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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.30 by root, Sun Jul 1 05:00:19 2007 UTC vs.
Revision 1.53 by root, Sun Jun 27 20:40:54 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <time.h> 25#include <time.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <global.h> 27#include <global.h>
27#include <maze_gen.h>
28#include <room_gen.h>
29#include <random_map.h> 28#include <random_map.h>
30#include <rproto.h> 29#include <rproto.h>
31#include <sproto.h> 30#include <sproto.h>
32 31
33#define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); 32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
36
37const_utf8_string
38random_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
45IV
46random_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
53random_map_params::~random_map_params ()
54{
55 SvREFCNT_dec (hv);
56}
34 57
35void 58void
59Layout::print ()
60{
61 for (int j = 0; j < ptr->h; j++)
62 {
63 for (int i = 0; i < ptr->w; i++)
64 putc (ptr->col[i][j] ? ptr->col[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 */
75static void
76symmetrize_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*/
127static void
128rotate_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. */
173static int
174can_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.*/
256static void
36dump_layout (char **layout, random_map_params *RP) 257roomify_layout (char **maze, random_map_params *RP)
37{ 258{
259 int tries = RP->Xsize * RP->Ysize / 30;
260
261 for (int ti = 0; ti < tries; ti++)
38 { 262 {
39 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);
40 266
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
292int
293make_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. */
317static void
318doorify_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 */
41 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++)
42 { 329 {
43 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 */
44 { 333 {
45 if (layout[i][j] == 0) 334 doorlist_x[doorlocs] = i;
46 layout[i][j] = ' '; 335 doorlist_y[doorlocs] = j;
47 printf ("%c", layout[i][j]); 336 doorlocs++;
48 if (layout[i][j] == ' ')
49 layout[i][j] = 0;
50 } 337 }
51 printf ("\n");
52 } 338 }
53 }
54 printf ("\n");
55}
56 339
57bool 340 while (ndoors > 0 && doorlocs > 0)
58maptile::generate_random_map (random_map_params *RP)
59{
60 char **layout, buf[16384];
61 int i;
62
63 RP->Xsize = RP->xsize;
64 RP->Ysize = RP->ysize;
65
66 /* pick a random seed, or use the one from the input file */
67 RP->random_seed = RP->random_seed
68 ? RP->random_seed + RP->dungeon_level
69 : time (0);
70 CEDE;
71
72 write_map_parameters_to_string (buf, RP);
73
74 if (RP->difficulty == 0)
75 {
76 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
77
78 if (RP->difficulty_increase > 0.001)
79 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
80
81 if (RP->difficulty < 1)
82 RP->difficulty = 1;
83 } 341 {
84 else 342 int di = rmg_rndm (doorlocs);
85 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);
86 346
87 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
88 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 348 {
349 maze[i][j] = 'D';
350 ndoors--;
351 }
89 352
90 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 353 /* reduce the size of the list */
91 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 354 doorlocs--;
92 355 doorlist_x[di] = doorlist_x[doorlocs];
93 if (RP->symmetry == SYMMETRY_RANDOM) 356 doorlist_y[di] = doorlist_y[doorlocs];
94 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
95 else
96 RP->symmetry_used = RP->symmetry;
97
98 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
99 RP->Ysize = RP->Ysize / 2 + 1;
100
101 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
102 RP->Xsize = RP->Xsize / 2 + 1;
103
104 if (RP->expand2x > 0)
105 { 357 }
106 RP->Xsize /= 2;
107 RP->Ysize /= 2;
108 }
109 358
110 RP->map_layout_style = LAYOUT_NONE; 359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
111 362
112 /* Redo this - there was a lot of redundant code of checking for preset 363void
113 * layout style and then random layout style. Instead, figure out 364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
114 * the numeric layoutstyle, so there is only one area that actually 365{
115 * calls the code to make the maps. 366 hv_iterinit (RP->hv);
116 */
117 if (strstr (RP->layoutstyle, "onion"))
118 RP->map_layout_style = LAYOUT_ONION;
119 367
120 if (strstr (RP->layoutstyle, "maze")) 368 while (HE *he = hv_iternext (RP->hv))
121 RP->map_layout_style = LAYOUT_MAZE; 369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
122 370
