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 1.14 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.49 by root, Tue Apr 13 02:39:53 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <time.h> 25#include <time.h>
26#include <stdio.h> 26#include <stdio.h>
27#include <global.h> 27#include <global.h>
28#include <maze_gen.h>
29#include <room_gen.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32#include <sproto.h> 30#include <sproto.h>
33 31
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
34void 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
35dump_layout (char **layout, random_map_params *RP) 236roomify_layout (char **maze, random_map_params *RP)
36{ 237{
238 int tries = RP->Xsize * RP->Ysize / 30;
239 int ti;
240
241 for (ti = 0; ti < tries; ti++)
37 { 242 {
38 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. */
39 245
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 */
40 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++)
41 { 316 {
42 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 */
43 { 320 {
44 if (layout[i][j] == 0) 321 doorlist_x[doorlocs] = i;
45 layout[i][j] = ' '; 322 doorlist_y[doorlocs] = j;
46 printf ("%c", layout[i][j]); 323 doorlocs++;
47 if (layout[i][j] == ' ')
48 layout[i][j] = 0;
49 } 324 }
50 printf ("\n");
51 } 325 }
52 }
53 printf ("\n");
54}
55 326
56maptile * 327 while (ndoors > 0 && doorlocs > 0)
57generate_random_map (const char *OutFileName, random_map_params *RP)
58{
59 char **layout, buf[HUGE_BUF];
60 maptile *theMap;
61 int i;
62
63 /* pick a random seed, or use the one from the input file */
64 SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0));
65
66 write_map_parameters_to_string (buf, RP);
67
68 if (RP->difficulty == 0)
69 {
70 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
71
72 if (RP->difficulty_increase > 0.001)
73 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
74
75 if (RP->difficulty < 1)
76 RP->difficulty = 1;
77 } 328 {
78 else 329 int di = rmg_rndm (doorlocs);
79 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);
80 333
81 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
82 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 335 {
336 maze[i][j] = 'D';
337 ndoors--;
338 }
83 339
84 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 340 /* reduce the size of the list */
85 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 }
86 345
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
87 if (RP->expand2x > 0) 429 if (RP->expand2x)
88 {
89 RP->Xsize /= 2;
90 RP->Ysize /= 2;
91 } 430 {
92 431 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
93 layout = layoutgen (RP); 432 strcat (buf, small_buf);
94
95#ifdef RMAP_DEBUG
96 dump_layout (layout, RP);
97#endif
98
99 /* increment these for the current map */
100 RP->dungeon_level += 1;
101 /* allow constant-difficulty maps. */
102 /* difficulty+=1; */
103
104 /* rotate the layout randomly */
105 layout = rotate_layout (layout, RANDOM () % 4, RP);
106#ifdef RMAP_DEBUG
107 dump_layout (layout, RP);
108#endif
109
110 /* allocate the map and set the floor */
111 theMap = make_map_floor (layout, RP->floorstyle, RP);
112
113 /* set the name of the map. */
114 theMap->path = OutFileName;
115
116 /* set region */
117 theMap->region = RP->region;
118
119 coroapi.cede ();
120 /* create walls unless the wallstyle is "none" */
121 if (strcmp (RP->wallstyle, "none"))
122 { 433 }
123 make_map_walls (theMap, layout, RP->wallstyle, RP);
124 434
125 /* place doors unless doorstyle or wallstyle is "none" */ 435 if (RP->layoutoptions1)
126 if (strcmp (RP->doorstyle, "none"))
127 put_doors (theMap, layout, RP->doorstyle, RP);
128
129 } 436 {
437 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
438 strcat (buf, small_buf);
439 }
130 440
131 coroapi.cede (); 441 if (RP->layoutoptions2)
132 /* create exits unless the exitstyle is "none" */ 442 {
133 if (strcmp (RP->exitstyle, "none")) 443 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
134 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); 444 strcat (buf, small_buf);
445 }
135 446
136 coroapi.cede (); 447 if (RP->layoutoptions3)
137 place_specials_in_map (theMap, layout, RP); 448 {
449 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
450 strcat (buf, small_buf);
451 }
138 452
139 coroapi.cede (); 453 if (RP->symmetry)
140 /* create monsters unless the monsterstyle is "none" */ 454 {
141 if (strcmp (RP->monsterstyle, "none")) 455 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); 456 strcat (buf, small_buf);
457 }
143 458
144 coroapi.cede (); 459 if (RP->difficulty && RP->difficulty_given)
145 /* treasures needs to have a proper difficulty set for the map. */ 460 {
146 theMap->difficulty = theMap->estimate_difficulty (); 461 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
462 strcat (buf, small_buf);
463 }
147 464
148 coroapi.cede (); 465 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
149 /* create treasure unless the treasurestyle is "none" */ 466 {
150 if (strcmp (RP->treasurestyle, "none")) 467 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
