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); |
|
|
35 | static void rotate_layout (Layout maze, int rotation); |
|
|
36 | |
|
|
37 | const_utf8_string |
|
|
38 | random_map_params::get_str (const_utf8_string option, const_utf8_string fallback) const |
|
|
39 | { |
|
|
40 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
|
|
41 | |
|
|
42 | return he ? cfSvPVutf8_nolen (*he) : fallback; |
|
|
43 | } |
|
|
44 | |
|
|
45 | IV |
|
|
46 | random_map_params::get_iv (const char *option, IV fallback) const |
|
|
47 | { |
|
|
48 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
|
|
49 | |
|
|
50 | return he ? SvIV (*he) : fallback; |
|
|
51 | } |
|
|
52 | |
|
|
53 | random_map_params::~random_map_params () |
|
|
54 | { |
|
|
55 | SvREFCNT_dec (hv); |
|
|
56 | } |
35 | |
57 | |
36 | void |
58 | void |
|
|
59 | dump_layout (Layout layout) |
|
|
60 | { |
|
|
61 | for (int j = 0; j < layout->h; j++) |
|
|
62 | { |
|
|
63 | for (int i = 0; i < layout->w; i++) |
|
|
64 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
|
|
65 | |
|
|
66 | putc ('\n', stdout); |
|
|
67 | } |
|
|
68 | |
|
|
69 | putc ('\n', stdout); |
|
|
70 | } |
|
|
71 | |
|
|
72 | /* takes a map and makes it symmetric: adjusts Xsize and |
|
|
73 | * Ysize to produce a symmetric map. |
|
|
74 | */ |
|
|
75 | static void |
|
|
76 | symmetrize_layout (Layout layout, random_map_params *RP) |
|
|
77 | { |
|
|
78 | if (RP->symmetry_used == SYMMETRY_NONE) |
|
|
79 | return; |
|
|
80 | |
|
|
81 | Layout sym_layout ( |
|
|
82 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
|
|
83 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
|
|
84 | ); |
|
|
85 | |
|
|
86 | if (RP->symmetry_used == SYMMETRY_X) |
|
|
87 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
|
|
88 | for (int j = 0; j < sym_layout->h; j++) |
|
|
89 | { |
|
|
90 | sym_layout[i ][j] = |
|
|
91 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
|
|
92 | } |
|
|
93 | |
|
|
94 | if (RP->symmetry_used == SYMMETRY_Y) |
|
|
95 | for (int i = 0; i < sym_layout->w; i++) |
|
|
96 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
|
|
97 | { |
|
|
98 | sym_layout[i][j ] = |
|
|
99 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
|
|
100 | } |
|
|
101 | |
|
|
102 | if (RP->symmetry_used == SYMMETRY_XY) |
|
|
103 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
|
|
104 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
|
|
105 | { |
|
|
106 | sym_layout[i ][j ] = |
|
|
107 | sym_layout[i ][sym_layout->h - j - 1] = |
|
|
108 | sym_layout[sym_layout->w - i - 1][j ] = |
|
|
109 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
|
|
110 | } |
|
|
111 | |
|
|
112 | layout.swap (sym_layout); |
|
|
113 | sym_layout.free (); |
|
|
114 | |
|
|
115 | /* reconnect disjointed spirals */ |
|
|
116 | /* reconnect disjointed nethacklayouts: the routine for |
|
|
117 | spirals will do the trick? */ |
|
|
118 | if (RP->map_layout_style == LAYOUT_SPIRAL |
|
|
119 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
|
|
120 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
|
|
121 | } |
|
|
122 | |
|
|
123 | /* takes a map and rotates it. This completes the |
|
|
124 | onion layouts, making them possibly centered on any wall. |
|
|
125 | It'll modify Xsize and Ysize if they're swapped. |
|
|
126 | */ |
|
|
127 | static void |
|
|
128 | rotate_layout (Layout layout, int rotation) |
|
|
129 | { |
|
|
130 | int w = layout->w; |
|
|
131 | int h = layout->h; |
|
|
132 | |
|
|
133 | switch (rotation) |
|
|
134 | { |
|
|
135 | case 2: /* a reflection */ |
|
|
136 | { |
|
|
137 | Layout new_layout (w, h); |
|
|
138 | |
|
|
139 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
|
|
140 | for (int j = 0; j < h; j++) |
|
|
141 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
|
|
142 | |
|
|
143 | layout.swap (new_layout); |
|
|
144 | new_layout.free (); |
|
|
145 | } |
|
|
146 | break; |
|
|
147 | |
|
|
148 | case 1: |
|
|
149 | case 3: |
|
|
150 | { |
|
|
151 | Layout new_layout (h, w); |
|
|
152 | |
|
|
153 | if (rotation == 1) /* swap x and y */ |
|
|
154 | for (int i = 0; i < w; i++) |
|
|
155 | for (int j = 0; j < h; j++) |
|
|
156 | new_layout[j][i] = layout[i][j]; |
|
|
157 | |
|
|
158 | if (rotation == 3) /* swap x and y */ |
|
|
159 | for (int i = 0; i < w; i++) |
|
|
160 | for (int j = 0; j < h; j++) |
|
|
161 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
|
|
162 | |
|
|
163 | layout.swap (new_layout); |
|
|
164 | new_layout.free (); |
|
|
165 | } |
|
|
166 | break; |
|
|
167 | } |
|
|
168 | } |
|
|
169 | |
|
|
170 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
|
|
171 | (or vertical, dir == 1) |
|
|
172 | here which ends up on other walls sensibly. */ |
|
|
173 | static int |
|
|
174 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
|
|
175 | { |
|
|
176 | int i1; |
|
|
177 | int length = 0; |
|
|
178 | |
|
|
179 | /* dont make walls if we're on the edge. */ |
|
|
180 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
|
|
181 | return -1; |
|
|
182 | |
|
|
183 | /* don't make walls if we're ON a wall. */ |
|
|
184 | if (maze[dx][dy] != 0) |
|
|
185 | return -1; |
|
|
186 | |
|
|
187 | if (dir == 0) /* horizontal */ |
|
|
188 | { |
|
|
189 | int y = dy; |
|
|
190 | |
|
|
191 | for (i1 = dx - 1; i1 > 0; i1--) |
|
|
192 | { |
|
|
193 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
194 | |
|
|
195 | if (sindex == 1) |
|
|
196 | break; |
|
|
197 | if (sindex != 0) |
|
|
198 | return -1; /* can't make horiz. wall here */ |
|
|
199 | if (maze[i1][y] != 0) |
|
|
200 | return -1; /* can't make horiz. wall here */ |
|
|
201 | length++; |
|
|
202 | } |
|
|
203 | |
|
|
204 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