123 if (strstr (RP->layoutstyle, "spiral")) 371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
124 RP->map_layout_style = LAYOUT_SPIRAL;
125 372
126 if (strstr (RP->layoutstyle, "rogue")) 373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
127 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);
128 386
129 if (strstr (RP->layoutstyle, "snake")) 387 if (RP->difficulty && RP->difficulty_given)
130 RP->map_layout_style = LAYOUT_SNAKE; 388 buf.printf ("difficulty %d\n", RP->difficulty);
131 389
132 if (strstr (RP->layoutstyle, "squarespiral")) 390 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
133 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 391 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
134 392
135 /* No style found - choose one randomly */ 393 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
136 if (RP->map_layout_style == LAYOUT_NONE)
137 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1;
138 394
139 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}
140 403
141#ifdef RMAP_DEBUG 404/////////////////////////////////////////////////////////////////////////////
142 dump_layout (layout, RP);
143#endif
144 405
145 /* increment these for the current map */ 406LayoutData::LayoutData (int w, int h)
146 RP->dungeon_level += 1; 407: w(w), h(h)
147 /* allow constant-difficulty maps. */ 408{
148 /* difficulty+=1; */ 409 int size = (sizeof (char *) + sizeof (char) * h) * w;
149 410
150 /* rotate the layout randomly */ 411 col = (char **)salloc<char> (size);
151 layout = rotate_layout (layout, rndm (4), RP);
152#ifdef RMAP_DEBUG
153 dump_layout (layout, RP);
154#endif
155 412
156 /* allocate the map and set the floor */ 413 char *data = (char *)(col + w);
157 make_map_floor (layout, RP->floorstyle, RP);
158 414
159 /* set region */ 415 for (int x = w; x--; )
160 default_region = RP->region; 416 col [x] = data + x * h;
417}
161 418
162 CEDE; 419LayoutData::~LayoutData ()
420{
421 int size = (sizeof (char *) + sizeof (char) * h) * w;
163 422
164 /* create walls unless the wallstyle is "none" */ 423 sfree ((char *)col, size);
165 if (strcmp (RP->wallstyle, "none")) 424}
166 {
167 make_map_walls (this, layout, RP->wallstyle, RP);
168 425
169 /* place doors unless doorstyle or wallstyle is "none" */ 426void LayoutData::clear (char fill)
170 if (strcmp (RP->doorstyle, "none")) 427{
171 put_doors (this, layout, RP->doorstyle, RP); 428 memset (col [0], fill, w * h);
172 } 429}
173 430
174 CEDE; 431void LayoutData::border (char fill)
175 432{
176 /* create exits unless the exitstyle is "none" */ 433 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
177 if (strcmp (RP->exitstyle, "none")) 434 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
178 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
179
180 CEDE;
181
182 place_specials_in_map (this, layout, RP);
183
184 CEDE;
185
186 /* create monsters unless the monsterstyle is "none" */
187 if (strcmp (RP->monsterstyle, "none"))
188 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
189
190 CEDE;
191
192 /* treasures needs to have a proper difficulty set for the map. */
193 difficulty = estimate_difficulty ();
194
195 CEDE;
196
197 /* create treasure unless the treasurestyle is "none" */
198 if (strcmp (RP->treasurestyle, "none"))
199 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
200
201 CEDE;
202
203 /* create decor unless the decorstyle is "none" */
204 if (strcmp (RP->decorstyle, "none"))
205 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
206
207 CEDE;
208
209 /* generate treasures, etc. */
210 fix_auto_apply ();
211
212 CEDE;
213
214 unblock_exits (this, layout, RP);
215
216 /* free the layout */
217 for (i = 0; i < RP->Xsize; i++)
218 free (layout[i]);
219
220 free (layout);
221
222 msg = strdup (buf);
223 in_memory = MAP_IN_MEMORY;
224
225 CEDE;
226
227 return 1;
228} 435}
229 436
230/* function selects the layout function and gives it whatever 437/* function selects the layout function and gives it whatever
231 arguments it needs. */ 438 arguments it needs. */
232char ** 439static Layout
233layoutgen (random_map_params *RP) 440layoutgen (random_map_params *RP)
234{ 441{
235 char **maze = 0; 442 Layout layout (RP);
236 int oxsize = RP->Xsize, oysize = RP->Ysize;
237 443
238 switch (RP->map_layout_style) 444 switch (RP->map_layout_style)
239 { 445 {
240 case LAYOUT_ONION: 446 case LAYOUT_ONION:
241 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
448
242 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 449 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
243 roomify_layout (maze, RP); 450 roomify_layout (layout, RP);
451
244 break; 452 break;
245 453
246 case LAYOUT_MAZE: 454 case LAYOUT_MAZE:
247 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); 455 maze_gen (layout, rmg_rndm (2));
456
248 if (!(rndm (2))) 457 if (!(rmg_rndm (2)))
249 doorify_layout (maze, RP); 458 doorify_layout (layout, RP);
459
250 break; 460 break;
251 461
252 case LAYOUT_SPIRAL: 462 case LAYOUT_SPIRAL:
253 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 463 map_gen_spiral (layout, RP->layoutoptions1);
464
254 if (!(rndm (2))) 465 if (!(rmg_rndm (2)))
255 doorify_layout (maze, RP); 466 doorify_layout (layout, RP);
467
256 break; 468 break;
257 469
258 case LAYOUT_ROGUELIKE: 470 case LAYOUT_ROGUELIKE:
259 /* 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
260 * 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),
262 * spirals, or maps with lots of passages - making a symmetric rogue 474 * spirals, or maps with lots of passages - making a symmetric rogue
263 * map fails because its likely that the passages the symmetry process 475 * map fails because its likely that the passages the symmetry process
264 * creates may not connect the rooms. 476 * creates may not connect the rooms.
265 */ 477 */
266 RP->symmetry_used = SYMMETRY_NONE; 478 RP->symmetry_used = SYMMETRY_NONE;
267 RP->Ysize = oysize;
268 RP->Xsize = oxsize;
269 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 479 roguelike_layout_gen (layout, RP->layoutoptions1);
270 /* no doorifying... done already */ 480 /* no doorifying... done already */
271 break; 481 break;
272 482
273 case LAYOUT_SNAKE: 483 case LAYOUT_SNAKE:
274 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 484 make_snake_layout (layout, RP->layoutoptions1);
485
275 if (rndm (2)) 486 if (rmg_rndm (2))
276 roomify_layout (maze, RP); 487 roomify_layout (layout, RP);
488
277 break; 489 break;
278 490
279 case LAYOUT_SQUARE_SPIRAL: 491 case LAYOUT_SQUARE_SPIRAL:
280 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 492 make_square_spiral_layout (layout, RP->layoutoptions1);
493
281 if (rndm (2)) 494 if (rmg_rndm (2))
282 roomify_layout (maze, RP); 495 roomify_layout (layout, RP);
283 break;
284 }
285 496
286 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);
287 507
288#ifdef RMAP_DEBUG 508#ifdef RMAP_DEBUG
289 dump_layout (maze, RP); 509 dump_layout (layout);
290#endif 510#endif
291 511
292 if (RP->expand2x) 512 if (RP->expand2x)
293 { 513 expand2x (layout);
294 maze = expand2x (maze, RP->Xsize, RP->Ysize);
295 RP->Xsize = RP->Xsize * 2 - 1;
296 RP->Ysize = RP->Ysize * 2 - 1;
297 }
298 514
299 return maze; 515 return layout;
300} 516}
301 517
302/* takes a map and makes it symmetric: adjusts Xsize and 518bool
303Ysize to produce a symmetric map. */ 519maptile::generate_random_map (random_map_params *RP)
304char **
305symmetrize_layout (char **maze, int sym, random_map_params *RP)
306{ 520{
307 int i, j;
308 char **sym_maze;
309 int Xsize_orig, Ysize_orig;
310
311 Xsize_orig = RP->Xsize;
312 Ysize_orig = RP->Ysize;
313 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
314 if (sym == SYMMETRY_NONE)
315 {
316 RP->Xsize = Xsize_orig;
317 RP->Ysize = Ysize_orig;
318 return maze;
319 }
320 /* pick new sizes */
321 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
322 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
323
324 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
325 for (i = 0; i < RP->Xsize; i++)
326 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
327
328 if (sym == SYMMETRY_X)
329 for (i = 0; i < RP->Xsize / 2 + 1; i++)
330 for (j = 0; j < RP->Ysize; j++)
331 {
332 sym_maze[i][j] = maze[i][j];
333 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
334 };
335 if (sym == SYMMETRY_Y)
336 for (i = 0; i < RP->Xsize; i++)
337 for (j = 0; j < RP->Ysize / 2 + 1; j++)
338 {
339 sym_maze[i][j] = maze[i][j];
340 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
341 }
342 if (sym == SYMMETRY_XY)
343 for (i = 0; i < RP->Xsize / 2 + 1; i++)
344 for (j = 0; j < RP->Ysize / 2 + 1; j++)
345 {
346 sym_maze[i][j] = maze[i][j];
347 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
348 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
349 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
350 }
351 /* delete the old maze */
352 for (i = 0; i < Xsize_orig; i++)
353 free (maze[i]);
354 free (maze);
355 /* reconnect disjointed spirals */
356 if (RP->map_layout_style == LAYOUT_SPIRAL)
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
358 /* reconnect disjointed nethackmazes: the routine for
359 spirals will do the trick? */
360 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
361 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
362
363 return sym_maze;
364}
365
366
367/* takes a map and rotates it. This completes the
368 onion layouts, making them possibly centered on any wall.