151 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); 468 strcat (buf, small_buf);
469 }
152 470
153 coroapi.cede (); 471 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
154 /* create decor unless the decorstyle is "none" */ 472 strcat (buf, small_buf);
155 if (strcmp (RP->decorstyle, "none"))
156 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
157 473
158 coroapi.cede (); 474 if (RP->dungeon_depth)
159 /* generate treasures, etc. */ 475 {
160 theMap->fix_auto_apply (); 476 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
477 strcat (buf, small_buf);
478 }
161 479
162 coroapi.cede (); 480 if (RP->decoroptions)
163 unblock_exits (theMap, layout, RP); 481 {
482 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
483 strcat (buf, small_buf);
484 }
164 485
165 /* free the layout */ 486 if (RP->orientation)
166 for (i = 0; i < RP->Xsize; i++) 487 {
167 free (layout[i]); 488 sprintf (small_buf, "orientation %d\n", RP->orientation);
489 strcat (buf, small_buf);
490 }
168 491
169 free (layout); 492 if (RP->origin_x)
493 {
494 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
495 strcat (buf, small_buf);
496 }
170 497
171 theMap->msg = strdup (buf); 498 if (RP->origin_y)
172 theMap->in_memory = MAP_IN_MEMORY; 499 {
500 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
501 strcat (buf, small_buf);
502 }
173 503
174 return theMap; 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;
175} 554}
176 555
177/* function selects the layout function and gives it whatever 556/* function selects the layout function and gives it whatever
178 arguments it needs. */ 557 arguments it needs. */
179char ** 558static Layout
180layoutgen (random_map_params *RP) 559layoutgen (random_map_params *RP)
181{ 560{
182 char **maze = 0; 561 Layout layout (RP);
183 int oxsize = RP->Xsize, oysize = RP->Ysize;
184
185 if (RP->symmetry == SYMMETRY_RANDOM)
186 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
187 else
188 RP->symmetry_used = RP->symmetry;
189
190 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
191 RP->Ysize = RP->Ysize / 2 + 1;
192 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
193 RP->Xsize = RP->Xsize / 2 + 1;
194
195 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
196 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
197 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
198 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
199 RP->map_layout_style = 0;
200
201 /* Redo this - there was a lot of redundant code of checking for preset
202 * layout style and then random layout style. Instead, figure out
203 * the numeric layoutstyle, so there is only one area that actually
204 * calls the code to make the maps.
205 */
206 if (strstr (RP->layoutstyle, "onion"))
207 RP->map_layout_style = LAYOUT_ONION;
208
209 if (strstr (RP->layoutstyle, "maze"))
210 RP->map_layout_style = LAYOUT_MAZE;
211
212 if (strstr (RP->layoutstyle, "spiral"))
213 RP->map_layout_style = LAYOUT_SPIRAL;
214
215 if (strstr (RP->layoutstyle, "rogue"))
216 RP->map_layout_style = LAYOUT_ROGUELIKE;
217
218 if (strstr (RP->layoutstyle, "snake"))
219 RP->map_layout_style = LAYOUT_SNAKE;
220
221 if (strstr (RP->layoutstyle, "squarespiral"))
222 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
223
224 /* No style found - choose one ranomdly */
225 if (RP->map_layout_style == LAYOUT_NONE)
226 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
227 562
228 switch (RP->map_layout_style) 563 switch (RP->map_layout_style)
229 { 564 {
230 case LAYOUT_ONION: 565 case LAYOUT_ONION:
231 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 566 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
567
232 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 568 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
233 roomify_layout (maze, RP); 569 roomify_layout (layout, RP);
570
234 break; 571 break;
235 572
236 case LAYOUT_MAZE: 573 case LAYOUT_MAZE:
237 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 574 maze_gen (layout, rmg_rndm (2));
238 if (!(RANDOM () % 2)) 575
576 if (!(rmg_rndm (2)))
239 doorify_layout (maze, RP); 577 doorify_layout (layout, RP);
578
240 break; 579 break;
241 580
242 case LAYOUT_SPIRAL: 581 case LAYOUT_SPIRAL:
243 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 582 map_gen_spiral (layout, RP->layoutoptions1);
244 if (!(RANDOM () % 2)) 583
584 if (!(rmg_rndm (2)))
245 doorify_layout (maze, RP); 585 doorify_layout (layout, RP);
586
246 break; 587 break;
247 588
248 case LAYOUT_ROGUELIKE: 589 case LAYOUT_ROGUELIKE:
249 /* 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
250 * 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),
252 * spirals, or maps with lots of passages - making a symmetric rogue 593 * spirals, or maps with lots of passages - making a symmetric rogue
253 * map fails because its likely that the passages the symmetry process 594 * map fails because its likely that the passages the symmetry process
254 * creates may not connect the rooms. 595 * creates may not connect the rooms.
