ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/random_map.C
(Generate patch)

Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.11 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.49 by root, Tue Apr 13 02:39:53 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
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
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
33void 37void
38dump_layout (Layout layout)
39{
40 for (int j = 0; j < layout->h; j++)
41 {
42 for (int i = 0; i < layout->w; i++)
43 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
44
45 putc ('\n', stdout);
46 }
47
48 putc ('\n', stdout);
49}
50
51/* takes a map and makes it symmetric: adjusts Xsize and
52 * Ysize to produce a symmetric map.
53 */
54static void
55symmetrize_layout (Layout layout, random_map_params *RP)
56{
57 if (RP->symmetry_used == SYMMETRY_NONE)
58 return;
59
60 Layout sym_layout (
61 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
62 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 );
64
65 if (RP->symmetry_used == SYMMETRY_X)
66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
67 for (int j = 0; j < sym_layout->h; j++)
68 {
69 sym_layout[i ][j] =
70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
71 }
72
73 if (RP->symmetry_used == SYMMETRY_Y)
74 for (int i = 0; i < sym_layout->w; i++)
75 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
76 {
77 sym_layout[i][j ] =
78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
79 }
80
81 if (RP->symmetry_used == SYMMETRY_XY)
82 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
83 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
84 {
85 sym_layout[i ][j ] =
86 sym_layout[i ][sym_layout->h - j - 1] =
87 sym_layout[sym_layout->w - i - 1][j ] =
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
94 /* reconnect disjointed spirals */
95 /* reconnect disjointed nethacklayouts: the routine for
96 spirals will do the trick? */
97 if (RP->map_layout_style == LAYOUT_SPIRAL
98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
100}
101
102/* takes a map and rotates it. This completes the
103 onion layouts, making them possibly centered on any wall.
104 It'll modify Xsize and Ysize if they're swapped.
105*/
106static void
107rotate_layout (Layout layout, int rotation)
108{
109 int w = layout->w;
110 int h = layout->h;
111
112 switch (rotation)
113 {
114 case 2: /* a reflection */
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 }
125 break;
126
127 case 1:
128 case 3:
129 {
130 Layout new_layout (h, w);
131
132 if (rotation == 1) /* swap x and y */
133 for (int i = 0; i < w; i++)
134 for (int j = 0; j < h; j++)
135 new_layout[j][i] = layout[i][j];
136
137 if (rotation == 3) /* swap x and y */
138 for (int i = 0; i < w; i++)
139 for (int j = 0; j < h; j++)
140 new_layout[j][i] = layout[w - i - 1][h - j - 1];
141
142 layout.swap (new_layout);
143 new_layout.free ();
144 }
145 break;
146 }
147}
148
149/* checks the layout to see if I can stick a horizontal(dir = 0) wall
150 (or vertical, dir == 1)
151 here which ends up on other walls sensibly. */
152static int
153can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
154{
155 int i1;
156 int length = 0;
157
158 /* dont make walls if we're on the edge. */
159 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
160 return -1;
161
162 /* don't make walls if we're ON a wall. */
163 if (maze[dx][dy] != 0)
164 return -1;
165
166 if (dir == 0) /* horizontal */
167 {
168 int y = dy;
169
170 for (i1 = dx - 1; i1 > 0; i1--)
171 {
172 int sindex = surround_flag2 (maze, i1, y, RP);
173
174 if (sindex == 1)
175 break;
176 if (sindex != 0)
177 return -1; /* can't make horiz. wall here */
178 if (maze[i1][y] != 0)
179 return -1; /* can't make horiz. wall here */
180 length++;
181 }
182
183 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
184 {
185 int sindex = surround_flag2 (maze, i1, y, RP);
186
187 if (sindex == 2)
188 break;
189 if (sindex != 0)
190 return -1; /* can't make horiz. wall here */
191 if (maze[i1][y] != 0)
192 return -1; /* can't make horiz. wall here */
193 length++;
194 }
195 return length;
196 }
197 else
198 { /* vertical */
199 int x = dx;
200
201 for (i1 = dy - 1; i1 > 0; i1--)
202 {
203 int sindex = surround_flag2 (maze, x, i1, RP);
204
205 if (sindex == 4)
206 break;
207 if (sindex != 0)
208 return -1; /* can't make vert. wall here */
209 if (maze[x][i1] != 0)
210 return -1; /* can't make horiz. wall here */
211 length++;
212 }
213
214 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
215 {
216 int sindex = surround_flag2 (maze, x, i1, RP);
217
218 if (sindex == 8)
219 break;
220 if (sindex != 0)
221 return -1; /* can't make verti. wall here */
222 if (maze[x][i1] != 0)
223 return -1; /* can't make horiz. wall here */
224 length++;
225 }
226
227 return length;
228 }
229
230 return -1;
231}
232
233/* take a layout and make some rooms in it.