369 It'll modify Xsize and Ysize if they're swapped.
370*/
371
372char **
373rotate_layout (char **maze, int rotation, random_map_params *RP)
374{
375 char **new_maze;
376 int i, j;
377
378 switch (rotation)
379 {
380 case 0:
381 return maze;
382 break;
383 case 2: /* a reflection */
384 {
385 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
386
387 for (i = 0; i < RP->Xsize; i++)
388 { /* make a copy */
389 for (j = 0; j < RP->Ysize; j++)
390 {
391 newmaze[i * RP->Ysize + j] = maze[i][j];
392 }
393 }
394 for (i = 0; i < RP->Xsize; i++)
395 { /* copy a reflection back */
396 for (j = 0; j < RP->Ysize; j++)
397 {
398 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
399 }
400 }
401 free (newmaze);
402 return maze;
403 break;
404 }
405 case 1:
406 case 3:
407 {
408 int swap;
409 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
410 for (i = 0; i < RP->Ysize; i++)
411 {
412 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
413 }
414 if (rotation == 1) /* swap x and y */
415 for (i = 0; i < RP->Xsize; i++)
416 for (j = 0; j < RP->Ysize; j++)
417 new_maze[j][i] = maze[i][j];
418
419 if (rotation == 3)
420 { /* swap x and y */
421 for (i = 0; i < RP->Xsize; i++)
422 for (j = 0; j < RP->Ysize; j++)
423 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
424 }
425
426 /* delete the old layout */
427 for (i = 0; i < RP->Xsize; i++)
428 free (maze[i]);
429 free (maze);
430
431 swap = RP->Ysize;
432 RP->Ysize = RP->Xsize;
433 RP->Xsize = swap;
434 return new_maze;
435 break;
436 }
437 }
438 return NULL;
439}
440
441/* take a layout and make some rooms in it.
442 --works best on onions.*/
443void
444roomify_layout (char **maze, random_map_params *RP)
445{
446 int tries = RP->Xsize * RP->Ysize / 30;
447 int ti; 521 int i;
448 522
449 for (ti = 0; ti < tries; ti++) 523 RP->Xsize = RP->xsize;
450 { 524 RP->Ysize = RP->ysize;
451 int dx, dy; /* starting location for looking at creating a door */
452 int cx, cy; /* results of checking on creating walls. */
453 525
454 dx = rndm (RP->Xsize); 526 /* pick a random seed, or use the one from the input file */
455 dy = rndm (RP->Ysize); 527 RP->random_seed = RP->random_seed
528 ? RP->random_seed + RP->dungeon_level
529 : time (0);
456 530
457 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 531 // we run "single-threaded"
458 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 532 rmg_rndm.seed (RP->random_seed);
459 if (cx == -1)
460 {
461 if (cy != -1)
462 make_wall (maze, dx, dy, 1);
463 533
464 continue; 534 dynbuf_text buf;
465 } 535 write_map_parameters_to_string (buf, RP);
466 536
467 if (cy == -1) 537 if (RP->difficulty == 0)
468 {
469 make_wall (maze, dx, dy, 0);
470 continue;
471 }
472
473 if (cx < cy)
474 make_wall (maze, dx, dy, 0);
475 else
476 make_wall (maze, dx, dy, 1);
477 } 538 {
478} 539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
479 540
480/* checks the layout to see if I can stick a horizontal(dir = 0) wall 541 if (RP->difficulty_increase > 0.001)
481 (or vertical, dir == 1) 542 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
482 here which ends up on other walls sensibly. */
483 543
484int 544 if (RP->difficulty < 1)
485can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 545 RP->difficulty = 1;
486{
487 int i1;
488 int length = 0;
489
490 /* dont make walls if we're on the edge. */
491 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
492 return -1;
493
494 /* don't make walls if we're ON a wall. */
495 if (maze[dx][dy] != 0)
496 return -1;
497
498 if (dir == 0) /* horizontal */
499 {
500 int y = dy;
501
502 for (i1 = dx - 1; i1 > 0; i1--)
503 {
504 int sindex = surround_flag2 (maze, i1, y, RP);
505
506 if (sindex == 1)
507 break;
508 if (sindex != 0)
509 return -1; /* can't make horiz. wall here */
510 if (maze[i1][y] != 0)
511 return -1; /* can't make horiz. wall here */
512 length++;
513 }
514
515 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
516 {
517 int sindex = surround_flag2 (maze, i1, y, RP);
518
519 if (sindex == 2)
520 break;
521 if (sindex != 0)
522 return -1; /* can't make horiz. wall here */
523 if (maze[i1][y] != 0)
524 return -1; /* can't make horiz. wall here */
525 length++;
526 }
527 return length;
528 } 546 }
529 else 547 else
530 { /* vertical */ 548 RP->difficulty_given = 1;
531 int x = dx;
532 549
533 for (i1 = dy - 1; i1 > 0; i1--) 550 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
534 { 551 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
535 int sindex = surround_flag2 (maze, x, i1, RP);
536 552
537 if (sindex == 4) 553 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
538 break; 554 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
539 if (sindex != 0)
540 return -1; /* can't make vert. wall here */
541 if (maze[x][i1] != 0)
542 return -1; /* can't make horiz. wall here */
543 length++;
544 }
545 555
546 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 556 if (RP->symmetry == SYMMETRY_RANDOM)
547 { 557 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
548 int sindex = surround_flag2 (maze, x, i1, RP); 558 else
559 RP->symmetry_used = RP->symmetry;
549 560
550 if (sindex == 8) 561 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
551 break; 562 RP->Ysize = RP->Ysize / 2 + 1;
552 if (sindex != 0) 563
553 return -1; /* can't make verti. wall here */ 564 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
554 if (maze[x][i1] != 0) 565 RP->Xsize = RP->Xsize / 2 + 1;
555 return -1; /* can't make horiz. wall here */ 566
556 length++; 567 if (RP->expand2x > 0)
557 }
558 return length;
559 } 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
560 return -1; 678 return 1;
561} 679}
562 680
563
564int
565make_wall (char **maze, int x, int y, int dir)
566{
567 maze[x][y] = 'D'; /* mark a door */
568 switch (dir)
569 {
570 case 0: /* horizontal */
571 {
572 int i1;
573
574 for (i1 = x - 1; maze[i1][y] == 0; i1--)
575 maze[i1][y] = '#';
576 for (i1 = x + 1; maze[i1][y] == 0; i1++)
577 maze[i1][y] = '#';
578 break;
579 }
580 case 1: /* vertical */
581 {
582 int i1;
583
584 for (i1 = y - 1; maze[x][i1] == 0; i1--)
585 maze[x][i1] = '#';
586 for (i1 = y + 1; maze[x][i1] == 0; i1++)
587 maze[x][i1] = '#';
588 break;
589 }
590 }
591
592 return 0;
593}
594
595/* puts doors at appropriate locations in a layout. */
596void
597doorify_layout (char **maze, random_map_params *RP)
598{
599 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
600 char *doorlist_x;
601 char *doorlist_y;
602 int doorlocs = 0; /* # of available doorlocations */
603 int i, j;
604
605 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
606 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
607
608
609 /* make a list of possible door locations */
610 for (i = 1; i < RP->Xsize - 1; i++)
611 for (j = 1; j < RP->Ysize - 1; j++)
612 {
613 int sindex = surround_flag (maze, i, j, RP);
614
615 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
616 {
617 doorlist_x[doorlocs] = i;
618 doorlist_y[doorlocs] = j;
619 doorlocs++;
620 }
621 }
622
623 while (ndoors > 0 && doorlocs > 0)
624 {
625 int di;
626 int sindex;
627
628 di = rndm (doorlocs);
629 i = doorlist_x[di];
630 j = doorlist_y[di];
631 sindex = surround_flag (maze, i, j, RP);
632
633 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
634 {
635 maze[i][j] = 'D';
636 ndoors--;
637 }
638
639 /* reduce the size of the list */
640 doorlocs--;
641 doorlist_x[di] = doorlist_x[doorlocs];
642 doorlist_y[di] = doorlist_y[doorlocs];
643 }
644
645 free (doorlist_x);
646 free (doorlist_y);
647}
648
649void
650write_map_parameters_to_string (char *buf, random_map_params *RP)
651{
652 char small_buf[16384];
653
654 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
655
656 if (RP->wallstyle[0])
657 {
658 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
659 strcat (buf, small_buf);
660 }
661
662 if (RP->floorstyle[0])
663 {
664 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
665 strcat (buf, small_buf);
666 }
667
668 if (RP->monsterstyle[0])