|
|
205 | { |
|
|
206 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
207 | |
|
|
208 | if (sindex == 2) |
|
|
209 | break; |
|
|
210 | if (sindex != 0) |
|
|
211 | return -1; /* can't make horiz. wall here */ |
|
|
212 | if (maze[i1][y] != 0) |
|
|
213 | return -1; /* can't make horiz. wall here */ |
|
|
214 | length++; |
|
|
215 | } |
|
|
216 | return length; |
|
|
217 | } |
|
|
218 | else |
|
|
219 | { /* vertical */ |
|
|
220 | int x = dx; |
|
|
221 | |
|
|
222 | for (i1 = dy - 1; i1 > 0; i1--) |
|
|
223 | { |
|
|
224 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
225 | |
|
|
226 | if (sindex == 4) |
|
|
227 | break; |
|
|
228 | if (sindex != 0) |
|
|
229 | return -1; /* can't make vert. wall here */ |
|
|
230 | if (maze[x][i1] != 0) |
|
|
231 | return -1; /* can't make horiz. wall here */ |
|
|
232 | length++; |
|
|
233 | } |
|
|
234 | |
|
|
235 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
|
|
236 | { |
|
|
237 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
238 | |
|
|
239 | if (sindex == 8) |
|
|
240 | break; |
|
|
241 | if (sindex != 0) |
|
|
242 | return -1; /* can't make verti. wall here */ |
|
|
243 | if (maze[x][i1] != 0) |
|
|
244 | return -1; /* can't make horiz. wall here */ |
|
|
245 | length++; |
|
|
246 | } |
|
|
247 | |
|
|
248 | return length; |
|
|
249 | } |
|
|
250 | |
|
|
251 | return -1; |
|
|
252 | } |
|
|
253 | |
|
|
254 | /* take a layout and make some rooms in it. |
|
|
255 | --works best on onions.*/ |
|
|
256 | static void |
37 | dump_layout (char **layout, random_map_params *RP) |
257 | roomify_layout (char **maze, random_map_params *RP) |
38 | { |
258 | { |
|
|
259 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
260 | |
|
|
261 | for (int ti = 0; ti < tries; ti++) |
39 | { |
262 | { |
40 | int i, j; |
263 | /* starting location for looking at creating a door */ |
|
|
264 | int dx = rmg_rndm (RP->Xsize); |
|
|
265 | int dy = rmg_rndm (RP->Ysize); |
41 | |
266 | |
|
|
267 | /* results of checking on creating walls. */ |
|
|
268 | int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
269 | int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
|
270 | |
|
|
271 | if (cx == -1) |
|
|
272 | { |
|
|
273 | if (cy != -1) |
|
|
274 | make_wall (maze, dx, dy, 1); |
|
|
275 | |
|
|
276 | continue; |
|
|
277 | } |
|
|
278 | |
|
|
279 | if (cy == -1) |
|
|
280 | { |
|
|
281 | make_wall (maze, dx, dy, 0); |
|
|
282 | continue; |
|
|
283 | } |
|
|
284 | |
|
|
285 | if (cx < cy) |
|
|
286 | make_wall (maze, dx, dy, 0); |
|
|
287 | else |
|
|
288 | make_wall (maze, dx, dy, 1); |
|
|
289 | } |
|
|
290 | } |
|
|
291 | |
|
|
292 | int |
|
|
293 | make_wall (char **maze, int x, int y, int dir) |
|
|
294 | { |
|
|
295 | maze[x][y] = 'D'; /* mark a door */ |
|
|
296 | |
|
|
297 | switch (dir) |
|
|
298 | { |
|
|
299 | case 0: /* horizontal */ |
|
|
300 | { |
|
|
301 | for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
|
|
302 | for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
|
|
303 | break; |
|
|
304 | } |
|
|
305 | case 1: /* vertical */ |
|
|
306 | { |
|
|
307 | for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
|
|
308 | for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
|
|
309 | break; |
|
|
310 | } |
|
|
311 | } |
|
|
312 | |
|
|
313 | return 0; |
|
|
314 | } |
|
|
315 | |
|
|
316 | /* puts doors at appropriate locations in a layout. */ |
|
|
317 | static void |
|
|
318 | doorify_layout (char **maze, random_map_params *RP) |
|
|
319 | { |
|
|
320 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
|
|
321 | int doorlocs = 0; /* # of available doorlocations */ |
|
|
322 | |
|
|
323 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
|
|
324 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
|
|
325 | |
|
|
326 | /* make a list of possible door locations */ |
42 | for (i = 0; i < RP->Xsize; i++) |
327 | for (int i = 1; i < RP->Xsize - 1; i++) |
|
|
328 | for (int j = 1; j < RP->Ysize - 1; j++) |
43 | { |
329 | { |
44 | for (j = 0; j < RP->Ysize; j++) |
330 | int sindex = surround_flag (maze, i, j, RP); |
|
|
331 | |
|
|
332 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
45 | { |
333 | { |
46 | if (layout[i][j] == 0) |
334 | doorlist_x[doorlocs] = i; |
47 | layout[i][j] = ' '; |
335 | doorlist_y[doorlocs] = j; |
48 | printf ("%c", layout[i][j]); |
336 | doorlocs++; |
49 | if (layout[i][j] == ' ') |
|
|
50 | layout[i][j] = 0; |
|
|
51 | } |
337 | } |
52 | printf ("\n"); |
|
|
53 | } |
338 | } |
54 | } |
|
|
55 | printf ("\n"); |
|
|
56 | } |
|
|
57 | |
339 | |
58 | bool |
340 | while (ndoors > 0 && doorlocs > 0) |
59 | maptile::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 | } |
341 | { |
85 | else |
342 | int di = rmg_rndm (doorlocs); |
86 | RP->difficulty_given = 1; |
343 | int i = doorlist_x[di]; |
|
|
344 | int j = doorlist_y[di]; |
|
|
345 | int sindex = surround_flag (maze, i, j, RP); |
87 | |
346 | |
88 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
347 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
89 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
348 | { |
|
|
349 | maze[i][j] = 'D'; |
|
|
350 | ndoors--; |
|
|
351 | } |
90 | |
352 | |
91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
353 | /* reduce the size of the list */ |
92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
354 | doorlocs--; |
93 | |
355 | doorlist_x[di] = doorlist_x[doorlocs]; |
94 | if (RP->symmetry == SYMMETRY_RANDOM) |
356 | doorlist_y[di] = doorlist_y[doorlocs]; |
95 | RP->symmetry_used = rndm (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 | { |
357 | } |
107 | RP->Xsize /= 2; |
|
|
108 | RP->Ysize /= 2; |
|
|
109 | } |
|
|
110 | |
358 | |