234 --works best on onions.*/
235static void
34dump_layout (char **layout, random_map_params * RP) 236roomify_layout (char **maze, random_map_params *RP)
35{ 237{
238 int tries = RP->Xsize * RP->Ysize / 30;
239 int ti;
240
241 for (ti = 0; ti < tries; ti++)
36 { 242 {
37 int i, j; 243 int dx, dy; /* starting location for looking at creating a door */
244 int cx, cy; /* results of checking on creating walls. */
38 245
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}
271
272int
273make_wall (char **maze, int x, int y, int dir)
274{
275 maze[x][y] = 'D'; /* mark a door */
276 switch (dir)
277 {
278 case 0: /* horizontal */
279 {
280 int i1;
281
282 for (i1 = x - 1; maze[i1][y] == 0; i1--)
283 maze[i1][y] = '#';
284 for (i1 = x + 1; maze[i1][y] == 0; i1++)
285 maze[i1][y] = '#';
286 break;
287 }
288 case 1: /* vertical */
289 {
290 int i1;
291
292 for (i1 = y - 1; maze[x][i1] == 0; i1--)
293 maze[x][i1] = '#';
294 for (i1 = y + 1; maze[x][i1] == 0; i1++)
295 maze[x][i1] = '#';
296 break;
297 }
298 }
299
300 return 0;
301}
302
303/* puts doors at appropriate locations in a layout. */
304static void
305doorify_layout (char **maze, random_map_params *RP)
306{
307 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
308 int doorlocs = 0; /* # of available doorlocations */
309
310 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
311 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
312
313 /* make a list of possible door locations */
39 for (i = 0; i < RP->Xsize; i++) 314 for (int i = 1; i < RP->Xsize - 1; i++)
315 for (int j = 1; j < RP->Ysize - 1; j++)
40 { 316 {
41 for (j = 0; j < RP->Ysize; j++) 317 int sindex = surround_flag (maze, i, j, RP);
318
319 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
42 { 320 {
43 if (layout[i][j] == 0) 321 doorlist_x[doorlocs] = i;
44 layout[i][j] = ' '; 322 doorlist_y[doorlocs] = j;
45 printf ("%c", layout[i][j]); 323 doorlocs++;
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 } 324 }
49 printf ("\n");
50 } 325 }
51 }
52 printf ("\n");
53}
54 326
55extern FILE *logfile; 327 while (ndoors > 0 && doorlocs > 0)
56
57maptile *
58generate_random_map (const char *OutFileName, random_map_params * RP)
59{
60 char **layout, buf[HUGE_BUF];
61 maptile *theMap;
62 int i;
63
64 /* pick a random seed, or use the one from the input file */
65 if (RP->random_seed == 0)
66 RP->random_seed = time (0);
67
68 SRANDOM (RP->random_seed);
69
70 write_map_parameters_to_string (buf, RP);
71
72 if (RP->difficulty == 0)
73 {
74 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
75
76 if (RP->difficulty_increase > 0.001)
77 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
78
79 if (RP->difficulty < 1)
80 RP->difficulty = 1;
81 } 328 {
82 else 329 int di = rmg_rndm (doorlocs);
83 RP->difficulty_given = 1; 330 int i = doorlist_x[di];
331 int j = doorlist_y[di];
332 int sindex = surround_flag (maze, i, j, RP);
84 333
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 335 {
336 maze[i][j] = 'D';
337 ndoors--;
338 }
87 339
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 340 /* reduce the size of the list */
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 341 doorlocs--;
342 doorlist_x[di] = doorlist_x[doorlocs];
343 doorlist_y[di] = doorlist_y[doorlocs];
344 }
90 345
346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
348}
349
350void
351write_map_parameters_to_string (char *buf, random_map_params *RP)
352{
353 char small_buf[16384];
354
355 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
356
357 if (RP->wallstyle[0])
358 {
359 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
360 strcat (buf, small_buf);
361 }
362
363 if (RP->miningstyle[0])
364 {
365 sprintf (small_buf, "miningstyle %s\n", RP->miningstyle);
366 strcat (buf, small_buf);
367 }
368
369 if (RP->floorstyle[0])
370 {
371 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
372 strcat (buf, small_buf);
373 }
374
375 if (RP->monsterstyle[0])
376 {
377 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
378 strcat (buf, small_buf);
379 }
380
381 if (RP->treasurestyle[0])
382 {
383 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
384 strcat (buf, small_buf);
385 }
386
387 if (RP->layoutstyle[0])
388 {
389 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
390 strcat (buf, small_buf);
391 }
392
393 if (RP->decorstyle[0])
394 {
395 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
396 strcat (buf, small_buf);
397 }
398
399 if (RP->doorstyle[0])
400 {
401 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
402 strcat (buf, small_buf);
403 }
404
405 if (RP->exitstyle[0])
406 {
407 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
408 strcat (buf, small_buf);
409 }
410
411 if (RP->final_map.length ())
412 {
413 sprintf (small_buf, "final_map %s\n", &RP->final_map);
414 strcat (buf, small_buf);
415 }
416
417 if (RP->exit_on_final_map[0])
418 {
419 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
420 strcat (buf, small_buf);
421 }
422
423 if (RP->this_map.length ())
424 {
425 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
426 strcat (buf, small_buf);
427 }
428
91 if (RP->expand2x > 0) 429 if (RP->expand2x)
92 {
93 RP->Xsize /= 2;
94 RP->Ysize /= 2;
95 } 430 {
96 431 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
97 layout = layoutgen (RP); 432 strcat (buf, small_buf);
98
99#ifdef RMAP_DEBUG
100 dump_layout (layout, RP);
101#endif
102
103 /* increment these for the current map */
104 RP->dungeon_level += 1;
105 /* allow constant-difficulty maps. */
106 /* difficulty+=1; */
107
108 /* rotate the layout randomly */
