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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 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_to_tick (); rndm.seed (RP->random_seed + __LINE__); |
32 | #define CEDE coroapi::cede_to_tick () |
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33 | |
|
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34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
|
|
35 | static void rotate_layout (Layout maze, int rotation); |
35 | |
36 | |
36 | void |
37 | void |
37 | dump_layout (char **layout, random_map_params *RP) |
38 | dump_layout (Layout layout) |
38 | { |
39 | { |
39 | { |
40 | for (int j = 0; j < layout->h; j++) |
40 | int i, j; |
|
|
41 | |
|
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42 | for (i = 0; i < RP->Xsize; i++) |
|
|
43 | { |
41 | { |
44 | for (j = 0; j < RP->Ysize; j++) |
42 | for (int i = 0; i < layout->w; i++) |
45 | { |
43 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
46 | if (layout[i][j] == 0) |
44 | |
47 | layout[i][j] = ' '; |
45 | putc ('\n', stdout); |
48 | printf ("%c", layout[i][j]); |
|
|
49 | if (layout[i][j] == ' ') |
|
|
50 | layout[i][j] = 0; |
|
|
51 | } |
|
|
52 | printf ("\n"); |
|
|
53 | } |
46 | } |
54 | } |
|
|
55 | printf ("\n"); |
|
|
56 | } |
|
|
57 | |
47 | |
58 | bool |
48 | putc ('\n', stdout); |
59 | maptile::generate_random_map (random_map_params *RP) |
|
|
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 | |
|
|
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 | |
|
|
73 | write_map_parameters_to_string (buf, RP); |
|
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74 | |
|
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75 | if (RP->difficulty == 0) |
|
|
76 | { |
|
|
77 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
|
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78 | |
|
|
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 | } |
|
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85 | else |
|
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86 | RP->difficulty_given = 1; |
|
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87 | |
|
|
88 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
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89 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
|
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90 | |
|
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91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
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92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
|
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93 | |
|
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94 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
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95 | RP->symmetry_used = rndm (SYMMETRY_XY) + 1; |
|
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96 | else |
|
|
97 | RP->symmetry_used = RP->symmetry; |
|
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98 | |
|
|
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) |
|
|
106 | { |
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107 | RP->Xsize /= 2; |
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108 | RP->Ysize /= 2; |
|
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109 | } |
|
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110 | |
|
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111 | RP->map_layout_style = LAYOUT_NONE; |
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112 | |
|
|
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 | |
|
|
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 = rndm (NROFLAYOUTS - 1) + 1; |
|
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139 | |
|
|
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 | } |
49 | } |
230 | |
50 | |
231 | /* function selects the layout function and gives it whatever |
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232 | arguments it needs. */ |
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233 | char ** |
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234 | layoutgen (random_map_params *RP) |
|
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235 | { |
|