255 */ 596 */
256 RP->symmetry_used = SYMMETRY_NONE; 597 RP->symmetry_used = SYMMETRY_NONE;
257 RP->Ysize = oysize;
258 RP->Xsize = oxsize;
259 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 598 roguelike_layout_gen (layout, RP->layoutoptions1);
260 /* no doorifying... done already */ 599 /* no doorifying... done already */
261 break; 600 break;
262 601
263 case LAYOUT_SNAKE: 602 case LAYOUT_SNAKE:
264 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 603 make_snake_layout (layout, RP->layoutoptions1);
265 if (RANDOM () % 2) 604
605 if (rmg_rndm (2))
266 roomify_layout (maze, RP); 606 roomify_layout (layout, RP);
607
267 break; 608 break;
268 609
269 case LAYOUT_SQUARE_SPIRAL: 610 case LAYOUT_SQUARE_SPIRAL:
270 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 611 make_square_spiral_layout (layout, RP->layoutoptions1);
271 if (RANDOM () % 2) 612
613 if (rmg_rndm (2))
272 roomify_layout (maze, RP); 614 roomify_layout (layout, RP);
615
273 break; 616 break;
274 }
275 617
276 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);
277 626
278#ifdef RMAP_DEBUG 627#ifdef RMAP_DEBUG
279 dump_layout (maze, RP); 628 dump_layout (layout);
280#endif 629#endif
281 630
282 if (RP->expand2x) 631 if (RP->expand2x)
283 { 632 expand2x (layout);
284 maze = expand2x (maze, RP->Xsize, RP->Ysize);
285 RP->Xsize = RP->Xsize * 2 - 1;
286 RP->Ysize = RP->Ysize * 2 - 1;
287 }
288 633
289 return maze; 634 return layout;
290} 635}
291 636
292/* takes a map and makes it symmetric: adjusts Xsize and 637bool
293Ysize to produce a symmetric map. */ 638maptile::generate_random_map (random_map_params *RP)
294char **
295symmetrize_layout (char **maze, int sym, random_map_params *RP)
296{ 639{
297 int i, j; 640 char buf[16384];
298 char **sym_maze;
299 int Xsize_orig, Ysize_orig;
300
301 Xsize_orig = RP->Xsize;
302 Ysize_orig = RP->Ysize;
303 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
304 if (sym == SYMMETRY_NONE)
305 {
306 RP->Xsize = Xsize_orig;
307 RP->Ysize = Ysize_orig;
308 return maze;
309 }
310 /* pick new sizes */
311 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
312 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
313
314 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
315 for (i = 0; i < RP->Xsize; i++)
316 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
317
318 if (sym == SYMMETRY_X)
319 for (i = 0; i < RP->Xsize / 2 + 1; i++)
320 for (j = 0; j < RP->Ysize; j++)
321 {
322 sym_maze[i][j] = maze[i][j];
323 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
324 };
325 if (sym == SYMMETRY_Y)
326 for (i = 0; i < RP->Xsize; 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 }
332 if (sym == SYMMETRY_XY)
333 for (i = 0; i < RP->Xsize / 2 + 1; i++)
334 for (j = 0; j < RP->Ysize / 2 + 1; j++)
335 {
336 sym_maze[i][j] = maze[i][j];
337 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
338 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
339 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
340 }
341 /* delete the old maze */
342 for (i = 0; i < Xsize_orig; i++)
343 free (maze[i]);
344 free (maze);
345 /* reconnect disjointed spirals */
346 if (RP->map_layout_style == LAYOUT_SPIRAL)
347 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
348 /* reconnect disjointed nethackmazes: the routine for
349 spirals will do the trick? */
350 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
351 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
352
353 return sym_maze;
354}
355
356
357/* takes a map and rotates it. This completes the
358 onion layouts, making them possibly centered on any wall.