109 layout = rotate_layout (layout, RANDOM () % 4, RP);
110#ifdef RMAP_DEBUG
111 dump_layout (layout, RP);
112#endif
113
114 /* allocate the map and set the floor */
115 theMap = make_map_floor (layout, RP->floorstyle, RP);
116
117 /* set the name of the map. */
118 theMap->path = OutFileName;
119
120 /* set region */
121 theMap->region = RP->region;
122
123 /* create walls unless the wallstyle is "none" */
124 if (strcmp (RP->wallstyle, "none"))
125 { 433 }
126 make_map_walls (theMap, layout, RP->wallstyle, RP);
127 434
128 /* place doors unless doorstyle or wallstyle is "none" */ 435 if (RP->layoutoptions1)
129 if (strcmp (RP->doorstyle, "none"))
130 put_doors (theMap, layout, RP->doorstyle, RP);
131
132 } 436 {
437 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
438 strcat (buf, small_buf);
439 }
133 440
134 /* create exits unless the exitstyle is "none" */ 441 if (RP->layoutoptions2)
135 if (strcmp (RP->exitstyle, "none")) 442 {
136 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); 443 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
444 strcat (buf, small_buf);
445 }
137 446
138 place_specials_in_map (theMap, layout, RP); 447 if (RP->layoutoptions3)
448 {
449 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
450 strcat (buf, small_buf);
451 }
139 452
140 /* create monsters unless the monsterstyle is "none" */ 453 if (RP->symmetry)
141 if (strcmp (RP->monsterstyle, "none")) 454 {
142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); 455 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
456 strcat (buf, small_buf);
457 }
143 458
144 /* treasures needs to have a proper difficulty set for the map. */ 459 if (RP->difficulty && RP->difficulty_given)
145 theMap->difficulty = theMap->estimate_difficulty (); 460 {
461 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
462 strcat (buf, small_buf);
463 }
146 464
147 /* create treasure unless the treasurestyle is "none" */ 465 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
148 if (strcmp (RP->treasurestyle, "none")) 466 {
149 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); 467 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
468 strcat (buf, small_buf);
469 }
150 470
151 /* create decor unless the decorstyle is "none" */ 471 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
152 if (strcmp (RP->decorstyle, "none")) 472 strcat (buf, small_buf);
153 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154 473
155 /* generate treasures, etc. */ 474 if (RP->dungeon_depth)
156 theMap->fix_auto_apply (); 475 {
476 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
477 strcat (buf, small_buf);
478 }
157 479
158 unblock_exits (theMap, layout, RP); 480 if (RP->decoroptions)
481 {
482 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
483 strcat (buf, small_buf);
484 }
159 485
160 /* free the layout */ 486 if (RP->orientation)
161 for (i = 0; i < RP->Xsize; i++) 487 {
162 free (layout[i]); 488 sprintf (small_buf, "orientation %d\n", RP->orientation);
163 free (layout); 489 strcat (buf, small_buf);
490 }
164 491
165 theMap->msg = strdup (buf); 492 if (RP->origin_x)
493 {
494 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
495 strcat (buf, small_buf);
496 }
166 497
167 return theMap; 498 if (RP->origin_y)
499 {
500 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
501 strcat (buf, small_buf);
502 }
503
504 if (RP->treasureoptions)
505 {
506 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
507 strcat (buf, small_buf);
508 }
509
510 if (RP->random_seed)
511 {
512 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
513 strcat (buf, small_buf);
514 }
515
516 if (RP->custom)
517 {
518 sprintf (small_buf, "custom %s\n", RP->custom);
519 strcat (buf, small_buf);
520 }
521}
522
523/////////////////////////////////////////////////////////////////////////////
524
525LayoutData::LayoutData (int w, int h)
526: w(w), h(h)
527{
528 int size = (sizeof (char *) + sizeof (char) * h) * w;
529
530 col = (char **)salloc<char> (size);
531
532 char *data = (char *)(col + w);
533
534 for (int x = w; x--; )
535 col [x] = data + x * h;
536}
537
538LayoutData::~LayoutData ()
539{
540 int size = (sizeof (char *) + sizeof (char) * h) * w;
541
542 sfree ((char *)col, size);
543}
544
545void LayoutData::clear (char fill)
546{
547 memset (col [0], fill, w * h);
548}
549
550void LayoutData::border (char fill)
551{
552 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
553 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
168} 554}
169 555
170/* function selects the layout function and gives it whatever 556/* function selects the layout function and gives it whatever
171 arguments it needs. */ 557 arguments it needs. */
172char ** 558static Layout
173layoutgen (random_map_params * RP) 559layoutgen (random_map_params *RP)
174{ 560{
175 char **maze = 0; 561 Layout layout (RP);
176 int oxsize = RP->Xsize, oysize = RP->Ysize;
177
178 if (RP->symmetry == SYMMETRY_RANDOM)
179 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
180 else
181 RP->symmetry_used = RP->symmetry;
182
183 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
184 RP->Ysize = RP->Ysize / 2 + 1;
185 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
186 RP->Xsize = RP->Xsize / 2 + 1;
187
188 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
189 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
191 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
192 RP->map_layout_style = 0;
193
194 /* Redo this - there was a lot of redundant code of checking for preset
195 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps.