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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) |
|
|
240 | { |
|
|
241 | case LAYOUT_ONION: |
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242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
|
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243 | if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
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244 | roomify_layout (maze, RP); |
|
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245 | break; |
|
|
246 | |
|
|
247 | case LAYOUT_MAZE: |
|
|
248 | maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); |
|
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249 | if (!(rndm (2))) |
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250 | doorify_layout (maze, RP); |
|
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251 | break; |
|
|
252 | |
|
|
253 | case LAYOUT_SPIRAL: |
|
|
254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
|
255 | if (!(rndm (2))) |
|
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256 | doorify_layout (maze, RP); |
|
|
257 | break; |
|
|
258 | |
|
|
259 | case LAYOUT_ROGUELIKE: |
|
|
260 | /* 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), |
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262 | * but more importantly, the symmetry code presumes we are symmetrizing |
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263 | * spirals, or maps with lots of passages - making a symmetric rogue |
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264 | * map fails because its likely that the passages the symmetry process |
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265 | * creates may not connect the rooms. |
|
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266 | */ |
|
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267 | RP->symmetry_used = SYMMETRY_NONE; |
|
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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); |
|
|
271 | /* no doorifying... done already */ |
|
|
272 | break; |
|
|
273 | |
|
|
274 | case LAYOUT_SNAKE: |
|
|
275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
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276 | if (rndm (2)) |
|
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277 | roomify_layout (maze, RP); |
|
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278 | break; |
|
|
279 | |
|
|
280 | case LAYOUT_SQUARE_SPIRAL: |
|
|
281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
|
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282 | if (rndm (2)) |
|
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283 | roomify_layout (maze, RP); |
|
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284 | break; |
|
|
285 | } |
|
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286 | |
|
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287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
|
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288 | |
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|
289 | #ifdef RMAP_DEBUG |
|
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290 | dump_layout (maze, RP); |
|
|
291 | #endif |
|
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292 | |
|
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293 | if (RP->expand2x) |
|
|
294 | { |
|
|
295 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
|
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296 | RP->Xsize = RP->Xsize * 2 - 1; |
|
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297 | RP->Ysize = RP->Ysize * 2 - 1; |
|
|
298 | } |
|
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299 | |
|
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300 | return maze; |
|
|
301 | } |
|
|
302 | |
|
|
303 | /* takes a map and makes it symmetric: adjusts Xsize and |
51 | /* takes a map and makes it symmetric: adjusts Xsize and |
304 | Ysize to produce a symmetric map. */ |
52 | * Ysize to produce a symmetric map. |
305 | char ** |
53 | */ |
|
|
54 | static void |
306 | symmetrize_layout (char **maze, int sym, random_map_params *RP) |
55 | symmetrize_layout (Layout layout, random_map_params *RP) |
307 | { |
56 | { |
308 | int i, j; |
|
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309 | char **sym_maze; |
|
|