359 It'll modify Xsize and Ysize if they're swapped.
360*/
361
362char **
363rotate_layout (char **maze, int rotation, random_map_params *RP)
364{
365 char **new_maze;
366 int i, j;
367
368 switch (rotation)
369 {
370 case 0:
371 return maze;
372 break;
373 case 2: /* a reflection */
374 {
375 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
376
377 for (i = 0; i < RP->Xsize; i++)
378 { /* make a copy */
379 for (j = 0; j < RP->Ysize; j++)
380 {
381 newmaze[i * RP->Ysize + j] = maze[i][j];
382 }
383 }
384 for (i = 0; i < RP->Xsize; i++)
385 { /* copy a reflection back */
386 for (j = 0; j < RP->Ysize; j++)
387 {
388 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
389 }
390 }
391 free (newmaze);
392 return maze;
393 break;
394 }
395 case 1:
396 case 3:
397 {
398 int swap;
399 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
400 for (i = 0; i < RP->Ysize; i++)
401 {
402 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
403 }
404 if (rotation == 1) /* swap x and y */
405 for (i = 0; i < RP->Xsize; i++)
406 for (j = 0; j < RP->Ysize; j++)
407 new_maze[j][i] = maze[i][j];
408
409 if (rotation == 3)
410 { /* swap x and y */
411 for (i = 0; i < RP->Xsize; i++)
412 for (j = 0; j < RP->Ysize; j++)
413 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
414 }
415
416 /* delete the old layout */
417 for (i = 0; i < RP->Xsize; i++)
418 free (maze[i]);
419 free (maze);
420
421 swap = RP->Ysize;
422 RP->Ysize = RP->Xsize;
423 RP->Xsize = swap;
424 return new_maze;
425 break;
426 }
427 }
428 return NULL;
429}
430
431/* take a layout and make some rooms in it.
432 --works best on onions.*/
433void
434roomify_layout (char **maze, random_map_params *RP)
435{
436 int tries = RP->Xsize * RP->Ysize / 30;
437 int ti; 641 int i;
438 642
439 for (ti = 0; ti < tries; ti++) 643 RP->Xsize = RP->xsize;
440 { 644 RP->Ysize = RP->ysize;
441 int dx, dy; /* starting location for looking at creating a door */
442 int cx, cy; /* results of checking on creating walls. */
443 645
444 dx = RANDOM () % RP->Xsize; 646 /* pick a random seed, or use the one from the input file */
445 dy = RANDOM () % RP->Ysize; 647 RP->random_seed = RP->random_seed
446 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 648 ? RP->random_seed + RP->dungeon_level
447 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 649 : time (0);
448 if (cx == -1) 650
449 { 651 // we run "single-threaded"
450 if (cy != -1) 652 rmg_rndm.seed (RP->random_seed);
451 make_wall (maze, dx, dy, 1); 653
452 continue; 654 write_map_parameters_to_string (buf, RP);
453 } 655
454 if (cy == -1) 656 if (RP->difficulty == 0)
455 {
456 make_wall (maze, dx, dy, 0);
457 continue;
458 }
459 if (cx < cy)
460 make_wall (maze, dx, dy, 0);
461 else
462 make_wall (maze, dx, dy, 1);
463 } 657 {
464} 658 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
465 659
466/* checks the layout to see if I can stick a horizontal(dir = 0) wall 660 if (RP->difficulty_increase > 0.001)
467 (or vertical, dir == 1) 661 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
468 here which ends up on other walls sensibly. */
469 662
470int 663 if (RP->difficulty < 1)
471can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 664 RP->difficulty = 1;
472{
473 int i1;
474 int length = 0;
475
476 /* dont make walls if we're on the edge. */
477 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
478 return -1;
479
480 /* don't make walls if we're ON a wall. */
481 if (maze[dx][dy] != 0)
482 return -1;
483
484 if (dir == 0) /* horizontal */
485 {
486 int y = dy;
487
488 for (i1 = dx - 1; i1 > 0; i1--)
489 {
490 int sindex = surround_flag2 (maze, i1, y, RP);
491
492 if (sindex == 1)
493 break;
494 if (sindex != 0)
495 return -1; /* can't make horiz. wall here */
496 if (maze[i1][y] != 0)
497 return -1; /* can't make horiz. wall here */
498 length++;
499 }
500
501 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
502 {
503 int sindex = surround_flag2 (maze, i1, y, RP);