198 */
199 if (strstr (RP->layoutstyle, "onion"))
200 RP->map_layout_style = LAYOUT_ONION;
201
202 if (strstr (RP->layoutstyle, "maze"))
203 RP->map_layout_style = LAYOUT_MAZE;
204
205 if (strstr (RP->layoutstyle, "spiral"))
206 RP->map_layout_style = LAYOUT_SPIRAL;
207
208 if (strstr (RP->layoutstyle, "rogue"))
209 RP->map_layout_style = LAYOUT_ROGUELIKE;
210
211 if (strstr (RP->layoutstyle, "snake"))
212 RP->map_layout_style = LAYOUT_SNAKE;
213
214 if (strstr (RP->layoutstyle, "squarespiral"))
215 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
216
217 /* No style found - choose one ranomdly */
218 if (RP->map_layout_style == LAYOUT_NONE)
219 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
220 562
221 switch (RP->map_layout_style) 563 switch (RP->map_layout_style)
222 { 564 {
223 case LAYOUT_ONION: 565 case LAYOUT_ONION:
224 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 566 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
567
225 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 568 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
226 roomify_layout (maze, RP); 569 roomify_layout (layout, RP);
570
227 break; 571 break;
228 572
229 case LAYOUT_MAZE: 573 case LAYOUT_MAZE:
230 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 574 maze_gen (layout, rmg_rndm (2));
231 if (!(RANDOM () % 2)) 575
576 if (!(rmg_rndm (2)))
232 doorify_layout (maze, RP); 577 doorify_layout (layout, RP);
578
233 break; 579 break;
234 580
235 case LAYOUT_SPIRAL: 581 case LAYOUT_SPIRAL:
236 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 582 map_gen_spiral (layout, RP->layoutoptions1);
237 if (!(RANDOM () % 2)) 583
584 if (!(rmg_rndm (2)))
238 doorify_layout (maze, RP); 585 doorify_layout (layout, RP);
586
239 break; 587 break;
240 588
241 case LAYOUT_ROGUELIKE: 589 case LAYOUT_ROGUELIKE:
242 /* Don't put symmetry in rogue maps. There isn't much reason to 590 /* Don't put symmetry in rogue maps. There isn't much reason to
243 * do so in the first place (doesn't make it any more interesting), 591 * do so in the first place (doesn't make it any more interesting),
245 * spirals, or maps with lots of passages - making a symmetric rogue 593 * spirals, or maps with lots of passages - making a symmetric rogue
246 * map fails because its likely that the passages the symmetry process 594 * map fails because its likely that the passages the symmetry process
247 * creates may not connect the rooms. 595 * creates may not connect the rooms.
248 */ 596 */
249 RP->symmetry_used = SYMMETRY_NONE; 597 RP->symmetry_used = SYMMETRY_NONE;
250 RP->Ysize = oysize;
251 RP->Xsize = oxsize;
252 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 598 roguelike_layout_gen (layout, RP->layoutoptions1);
253 /* no doorifying... done already */ 599 /* no doorifying... done already */
254 break; 600 break;
255 601
256 case LAYOUT_SNAKE: 602 case LAYOUT_SNAKE:
257 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 603 make_snake_layout (layout, RP->layoutoptions1);
258 if (RANDOM () % 2) 604
605 if (rmg_rndm (2))
259 roomify_layout (maze, RP); 606 roomify_layout (layout, RP);
607
260 break; 608 break;
261 609
262 case LAYOUT_SQUARE_SPIRAL: 610 case LAYOUT_SQUARE_SPIRAL:
263 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 611 make_square_spiral_layout (layout, RP->layoutoptions1);
264 if (RANDOM () % 2) 612
613 if (rmg_rndm (2))
265 roomify_layout (maze, RP); 614 roomify_layout (layout, RP);
615
266 break; 616 break;
267 }
268 617
269 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 618 default:
619 abort ();
620 }
621
622 /* rotate the layout randomly */
623 rotate_layout (layout, rmg_rndm (4));
624
625 symmetrize_layout (layout, RP);
270 626
271#ifdef RMAP_DEBUG 627#ifdef RMAP_DEBUG
272 dump_layout (maze, RP); 628 dump_layout (layout);
273#endif 629#endif
274 630
275 if (RP->expand2x) 631 if (RP->expand2x)
276 { 632 expand2x (layout);
277 maze = expand2x (maze, RP->Xsize, RP->Ysize);
278 RP->Xsize = RP->Xsize * 2 - 1;
279 RP->Ysize = RP->Ysize * 2 - 1;
280 }
281 633
282 return maze; 634 return layout;
283} 635}
284 636
285/* takes a map and makes it symmetric: adjusts Xsize and 637bool
286Ysize to produce a symmetric map. */ 638maptile::generate_random_map (random_map_params *RP)
287char **
288symmetrize_layout (char **maze, int sym, random_map_params * RP)
289{ 639{
290 int i, j; 640 char buf[16384];
291 char **sym_maze;
292 int Xsize_orig, Ysize_orig;
293
294 Xsize_orig = RP->Xsize;
295 Ysize_orig = RP->Ysize;
296 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
297 if (sym == SYMMETRY_NONE)
298 {
299 RP->Xsize = Xsize_orig;
300 RP->Ysize = Ysize_orig;
301 return maze;
302 }
303 /* pick new sizes */
304 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
305 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
306
307 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
308 for (i = 0; i < RP->Xsize; i++)
309 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
310
311 if (sym == SYMMETRY_X)
312 for (i = 0; i < RP->Xsize / 2 + 1; i++)
313 for (j = 0; j < RP->Ysize; j++)
314 {
315 sym_maze[i][j] = maze[i][j];
316 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
317 };
318 if (sym == SYMMETRY_Y)
319 for (i = 0; i < RP->Xsize; i++)
320 for (j = 0; j < RP->Ysize / 2 + 1; j++)
321 {
322 sym_maze[i][j] = maze[i][j];
323 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
324 }
325 if (sym == SYMMETRY_XY)
326 for (i = 0; i < RP->Xsize / 2 + 1; i++)
327 for (j = 0; j < RP->Ysize / 2 + 1; j++)
328 {
329 sym_maze[i][j] = maze[i][j];
330 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
331 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
332 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
333 }
334 /* delete the old maze */
335 for (i = 0; i < Xsize_orig; i++)
336 free (maze[i]);
337 free (maze);
338 /* reconnect disjointed spirals */
339 if (RP->map_layout_style == LAYOUT_SPIRAL)
340 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
341 /* reconnect disjointed nethackmazes: the routine for
342 spirals will do the trick? */
343 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
344 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
345
346 return sym_maze;
347}
348
349
350/* takes a map and rotates it. This completes the
351 onion layouts, making them possibly centered on any wall.
352 It'll modify Xsize and Ysize if they're swapped.
353*/
354
355char **
356rotate_layout (char **maze, int rotation, random_map_params * RP)
357{
358 char **new_maze;
359 int i, j;
360
361 switch (rotation)
362 {
363 case 0:
364 return maze;
365 break;
366 case 2: /* a reflection */
367 {
368 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
369
370 for (i = 0; i < RP->Xsize; i++)
371 { /* make a copy */
372 for (j = 0; j < RP->Ysize; j++)
373 {
374 newmaze[i * RP->Ysize + j] = maze[i][j];
375 }
376 }
377 for (i = 0; i < RP->Xsize; i++)
378 { /* copy a reflection back */
379 for (j = 0; j < RP->Ysize; j++)
380 {
381 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
382 }
383 }
384 free (newmaze);
385 return maze;
386 break;
387 }
388 case 1:
389 case 3:
390 {
391 int swap;
392 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
393 for (i = 0; i < RP->Ysize; i++)
394 {
395 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
396 }
397 if (rotation == 1) /* swap x and y */
398 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++)
400 new_maze[j][i] = maze[i][j];
401
402 if (rotation == 3)
403 { /* swap x and y */
404 for (i = 0; i < RP->Xsize; i++)
405 for (j = 0; j < RP->Ysize; j++)
406 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
407 }
408
409 /* delete the old layout */
410 for (i = 0; i < RP->Xsize; i++)
411 free (maze[i]);
412 free (maze);
413
414 swap = RP->Ysize;
415 RP->Ysize = RP->Xsize;
416 RP->Xsize = swap;
417 return new_maze;
418 break;
419 }
420 }
421 return NULL;
422}
423
424/* take a layout and make some rooms in it.
425 --works best on onions.*/
426void
427roomify_layout (char **maze, random_map_params * RP)
428{
429 int tries = RP->Xsize * RP->Ysize / 30;
430 int ti; 641 int i;
431 642
432 for (ti = 0; ti < tries; ti++) 643 RP->Xsize = RP->xsize;
433 { 644 RP->Ysize = RP->ysize;
434 int dx, dy; /* starting location for looking at creating a door */
435 int cx, cy; /* results of checking on creating walls. */
436 645
437 dx = RANDOM () % RP->Xsize; 646 /* pick a random seed, or use the one from the input file */
438 dy = RANDOM () % RP->Ysize; 647 RP->random_seed = RP->random_seed
439 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 648 ? RP->random_seed + RP->dungeon_level
440 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 649 : time (0);
441 if (cx == -1) 650
442 { 651 // we run "single-threaded"
443 if (cy != -1) 652 rmg_rndm.seed (RP->random_seed);
444 make_wall (maze, dx, dy, 1); 653
445 continue; 654 write_map_parameters_to_string (buf, RP);
446 } 655
447 if (cy == -1) 656 if (RP->difficulty == 0)
448 {
449 make_wall (maze, dx, dy, 0);
450 continue;
451 }
452 if (cx < cy)
453 make_wall (maze, dx, dy, 0);
454 else
455 make_wall (maze, dx, dy, 1);
456 } 657 {
457} 658 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
458 659
459/* checks the layout to see if I can stick a horizontal(dir = 0) wall 660 if (RP->difficulty_increase > 0.001)
460 (or vertical, dir == 1) 661 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
461 here which ends up on other walls sensibly. */
462 662
463int 663 if (RP->difficulty < 1)
464can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) 664 RP->difficulty = 1;
465{
466 int i1;
467 int length = 0;
468
469 /* dont make walls if we're on the edge. */
470 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
471 return -1;
472
473 /* don't make walls if we're ON a wall. */
474 if (maze[dx][dy] != 0)
475 return -1;
476
477 if (dir == 0) /* horizontal */
478 {
479 int y = dy;
480
481 for (i1 = dx - 1; i1 > 0; i1--)
482 {
483 int sindex = surround_flag2 (maze, i1, y, RP);
484