310 | int Xsize_orig, Ysize_orig; |
|
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311 | |
|
|
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. */ |
|
|
315 | if (sym == SYMMETRY_NONE) |
57 | if (RP->symmetry_used == SYMMETRY_NONE) |
316 | { |
|
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317 | RP->Xsize = Xsize_orig; |
|
|
318 | RP->Ysize = Ysize_orig; |
|
|
319 | return maze; |
58 | return; |
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 | |
59 | |
325 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
60 | Layout sym_layout ( |
326 | for (i = 0; i < RP->Xsize; i++) |
61 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
327 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
62 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
|
|
63 | ); |
328 | |
64 | |
329 | if (sym == SYMMETRY_X) |
65 | if (RP->symmetry_used == SYMMETRY_X) |
330 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
66 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
331 | for (j = 0; j < RP->Ysize; j++) |
67 | for (int j = 0; j < sym_layout->h; j++) |
332 | { |
68 | { |
333 | sym_maze[i][j] = maze[i][j]; |
69 | sym_layout[i ][j] = |
334 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
70 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
335 | }; |
71 | } |
|
|
72 | |
336 | if (sym == SYMMETRY_Y) |
73 | if (RP->symmetry_used == SYMMETRY_Y) |
337 | for (i = 0; i < RP->Xsize; i++) |
74 | for (int i = 0; i < sym_layout->w; i++) |
338 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
75 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
339 | { |
|
|
340 | sym_maze[i][j] = maze[i][j]; |
|
|
341 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
|
|
342 | } |
76 | { |
343 | if (sym == SYMMETRY_XY) |
77 | sym_layout[i][j ] = |
344 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
78 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
345 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
|
|
346 | { |
79 | } |
347 | sym_maze[i][j] = maze[i][j]; |
80 | |
348 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
81 | if (RP->symmetry_used == SYMMETRY_XY) |
349 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
82 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
350 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
83 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
351 | } |
84 | { |
352 | /* delete the old maze */ |
85 | sym_layout[i ][j ] = |
353 | for (i = 0; i < Xsize_orig; i++) |
86 | sym_layout[i ][sym_layout->h - j - 1] = |
354 | free (maze[i]); |
87 | sym_layout[sym_layout->w - i - 1][j ] = |
355 | free (maze); |
88 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
|
|
89 | } |
|
|
90 | |
|
|
91 | layout.swap (sym_layout); |
|
|
92 | sym_layout.free (); |
|
|
93 | |
356 | /* reconnect disjointed spirals */ |
94 | /* 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 |
95 | /* reconnect disjointed nethacklayouts: the routine for |
360 | spirals will do the trick? */ |
96 | spirals will do the trick? */ |
|
|
97 | if (RP->map_layout_style == LAYOUT_SPIRAL |
361 | if (RP->map_layout_style == LAYOUT_ROGUELIKE) |
98 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
362 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
99 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
363 | |
|
|
364 | return sym_maze; |
|
|
365 | } |
100 | } |
366 | |
|
|
367 | |
101 | |
368 | /* takes a map and rotates it. This completes the |
102 | /* takes a map and rotates it. This completes the |
369 | onion layouts, making them possibly centered on any wall. |
103 | onion layouts, making them possibly centered on any wall. |
370 | It'll modify Xsize and Ysize if they're swapped. |
104 | It'll modify Xsize and Ysize if they're swapped. |
371 | */ |
105 | */ |
372 | |
106 | static void |
373 | char ** |
107 | rotate_layout (Layout layout, int rotation) |
374 | rotate_layout (char **maze, int rotation, random_map_params *RP) |
|
|
375 | { |
108 | { |
376 | char **new_maze; |
109 | int w = layout->w; |
377 | int i, j; |
110 | int h = layout->h; |
378 | |
111 | |
379 | switch (rotation) |
112 | switch (rotation) |
380 | { |
113 | { |
381 | case 0: |
114 | case 2: /* a reflection */ |
382 | return maze; |
115 | { |
|
|
116 | Layout new_layout (w, h); |
|
|
117 | |
|
|