111 | RP->map_layout_style = LAYOUT_NONE; |
359 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
|
|
360 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
|
361 | } |
112 | |
362 | |
113 | /* Redo this - there was a lot of redundant code of checking for preset |
363 | void |
114 | * layout style and then random layout style. Instead, figure out |
364 | write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP) |
115 | * the numeric layoutstyle, so there is only one area that actually |
365 | { |
116 | * calls the code to make the maps. |
366 | hv_iterinit (RP->hv); |
117 | */ |
|
|
118 | if (strstr (RP->layoutstyle, "onion")) |
|
|
119 | RP->map_layout_style = LAYOUT_ONION; |
|
|
120 | |
367 | |
121 | if (strstr (RP->layoutstyle, "maze")) |
368 | while (HE *he = hv_iternext (RP->hv)) |
122 | RP->map_layout_style = LAYOUT_MAZE; |
369 | buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n'; |
123 | |
370 | |
124 | if (strstr (RP->layoutstyle, "spiral")) |
371 | buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
125 | RP->map_layout_style = LAYOUT_SPIRAL; |
|
|
126 | |
372 | |
127 | if (strstr (RP->layoutstyle, "rogue")) |
373 | if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle); |
128 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
374 | if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle); |
|
|
375 | if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle); |
|
|
376 | if (RP->decorstyle[0] ) buf.printf ("decorstyle %s\n", RP->decorstyle); |
|
|
377 | if (RP->doorstyle[0] ) buf.printf ("doorstyle %s\n", RP->doorstyle); |
|
|
378 | if (RP->final_map.length () ) buf.printf ("final_map %s\n", &RP->final_map); |
|
|
379 | if (RP->exit_on_final_map[0]) buf.printf ("exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
380 | if (RP->this_map.length () ) buf.printf ("origin_map %s\n", &RP->this_map); |
|
|
381 | if (RP->expand2x ) buf.printf ("expand2x %d\n", RP->expand2x); |
|
|
382 | if (RP->layoutoptions1 ) buf.printf ("layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
383 | if (RP->layoutoptions2 ) buf.printf ("layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
384 | if (RP->layoutoptions3 ) buf.printf ("layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
385 | if (RP->symmetry ) buf.printf ("symmetry %d\n", RP->symmetry); |
129 | |
386 | |
130 | if (strstr (RP->layoutstyle, "snake")) |
387 | if (RP->difficulty && RP->difficulty_given) |
131 | RP->map_layout_style = LAYOUT_SNAKE; |
388 | buf.printf ("difficulty %d\n", RP->difficulty); |
132 | |
389 | |
133 | if (strstr (RP->layoutstyle, "squarespiral")) |
390 | if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f)) |
134 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
391 | buf.printf ("difficulty_increase %f\n", RP->difficulty_increase); |
135 | |
392 | |
136 | /* No style found - choose one randomly */ |
393 | buf.printf ("dungeon_level %d\n", RP->dungeon_level); |
137 | if (RP->map_layout_style == LAYOUT_NONE) |
|
|
138 | RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; |
|
|
139 | |
394 | |
140 | layout = layoutgen (RP); |
395 | if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth); |
|
|
396 | if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions); |
|
|
397 | if (RP->orientation ) buf.printf ("orientation %d\n", RP->orientation); |
|
|
398 | if (RP->origin_x ) buf.printf ("origin_x %d\n", RP->origin_x); |
|
|
399 | if (RP->origin_y ) buf.printf ("origin_y %d\n", RP->origin_y); |
|
|
400 | if (RP->treasureoptions ) buf.printf ("treasureoptions %d\n", RP->treasureoptions); |
|
|
401 | if (RP->random_seed ) buf.printf ("random_seed %u\n", RP->random_seed); |
|
|
402 | } |
141 | |
403 | |
142 | #ifdef RMAP_DEBUG |
404 | ///////////////////////////////////////////////////////////////////////////// |
143 | dump_layout (layout, RP); |
|
|
144 | #endif |
|
|
145 | |
405 | |
146 | /* increment these for the current map */ |
406 | LayoutData::LayoutData (int w, int h) |
147 | RP->dungeon_level += 1; |
407 | : w(w), h(h) |
148 | /* allow constant-difficulty maps. */ |
408 | { |
149 | /* difficulty+=1; */ |
409 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
150 | |
410 | |
151 | /* rotate the layout randomly */ |
411 | col = (char **)salloc<char> (size); |
152 | layout = rotate_layout (layout, rndm (4), RP); |
|
|
153 | #ifdef RMAP_DEBUG |
|
|
154 | dump_layout (layout, RP); |
|
|
155 | #endif |
|
|
156 | |
412 | |
157 | /* allocate the map and set the floor */ |
413 | char *data = (char *)(col + w); |
158 | make_map_floor (layout, RP->floorstyle, RP); |
|
|
159 | |
414 | |
160 | /* set region */ |
415 | for (int x = w; x--; ) |
161 | default_region = RP->region; |
416 | col [x] = data + x * h; |
|
|
417 | } |
162 | |
418 | |
163 | CEDE; |
419 | LayoutData::~LayoutData () |
|
|
420 | { |
|
|
421 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
164 | |
422 | |
165 | /* create walls unless the wallstyle is "none" */ |
423 | sfree ((char *)col, size); |
166 | if (strcmp (RP->wallstyle, "none")) |
424 | } |
167 | { |
|
|
168 | make_map_walls (this, layout, RP->wallstyle, RP); |
|
|
169 | |
425 | |
170 | /* place doors unless doorstyle or wallstyle is "none" */ |
426 | void LayoutData::clear (char fill) |
171 | if (strcmp (RP->doorstyle, "none")) |
427 | { |
172 | put_doors (this, layout, RP->doorstyle, RP); |
428 | memset (col [0], fill, w * h); |
173 | } |
429 | } |
174 | |
430 | |
175 | CEDE; |
431 | void LayoutData::border (char fill) |
176 | |
432 | { |
177 | /* create exits unless the exitstyle is "none" */ |
433 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
178 | if (strcmp (RP->exitstyle, "none")) |
434 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
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 | } |
435 | } |
230 | |
436 | |
231 | /* function selects the layout function and gives it whatever |
437 | /* function selects the layout function and gives it whatever |
232 | arguments it needs. */ |
438 | arguments it needs. */ |
233 | char ** |
439 | static Layout |
234 | layoutgen (random_map_params *RP) |
440 | layoutgen (random_map_params *RP) |
235 | { |
441 | { |
236 | char **maze = 0; |
442 | Layout layout (RP); |
237 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
|
|
238 | |
443 | |
239 | switch (RP->map_layout_style) |
444 | switch (RP->map_layout_style) |
240 | { |
445 | { |
241 | case LAYOUT_ONION: |
446 | case LAYOUT_ONION: |
242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
447 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
|
|
448 | |
243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
449 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
244 | roomify_layout (maze, RP); |
450 | roomify_layout (layout, RP); |
|
|
451 | |
245 | break; |
452 | break; |
246 | |
453 | |
247 | case LAYOUT_MAZE: |
454 | case LAYOUT_MAZE: |
248 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
455 | maze_gen (layout, rmg_rndm (2)); |
|
|
456 | |
249 | if (!(rndm (2))) |
457 | if (!(rmg_rndm (2))) |
250 | doorify_layout (maze, RP); |
458 | doorify_layout (layout, RP); |
|
|
459 | |
251 | break; |
460 | break; |
252 | |
461 | |
253 | case LAYOUT_SPIRAL: |
462 | case LAYOUT_SPIRAL: |
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
463 | map_gen_spiral (layout, RP->layoutoptions1); |
|
|
464 | |
255 | if (!(rndm (2))) |
465 | if (!(rmg_rndm (2))) |
256 | doorify_layout (maze, RP); |
466 | doorify_layout (layout, RP); |
|
|
467 | |
257 | break; |
468 | break; |
258 | |
469 | |
259 | case LAYOUT_ROGUELIKE: |
470 | case LAYOUT_ROGUELIKE: |
260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
471 | /* 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), |
472 | * 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 |
474 | * spirals, or maps with lots of passages - making a symmetric rogue |
264 | * map fails because its likely that the passages the symmetry process |
475 | * map fails because its likely that the passages the symmetry process |
265 | * creates may not connect the rooms. |
476 | * creates may not connect the rooms. |
266 | */ |
477 | */ |
267 | RP->symmetry_used = SYMMETRY_NONE; |
478 | RP->symmetry_used = SYMMETRY_NONE; |
268 | RP->Ysize = oysize; |
|
|
269 | RP->Xsize = oxsize; |
|
|
270 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
479 | roguelike_layout_gen (layout, RP->layoutoptions1); |
271 | /* no doorifying... done already */ |
480 | /* no doorifying... done already */ |
272 | break; |
481 | break; |
273 | |
482 | |
274 | case LAYOUT_SNAKE: |
483 | case LAYOUT_SNAKE: |
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
484 | make_snake_layout (layout, RP->layoutoptions1); |
|
|
485 | |
276 | if (rndm (2)) |
486 | if (rmg_rndm (2)) |
277 | roomify_layout (maze, RP); |
487 | roomify_layout (layout, RP); |
|
|
488 | |
278 | break; |
489 | break; |
279 | |
490 | |
280 | case LAYOUT_SQUARE_SPIRAL: |
491 | case LAYOUT_SQUARE_SPIRAL: |
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
492 | make_square_spiral_layout (layout, RP->layoutoptions1); |
|
|
493 | |
282 | if (rndm (2)) |
494 | if (rmg_rndm (2)) |
283 | roomify_layout (maze, RP); |
495 | roomify_layout (layout, RP); |
284 | break; |
|
|
285 | } |
|
|
286 | |
496 | |
287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
497 | break; |
|
|
498 | |
|
|
499 | default: |
|
|
500 | abort (); |
|
|
501 | } |
|
|
502 | |
|
|
503 | /* rotate the layout randomly */ |
|
|
504 | rotate_layout (layout, rmg_rndm (4)); |
|
|
505 | |
|
|
506 | symmetrize_layout (layout, RP); |
288 | |
507 | |
289 | #ifdef RMAP_DEBUG |
508 | #ifdef RMAP_DEBUG |
290 | dump_layout (maze, RP); |
509 | dump_layout (layout); |
291 | #endif |
510 | #endif |
292 | |
511 | |
293 | if (RP->expand2x) |
512 | if (RP->expand2x) |
294 | { |
513 | expand2x (layout); |
295 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
|
|
296 | RP->Xsize = RP->Xsize * 2 - 1; |
|
|
297 | RP->Ysize = RP->Ysize * 2 - 1; |
|
|
298 | } |
|
|
299 | |
514 | |
300 | return maze; |
515 | return layout; |
301 | } |
516 | } |
302 | |
517 | |
303 | /* takes a map and makes it symmetric: adjusts Xsize and |
518 | bool |
304 | Ysize to produce a symmetric map. */ |
519 | maptile::generate_random_map (random_map_params *RP) |
305 | char ** |
|
|
306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
|
|
307 | { |
520 | { |
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 | { |
|
|
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 | |
|
|
325 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
326 | for (i = 0; i < RP->Xsize; i++) |
|
|
327 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
328 | |
|
|
329 | if (sym == SYMMETRY_X) |
|
|
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 | |
|
|
364 | return sym_maze; |
|
|
365 | } |
|
|
366 | |
|
|
367 | |
|
|
368 | /* takes a map and rotates it. This completes the |
|
|
369 | onion layouts, making them possibly centered on any wall. |
|
|
370 | It'll modify Xsize and Ysize if they're swapped. |
|
|
371 | */ |
|
|
372 | |
|
|
373 | char ** |
|
|
374 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
|
|
375 | { |
|
|
376 | char **new_maze; |
|
|
377 | int i, j; |
|
|
378 | |
|
|
379 | switch (rotation) |
|
|
380 | { |
|
|
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 | |
|
|
388 | for (i = 0; i < RP->Xsize; i++) |
|
|
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; |
|
|