669 {
670 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
671 strcat (buf, small_buf);
672 }
673
674 if (RP->treasurestyle[0])
675 {
676 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
677 strcat (buf, small_buf);
678 }
679
680 if (RP->layoutstyle[0])
681 {
682 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
683 strcat (buf, small_buf);
684 }
685
686 if (RP->decorstyle[0])
687 {
688 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
689 strcat (buf, small_buf);
690 }
691
692 if (RP->doorstyle[0])
693 {
694 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
695 strcat (buf, small_buf);
696 }
697
698 if (RP->exitstyle[0])
699 {
700 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
701 strcat (buf, small_buf);
702 }
703
704 if (RP->final_map.length ())
705 {
706 sprintf (small_buf, "final_map %s\n", &RP->final_map);
707 strcat (buf, small_buf);
708 }
709
710 if (RP->exit_on_final_map[0])
711 {
712 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
713 strcat (buf, small_buf);
714 }
715
716 if (RP->this_map.length ())
717 {
718 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
719 strcat (buf, small_buf);
720 }
721
722 if (RP->expand2x)
723 {
724 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
725 strcat (buf, small_buf);
726 }
727
728 if (RP->layoutoptions1)
729 {
730 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
731 strcat (buf, small_buf);
732 }
733
734 if (RP->layoutoptions2)
735 {
736 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
737 strcat (buf, small_buf);
738 }
739
740 if (RP->layoutoptions3)
741 {
742 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
743 strcat (buf, small_buf);
744 }
745
746 if (RP->symmetry)
747 {
748 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
749 strcat (buf, small_buf);
750 }
751
752 if (RP->difficulty && RP->difficulty_given)
753 {
754 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
755 strcat (buf, small_buf);
756 }
757
758 if (RP->difficulty_increase != 1.0)
759 {
760 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
761 strcat (buf, small_buf);
762 }
763
764 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
765 strcat (buf, small_buf);
766
767 if (RP->dungeon_depth)
768 {
769 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
770 strcat (buf, small_buf);
771 }
772
773 if (RP->decoroptions)
774 {
775 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
776 strcat (buf, small_buf);
777 }
778
779 if (RP->orientation)
780 {
781 sprintf (small_buf, "orientation %d\n", RP->orientation);
782 strcat (buf, small_buf);
783 }
784
785 if (RP->origin_x)
786 {
787 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
788 strcat (buf, small_buf);
789 }
790
791 if (RP->origin_y)
792 {
793 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
794 strcat (buf, small_buf);
795 }
796
797 if (RP->treasureoptions)
798 {
799 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
800 strcat (buf, small_buf);
801 }
802
803 if (RP->random_seed)
804 {
805 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
806 strcat (buf, small_buf);
807 }
808
809 if (RP->custom)
810 {
811 sprintf (small_buf, "custom %s\n", RP->custom);
812 strcat (buf, small_buf);
813 }
814}
815
816void
817write_parameters_to_string (char *buf,
818 int xsize_n,
819 int ysize_n,
820 const char *wallstyle_n,
821 const char *floorstyle_n,
822 const char *monsterstyle_n,
823 const char *treasurestyle_n,
824 const char *layoutstyle_n,
825 const char *decorstyle_n,
826 const char *doorstyle_n,
827 const char *exitstyle_n,
828 const char *final_map_n,
829 const char *exit_on_final_map_n,
830 const char *this_map_n,
831 int layoutoptions1_n,
832 int layoutoptions2_n,
833 int layoutoptions3_n,
834 int symmetry_n,
835 int dungeon_depth_n,
836 int dungeon_level_n,
837 int difficulty_n,
838 int difficulty_given_n,
839 int decoroptions_n,
840 int orientation_n,
841 int origin_x_n,
842 int origin_y_n,
843 uint32_t random_seed_n,
844 int treasureoptions_n,
845 float difficulty_increase)
846{
847 char small_buf[16384];
848
849 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
850
851 if (wallstyle_n && wallstyle_n[0])
852 {
853 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
854 strcat (buf, small_buf);
855 }
856
857 if (floorstyle_n && floorstyle_n[0])
858 {
859 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
860 strcat (buf, small_buf);
861 }
862
863 if (monsterstyle_n && monsterstyle_n[0])
864 {
865 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
866 strcat (buf, small_buf);
867 }
868
869 if (treasurestyle_n && treasurestyle_n[0])
870 {
871 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
872 strcat (buf, small_buf);
873 }
874
875 if (layoutstyle_n && layoutstyle_n[0])
876 {
877 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
878 strcat (buf, small_buf);
879 }
880
881 if (decorstyle_n && decorstyle_n[0])
882 {
883 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
884 strcat (buf, small_buf);
885 }
886
887 if (doorstyle_n && doorstyle_n[0])
888 {
889 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
890 strcat (buf, small_buf);
891 }
892
893 if (exitstyle_n && exitstyle_n[0])
894 {
895 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
896 strcat (buf, small_buf);
897 }
898
899 if (final_map_n && final_map_n[0])
900 {
901 sprintf (small_buf, "final_map %s\n", final_map_n);
902 strcat (buf, small_buf);
903 }
904
905 if (exit_on_final_map_n && exit_on_final_map_n[0])
906 {
907 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
908 strcat (buf, small_buf);
909 }
910
911 if (this_map_n && this_map_n[0])
912 {
913 sprintf (small_buf, "origin_map %s\n", this_map_n);
914 strcat (buf, small_buf);
915 }
916
917 if (layoutoptions1_n)
918 {
919 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
920 strcat (buf, small_buf);
921 }
922
923 if (layoutoptions2_n)
924 {
925 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
926 strcat (buf, small_buf);
927 }
928
929
930 if (layoutoptions3_n)
931 {
932 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
933 strcat (buf, small_buf);
934 }
935
936 if (symmetry_n)
937 {
938 sprintf (small_buf, "symmetry %d\n", symmetry_n);
939 strcat (buf, small_buf);
940 }
941
942
943 if (difficulty_n && difficulty_given_n)
944 {
945 sprintf (small_buf, "difficulty %d\n", difficulty_n);
946 strcat (buf, small_buf);
947 }
948
949 if (difficulty_increase > 0.001)
950 {
951 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
952 strcat (buf, small_buf);
953 }
954
955 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
956 strcat (buf, small_buf);
957
958 if (dungeon_depth_n)
959 {
960 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
961 strcat (buf, small_buf);
962 }
963
964 if (decoroptions_n)
965 {
966 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
967 strcat (buf, small_buf);
968 }
969
970 if (orientation_n)
971 {
972 sprintf (small_buf, "orientation %d\n", orientation_n);
973 strcat (buf, small_buf);
974 }
975
976 if (origin_x_n)
977 {
978 sprintf (small_buf, "origin_x %d\n", origin_x_n);
979 strcat (buf, small_buf);
980 }
981
982 if (origin_y_n)
983 {
984 sprintf (small_buf, "origin_y %d\n", origin_y_n);
985 strcat (buf, small_buf);
986 }
987
988 if (random_seed_n)
989 {
990 /* Add one so that the next map is a bit different */
991 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
992 strcat (buf, small_buf);
993 }
994
995 if (treasureoptions_n)
996 {
997 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
998 strcat (buf, small_buf);
999 }
1000}
1001
1002/* copy an object with an inventory... i.e., duplicate the inv too. */
1003void
1004copy_object_with_inv (object *src_ob, object *dest_ob)
1005{
1006 object *walk, *tmp;
1007
1008 src_ob->copy_to (dest_ob);
1009
1010 for (walk = src_ob->inv; walk; walk = walk->below)
1011 {
1012 tmp = object::create ();
1013
1014 walk->copy_to (tmp);
1015 insert_ob_in_ob (tmp, dest_ob);
1016 }
1017}

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