118 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
|
|
119 | for (int j = 0; j < h; j++) |
|
|
120 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
|
|
121 | |
|
|
122 | layout.swap (new_layout); |
|
|
123 | new_layout.free (); |
|
|
124 | } |
383 | break; |
125 | break; |
384 | case 2: /* a reflection */ |
|
|
385 | { |
|
|
386 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
|
|
387 | |
126 | |
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: |
127 | case 1: |
407 | case 3: |
128 | case 3: |
408 | { |
129 | { |
409 | int swap; |
130 | Layout new_layout (h, w); |
410 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
131 | |
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 */ |
132 | if (rotation == 1) /* swap x and y */ |
416 | for (i = 0; i < RP->Xsize; i++) |
133 | for (int i = 0; i < w; i++) |
417 | for (j = 0; j < RP->Ysize; j++) |
134 | for (int j = 0; j < h; j++) |
418 | new_maze[j][i] = maze[i][j]; |
135 | new_layout[j][i] = layout[i][j]; |
419 | |
136 | |
420 | if (rotation == 3) |
137 | if (rotation == 3) /* swap x and y */ |
421 | { /* swap x and y */ |
|
|
422 | for (i = 0; i < RP->Xsize; i++) |
138 | for (int i = 0; i < w; i++) |
423 | for (j = 0; j < RP->Ysize; j++) |
139 | for (int j = 0; j < h; j++) |
424 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
140 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
|
|
141 | |
|
|
142 | layout.swap (new_layout); |
|
|
143 | new_layout.free (); |
425 | } |
144 | } |
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; |
145 | 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; |
|
|
449 | |
|
|
450 | for (ti = 0; ti < tries; ti++) |
|
|
451 | { |
|
|
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 = rndm (RP->Xsize); |
|
|
456 | dy = rndm (RP->Ysize); |
|
|
457 | |
|
|
458 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
459 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
|
460 | if (cx == -1) |
|
|
461 | { |
|
|
462 | if (cy != -1) |
|
|
463 | make_wall (maze, dx, dy, 1); |
|
|
464 | |
|
|
465 | continue; |
|
|
466 | } |
|
|
467 | |
|
|
468 | if (cy == -1) |
|
|
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 | } |
146 | } |
479 | } |
147 | } |
480 | |
148 | |
481 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
149 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
482 | (or vertical, dir == 1) |
150 | (or vertical, dir == 1) |
483 | here which ends up on other walls sensibly. */ |
151 | here which ends up on other walls sensibly. */ |
484 | |
|
|
485 | int |
152 | int |
486 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
153 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
487 | { |
154 | { |
488 | int i1; |
155 | int i1; |
489 | int length = 0; |
156 | int length = 0; |
… | |
… | |
554 | return -1; /* can't make verti. wall here */ |
221 | return -1; /* can't make verti. wall here */ |
555 | if (maze[x][i1] != 0) |
222 | if (maze[x][i1] != 0) |
556 | return -1; /* can't make horiz. wall here */ |
223 | return -1; /* can't make horiz. wall here */ |
557 | length++; |
224 | length++; |
558 | } |
225 | } |
|
|
226 | |
559 | return length; |
227 | return length; |
560 | } |
228 | } |
|
|
229 | |
561 | return -1; |
230 | return -1; |
562 | } |
231 | } |
563 | |
232 | |
|
|
233 | /* take a layout and make some rooms in it. |
|
|
234 | --works best on onions.*/ |
|
|
235 | void |
|
|
236 | roomify_layout (char **maze, random_map_params *RP) |
|
|
237 | { |
|
|
238 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
239 | int ti; |
|
|
240 | |
|
|
241 | for (ti = 0; ti < tries; ti++) |
|
|
242 | { |
|
|
243 | int dx, dy; /* starting location for looking at creating a door */ |
|
|
244 | int cx, cy; /* results of checking on creating walls. */ |
|
|
245 | |
|
|
246 | dx = rmg_rndm (RP->Xsize); |
|
|
247 | dy = rmg_rndm (RP->Ysize); |
|
|
248 | |
|
|
249 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
250 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
|
251 | if (cx == -1) |
|
|
252 | { |
|
|
253 | if (cy != -1) |
|
|
254 | make_wall (maze, dx, dy, 1); |
|
|
255 | |
|
|
256 | continue; |
|
|
257 | } |
|
|
258 | |
|
|
259 | if (cy == -1) |
|
|
260 | { |
|
|
261 | make_wall (maze, dx, dy, 0); |
|
|
262 | continue; |
|
|
263 | } |
|
|
264 | |
|
|
265 | if (cx < cy) |
|
|