504
505 if (sindex == 2)
506 break;
507 if (sindex != 0)
508 return -1; /* can't make horiz. wall here */
509 if (maze[i1][y] != 0)
510 return -1; /* can't make horiz. wall here */
511 length++;
512 }
513 return length;
514 } 665 }
515 else 666 else
516 { /* vertical */ 667 RP->difficulty_given = 1;
517 int x = dx;
518 668
519 for (i1 = dy - 1; i1 > 0; i1--) 669 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
520 { 670 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
521 int sindex = surround_flag2 (maze, x, i1, RP);
522 671
523 if (sindex == 4) 672 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
524 break; 673 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
525 if (sindex != 0)
526 return -1; /* can't make vert. wall here */
527 if (maze[x][i1] != 0)
528 return -1; /* can't make horiz. wall here */
529 length++;
530 }
531 674
532 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 675 if (RP->symmetry == SYMMETRY_RANDOM)
533 { 676 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
534 int sindex = surround_flag2 (maze, x, i1, RP); 677 else
678 RP->symmetry_used = RP->symmetry;
535 679
536 if (sindex == 8) 680 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
537 break; 681 RP->Ysize = RP->Ysize / 2 + 1;
538 if (sindex != 0) 682
539 return -1; /* can't make verti. wall here */ 683 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
540 if (maze[x][i1] != 0) 684 RP->Xsize = RP->Xsize / 2 + 1;
541 return -1; /* can't make horiz. wall here */ 685
542 length++; 686 if (RP->expand2x > 0)
543 }
544 return length;
545 } 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
546 return -1; 793 return 1;
547} 794}
548 795
549
550int
551make_wall (char **maze, int x, int y, int dir)
552{
553 maze[x][y] = 'D'; /* mark a door */
554 switch (dir)
555 {
556 case 0: /* horizontal */
557 {
558 int i1;
559
560 for (i1 = x - 1; maze[i1][y] == 0; i1--)
561 maze[i1][y] = '#';
562 for (i1 = x + 1; maze[i1][y] == 0; i1++)
563 maze[i1][y] = '#';
564 break;
565 }
566 case 1: /* vertical */
567 {
568 int i1;
569
570 for (i1 = y - 1; maze[x][i1] == 0; i1--)
571 maze[x][i1] = '#';
572 for (i1 = y + 1; maze[x][i1] == 0; i1++)
573 maze[x][i1] = '#';
574 break;
575 }
576 }
577
578 return 0;
579}
580
581/* puts doors at appropriate locations in a layout. */
582void
583doorify_layout (char **maze, random_map_params *RP)
584{
585 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
586 char *doorlist_x;
587 char *doorlist_y;
588 int doorlocs = 0; /* # of available doorlocations */
589 int i, j;
590
591 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
592 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
593
594
595 /* make a list of possible door locations */
596 for (i = 1; i < RP->Xsize - 1; i++)
597 for (j = 1; j < RP->Ysize - 1; j++)
598 {
599 int sindex = surround_flag (maze, i, j, RP);
600
601 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
602 {
603 doorlist_x[doorlocs] = i;
604 doorlist_y[doorlocs] = j;
605 doorlocs++;
606 }
607 }
608
609 while (ndoors > 0 && doorlocs > 0)
610 {
611 int di;
612 int sindex;
613
614 di = RANDOM () % doorlocs;
615 i = doorlist_x[di];
616 j = doorlist_y[di];
617 sindex = surround_flag (maze, i, j, RP);
618 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
619 {
620 maze[i][j] = 'D';
621 ndoors--;
622 }
623 /* reduce the size of the list */
624 doorlocs--;
625 doorlist_x[di] = doorlist_x[doorlocs];
626 doorlist_y[di] = doorlist_y[doorlocs];
627 }
628
629 free (doorlist_x);
630 free (doorlist_y);
631}
632
633void
634write_map_parameters_to_string (char *buf, random_map_params *RP)
635{
636 char small_buf[2048];
637
638 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
639
640 if (RP->wallstyle[0])
641 {
642 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
643 strcat (buf, small_buf);
644 }
645
646 if (RP->floorstyle[0])
647 {
648 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
649 strcat (buf, small_buf);
650 }
651
652 if (RP->monsterstyle[0])
653 {
654 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
655 strcat (buf, small_buf);
656 }
657
658 if (RP->treasurestyle[0])
659 {
660 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
661 strcat (buf, small_buf);
662 }
663
664 if (RP->layoutstyle[0])
665 {
666 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
667 strcat (buf, small_buf);
668 }
669
670 if (RP->decorstyle[0])
671 {
672 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
673 strcat (buf, small_buf);
674 }
675
676 if (RP->doorstyle[0])
677 {
678 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
679 strcat (buf, small_buf);
680 }
681
682 if (RP->exitstyle[0])
683 {
684 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
685 strcat (buf, small_buf);
686 }
687
688 if (RP->final_map.length ())
689 {
690 sprintf (small_buf, "final_map %s\n", &RP->final_map);
691 strcat (buf, small_buf);
692 }
693
694 if (RP->exit_on_final_map[0])
695 {
696 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
697 strcat (buf, small_buf);
698 }
699
700 if (RP->this_map.length ())
701 {
702 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
703 strcat (buf, small_buf);
704 }
705
706 if (RP->expand2x)
707 {
708 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
709 strcat (buf, small_buf);
710 }
711
712 if (RP->layoutoptions1)
713 {
714 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
715 strcat (buf, small_buf);
716 }
717
718 if (RP->layoutoptions2)
719 {
720 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
721 strcat (buf, small_buf);
722 }
723
724 if (RP->layoutoptions3)
725 {
726 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
727 strcat (buf, small_buf);
728 }
729
730 if (RP->symmetry)
731 {
732 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
733 strcat (buf, small_buf);
734 }
735
736 if (RP->difficulty && RP->difficulty_given)
737 {
738 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
739 strcat (buf, small_buf);
740 }
741
742 if (RP->difficulty_increase != 1.0)
743 {
744 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
745 strcat (buf, small_buf);
746 }
747
748 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
749 strcat (buf, small_buf);
750
751 if (RP->dungeon_depth)
752 {
753 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
754 strcat (buf, small_buf);
755 }
756
757 if (RP->decoroptions)
758 {
759 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
760 strcat (buf, small_buf);
761 }
762
763 if (RP->orientation)
764 {
765 sprintf (small_buf, "orientation %d\n", RP->orientation);
766 strcat (buf, small_buf);
767 }
768
769 if (RP->origin_x)
770 {
771 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
772 strcat (buf, small_buf);
773 }
774
775 if (RP->origin_y)
776 {
777 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
778 strcat (buf, small_buf);
779 }
780
781 if (RP->random_seed)
782 {
783 /* Add one so that the next map is a bit different */
784 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
785 strcat (buf, small_buf);
786 }
787
788 if (RP->treasureoptions)
789 {
790 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
791 strcat (buf, small_buf);
792 }
793
794 if (RP->random_seed)
795 {
796 sprintf (small_buf, "random_seed %d\n", RP->random_seed);
797 strcat (buf, small_buf);
798 }
799}
800
801void
802write_parameters_to_string (char *buf,
803 int xsize_n,
804 int ysize_n,
805 char *wallstyle_n,
806 char *floorstyle_n,
807 char *monsterstyle_n,
808 char *treasurestyle_n,
809 char *layoutstyle_n,
810 char *decorstyle_n,
811 char *doorstyle_n,
812 char *exitstyle_n,
813 char *final_map_n,
814 char *exit_on_final_map_n,
815 char *this_map_n,
816 int layoutoptions1_n,
817 int layoutoptions2_n,
818 int layoutoptions3_n,
819 int symmetry_n,
820 int dungeon_depth_n,
821 int dungeon_level_n,
822 int difficulty_n,
823 int difficulty_given_n,
824 int decoroptions_n,
825 int orientation_n,
826 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
827{
828 char small_buf[2048];
829
830 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
831
832 if (wallstyle_n && wallstyle_n[0])
833 {
834 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
835 strcat (buf, small_buf);
836 }
837
838 if (floorstyle_n && floorstyle_n[0])
839 {
840 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (monsterstyle_n && monsterstyle_n[0])
845 {
846 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
847 strcat (buf, small_buf);
848 }
849
850 if (treasurestyle_n && treasurestyle_n[0])
851 {
852 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
853 strcat (buf, small_buf);
854 }
855
856 if (layoutstyle_n && layoutstyle_n[0])
857 {
858 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
859 strcat (buf, small_buf);
860 }
861
862 if (decorstyle_n && decorstyle_n[0])
863 {
864 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
865 strcat (buf, small_buf);
866 }
867
868 if (doorstyle_n && doorstyle_n[0])
869 {
870 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
871 strcat (buf, small_buf);
872 }
873
874 if (exitstyle_n && exitstyle_n[0])
875 {
876 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
877 strcat (buf, small_buf);
878 }
879
880 if (final_map_n && final_map_n[0])
881 {
882 sprintf (small_buf, "final_map %s\n", final_map_n);
883 strcat (buf, small_buf);
884 }
885
886 if (exit_on_final_map_n && exit_on_final_map_n[0])
887 {
888 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
889 strcat (buf, small_buf);
890 }
891
892 if (this_map_n && this_map_n[0])
893 {
894 sprintf (small_buf, "origin_map %s\n", this_map_n);
895 strcat (buf, small_buf);
896 }
897
898 if (layoutoptions1_n)
899 {
900 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
901 strcat (buf, small_buf);
902 }
903
904 if (layoutoptions2_n)
905 {
906 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
907 strcat (buf, small_buf);
908 }
909
910
911 if (layoutoptions3_n)
912 {
913 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
914 strcat (buf, small_buf);
915 }
916
917 if (symmetry_n)
918 {
919 sprintf (small_buf, "symmetry %d\n", symmetry_n);
920 strcat (buf, small_buf);
921 }
922
923
924 if (difficulty_n && difficulty_given_n)
925 {
926 sprintf (small_buf, "difficulty %d\n", difficulty_n);
927 strcat (buf, small_buf);
928 }
929
930 if (difficulty_increase > 0.001)
931 {
932 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
933 strcat (buf, small_buf);
934 }
935
936 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
937 strcat (buf, small_buf);
938
939 if (dungeon_depth_n)
940 {
941 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
942 strcat (buf, small_buf);
943 }
944
945 if (decoroptions_n)
946 {
947 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
948 strcat (buf, small_buf);
949 }
950
951 if (orientation_n)
952 {
953 sprintf (small_buf, "orientation %d\n", orientation_n);
954 strcat (buf, small_buf);
955 }
956
957 if (origin_x_n)
958 {
959 sprintf (small_buf, "origin_x %d\n", origin_x_n);
960 strcat (buf, small_buf);
961 }
962
963 if (origin_y_n)
964 {
965 sprintf (small_buf, "origin_y %d\n", origin_y_n);
966 strcat (buf, small_buf);
967 }
968
969 if (random_seed_n)
970 {
971 /* Add one so that the next map is a bit different */
972 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
973 strcat (buf, small_buf);
974 }
975
976 if (treasureoptions_n)
977 {
978 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
979 strcat (buf, small_buf);
980 }
981}
982
983/* copy an object with an inventory... i.e., duplicate the inv too. */
984void
985copy_object_with_inv (object *src_ob, object *dest_ob)
986{
987 object *walk, *tmp;
988
989 src_ob->copy_to (dest_ob);
990
991 for (walk = src_ob->inv; walk; walk = walk->below)
992 {
993 tmp = object::create ();
994
995 walk->copy_to (tmp);
996 insert_ob_in_ob (tmp, dest_ob);
997 }
998}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines