP->map_layout_style = LAYOUT_ONION; |
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120 | |
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121 | if (strstr (RP->layoutstyle, "maze")) |
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122 | RP->map_layout_style = LAYOUT_MAZE; |
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123 | |
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124 | if (strstr (RP->layoutstyle, "spiral")) |
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125 | RP->map_layout_style = LAYOUT_SPIRAL; |
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126 | |
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127 | if (strstr (RP->layoutstyle, "rogue")) |
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128 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
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129 | |
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130 | if (strstr (RP->layoutstyle, "snake")) |
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131 | RP->map_layout_style = LAYOUT_SNAKE; |
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132 | |
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133 | if (strstr (RP->layoutstyle, "squarespiral")) |
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134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
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135 | |
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136 | /* No style found - choose one randomly */ |
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137 | if (RP->map_layout_style == LAYOUT_NONE) |
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138 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
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139 | |
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140 | layout = layoutgen (RP); |
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141 | |
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142 | #ifdef RMAP_DEBUG |
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143 | dump_layout (layout, RP); |
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144 | #endif |
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145 | |
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146 | /* increment these for the current map */ |
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147 | RP->dungeon_level += 1; |
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148 | /* allow constant-difficulty maps. */ |
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149 | /* difficulty+=1; */ |
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150 | |
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151 | /* rotate the layout randomly */ |
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152 | layout = rotate_layout (layout, rndm (4), RP); |
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153 | #ifdef RMAP_DEBUG |
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154 | dump_layout (layout, RP); |
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155 | #endif |
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156 | |
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157 | /* allocate the map and set the floor */ |
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158 | make_map_floor (layout, RP->floorstyle, RP); |
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159 | |
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160 | /* set region */ |
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161 | default_region = RP->region; |
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162 | |
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163 | CEDE; |
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164 | |
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165 | /* create walls unless the wallstyle is "none" */ |
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166 | if (strcmp (RP->wallstyle, "none")) |
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167 | { |
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168 | make_map_walls (this, layout, RP->wallstyle, RP); |
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169 | |
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170 | /* place doors unless doorstyle or wallstyle is "none" */ |
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171 | if (strcmp (RP->doorstyle, "none")) |
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172 | put_doors (this, layout, RP->doorstyle, RP); |
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173 | } |
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174 | |
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175 | CEDE; |
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176 | |
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177 | /* create exits unless the exitstyle is "none" */ |
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178 | if (strcmp (RP->exitstyle, "none")) |
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179 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
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180 | |
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181 | CEDE; |
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182 | |
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183 | place_specials_in_map (this, layout, RP); |
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184 | |
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185 | CEDE; |
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186 | |
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187 | /* create monsters unless the monsterstyle is "none" */ |
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188 | if (strcmp (RP->monsterstyle, "none")) |
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189 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
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190 | |
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191 | CEDE; |
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192 | |
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193 | /* treasures needs to have a proper difficulty set for the map. */ |
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194 | difficulty = estimate_difficulty (); |
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195 | |
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196 | CEDE; |
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197 | |
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198 | /* create treasure unless the treasurestyle is "none" */ |
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199 | if (strcmp (RP->treasurestyle, "none")) |
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200 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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201 | |
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202 | CEDE; |
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203 | |
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204 | /* create decor unless the decorstyle is "none" */ |
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205 | if (strcmp (RP->decorstyle, "none")) |
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206 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
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207 | |
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208 | CEDE; |
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209 | |
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210 | /* generate treasures, etc. */ |
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211 | fix_auto_apply (); |
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212 | |
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213 | CEDE; |
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214 | |
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215 | unblock_exits (this, layout, RP); |
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216 | |
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217 | /* free the layout */ |
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218 | for (i = 0; i < RP->Xsize; i++) |
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219 | free (layout[i]); |
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220 | |
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221 | free (layout); |
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222 | |
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223 | msg = strdup (buf); |
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224 | in_memory = MAP_IN_MEMORY; |
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225 | |
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226 | CEDE; |
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227 | |
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228 | return 1; |
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229 | } |
467 | } |
230 | |
468 | |
231 | /* function selects the layout function and gives it whatever |
469 | /* function selects the layout function and gives it whatever |
232 | arguments it needs. */ |
470 | arguments it needs. */ |
233 | char ** |
471 | void |
234 | layoutgen (random_map_params *RP) |
472 | Layout::generate (random_map_params *RP) |
235 | { |
473 | { |
236 | char **maze = 0; |
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237 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
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238 | |
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239 | switch (RP->map_layout_style) |
474 | switch (RP->map_layout_style) |
240 | { |
475 | { |
241 | case LAYOUT_ONION: |
476 | case LAYOUT_ONION: |
242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
477 | map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
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478 | |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
479 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
244 | roomify_layout (maze, RP); |
480 | roomify_layout (*this, RP); |
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481 | |
245 | break; |
482 | break; |
246 | |
483 | |
247 | case LAYOUT_MAZE: |
484 | case LAYOUT_MAZE: |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
485 | maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4))); |
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486 | |
249 | if (!(rndm (2))) |
487 | if (!(rmg_rndm (2))) |
250 | doorify_layout (maze, RP); |
488 | doorify_layout (*this, RP); |
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489 | |
251 | break; |
490 | break; |
252 | |
491 | |
253 | case LAYOUT_SPIRAL: |
492 | case LAYOUT_SPIRAL: |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
493 | map_gen_spiral (*this, RP->layoutoptions1); |
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494 | |
255 | if (!(rndm (2))) |
495 | if (!(rmg_rndm (2))) |
256 | doorify_layout (maze, RP); |
496 | doorify_layout (*this, RP); |
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497 | |
257 | break; |
498 | break; |
258 | |
499 | |
259 | case LAYOUT_ROGUELIKE: |
500 | case LAYOUT_ROGUELIKE: |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
501 | /* 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), |
502 | * 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 |
504 | * spirals, or maps with lots of passages - making a symmetric rogue |
264 | * map fails because its likely that the passages the symmetry process |
505 | * map fails because its likely that the passages the symmetry process |
265 | * creates may not connect the rooms. |
506 | * creates may not connect the rooms. |
266 | */ |
507 | */ |
267 | RP->symmetry_used = SYMMETRY_NONE; |
508 | RP->symmetry_used = SYMMETRY_NONE; |
268 | RP->Ysize = oysize; |
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269 | RP->Xsize = oxsize; |
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270 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
509 | roguelike_layout_gen (*this, RP->layoutoptions1); |
271 | /* no doorifying... done already */ |
510 | /* no doorifying... done already */ |
272 | break; |
511 | break; |
273 | |
512 | |
274 | case LAYOUT_SNAKE: |
513 | case LAYOUT_SNAKE: |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
514 | make_snake_layout (*this, RP->layoutoptions1); |
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515 | |
276 | if (rndm (2)) |
516 | if (rmg_rndm (2)) |
277 | roomify_layout (maze, RP); |
517 | roomify_layout (*this, RP); |
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518 | |
278 | break; |
519 | break; |
279 | |
520 | |
280 | case LAYOUT_SQUARE_SPIRAL: |
521 | case LAYOUT_SQUARE_SPIRAL: |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
522 | make_square_spiral_layout (*this, RP->layoutoptions1); |
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523 | |
282 | if (rndm (2)) |
524 | if (rmg_rndm (2)) |
283 | roomify_layout (maze, RP); |
525 | roomify_layout (*this, RP); |
284 | break; |
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285 | } |
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286 | |
526 | |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
527 | break; |
288 | |
528 | |
289 | #ifdef RMAP_DEBUG |
529 | case LAYOUT_CAVE: |
290 | dump_layout (maze, RP); |
530 | gen_cave (RP->get_iv ("cave_type", rmg_rndm (4))); |
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531 | |
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532 | if (!(rmg_rndm (2))) |
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533 | doorify_layout (*this, RP); |
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534 | |
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535 | break; |
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536 | |
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537 | default: |
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538 | abort (); |
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539 | } |
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540 | |
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541 | /* rotate the layout randomly */ |
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542 | rotate_layout (*this, rmg_rndm (4)); |
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543 | |
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544 | symmetrize_layout (*this, RP); |
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545 | |
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546 | #if 0 |
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547 | print ();//D |
291 | #endif |
548 | #endif |
292 | |
549 | |
293 | if (RP->expand2x) |
550 | if (RP->expand2x) |
294 | { |
551 | expand2x (*this); |
295 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
552 | } |
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553 | |
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554 | bool |
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555 | maptile::generate_random_map (random_map_params *RP) |
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556 | { |
296 | RP->Xsize = RP->Xsize * 2 - 1; |
557 | RP->Xsize = RP->xsize; |
297 | RP->Ysize = RP->Ysize * 2 - 1; |
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298 | } |
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299 | |
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300 | return maze; |
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301 | } |
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302 | |
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303 | /* takes a map and makes it symmetric: adjusts Xsize and |
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304 | Ysize to produce a symmetric map. */ |
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305 | char ** |
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306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
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307 | { |
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308 | int i, j; |
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309 | char **sym_maze; |
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310 | int Xsize_orig, Ysize_orig; |
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311 | |
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312 | Xsize_orig = RP->Xsize; |
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313 | Ysize_orig = RP->Ysize; |
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314 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
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315 | if (sym == SYMMETRY_NONE) |
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316 | { |
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317 | RP->Xsize = Xsize_orig; |
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318 | RP->Ysize = Ysize_orig; |
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319 | return maze; |
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320 | } |
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321 | /* pick new sizes */ |
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322 | RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); |
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323 | RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); |
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324 | |
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325 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
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326 | for (i = 0; i < RP->Xsize; i++) |
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327 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
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328 | |
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329 | if (sym == SYMMETRY_X) |
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330 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
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331 | for (j = 0; j < RP->Ysize; j++) |
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332 | { |
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333 | sym_maze[i][j] = maze[i][j]; |
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334 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
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335 | }; |
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336 | if (sym == SYMMETRY_Y) |
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337 | for (i = 0; i < RP->Xsize; i++) |
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338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
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339 | { |
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340 | sym_maze[i][j] = maze[i][j]; |
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341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
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342 | } |
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343 | if (sym == SYMMETRY_XY) |
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344 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
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345 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
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346 | { |
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347 | sym_maze[i][j] = maze[i][j]; |
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348 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
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349 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
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350 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
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351 | } |
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352 | /* delete the old maze */ |
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353 | for (i = 0; i < Xsize_orig; i++) |
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354 | free (maze[i]); |
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355 | free (maze); |
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356 | /* reconnect disjointed spirals */ |
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357 | if (RP->map_layout_style == LAYOUT_SPIRAL) |
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358 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
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359 | /* reconnect disjointed nethackmazes: the routine for |
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360 | spirals will do the trick? */ |
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361 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
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362 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
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363 | |
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364 | return sym_maze; |
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365 | } |
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366 | |
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367 | |
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368 | /* takes a map and rotates it. This completes the |
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369 | onion layouts, making them possibly centered on any wall. |
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370 | It'll modify Xsize and Ysize if they're swapped. |
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371 | */ |
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372 | |
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373 | char ** |
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374 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
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375 | { |
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376 | char **new_maze; |
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377 | int i, j; |
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378 | |
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379 | switch (rotation) |
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380 | { |
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381 | case 0: |
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382 | return maze; |
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383 | break; |
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384 | case 2: /* a reflection */ |
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385 | { |
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386 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
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387 | |
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388 | for (i = 0; i < RP->Xsize; i++) |
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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 | |
|
|
420 | if (rotation == 3) |
|
|
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 | |
|
|
427 | /* delete the old layout */ |
|
|
428 | for (i = 0; i < RP->Xsize; i++) |
|
|
429 | free (maze[i]); |
|
|
430 | free (maze); |
|
|
431 | |
|
|
432 | swap = RP->Ysize; |
|
|
433 | RP->Ysize = RP->Xsize; |
558 | RP->Ysize = RP->ysize; |
434 | RP->Xsize = swap; |
559 | |
435 | return new_maze; |
560 | /* pick a random seed, or use the one from the input file */ |
436 | break; |
561 | RP->random_seed = RP->random_seed |
437 | } |
562 | ? RP->random_seed + RP->dungeon_level |
|
|
563 | : time (0); |
|
|
564 | |
|
|
565 | // we run "single-threaded" |
|
|
566 | rmg_rndm.seed (RP->random_seed); |
|
|
567 | |
|
|
568 | shstr buf = RP->as_shstr (); |
|
|
569 | |
|
|
570 | if (RP->difficulty == 0) |
438 | } |
571 | { |
439 | return NULL; |
572 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
440 | } |
|
|
441 | |
573 | |
442 | /* take a layout and make some rooms in it. |
574 | if (RP->difficulty_increase > 0.001) |
443 | --works best on onions.*/ |
575 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
444 | void |
|
|
445 | roomify_layout (char **maze, random_map_params *RP) |
|
|
446 | { |
|
|
447 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
448 | int ti; |
|
|
449 | |
576 | |
450 | for (ti = 0; ti < tries; ti++) |
577 | if (RP->difficulty < 1) |
451 | { |
578 | RP->difficulty = 1; |
452 | int dx, dy; /* starting location for looking at creating a door */ |
|
|
453 | int cx, cy; /* results of checking on creating walls. */ |
|
|
454 | |
|
|
455 | dx = RANDOM () % RP->Xsize; |
|
|
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 | |
|
|
477 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
|
|
478 | (or vertical, dir == 1) |
|
|
479 | here which ends up on other walls sensibly. */ |
|
|
480 | |
|
|
481 | int |
|
|
482 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
|
|
483 | { |
|
|
484 | int i1; |
|
|
485 | int length = 0; |
|
|
486 | |
|
|
487 | /* dont make walls if we're on the edge. */ |
|
|
488 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
|
|
489 | return -1; |
|
|
490 | |
|
|
491 | /* don't make walls if we're ON a wall. */ |
|
|
492 | if (maze[dx][dy] != 0) |
|
|
493 | return -1; |
|
|
494 | |
|
|
495 | if (dir == 0) /* horizontal */ |
|
|
496 | { |
|
|
497 | int y = dy; |
|
|
498 | |
|
|
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 | } |
579 | } |
526 | else |
580 | else |
527 | { /* vertical */ |
581 | RP->difficulty_given = 1; |
528 | int x = dx; |
|
|
529 | |
582 | |
530 | for (i1 = dy - 1; i1 > 0; i1--) |
583 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
531 | { |
584 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
532 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
533 | |
585 | |
534 | if (sindex == 4) |
586 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
535 | break; |
587 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
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 | |
588 | |
543 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
589 | min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE); |
544 | { |
590 | min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE); |
545 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
546 | |
591 | |
547 | if (sindex == 8) |
592 | if (RP->symmetry == SYMMETRY_RANDOM) |
548 | break; |
593 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
549 | if (sindex != 0) |
594 | else |
550 | return -1; /* can't make verti. wall here */ |
595 | RP->symmetry_used = RP->symmetry; |
551 | if (maze[x][i1] != 0) |
596 | |
552 | return -1; /* can't make horiz. wall here */ |
597 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
553 | length++; |
598 | RP->Ysize = RP->Ysize / 2 + 1; |
554 | } |
599 | |
555 | return length; |
600 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
|
601 | RP->Xsize = RP->Xsize / 2 + 1; |
|
|
602 | |
|
|
603 | if (RP->expand2x > 0) |
556 | } |
604 | { |
|
|
605 | RP->Xsize /= 2; |
|
|
606 | RP->Ysize /= 2; |
|
|
607 | } |
|
|
608 | |
|
|
609 | if (strstr (RP->layoutstyle, "onion")) |
|
|
610 | RP->map_layout_style = LAYOUT_ONION; |
|
|
611 | else if (strstr (RP->layoutstyle, "maze")) |
|
|
612 | RP->map_layout_style = LAYOUT_MAZE; |
|
|
613 | else if (strstr (RP->layoutstyle, "spiral")) |
|
|
614 | RP->map_layout_style = LAYOUT_SPIRAL; |
|
|
615 | else if (strstr (RP->layoutstyle, "rogue")) |
|
|
616 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
|
|
617 | else if (strstr (RP->layoutstyle, "snake")) |
|
|
618 | RP->map_layout_style = LAYOUT_SNAKE; |
|
|
619 | else if (strstr (RP->layoutstyle, "squarespiral")) |
|
|
620 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
621 | else if (strstr (RP->layoutstyle, "cave")) |
|
|
622 | RP->map_layout_style = LAYOUT_CAVE; |
|
|
623 | else |
|
|
624 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
|
|
625 | |
|
|
626 | Layout layout (RP->Xsize, RP->Ysize); |
|
|
627 | layout.generate (RP); |
|
|
628 | |
|
|
629 | /* increment these for the current map */ |
|
|
630 | ++RP->dungeon_level; |
|
|
631 | |
|
|
632 | // need to patch RP becasue following code doesn't use the Layout object |
|
|
633 | RP->Xsize = layout.w; |
|
|
634 | RP->Ysize = layout.h; |
|
|
635 | |
|
|
636 | /* allocate the map and set the floor */ |
|
|
637 | make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); |
|
|
638 | |
|
|
639 | /* set region */ |
|
|
640 | default_region = RP->region; |
|
|
641 | |
|
|
642 | CEDE; |
|
|
643 | |
|
|
644 | place_specials_in_map (this, layout, RP); |
|
|
645 | |
|
|
646 | CEDE; |
|
|
647 | |
|
|
648 | const char *wallstyle = RP->get_str ("wallstyle", 0); |
|
|
649 | |
|
|
650 | /* create walls unless the wallstyle is "none" */ |
|
|
651 | if (strcmp (wallstyle, "none")) |
|
|
652 | { |
|
|
653 | make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP); |
|
|
654 | |
|
|
655 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
656 | if (strcmp (RP->doorstyle, "none")) |
|
|
657 | put_doors (this, layout, RP->doorstyle, RP); |
|
|
658 | } |
|
|
659 | |
|
|
660 | CEDE; |
|
|
661 | |
|
|
662 | const char *exitstyle = RP->get_str ("exitstyle", ""); |
|
|
663 | |
|
|
664 | /* create exits unless the exitstyle is "none" */ |
|
|
665 | if (strcmp (exitstyle, "none")) |
|
|
666 | place_exits (this, layout, exitstyle, RP->orientation, RP); |
|
|
667 | |
|
|
668 | CEDE; |
|
|
669 | |
|
|
670 | /* create monsters unless the monsterstyle is "none" */ |
|
|
671 | if (strcmp (RP->monsterstyle, "none")) |
|
|
672 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
|
673 | |
|
|
674 | CEDE; |
|
|
675 | |
|
|
676 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
677 | difficulty = estimate_difficulty (); |
|
|
678 | |
|
|
679 | CEDE; |
|
|
680 | |
|
|
681 | const char *treasurestyle = RP->get_str ("treasurestyle", ""); |
|
|
682 | |
|
|
683 | /* create treasure unless the treasurestyle is "none" */ |
|
|
684 | place_treasure (this, layout, treasurestyle, RP->get_iv ("treasureoptions"), RP); |
|
|
685 | |
|
|
686 | CEDE; |
|
|
687 | |
|
|
688 | const char *decorstyle = RP->get_str ("treasurestyle", ""); |
|
|
689 | |
|
|
690 | /* create decor unless the decorstyle is "none" */ |
|
|
691 | if (strcmp (decorstyle, "none")) |
|
|
692 | put_decor (this, layout, decorstyle, RP->get_iv ("decoroptions"), RP); |
|
|
693 | |
|
|
694 | CEDE; |
|
|
695 | |
|
|
696 | /* generate treasures, etc. */ |
|
|
697 | fix_auto_apply (); |
|
|
698 | |
|
|
699 | CEDE; |
|
|
700 | |
|
|
701 | unblock_exits (this, layout, RP); |
|
|
702 | |
|
|
703 | msg = buf; |
|
|
704 | in_memory = MAP_ACTIVE; |
|
|
705 | |
|
|
706 | CEDE; |
|
|
707 | |
557 | return -1; |
708 | return 1; |
558 | } |
709 | } |
559 | |
710 | |
560 | |
|
|
561 | int |
|
|
562 | make_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. */ |
|
|
593 | void |
|
|
594 | doorify_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 | |
|
|
644 | void |
|
|
645 | write_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 | |
|
|
811 | void |
|
|
812 | write_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. */ |
|
|
994 | void |
|
|
995 | copy_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 | } |
|
|