485 if (sindex == 1)
486 break;
487 if (sindex != 0)
488 return -1; /* can't make horiz. wall here */
489 if (maze[i1][y] != 0)
490 return -1; /* can't make horiz. wall here */
491 length++;
492 }
493
494 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
495 {
496 int sindex = surround_flag2 (maze, i1, y, RP);
497
498 if (sindex == 2)
499 break;
500 if (sindex != 0)
501 return -1; /* can't make horiz. wall here */
502 if (maze[i1][y] != 0)
503 return -1; /* can't make horiz. wall here */
504 length++;
505 }
506 return length;
507 } 665 }
508 else 666 else
509 { /* vertical */ 667 RP->difficulty_given = 1;
510 int x = dx;
511 668
512 for (i1 = dy - 1; i1 > 0; i1--) 669 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
513 { 670 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
514 int sindex = surround_flag2 (maze, x, i1, RP);
515 671
516 if (sindex == 4) 672 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
517 break; 673 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
518 if (sindex != 0)
519 return -1; /* can't make vert. wall here */
520 if (maze[x][i1] != 0)
521 return -1; /* can't make horiz. wall here */
522 length++;
523 }
524 674
525 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 675 if (RP->symmetry == SYMMETRY_RANDOM)
526 { 676 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
527 int sindex = surround_flag2 (maze, x, i1, RP); 677 else
678 RP->symmetry_used = RP->symmetry;
528 679
529 if (sindex == 8) 680 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
530 break; 681 RP->Ysize = RP->Ysize / 2 + 1;
531 if (sindex != 0) 682
532 return -1; /* can't make verti. wall here */ 683 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
533 if (maze[x][i1] != 0) 684 RP->Xsize = RP->Xsize / 2 + 1;
534 return -1; /* can't make horiz. wall here */ 685
535 length++; 686 if (RP->expand2x > 0)
536 }
537 return length;
538 } 687 {
688 RP->Xsize /= 2;
689 RP->Ysize /= 2;
690 }
691
692 RP->map_layout_style = LAYOUT_NONE;
693
694 /* Redo this - there was a lot of redundant code of checking for preset
695 * layout style and then random layout style. Instead, figure out
696 * the numeric layoutstyle, so there is only one area that actually
697 * calls the code to make the maps.
698 */
699 if (strstr (RP->layoutstyle, "onion"))
700 RP->map_layout_style = LAYOUT_ONION;
701 else if (strstr (RP->layoutstyle, "maze"))
702 RP->map_layout_style = LAYOUT_MAZE;
703 else if (strstr (RP->layoutstyle, "spiral"))
704 RP->map_layout_style = LAYOUT_SPIRAL;
705 else if (strstr (RP->layoutstyle, "rogue"))
706 RP->map_layout_style = LAYOUT_ROGUELIKE;
707 else if (strstr (RP->layoutstyle, "snake"))
708 RP->map_layout_style = LAYOUT_SNAKE;
709 else if (strstr (RP->layoutstyle, "squarespiral"))
710 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
711 else if (RP->map_layout_style == LAYOUT_NONE)
712 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
713 else
714 abort ();
715
716 Layout layout = layoutgen (RP);
717
718#ifdef RMAP_DEBUG
719 dump_layout (layout);
720#endif
721
722 /* increment these for the current map */
723 ++RP->dungeon_level;
724
725 // need to patch RP becasue following code doesn't use the Layout object
726 RP->Xsize = layout->w;
727 RP->Ysize = layout->h;
728
729 /* allocate the map and set the floor */
730 make_map_floor (layout, RP->floorstyle, RP);
731
732 /* set region */
733 default_region = RP->region;
734
735 CEDE;
736
737 place_specials_in_map (this, layout, RP);
738
739 CEDE;
740
741 /* create walls unless the wallstyle is "none" */
742 if (strcmp (RP->wallstyle, "none"))
743 {
744 make_map_walls (this, layout, RP->wallstyle, RP->miningstyle, RP);
745
746 /* place doors unless doorstyle or wallstyle is "none" */
747 if (strcmp (RP->doorstyle, "none"))
748 put_doors (this, layout, RP->doorstyle, RP);
749 }
750
751 CEDE;
752
753 /* create exits unless the exitstyle is "none" */
754 if (strcmp (RP->exitstyle, "none"))
755 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
756
757 CEDE;
758
759 /* create monsters unless the monsterstyle is "none" */
760 if (strcmp (RP->monsterstyle, "none"))
761 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
762
763 CEDE;
764
765 /* treasures needs to have a proper difficulty set for the map. */
766 difficulty = estimate_difficulty ();
767
768 CEDE;
769
770 /* create treasure unless the treasurestyle is "none" */
771 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
772
773 CEDE;
774
775 /* create decor unless the decorstyle is "none" */
776 if (strcmp (RP->decorstyle, "none"))
777 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
778
779 CEDE;
780
781 /* generate treasures, etc. */
782 fix_auto_apply ();
783
784 CEDE;
785
786 unblock_exits (this, layout, RP);
787
788 msg = strdup (buf);
789 in_memory = MAP_ACTIVE;
790
791 CEDE;
792
539 return -1; 793 return 1;
540} 794}
541 795
542
543int
544make_wall (char **maze, int x, int y, int dir)
545{
546 maze[x][y] = 'D'; /* mark a door */
547 switch (dir)