266 | make_wall (maze, dx, dy, 0); |
|
|
267 | else |
|
|
268 | make_wall (maze, dx, dy, 1); |
|
|
269 | } |
|
|
270 | } |
564 | |
271 | |
565 | int |
272 | int |
566 | make_wall (char **maze, int x, int y, int dir) |
273 | make_wall (char **maze, int x, int y, int dir) |
567 | { |
274 | { |
568 | maze[x][y] = 'D'; /* mark a door */ |
275 | maze[x][y] = 'D'; /* mark a door */ |
… | |
… | |
596 | /* puts doors at appropriate locations in a layout. */ |
303 | /* puts doors at appropriate locations in a layout. */ |
597 | void |
304 | void |
598 | doorify_layout (char **maze, random_map_params *RP) |
305 | doorify_layout (char **maze, random_map_params *RP) |
599 | { |
306 | { |
600 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
307 | 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 */ |
308 | int doorlocs = 0; /* # of available doorlocations */ |
604 | int i, j; |
|
|
605 | |
309 | |
606 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
310 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
607 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
311 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
608 | |
|
|
609 | |
312 | |
610 | /* make a list of possible door locations */ |
313 | /* make a list of possible door locations */ |
611 | for (i = 1; i < RP->Xsize - 1; i++) |
314 | for (int i = 1; i < RP->Xsize - 1; i++) |
612 | for (j = 1; j < RP->Ysize - 1; j++) |
315 | for (int j = 1; j < RP->Ysize - 1; j++) |
613 | { |
316 | { |
614 | int sindex = surround_flag (maze, i, j, RP); |
317 | int sindex = surround_flag (maze, i, j, RP); |
615 | |
318 | |
616 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
319 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
617 | { |
320 | { |
… | |
… | |
621 | } |
324 | } |
622 | } |
325 | } |
623 | |
326 | |
624 | while (ndoors > 0 && doorlocs > 0) |
327 | while (ndoors > 0 && doorlocs > 0) |
625 | { |
328 | { |
626 | int di; |
|
|
627 | int sindex; |
|
|
628 | |
|
|
629 | di = rndm (doorlocs); |
329 | int di = rmg_rndm (doorlocs); |
630 | i = doorlist_x[di]; |
330 | int i = doorlist_x[di]; |
631 | j = doorlist_y[di]; |
331 | int j = doorlist_y[di]; |
632 | sindex = surround_flag (maze, i, j, RP); |
332 | int sindex = surround_flag (maze, i, j, RP); |
633 | |
333 | |
634 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
334 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
635 | { |
335 | { |
636 | maze[i][j] = 'D'; |
336 | maze[i][j] = 'D'; |
637 | ndoors--; |
337 | ndoors--; |
… | |
… | |
641 | doorlocs--; |
341 | doorlocs--; |
642 | doorlist_x[di] = doorlist_x[doorlocs]; |
342 | doorlist_x[di] = doorlist_x[doorlocs]; |
643 | doorlist_y[di] = doorlist_y[doorlocs]; |
343 | doorlist_y[di] = doorlist_y[doorlocs]; |
644 | } |
344 | } |
645 | |
345 | |
646 | free (doorlist_x); |
346 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
647 | free (doorlist_y); |
347 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
648 | } |
348 | } |
649 | |
349 | |
650 | void |
350 | void |
651 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
351 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
652 | { |
352 | { |
… | |
… | |
998 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
698 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
999 | strcat (buf, small_buf); |
699 | strcat (buf, small_buf); |
1000 | } |
700 | } |
1001 | } |
701 | } |
1002 | |
702 | |
1003 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
703 | ///////////////////////////////////////////////////////////////////////////// |
1004 | void |
|
|
1005 | copy_object_with_inv (object *src_ob, object *dest_ob) |
|
|
1006 | { |
|
|
1007 | object *walk, *tmp; |
|
|
1008 | |
704 | |
1009 | src_ob->copy_to (dest_ob); |
705 | LayoutData::LayoutData (int w, int h) |
|
|
706 | : w(w), h(h) |
|
|
707 | { |
|
|
708 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
1010 | |
709 | |
1011 | for (walk = src_ob->inv; walk; walk = walk->below) |
710 | col = (char **)salloc<char> (size); |
1012 | { |
|
|
1013 | tmp = object::create (); |
|
|
1014 | |
711 | |
1015 | walk->copy_to (tmp); |
712 | char *data = (char *)(col + w); |
1016 | insert_ob_in_ob (tmp, dest_ob); |
713 | |
|
|
714 | for (int x = w; x--; ) |
|
|
715 | col [x] = data + x * h; |
|
|
716 | } |
|
|
717 | |
|
|
718 | LayoutData::~LayoutData () |
|
|
719 | { |
|
|
720 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
721 | |
|
|
722 | sfree ((char *)col, size); |
|
|
723 | } |
|
|
724 | |
|
|
725 | void LayoutData::clear (char fill) |
|
|
726 | { |
|
|
727 | memset (col [0], fill, w * h); |
|
|
728 | } |
|
|
729 | |
|
|
730 | void LayoutData::border (char fill) |
|
|
731 | { |
|
|
732 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
733 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
734 | } |
|
|
735 | |
|
|
736 | /* function selects the layout function and gives it whatever |
|
|
737 | arguments it needs. */ |
|
|
738 | Layout |
|
|
739 | layoutgen (random_map_params *RP) |
|
|
740 | { |
|
|
741 | Layout layout (RP); |
|
|
742 | |
|
|
743 | switch (RP->map_layout_style) |
1017 | } |
744 | { |
|
|
745 | case LAYOUT_ONION: |
|
|
746 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
|
|
747 | |
|
|
748 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) |
|
|
749 | roomify_layout (layout, RP); |
|
|
750 | |
|
|
751 | break; |
|
|
752 | |
|
|
753 | case LAYOUT_MAZE: |
|
|
754 | maze_gen (layout, rmg_rndm (2)); |
|
|
755 | |
|
|
756 | if (!(rmg_rndm (2))) |
|
|
757 | doorify_layout (layout, RP); |
|
|
758 | |
|
|
759 | break; |
|
|
760 | |
|
|
761 | case LAYOUT_SPIRAL: |
|
|
762 | map_gen_spiral (layout, RP->layoutoptions1); |
|
|
763 | |
|
|
764 | if (!(rmg_rndm (2))) |
|
|
765 | doorify_layout (layout, RP); |
|
|
766 | |
|
|
767 | break; |
|
|
768 | |
|
|
769 | case LAYOUT_ROGUELIKE: |
|
|
770 | /* Don't put symmetry in rogue maps. There isn't much reason to |
|
|
771 | * do so in the first place (doesn't make it any more interesting), |
|
|
772 | * but more importantly, the symmetry code presumes we are symmetrizing |
|
|
773 | * spirals, or maps with lots of passages - making a symmetric rogue |
|
|
774 | * map fails because its likely that the passages the symmetry process |
|
|
775 | * creates may not connect the rooms. |
|
|
776 | */ |
|
|
777 | RP->symmetry_used = SYMMETRY_NONE; |
|
|
778 | roguelike_layout_gen (layout, RP->layoutoptions1); |
|
|
779 | /* no doorifying... done already */ |
|
|
780 | break; |
|
|
781 | |
|
|
782 | case LAYOUT_SNAKE: |
|
|
783 | make_snake_layout (layout, RP->layoutoptions1); |
|
|
784 | |
|
|
785 | if (rmg_rndm (2)) |
|
|
786 | roomify_layout (layout, RP); |
|
|
787 | |
|
|
788 | break; |
|
|
789 | |
|
|
790 | case LAYOUT_SQUARE_SPIRAL: |
|
|
791 | make_square_spiral_layout (layout, RP->layoutoptions1); |
|
|
792 | |
|
|
793 | if (rmg_rndm (2)) |
|
|
794 | roomify_layout (layout, RP); |
|
|
795 | |
|
|
796 | break; |
|
|
797 | |
|
|
798 | default: |
|
|
799 | abort (); |
|
|
800 | } |
|
|
801 | |
|
|
802 | /* rotate the layout randomly */ |
|
|
803 | rotate_layout (layout, rmg_rndm (4)); |
|
|
804 | |
|
|
805 | symmetrize_layout (layout, RP); |
|
|
806 | |
|
|
807 | #ifdef RMAP_DEBUG |
|
|
808 | dump_layout (layout); |
|
|
809 | #endif |
|
|
810 | |
|
|
811 | if (RP->expand2x) |
|
|
812 | expand2x (layout); |
|
|
813 | |
|
|
814 | return layout; |
1018 | } |
815 | } |
|
|
816 | |
|
|
817 | bool |
|
|
818 | maptile::generate_random_map (random_map_params *RP) |
|
|
819 | { |
|
|
820 | char buf[16384]; |
|
|
821 | int i; |
|
|
822 | |
|
|
823 | RP->Xsize = RP->xsize; |
|
|
824 | RP->Ysize = RP->ysize; |
|
|
825 | |
|
|
826 | /* pick a random seed, or use the one from the input file */ |
|
|
827 | RP->random_seed = RP->random_seed |
|
|
828 | ? RP->random_seed + RP->dungeon_level |
|
|
829 | : time (0); |
|
|
830 | |
|
|
831 | // we run "single-threaded" |
|
|
832 | rmg_rndm.seed (RP->random_seed); |
|
|
833 | |
|
|
834 | write_map_parameters_to_string (buf, RP); |
|
|
835 | |
|
|
836 | if (RP->difficulty == 0) |
|
|
837 | { |
|
|
838 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
|
|
839 | |
|
|
840 | if (RP->difficulty_increase > 0.001) |
|
|
841 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
|
|
842 | |
|
|
843 | if (RP->difficulty < 1) |
|
|
844 | RP->difficulty = 1; |
|
|
845 | } |
|
|
846 | else |
|
|
847 | RP->difficulty_given = 1; |
|
|
848 | |
|
|
849 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
|
850 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
|
|
851 | |
|
|
852 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
|
853 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
|
|
854 | |
|
|
855 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
|
856 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
|
|
857 | else |
|
|
858 | RP->symmetry_used = RP->symmetry; |
|
|
859 | |
|
|
860 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
|
861 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
862 | |
|
|
863 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
|
864 | RP->Xsize = RP->Xsize / 2 + 1; |
|
|
865 | |
|
|
866 | if (RP->expand2x > 0) |
|
|
867 | { |
|
|
868 | RP->Xsize /= 2; |
|
|
869 | RP->Ysize /= 2; |
|
|
870 | } |
|
|
871 | |
|
|
872 | RP->map_layout_style = LAYOUT_NONE; |
|
|
873 | |
|
|
874 | /* Redo this - there was a lot of redundant code of checking for preset |
|
|
875 | * layout style and then random layout style. Instead, figure out |
|
|
876 | * the numeric layoutstyle, so there is only one area that actually |
|
|
877 | * calls the code to make the maps. |
|
|
878 | */ |
|
|
879 | if (strstr (RP->layoutstyle, "onion")) |
|
|
880 | RP->map_layout_style = LAYOUT_ONION; |
|
|
881 | else if (strstr (RP->layoutstyle, "maze")) |
|
|
882 | RP->map_layout_style = LAYOUT_MAZE; |
|
|
883 | else if (strstr (RP->layoutstyle, "spiral")) |
|
|
884 | RP->map_layout_style = LAYOUT_SPIRAL; |
|
|
885 | else if (strstr (RP->layoutstyle, "rogue")) |
|
|
886 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
|
|
887 | else if (strstr (RP->layoutstyle, "snake")) |
|
|
888 | RP->map_layout_style = LAYOUT_SNAKE; |
|
|
889 | else if (strstr (RP->layoutstyle, "squarespiral")) |
|
|
890 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
891 | else if (RP->map_layout_style == LAYOUT_NONE) |
|
|
892 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
|
|
893 | else |
|
|
894 | abort (); |
|
|
895 | |
|
|
896 | Layout layout = layoutgen (RP); |
|
|
897 | |
|
|
898 | #ifdef RMAP_DEBUG |
|
|
899 | dump_layout (layout); |
|
|
900 | #endif |
|
|
901 | |
|
|
902 | /* increment these for the current map */ |
|
|
903 | ++RP->dungeon_level; |
|
|
904 | |
|
|
905 | // need to patch RP becasue following code doesn't use the Layout object |
|
|
906 | RP->Xsize = layout->w; |
|
|
907 | RP->Ysize = layout->h; |
|
|
908 | |
|
|
909 | /* allocate the map and set the floor */ |
|
|
910 | make_map_floor (layout, RP->floorstyle, RP); |
|
|
911 | |
|
|
912 | /* set region */ |
|
|
913 | default_region = RP->region; |
|
|
914 | |
|
|
915 | CEDE; |
|
|
916 | |
|
|
917 | place_specials_in_map (this, layout, RP); |
|
|
918 | |
|
|
919 | CEDE; |
|
|
920 | |
|
|
921 | /* create walls unless the wallstyle is "none" */ |
|
|
922 | if (strcmp (RP->wallstyle, "none")) |
|
|
923 | { |
|
|
924 | make_map_walls (this, layout, RP->wallstyle, RP); |
|
|
925 | |
|
|
926 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
927 | if (strcmp (RP->doorstyle, "none")) |
|
|
928 | put_doors (this, layout, RP->doorstyle, RP); |
|
|
929 | } |
|
|
930 | |
|
|
931 | CEDE; |
|
|
932 | |
|
|
933 | /* create exits unless the exitstyle is "none" */ |
|
|
934 | if (strcmp (RP->exitstyle, "none")) |
|
|
935 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
|
|
936 | |
|
|
937 | CEDE; |
|
|
938 | |
|
|
939 | /* create monsters unless the monsterstyle is "none" */ |
|
|
940 | if (strcmp (RP->monsterstyle, "none")) |
|
|
941 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
|
|
942 | |
|
|
943 | CEDE; |
|
|
944 | |
|
|
945 | /* treasures needs to have a proper difficulty set for the map. */ |
|
|
946 | difficulty = estimate_difficulty (); |
|
|
947 | |
|
|
948 | CEDE; |
|
|
949 | |
|
|
950 | /* create treasure unless the treasurestyle is "none" */ |
|
|
951 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
|
|
952 | |
|
|
953 | CEDE; |
|
|
954 | |
|
|
955 | /* create decor unless the decorstyle is "none" */ |
|
|
956 | if (strcmp (RP->decorstyle, "none")) |
|
|
957 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
958 | |
|
|
959 | CEDE; |
|
|
960 | |
|
|
961 | /* generate treasures, etc. */ |
|
|
962 | fix_auto_apply (); |
|
|
963 | |
|
|
964 | CEDE; |
|
|
965 | |
|
|
966 | unblock_exits (this, layout, RP); |
|
|
967 | |
|
|
968 | msg = strdup (buf); |
|
|
969 | in_memory = MAP_ACTIVE; |
|
|
970 | |
|
|
971 | CEDE; |
|
|
972 | |
|
|
973 | return 1; |
|
|
974 | } |
|
|
975 | |