434 | RP->Xsize = swap; |
|
|
435 | return new_maze; |
|
|
436 | break; |
|
|
437 | } |
|
|
438 | } |
|
|
439 | return NULL; |
|
|
440 | } |
|
|
441 | |
|
|
442 | /* take a layout and make some rooms in it. |
|
|
443 | --works best on onions.*/ |
|
|
444 | void |
|
|
445 | roomify_layout (char **maze, random_map_params *RP) |
|
|
446 | { |
|
|
447 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
448 | int ti; |
521 | int i; |
449 | |
522 | |
450 | for (ti = 0; ti < tries; ti++) |
523 | RP->Xsize = RP->xsize; |
451 | { |
524 | RP->Ysize = RP->ysize; |
452 | int dx, dy; /* starting location for looking at creating a door */ |
|
|
453 | int cx, cy; /* results of checking on creating walls. */ |
|
|
454 | |
525 | |
455 | dx = rndm (RP->Xsize); |
526 | /* pick a random seed, or use the one from the input file */ |
456 | dy = rndm (RP->Ysize); |
527 | RP->random_seed = RP->random_seed |
|
|
528 | ? RP->random_seed + RP->dungeon_level |
|
|
529 | : time (0); |
457 | |
530 | |
458 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
531 | // we run "single-threaded" |
459 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
532 | rmg_rndm.seed (RP->random_seed); |
460 | if (cx == -1) |
|
|
461 | { |
|
|
462 | if (cy != -1) |
|
|
463 | make_wall (maze, dx, dy, 1); |
|
|
464 | |
533 | |
465 | continue; |
534 | dynbuf_text buf; |
466 | } |
535 | write_map_parameters_to_string (buf, RP); |
467 | |
536 | |
468 | if (cy == -1) |
537 | if (RP->difficulty == 0) |
469 | { |
|
|
470 | make_wall (maze, dx, dy, 0); |
|
|
471 | continue; |
|
|
472 | } |
|
|
473 | |
|
|
474 | if (cx < cy) |
|
|
475 | make_wall (maze, dx, dy, 0); |
|
|
476 | else |
|
|
477 | make_wall (maze, dx, dy, 1); |
|
|
478 | } |
538 | { |
479 | } |
539 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
480 | |
540 | |
481 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
541 | if (RP->difficulty_increase > 0.001) |
482 | (or vertical, dir == 1) |
542 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
483 | here which ends up on other walls sensibly. */ |
|
|
484 | |
543 | |
485 | int |
544 | if (RP->difficulty < 1) |
486 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
545 | RP->difficulty = 1; |
487 | { |
|
|
488 | int i1; |
|
|
489 | int length = 0; |
|
|
490 | |
|
|
491 | /* dont make walls if we're on the edge. */ |
|
|
492 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
|
|
493 | return -1; |
|
|
494 | |
|
|
495 | /* don't make walls if we're ON a wall. */ |
|
|
496 | if (maze[dx][dy] != 0) |
|
|
497 | return -1; |
|
|
498 | |
|
|
499 | if (dir == 0) /* horizontal */ |
|
|
500 | { |
|
|
501 | int y = dy; |
|
|
502 | |
|
|
503 | for (i1 = dx - 1; i1 > 0; i1--) |
|
|
504 | { |
|
|
505 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
506 | |
|
|
507 | if (sindex == 1) |
|
|
508 | break; |
|
|
509 | if (sindex != 0) |
|
|
510 | return -1; /* can't make horiz. wall here */ |
|
|
511 | if (maze[i1][y] != 0) |
|
|
512 | return -1; /* can't make horiz. wall here */ |
|
|
513 | length++; |
|
|
514 | } |
|
|
515 | |
|
|
516 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
|
|
517 | { |
|
|
518 | int sindex = surround_flag2 (maze, i1, y, RP); |
|
|
519 | |
|
|
520 | if (sindex == 2) |
|
|
521 | break; |
|
|
522 | if (sindex != 0) |
|
|
523 | return -1; /* can't make horiz. wall here */ |
|
|
524 | if (maze[i1][y] != 0) |
|
|
525 | return -1; /* can't make horiz. wall here */ |
|
|
526 | length++; |
|
|
527 | } |
|
|
528 | return length; |
|
|
529 | } |
546 | } |
530 | else |
547 | else |
531 | { /* vertical */ |
548 | RP->difficulty_given = 1; |
532 | int x = dx; |
|
|
533 | |
549 | |
534 | for (i1 = dy - 1; i1 > 0; i1--) |
550 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
535 | { |
551 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
536 | int sindex = surround_flag2 (maze, x, i1, RP); |
|
|
537 | |
552 | |
538 | if (sindex == 4) |
553 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
539 | break; |
554 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
540 | if (sindex != 0) |
|
|
541 | return -1; /* can't make vert. wall here */ |
|
|
542 | if (maze[x][i1] != 0) |
|
|
543 | return -1; /* can't make horiz. wall here */ |
|
|
544 | length++; |
|
|
545 | } |
|
|
546 | |
555 | |
547 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
556 | if (RP->symmetry == SYMMETRY_RANDOM) |
548 | { |
557 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
549 | int sindex = surround_flag2 (maze, x, i1, RP); |
558 | else |
|
|
559 | RP->symmetry_used = RP->symmetry; |
550 | |
560 | |
551 | if (sindex == 8) |
561 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
552 | break; |
562 | RP->Ysize = RP->Ysize / 2 + 1; |
553 | if (sindex != 0) |
563 | |
554 | return -1; /* can't make verti. wall here */ |
564 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
555 | if (maze[x][i1] != 0) |
565 | RP->Xsize = RP->Xsize / 2 + 1; |
556 | return -1; /* can't make horiz. wall here */ |
566 | |
557 | length++; |
567 | if (RP->expand2x > 0) |
558 | } |
|
|
559 | return length; |
|
|
560 | } |
568 | { |
|
|
569 | RP->Xsize /= 2; |
|
|
570 | RP->Ysize /= 2; |
|
|
571 | } |
|
|
572 | |
|
|
573 | RP->map_layout_style = LAYOUT_NONE; |
|
|
574 | |
|
|
575 | /* Redo this - there was a lot of redundant code of checking for preset |
|
|
576 | * layout style and then random layout style. Instead, figure out |
|
|
577 | * the numeric layoutstyle, so there is only one area that actually |
|
|
578 | * calls the code to make the maps. |
|
|
579 | */ |
|
|
580 | if (strstr (RP->layoutstyle, "onion")) |
|
|
581 | RP->map_layout_style = LAYOUT_ONION; |
|
|
582 | else if (strstr (RP->layoutstyle, "maze")) |
|
|
583 | RP->map_layout_style = LAYOUT_MAZE; |
|
|
584 | else if (strstr (RP->layoutstyle, "spiral")) |
|
|
585 | RP->map_layout_style = LAYOUT_SPIRAL; |
|
|
586 | else if (strstr (RP->layoutstyle, "rogue")) |
|
|
587 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
|
|
588 | else if (strstr (RP->layoutstyle, "snake")) |
|
|
589 | RP->map_layout_style = LAYOUT_SNAKE; |
|
|
590 | else if (strstr (RP->layoutstyle, "squarespiral")) |
|
|
591 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
592 | else if (RP->map_layout_style == LAYOUT_NONE) |
|
|
593 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
|
|
594 | else |
|
|
595 | abort (); |
|
|
596 | |
|
|
597 | Layout layout = layoutgen (RP); |
|
|
598 | |
|
|
599 | #ifdef RMAP_DEBUG |
|
|
600 | dump_layout (layout); |
|
|
601 | #endif |
|
|
602 | |
|
|
603 | /* increment these for the current map */ |
|
|
604 | ++RP->dungeon_level; |
|
|
605 | |
|
|
606 | // need to patch RP becasue following code doesn't use the Layout object |
|
|
607 | RP->Xsize = layout->w; |
|
|
608 | RP->Ysize = layout->h; |
|
|
609 | |
|
|
610 | /* allocate the map and set the floor */ |
|
|
611 | make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); |
|
|
612 | |
|
|
613 | /* set region */ |
|
|
614 | default_region = RP->region; |
|
|
615 | |
|
|
616 | CEDE; |
|
|
617 | |
|
|
618 | place_specials_in_map (this, layout, RP); |
|
|
619 | |
|
|
620 | CEDE; |
|
|
621 | |
|
|
622 | const char *wallstyle = RP->get_str ("wallstyle", 0); |
|
|
623 | |
|
|
624 | /* create walls unless the wallstyle is "none" */ |
|
|
625 | if (strcmp (wallstyle, "none")) |
|
|
626 | { |
|
|
627 | make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP); |
|
|
628 | |
|
|
629 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
630 | if (strcmp (RP->doorstyle, "none")) |
|
|
631 | put_doors (this, layout, RP->doorstyle, RP); |
|
|
632 | } |
|
|
633 | |
|
|
634 | CEDE; |
|
|
635 | |
|
|
636 | const char *exitstyle = RP->get_str ("exitstyle", ""); |
|
|
637 | |
|
|
638 | /* create exits unless the exitstyle is "none" */ |
|
|
639 | if (strcmp (exitstyle, "none")) |
|
|
640 | place_exits (this, layout, exitstyle, RP->orientation, RP); |
|
|
641 | |
|
|
642 | CEDE; |
|
|
643 | |
|
|
644 | /* create monsters unless the monsterstyle is "none" */ |
|
|
645 | if (strcmp (RP->monsterstyle, "none")) |
|
|
646 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
|
647 | |
|
|
648 | CEDE; |
|
|
649 | |
|
|
650 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
651 | difficulty = estimate_difficulty (); |
|
|
652 | |
|
|
653 | CEDE; |
|
|
654 | |
|
|
655 | /* create treasure unless the treasurestyle is "none" */ |
|
|
656 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
657 | |
|
|
658 | CEDE; |
|
|
659 | |
|
|
660 | /* create decor unless the decorstyle is "none" */ |
|
|
661 | if (strcmp (RP->decorstyle, "none")) |
|
|
662 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
663 | |
|
|
664 | CEDE; |
|
|
665 | |
|
|
666 | /* generate treasures, etc. */ |
|
|
667 | fix_auto_apply (); |
|
|
668 | |
|
|
669 | CEDE; |
|
|
670 | |
|
|
671 | unblock_exits (this, layout, RP); |
|
|
672 | |
|
|
673 | msg = buf; |
|
|
674 | in_memory = MAP_ACTIVE; |
|
|
675 | |
|
|
676 | CEDE; |
|
|
677 | |
561 | return -1; |
678 | return 1; |
562 | } |
679 | } |
563 | |
680 | |
564 | |
|
|
565 | int |
|
|
566 | make_wall (char **maze, int x, int y, int dir) |
|
|
567 | { |
|
|
568 | maze[x][y] = 'D'; /* mark a door */ |
|
|
569 | switch (dir) |
|
|
570 | { |
|
|
571 | case 0: /* horizontal */ |
|
|
572 | { |
|
|
573 | int i1; |
|
|
574 | |
|
|
575 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
|
|
576 | maze[i1][y] = '#'; |
|
|
577 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
|
|
578 | maze[i1][y] = '#'; |
|
|
579 | break; |
|
|
580 | } |
|
|
581 | case 1: /* vertical */ |
|
|
582 | { |
|
|
583 | int i1; |
|
|
584 | |
|
|
585 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
|
|
586 | maze[x][i1] = '#'; |
|
|
587 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
|
|
588 | maze[x][i1] = '#'; |
|
|
589 | break; |
|
|
590 | } |
|
|
591 | } |
|
|
592 | |
|
|
593 | return 0; |
|
|
594 | } |
|
|
595 | |
|
|
596 | /* puts doors at appropriate locations in a layout. */ |
|
|
597 | void |
|
|
598 | doorify_layout (char **maze, random_map_params *RP) |
|
|
599 | { |
|
|
600 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
|
|
601 | char *doorlist_x; |
|
|
602 | char *doorlist_y; |
|
|
603 | int doorlocs = 0; /* # of available doorlocations */ |
|
|
604 | int i, j; |
|
|
605 | |
|
|
606 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
|
|
607 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
|
|
608 | |
|
|
609 | |
|
|
610 | /* make a list of possible door locations */ |
|
|
611 | for (i = 1; i < RP->Xsize - 1; i++) |
|
|
612 | for (j = 1; j < RP->Ysize - 1; j++) |
|
|
613 | { |
|
|
614 | int sindex = surround_flag (maze, i, j, RP); |
|
|
615 | |
|
|
616 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
617 | { |
|
|
618 | doorlist_x[doorlocs] = i; |
|
|
619 | doorlist_y[doorlocs] = j; |
|
|
620 | doorlocs++; |
|
|
621 | } |
|
|
622 | } |
|
|
623 | |
|
|
624 | while (ndoors > 0 && doorlocs > 0) |
|
|
625 | { |
|
|
626 | int di; |
|
|
627 | int sindex; |
|
|
628 | |
|
|
629 | di = rndm (doorlocs); |
|
|
630 | i = doorlist_x[di]; |
|
|
631 | j = doorlist_y[di]; |
|
|
632 | sindex = surround_flag (maze, i, j, RP); |
|
|
633 | |
|
|
634 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
|
635 | { |
|
|
636 | maze[i][j] = 'D'; |
|
|
637 | ndoors--; |
|
|
638 | } |
|
|
639 | |
|
|
640 | /* reduce the size of the list */ |
|
|
641 | doorlocs--; |
|
|
642 | doorlist_x[di] = doorlist_x[doorlocs]; |
|
|
643 | doorlist_y[di] = doorlist_y[doorlocs]; |
|
|
644 | } |
|
|
645 | |
|
|
646 | free (doorlist_x); |
|
|
647 | free (doorlist_y); |
|
|
648 | } |
|
|
649 | |
|
|
650 | void |
|
|
651 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
|
|
652 | { |
|
|
653 | char small_buf[16384]; |
|
|
654 | |
|
|
655 | sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
|
|
656 | |
|
|
657 | if (RP->wallstyle[0]) |
|
|
658 | { |
|
|
659 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
|
|
660 | strcat (buf, small_buf); |
|
|
661 | } |
|
|
662 | |
|
|
663 | if (RP->floorstyle[0]) |
|
|
664 | { |
|
|
665 | sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
|
|
666 | strcat (buf, small_buf); |
|
|
667 | } |
|
|
668 | |
|
|
669 | if (RP->monsterstyle[0]) |
|
|
670 | { |
|
|
671 | sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
|
|
672 | strcat (buf, small_buf); |
|
|
673 | } |
|
|
674 | |
|
|
675 | if (RP->treasurestyle[0]) |
|
|
676 | { |
|
|
677 | sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
|
|
678 | strcat (buf, small_buf); |
|
|
679 | } |
|
|
680 | |
|
|
681 | if (RP->layoutstyle[0]) |
|
|
682 | { |
|
|
683 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
|
|
684 | strcat (buf, small_buf); |
|
|
685 | } |
|
|
686 | |
|
|
687 | if (RP->decorstyle[0]) |
|
|
688 | { |
|
|
689 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
|
|
690 | strcat (buf, small_buf); |
|
|
691 | } |
|
|
692 | |
|
|
693 | if (RP->doorstyle[0]) |
|
|
694 | { |
|
|
695 | sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
|
|
696 | strcat (buf, small_buf); |
|
|
697 | } |
|
|
698 | |
|
|
699 | if (RP->exitstyle[0]) |
|
|
700 | { |
|
|
701 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
|
|
702 | strcat (buf, small_buf); |
|
|
703 | } |
|
|
704 | |
|
|
705 | if (RP->final_map.length ()) |
|
|
706 | { |
|
|
707 | sprintf (small_buf, "final_map %s\n", &RP->final_map); |
|
|
708 | strcat (buf, small_buf); |
|
|
709 | } |
|
|
710 | |
|
|
711 | if (RP->exit_on_final_map[0]) |
|
|
712 | { |
|
|
713 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
714 | strcat (buf, small_buf); |
|
|
715 | } |
|
|
716 | |
|
|
717 | if (RP->this_map.length ()) |
|
|
718 | { |
|
|
719 | sprintf (small_buf, "origin_map %s\n", &RP->this_map); |
|
|
720 | strcat (buf, small_buf); |
|
|
721 | } |
|
|
722 | |
|
|
723 | if (RP->expand2x) |
|
|
724 | { |
|
|
725 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
|
|
726 | strcat (buf, small_buf); |
|
|
727 | } |
|
|
728 | |
|
|
729 | if (RP->layoutoptions1) |
|
|
730 | { |
|
|
731 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
732 | strcat (buf, small_buf); |
|
|
733 | } |
|
|
734 | |
|
|
735 | if (RP->layoutoptions2) |
|
|
736 | { |
|
|
737 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
738 | strcat (buf, small_buf); |
|
|
739 | } |
|
|
740 | |
|
|
741 | if (RP->layoutoptions3) |
|
|
742 | { |
|
|
743 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
744 | strcat (buf, small_buf); |
|
|
745 | } |
|
|
746 | |
|
|
747 | if (RP->symmetry) |
|
|
748 | { |
|
|
749 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
|
|
750 | strcat (buf, small_buf); |
|
|
751 | } |
|
|
752 | |
|
|
753 | if (RP->difficulty && RP->difficulty_given) |
|
|
754 | { |
|
|
755 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
|
|
756 | strcat (buf, small_buf); |
|
|
757 | } |
|
|
758 | |
|
|
759 | if (RP->difficulty_increase != 1.0) |
|
|
760 | { |
|
|
761 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
|
|
762 | strcat (buf, small_buf); |
|
|
763 | } |
|
|
764 | |
|
|
765 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
|
|
766 | strcat (buf, small_buf); |
|
|
767 | |
|
|
768 | if (RP->dungeon_depth) |
|
|
769 | { |
|
|
770 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
|
|
771 | strcat (buf, small_buf); |
|
|
772 | } |
|
|
773 | |
|
|
774 | if (RP->decoroptions) |
|
|
775 | { |
|
|
776 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
|
|
777 | strcat (buf, small_buf); |
|
|
778 | } |
|
|
779 | |
|
|
780 | if (RP->orientation) |
|
|
781 | { |
|
|
782 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
|
|
783 | strcat (buf, small_buf); |
|
|
784 | } |
|
|
785 | |
|
|
786 | if (RP->origin_x) |
|
|
787 | { |
|
|
788 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
|
|
789 | strcat (buf, small_buf); |
|
|
790 | } |
|
|
791 | |
|
|
792 | if (RP->origin_y) |
|
|
793 | { |
|
|
794 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
|
|
795 | strcat (buf, small_buf); |
|
|
796 | } |
|
|
797 | |
|
|
798 | if (RP->treasureoptions) |
|
|
799 | { |
|
|
800 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
801 | strcat (buf, small_buf); |
|
|
802 | } |
|
|
803 | |
|
|
804 | if (RP->random_seed) |
|
|
805 | { |
|
|
806 | sprintf (small_buf, "random_seed %u\n", RP->random_seed); |
|
|
807 | strcat (buf, small_buf); |
|
|
808 | } |
|
|
809 | |
|
|
810 | if (RP->custom) |
|
|
811 | { |
|
|
812 | sprintf (small_buf, "custom %s\n", RP->custom); |
|
|
813 | strcat (buf, small_buf); |
|
|
814 | } |
|
|
815 | } |
|
|
816 | |
|
|
817 | void |
|
|
818 | write_parameters_to_string (char *buf, |
|
|
819 | int xsize_n, |
|
|
820 | int ysize_n, |
|
|
821 | const char *wallstyle_n, |
|
|
822 | const char *floorstyle_n, |
|
|
823 | const char *monsterstyle_n, |
|
|
824 | const char *treasurestyle_n, |
|
|
825 | const char *layoutstyle_n, |
|
|
826 | const char *decorstyle_n, |
|
|
827 | const char *doorstyle_n, |
|
|
828 | const char *exitstyle_n, |
|
|
829 | const char *final_map_n, |
|
|
830 | const char *exit_on_final_map_n, |
|
|
831 | const char *this_map_n, |
|
|
832 | int layoutoptions1_n, |
|
|
833 | int layoutoptions2_n, |
|
|
834 | int layoutoptions3_n, |
|
|
835 | int symmetry_n, |
|
|
836 | int dungeon_depth_n, |
|
|
837 | int dungeon_level_n, |
|
|
838 | int difficulty_n, |
|
|
839 | int difficulty_given_n, |
|
|
840 | int decoroptions_n, |
|
|
841 | int orientation_n, |
|
|
842 | int origin_x_n, |
|
|
843 | int origin_y_n, |
|
|
844 | uint32_t random_seed_n, |
|
|
845 | int treasureoptions_n, |
|
|
846 | float difficulty_increase) |
|
|
847 | { |
|
|
848 | char small_buf[16384]; |
|
|
849 | |
|
|
850 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
|
|
851 | |
|
|
852 | if (wallstyle_n && wallstyle_n[0]) |
|
|
853 | { |
|
|
854 | sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
|
|
855 | strcat (buf, small_buf); |
|
|
856 | } |
|
|
857 | |
|
|
858 | if (floorstyle_n && floorstyle_n[0]) |
|
|
859 | { |
|
|
860 | sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
|
|
861 | strcat (buf, small_buf); |
|
|
862 | } |
|
|
863 | |
|
|
864 | if (monsterstyle_n && monsterstyle_n[0]) |
|
|
865 | { |
|
|
866 | sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
|
|
867 | strcat (buf, small_buf); |
|
|
868 | } |
|
|
869 | |
|
|
870 | if (treasurestyle_n && treasurestyle_n[0]) |
|
|
871 | { |
|
|
872 | sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
|
|
873 | strcat (buf, small_buf); |
|
|
874 | } |
|
|
875 | |
|
|
876 | if (layoutstyle_n && layoutstyle_n[0]) |
|
|
877 | { |
|
|
878 | sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
|
|
879 | strcat (buf, small_buf); |
|
|
880 | } |
|
|
881 | |
|
|
882 | if (decorstyle_n && decorstyle_n[0]) |
|
|
883 | { |
|
|
884 | sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
|
|
885 | strcat (buf, small_buf); |
|
|
886 | } |
|
|
887 | |
|
|
888 | if (doorstyle_n && doorstyle_n[0]) |
|
|
889 | { |
|
|
890 | sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
|
|
891 | strcat (buf, small_buf); |
|
|
892 | } |
|
|
893 | |
|
|
894 | if (exitstyle_n && exitstyle_n[0]) |
|
|
895 | { |
|
|
896 | sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
|
|
897 | strcat (buf, small_buf); |
|
|
898 | } |
|
|
899 | |
|
|
900 | if (final_map_n && final_map_n[0]) |
|
|
901 | { |
|
|
902 | sprintf (small_buf, "final_map %s\n", final_map_n); |
|
|
903 | strcat (buf, small_buf); |
|
|
904 | } |
|
|
905 | |
|
|
906 | if (exit_on_final_map_n && exit_on_final_map_n[0]) |
|
|
907 | { |
|
|
908 | sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
|
|
909 | strcat (buf, small_buf); |
|
|
910 | } |
|
|
911 | |
|
|
912 | if (this_map_n && this_map_n[0]) |
|
|
913 | { |
|
|
914 | sprintf (small_buf, "origin_map %s\n", this_map_n); |
|
|
915 | strcat (buf, small_buf); |
|
|
916 | } |
|
|
917 | |
|
|
918 | if (layoutoptions1_n) |
|
|
919 | { |
|
|
920 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
|
|
921 | strcat (buf, small_buf); |
|
|
922 | } |
|
|
923 | |
|
|
924 | if (layoutoptions2_n) |
|
|
925 | { |
|
|
926 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
|
|
927 | strcat (buf, small_buf); |
|
|
928 | } |
|
|
929 | |
|
|
930 | |
|
|
931 | if (layoutoptions3_n) |
|
|
932 | { |
|
|
933 | sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
|
|
934 | strcat (buf, small_buf); |
|
|
935 | } |
|
|
936 | |
|
|
937 | if (symmetry_n) |
|
|
938 | { |
|
|
939 | sprintf (small_buf, "symmetry %d\n", symmetry_n); |
|
|
940 | strcat (buf, small_buf); |
|
|
941 | } |
|
|
942 | |
|
|
943 | |
|
|
944 | if (difficulty_n && difficulty_given_n) |
|
|
945 | { |
|
|
946 | sprintf (small_buf, "difficulty %d\n", difficulty_n); |
|
|
947 | strcat (buf, small_buf); |
|
|
948 | } |
|
|
949 | |
|
|
950 | if (difficulty_increase > 0.001) |
|
|
951 | { |
|
|
952 | sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
|
|
953 | strcat (buf, small_buf); |
|
|
954 | } |
|
|
955 | |
|
|
956 | sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
|
|
957 | strcat (buf, small_buf); |
|
|
958 | |
|
|
959 | if (dungeon_depth_n) |
|
|
960 | { |
|
|
961 | sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
|
|
962 | strcat (buf, small_buf); |
|
|
963 | } |
|
|
964 | |
|
|
965 | if (decoroptions_n) |
|
|
966 | { |
|
|
967 | sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
|
|
968 | strcat (buf, small_buf); |
|
|
969 | } |
|
|
970 | |
|
|
971 | if (orientation_n) |
|
|
972 | { |
|
|
973 | sprintf (small_buf, "orientation %d\n", orientation_n); |
|
|
974 | strcat (buf, small_buf); |
|
|
975 | } |
|
|
976 | |
|
|
977 | if (origin_x_n) |
|
|
978 | { |
|
|
979 | sprintf (small_buf, "origin_x %d\n", origin_x_n); |
|
|
980 | strcat (buf, small_buf); |
|
|
981 | } |
|
|
982 | |
|
|
983 | if (origin_y_n) |
|
|
984 | { |
|
|
985 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
|
|
986 | strcat (buf, small_buf); |
|
|
987 | } |
|
|
988 | |
|
|
989 | if (random_seed_n) |
|
|
990 | { |
|
|
991 | /* Add one so that the next map is a bit different */ |
|
|
992 | sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); |
|
|
993 | strcat (buf, small_buf); |
|
|
994 | } |
|
|
995 | |
|
|
996 | if (treasureoptions_n) |
|
|
997 | { |
|
|
998 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
|
|
999 | strcat (buf, small_buf); |
|
|
1000 | } |
|
|
1001 | } |
|
|
1002 | |
|
|
1003 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
|
|
1004 | void |
|
|
1005 | copy_object_with_inv (object *src_ob, object *dest_ob) |
|
|
1006 | { |
|
|
1007 | object *walk, *tmp; |
|
|
1008 | |
|
|
1009 | src_ob->copy_to (dest_ob); |
|
|
1010 | |
|
|
1011 | for (walk = src_ob->inv; walk; walk = walk->below) |
|
|
1012 | { |
|
|
1013 | tmp = object::create (); |
|
|
1014 | |
|
|
1015 | walk->copy_to (tmp); |
|
|
1016 | insert_ob_in_ob (tmp, dest_ob); |
|
|
1017 | } |
|
|
1018 | } |
|
|