548 {
549 case 0: /* horizontal */
550 {
551 int i1;
552
553 for (i1 = x - 1; maze[i1][y] == 0; i1--)
554 maze[i1][y] = '#';
555 for (i1 = x + 1; maze[i1][y] == 0; i1++)
556 maze[i1][y] = '#';
557 break;
558 }
559 case 1: /* vertical */
560 {
561 int i1;
562
563 for (i1 = y - 1; maze[x][i1] == 0; i1--)
564 maze[x][i1] = '#';
565 for (i1 = y + 1; maze[x][i1] == 0; i1++)
566 maze[x][i1] = '#';
567 break;
568 }
569 }
570
571 return 0;
572}
573
574/* puts doors at appropriate locations in a layout. */
575
576void
577doorify_layout (char **maze, random_map_params * RP)
578{
579 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
580 char *doorlist_x;
581 char *doorlist_y;
582 int doorlocs = 0; /* # of available doorlocations */
583 int i, j;
584
585 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
586 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
587
588
589 /* make a list of possible door locations */
590 for (i = 1; i < RP->Xsize - 1; i++)
591 for (j = 1; j < RP->Ysize - 1; j++)
592 {
593 int sindex = surround_flag (maze, i, j, RP);
594
595 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
596 {
597 doorlist_x[doorlocs] = i;
598 doorlist_y[doorlocs] = j;
599 doorlocs++;
600 }
601 }
602 while (ndoors > 0 && doorlocs > 0)
603 {
604 int di;
605 int sindex;
606
607 di = RANDOM () % doorlocs;
608 i = doorlist_x[di];
609 j = doorlist_y[di];
610 sindex = surround_flag (maze, i, j, RP);
611 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
612 {
613 maze[i][j] = 'D';
614 ndoors--;
615 }
616 /* reduce the size of the list */
617 doorlocs--;
618 doorlist_x[di] = doorlist_x[doorlocs];
619 doorlist_y[di] = doorlist_y[doorlocs];
620 }
621 free (doorlist_x);
622 free (doorlist_y);
623}
624
625
626void
627write_map_parameters_to_string (char *buf, random_map_params * RP)
628{
629 char small_buf[256];
630
631 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
632
633 if (RP->wallstyle[0])
634 {
635 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
636 strcat (buf, small_buf);
637 }
638
639 if (RP->floorstyle[0])
640 {
641 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
642 strcat (buf, small_buf);
643 }
644
645 if (RP->monsterstyle[0])
646 {
647 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
648 strcat (buf, small_buf);
649 }
650
651 if (RP->treasurestyle[0])
652 {
653 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
654 strcat (buf, small_buf);
655 }
656
657 if (RP->layoutstyle[0])
658 {
659 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
660 strcat (buf, small_buf);
661 }
662
663 if (RP->decorstyle[0])
664 {
665 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
666 strcat (buf, small_buf);
667 }
668
669 if (RP->doorstyle[0])
670 {
671 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
672 strcat (buf, small_buf);
673 }
674
675 if (RP->exitstyle[0])
676 {
677 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
678 strcat (buf, small_buf);
679 }
680
681 if (RP->final_map[0])
682 {
683 sprintf (small_buf, "final_map %s\n", RP->final_map);
684 strcat (buf, small_buf);
685 }
686
687 if (RP->exit_on_final_map[0])
688 {
689 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
690 strcat (buf, small_buf);
691 }
692
693 if (RP->this_map[0])
694 {
695 sprintf (small_buf, "origin_map %s\n", RP->this_map);
696 strcat (buf, small_buf);
697 }
698
699 if (RP->expand2x)
700 {
701 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
702 strcat (buf, small_buf);
703 }
704
705 if (RP->layoutoptions1)
706 {
707 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
708 strcat (buf, small_buf);
709 }
710
711
712 if (RP->layoutoptions2)
713 {
714 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715 strcat (buf, small_buf);
716 }
717
718
719 if (RP->layoutoptions3)
720 {
721 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
722 strcat (buf, small_buf);
723 }
724
725 if (RP->symmetry)
726 {
727 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
728 strcat (buf, small_buf);
729 }
730
731
732 if (RP->difficulty && RP->difficulty_given)
733 {
734 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
735 strcat (buf, small_buf);
736 }
737
738 if (RP->difficulty_increase != 1.0)
739 {
740 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
741 strcat (buf, small_buf);
742 }
743
744 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
745 strcat (buf, small_buf);
746
747 if (RP->dungeon_depth)
748 {
749 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
750 strcat (buf, small_buf);
751 }
752
753 if (RP->decoroptions)
754 {
755 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
756 strcat (buf, small_buf);
757 }
758
759 if (RP->orientation)
760 {
761 sprintf (small_buf, "orientation %d\n", RP->orientation);
762 strcat (buf, small_buf);
763 }
764
765 if (RP->origin_x)
766 {
767 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
768 strcat (buf, small_buf);
769 }
770
771 if (RP->origin_y)
772 {
773 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
774 strcat (buf, small_buf);
775 }
776
777 if (RP->random_seed)
778 {
779 /* Add one so that the next map is a bit different */
780 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
781 strcat (buf, small_buf);
782 }
783
784 if (RP->treasureoptions)
785 {
786 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
787 strcat (buf, small_buf);
788 }
789}
790
791void
792write_parameters_to_string (char *buf,
793 int xsize_n,
794 int ysize_n,
795 char *wallstyle_n,
796 char *floorstyle_n,
797 char *monsterstyle_n,
798 char *treasurestyle_n,
799 char *layoutstyle_n,
800 char *decorstyle_n,
801 char *doorstyle_n,
802 char *exitstyle_n,
803 char *final_map_n,
804 char *exit_on_final_map_n,
805 char *this_map_n,
806 int layoutoptions1_n,
807 int layoutoptions2_n,
808 int layoutoptions3_n,
809 int symmetry_n,
810 int dungeon_depth_n,
811 int dungeon_level_n,
812 int difficulty_n,
813 int difficulty_given_n,
814 int decoroptions_n,
815 int orientation_n,
816 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
817{
818
819 char small_buf[256];
820
821 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
822
823 if (wallstyle_n && wallstyle_n[0])
824 {
825 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
826 strcat (buf, small_buf);
827 }
828
829 if (floorstyle_n && floorstyle_n[0])
830 {
831 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
832 strcat (buf, small_buf);
833 }
834
835 if (monsterstyle_n && monsterstyle_n[0])
836 {
837 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
838 strcat (buf, small_buf);
839 }
840
841 if (treasurestyle_n && treasurestyle_n[0])
842 {
843 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
844 strcat (buf, small_buf);
845 }
846
847 if (layoutstyle_n && layoutstyle_n[0])
848 {
849 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
850 strcat (buf, small_buf);
851 }
852
853 if (decorstyle_n && decorstyle_n[0])
854 {
855 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
856 strcat (buf, small_buf);
857 }
858
859 if (doorstyle_n && doorstyle_n[0])
860 {
861 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
862 strcat (buf, small_buf);
863 }
864
865 if (exitstyle_n && exitstyle_n[0])
866 {
867 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
868 strcat (buf, small_buf);
869 }
870
871 if (final_map_n && final_map_n[0])
872 {
873 sprintf (small_buf, "final_map %s\n", final_map_n);
874 strcat (buf, small_buf);
875 }
876
877 if (exit_on_final_map_n && exit_on_final_map_n[0])
878 {
879 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
880 strcat (buf, small_buf);
881 }
882
883 if (this_map_n && this_map_n[0])
884 {
885 sprintf (small_buf, "origin_map %s\n", this_map_n);
886 strcat (buf, small_buf);
887 }
888
889 if (layoutoptions1_n)
890 {
891 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
892 strcat (buf, small_buf);
893 }
894
895
896 if (layoutoptions2_n)
897 {
898 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
899 strcat (buf, small_buf);
900 }
901
902
903 if (layoutoptions3_n)
904 {
905 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
906 strcat (buf, small_buf);
907 }
908
909 if (symmetry_n)
910 {
911 sprintf (small_buf, "symmetry %d\n", symmetry_n);
912 strcat (buf, small_buf);
913 }
914
915
916 if (difficulty_n && difficulty_given_n)
917 {
918 sprintf (small_buf, "difficulty %d\n", difficulty_n);
919 strcat (buf, small_buf);
920 }
921
922 if (difficulty_increase > 0.001)
923 {
924 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
925 strcat (buf, small_buf);
926 }
927
928 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
929 strcat (buf, small_buf);
930
931 if (dungeon_depth_n)
932 {
933 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
934 strcat (buf, small_buf);
935 }
936
937 if (decoroptions_n)
938 {
939 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
940 strcat (buf, small_buf);
941 }
942
943 if (orientation_n)
944 {
945 sprintf (small_buf, "orientation %d\n", orientation_n);
946 strcat (buf, small_buf);
947 }
948
949 if (origin_x_n)
950 {
951 sprintf (small_buf, "origin_x %d\n", origin_x_n);
952 strcat (buf, small_buf);
953 }
954
955 if (origin_y_n)
956 {
957 sprintf (small_buf, "origin_y %d\n", origin_y_n);
958 strcat (buf, small_buf);
959 }
960
961 if (random_seed_n)
962 {
963 /* Add one so that the next map is a bit different */
964 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
965 strcat (buf, small_buf);
966 }
967
968 if (treasureoptions_n)
969 {
970 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
971 strcat (buf, small_buf);
972 }
973
974
975}
976
977/* copy an object with an inventory... i.e., duplicate the inv too. */
978void
979copy_object_with_inv (object *src_ob, object *dest_ob)
980{
981 object *walk, *tmp;
982
983 src_ob->copy_to (dest_ob);
984
985 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
986 {
987 tmp = object::create ();
988 walk->copy_to (tmp);
989 insert_ob_in_ob (tmp, dest_ob);
990 }
991}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines