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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.22 by root, Fri Jan 19 15:29:52 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <time.h> 25#include <time.h>
26#include <stdio.h> 26#include <stdio.h>
27#include <global.h> 27#include <global.h>
28#include <maze_gen.h>
29#include <room_gen.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32#include <sproto.h> 30#include <sproto.h>
33 31
34#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); 32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
35 36
36void 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
37dump_layout (char **layout, random_map_params *RP) 236roomify_layout (char **maze, random_map_params *RP)
38{ 237{
238 int tries = RP->Xsize * RP->Ysize / 30;
239 int ti;
240
241 for (ti = 0; ti < tries; ti++)
39 { 242 {
40 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. */
41 245
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 */
42 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++)
43 { 316 {
44 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 */
45 { 320 {
46 if (layout[i][j] == 0) 321 doorlist_x[doorlocs] = i;
47 layout[i][j] = ' '; 322 doorlist_y[doorlocs] = j;
48 printf ("%c", layout[i][j]); 323 doorlocs++;
49 if (layout[i][j] == ' ')
50 layout[i][j] = 0;
51 } 324 }
52 printf ("\n");
53 } 325 }
54 }
55 printf ("\n");
56}
57 326
58bool 327 while (ndoors > 0 && doorlocs > 0)
59maptile::generate_random_map (random_map_params *RP)
60{
61 char **layout, buf[16384];
62 int i;
63
64 /* pick a random seed, or use the one from the input file */
65 RP->random_seed = RP->random_seed
66 ? RP->random_seed + RP->dungeon_level
67 : time (0);
68 CEDE;
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 + rndm (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 + rndm (25) + 5; 341 doorlocs--;
342 doorlist_x[di] = doorlist_x[doorlocs];
343 doorlist_y[di] = doorlist_y[doorlocs];
344 }
90 345
91 if (RP->symmetry == SYMMETRY_RANDOM) 346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
92 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; 347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
93 else 348}
94 RP->symmetry_used = RP->symmetry;
95 349
96 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 350void
97 RP->Ysize = RP->Ysize / 2 + 1; 351write_map_parameters_to_string (char *buf, random_map_params *RP)
98 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 352{
99 RP->Xsize = RP->Xsize / 2 + 1; 353 char small_buf[16384];
100 354
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
101 if (RP->expand2x > 0) 429 if (RP->expand2x)
102 {
103 RP->Xsize /= 2;
104 RP->Ysize /= 2;
105 } 430 {
106 431 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
107 RP->map_layout_style = LAYOUT_NONE; 432 strcat (buf, small_buf);
108
109 /* Redo this - there was a lot of redundant code of checking for preset
110 * layout style and then random layout style. Instead, figure out
111 * the numeric layoutstyle, so there is only one area that actually
112 * calls the code to make the maps.
113 */
114 if (strstr (RP->layoutstyle, "onion"))
115 RP->map_layout_style = LAYOUT_ONION;
116
117 if (strstr (RP->layoutstyle, "maze"))
118 RP->map_layout_style = LAYOUT_MAZE;
119
120 if (strstr (RP->layoutstyle, "spiral"))
121 RP->map_layout_style = LAYOUT_SPIRAL;
122
123 if (strstr (RP->layoutstyle, "rogue"))
124 RP->map_layout_style = LAYOUT_ROGUELIKE;
125
126 if (strstr (RP->layoutstyle, "snake"))
127 RP->map_layout_style = LAYOUT_SNAKE;
128
129 if (strstr (RP->layoutstyle, "squarespiral"))
130 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
131
132 /* No style found - choose one randomly */
133 if (RP->map_layout_style == LAYOUT_NONE)
134 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
135
136 layout = layoutgen (RP);
137
138#ifdef RMAP_DEBUG
139 dump_layout (layout, RP);
140#endif
141
142 /* increment these for the current map */
143 RP->dungeon_level += 1;
144 /* allow constant-difficulty maps. */
145 /* difficulty+=1; */
146
147 /* rotate the layout randomly */
148 layout = rotate_layout (layout, rndm (4), RP);
149#ifdef RMAP_DEBUG
150 dump_layout (layout, RP);
151#endif
152
153 /* allocate the map and set the floor */
154 make_map_floor (layout, RP->floorstyle, RP);
155
156 /* set region */
157 region = RP->region;
158
159 CEDE;
160
161 /* create walls unless the wallstyle is "none" */
162 if (strcmp (RP->wallstyle, "none"))
163 { 433 }
164 make_map_walls (this, layout, RP->wallstyle, RP);
165 434
166 /* place doors unless doorstyle or wallstyle is "none" */ 435 if (RP->layoutoptions1)
167 if (strcmp (RP->doorstyle, "none"))
168 put_doors (this, layout, RP->doorstyle, RP);
169
170 } 436 {
437 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
438 strcat (buf, small_buf);
439 }
171 440
172 CEDE; 441 if (RP->layoutoptions2)
442 {
443 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
444 strcat (buf, small_buf);
445 }
173 446
174 /* create exits unless the exitstyle is "none" */ 447 if (RP->layoutoptions3)
175 if (strcmp (RP->exitstyle, "none")) 448 {
176 place_exits (this, layout, RP->exitstyle, RP->orientation, RP); 449 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
450 strcat (buf, small_buf);
451 }
177 452
178 CEDE; 453 if (RP->symmetry)
454 {
455 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
456 strcat (buf, small_buf);
457 }
179 458
180 place_specials_in_map (this, layout, RP); 459 if (RP->difficulty && RP->difficulty_given)
460 {
461 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
462 strcat (buf, small_buf);
463 }
181 464
182 CEDE; 465 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
466 {
467 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
468 strcat (buf, small_buf);
469 }
183 470
184 /* create monsters unless the monsterstyle is "none" */ 471 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
185 if (strcmp (RP->monsterstyle, "none")) 472 strcat (buf, small_buf);
186 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
187 473
188 CEDE; 474 if (RP->dungeon_depth)
475 {
476 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
477 strcat (buf, small_buf);
478 }
189 479
190 /* treasures needs to have a proper difficulty set for the map. */ 480 if (RP->decoroptions)
191 difficulty = estimate_difficulty (); 481 {
482 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
483 strcat (buf, small_buf);
484 }
192 485
193 CEDE; 486 if (RP->orientation)
487 {
488 sprintf (small_buf, "orientation %d\n", RP->orientation);
489 strcat (buf, small_buf);
490 }
194 491
195 /* create treasure unless the treasurestyle is "none" */ 492 if (RP->origin_x)
196 if (strcmp (RP->treasurestyle, "none")) 493 {
197 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); 494 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
495 strcat (buf, small_buf);
496 }
198 497
199 CEDE; 498 if (RP->origin_y)
499 {
500 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
501 strcat (buf, small_buf);
502 }
200 503
201 /* create decor unless the decorstyle is "none" */ 504 if (RP->treasureoptions)
202 if (strcmp (RP->decorstyle, "none")) 505 {
203 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); 506 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
507 strcat (buf, small_buf);
508 }
204 509
205 CEDE; 510 if (RP->random_seed)
511 {
512 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
513 strcat (buf, small_buf);
514 }
206 515
207 /* generate treasures, etc. */ 516 if (RP->custom)
208 fix_auto_apply (); 517 {
518 sprintf (small_buf, "custom %s\n", RP->custom);
519 strcat (buf, small_buf);
520 }
521}
209 522
210 CEDE; 523/////////////////////////////////////////////////////////////////////////////
211 524
212 unblock_exits (this, layout, RP); 525LayoutData::LayoutData (int w, int h)
526: w(w), h(h)
527{
528 int size = (sizeof (char *) + sizeof (char) * h) * w;
213 529
214 /* free the layout */ 530 col = (char **)salloc<char> (size);
215 for (i = 0; i < RP->Xsize; i++)
216 free (layout[i]);
217 531
218 free (layout); 532 char *data = (char *)(col + w);
219 533
220 msg = strdup (buf); 534 for (int x = w; x--; )
221 in_memory = MAP_IN_MEMORY; 535 col [x] = data + x * h;
536}
222 537
223 CEDE; 538LayoutData::~LayoutData ()
539{
540 int size = (sizeof (char *) + sizeof (char) * h) * w;
224 541
225 return 1; 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;
226} 554}
227 555
228/* function selects the layout function and gives it whatever 556/* function selects the layout function and gives it whatever
229 arguments it needs. */ 557 arguments it needs. */
230char ** 558static Layout
231layoutgen (random_map_params *RP) 559layoutgen (random_map_params *RP)
232{ 560{
233 char **maze = 0; 561 Layout layout (RP);
234 int oxsize = RP->Xsize, oysize = RP->Ysize;
235 562
236 switch (RP->map_layout_style) 563 switch (RP->map_layout_style)
237 { 564 {
238 case LAYOUT_ONION: 565 case LAYOUT_ONION:
239 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 566 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
567
240 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 568 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
241 roomify_layout (maze, RP); 569 roomify_layout (layout, RP);
570
242 break; 571 break;
243 572
244 case LAYOUT_MAZE: 573 case LAYOUT_MAZE:
245 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); 574 maze_gen (layout, rmg_rndm (2));
575
246 if (!(rndm (2))) 576 if (!(rmg_rndm (2)))
247 doorify_layout (maze, RP); 577 doorify_layout (layout, RP);
578
248 break; 579 break;
249 580
250 case LAYOUT_SPIRAL: 581 case LAYOUT_SPIRAL:
251 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 582 map_gen_spiral (layout, RP->layoutoptions1);
583
252 if (!(rndm (2))) 584 if (!(rmg_rndm (2)))
253 doorify_layout (maze, RP); 585 doorify_layout (layout, RP);
586
254 break; 587 break;
255 588
256 case LAYOUT_ROGUELIKE: 589 case LAYOUT_ROGUELIKE:
257 /* 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
258 * 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),
260 * spirals, or maps with lots of passages - making a symmetric rogue 593 * spirals, or maps with lots of passages - making a symmetric rogue
261 * map fails because its likely that the passages the symmetry process 594 * map fails because its likely that the passages the symmetry process
262 * creates may not connect the rooms. 595 * creates may not connect the rooms.
263 */ 596 */
264 RP->symmetry_used = SYMMETRY_NONE; 597 RP->symmetry_used = SYMMETRY_NONE;
265 RP->Ysize = oysize;
266 RP->Xsize = oxsize;
267 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 598 roguelike_layout_gen (layout, RP->layoutoptions1);
268 /* no doorifying... done already */ 599 /* no doorifying... done already */
269 break; 600 break;
270 601
271 case LAYOUT_SNAKE: 602 case LAYOUT_SNAKE:
272 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 603 make_snake_layout (layout, RP->layoutoptions1);
604
273 if (rndm (2)) 605 if (rmg_rndm (2))
274 roomify_layout (maze, RP); 606 roomify_layout (layout, RP);
607
275 break; 608 break;
276 609
277 case LAYOUT_SQUARE_SPIRAL: 610 case LAYOUT_SQUARE_SPIRAL:
278 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 611 make_square_spiral_layout (layout, RP->layoutoptions1);
612
279 if (rndm (2)) 613 if (rmg_rndm (2))
280 roomify_layout (maze, RP); 614 roomify_layout (layout, RP);
615
281 break; 616 break;
282 }
283 617
284 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);
285 626
286#ifdef RMAP_DEBUG 627#ifdef RMAP_DEBUG
287 dump_layout (maze, RP); 628 dump_layout (layout);
288#endif 629#endif
289 630
290 if (RP->expand2x) 631 if (RP->expand2x)
291 { 632 expand2x (layout);
292 maze = expand2x (maze, RP->Xsize, RP->Ysize);
293 RP->Xsize = RP->Xsize * 2 - 1;
294 RP->Ysize = RP->Ysize * 2 - 1;
295 }
296 633
297 return maze; 634 return layout;
298} 635}
299 636
300/* takes a map and makes it symmetric: adjusts Xsize and 637bool
301Ysize to produce a symmetric map. */ 638maptile::generate_random_map (random_map_params *RP)
302char **
303symmetrize_layout (char **maze, int sym, random_map_params *RP)
304{ 639{
305 int i, j; 640 char buf[16384];
306 char **sym_maze;
307 int Xsize_orig, Ysize_orig;
308
309 Xsize_orig = RP->Xsize;
310 Ysize_orig = RP->Ysize;
311 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
312 if (sym == SYMMETRY_NONE)
313 {
314 RP->Xsize = Xsize_orig;
315 RP->Ysize = Ysize_orig;
316 return maze;
317 }
318 /* pick new sizes */
319 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
320 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
321
322 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
323 for (i = 0; i < RP->Xsize; i++)
324 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
325
326 if (sym == SYMMETRY_X)
327 for (i = 0; i < RP->Xsize / 2 + 1; i++)
328 for (j = 0; j < RP->Ysize; j++)
329 {
330 sym_maze[i][j] = maze[i][j];
331 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
332 };
333 if (sym == SYMMETRY_Y)
334 for (i = 0; i < RP->Xsize; i++)
335 for (j = 0; j < RP->Ysize / 2 + 1; j++)
336 {
337 sym_maze[i][j] = maze[i][j];
338 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
339 }
340 if (sym == SYMMETRY_XY)
341 for (i = 0; i < RP->Xsize / 2 + 1; i++)
342 for (j = 0; j < RP->Ysize / 2 + 1; j++)
343 {
344 sym_maze[i][j] = maze[i][j];
345 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
346 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
347 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
348 }
349 /* delete the old maze */
350 for (i = 0; i < Xsize_orig; i++)
351 free (maze[i]);
352 free (maze);
353 /* reconnect disjointed spirals */
354 if (RP->map_layout_style == LAYOUT_SPIRAL)
355 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
356 /* reconnect disjointed nethackmazes: the routine for
357 spirals will do the trick? */
358 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
359 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
360
361 return sym_maze;
362}
363
364
365/* takes a map and rotates it. This completes the
366 onion layouts, making them possibly centered on any wall.
367 It'll modify Xsize and Ysize if they're swapped.
368*/
369
370char **
371rotate_layout (char **maze, int rotation, random_map_params *RP)
372{
373 char **new_maze;
374 int i, j;
375
376 switch (rotation)
377 {
378 case 0:
379 return maze;
380 break;
381 case 2: /* a reflection */
382 {
383 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
384
385 for (i = 0; i < RP->Xsize; i++)
386 { /* make a copy */
387 for (j = 0; j < RP->Ysize; j++)
388 {
389 newmaze[i * RP->Ysize + j] = maze[i][j];
390 }
391 }
392 for (i = 0; i < RP->Xsize; i++)
393 { /* copy a reflection back */
394 for (j = 0; j < RP->Ysize; j++)
395 {
396 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
397 }
398 }
399 free (newmaze);
400 return maze;
401 break;
402 }
403 case 1:
404 case 3:
405 {
406 int swap;
407 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
408 for (i = 0; i < RP->Ysize; i++)
409 {
410 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
411 }
412 if (rotation == 1) /* swap x and y */
413 for (i = 0; i < RP->Xsize; i++)
414 for (j = 0; j < RP->Ysize; j++)
415 new_maze[j][i] = maze[i][j];
416
417 if (rotation == 3)
418 { /* swap x and y */
419 for (i = 0; i < RP->Xsize; i++)
420 for (j = 0; j < RP->Ysize; j++)
421 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
422 }
423
424 /* delete the old layout */
425 for (i = 0; i < RP->Xsize; i++)
426 free (maze[i]);
427 free (maze);
428
429 swap = RP->Ysize;
430 RP->Ysize = RP->Xsize;
431 RP->Xsize = swap;
432 return new_maze;
433 break;
434 }
435 }
436 return NULL;
437}
438
439/* take a layout and make some rooms in it.
440 --works best on onions.*/
441void
442roomify_layout (char **maze, random_map_params *RP)
443{
444 int tries = RP->Xsize * RP->Ysize / 30;
445 int ti; 641 int i;
446 642
447 for (ti = 0; ti < tries; ti++) 643 RP->Xsize = RP->xsize;
448 { 644 RP->Ysize = RP->ysize;
449 int dx, dy; /* starting location for looking at creating a door */
450 int cx, cy; /* results of checking on creating walls. */
451 645
452 dx = RANDOM () % RP->Xsize; 646 /* pick a random seed, or use the one from the input file */
453 dy = RANDOM () % RP->Ysize; 647 RP->random_seed = RP->random_seed
454 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 648 ? RP->random_seed + RP->dungeon_level
455 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 649 : time (0);
456 if (cx == -1) 650
457 { 651 // we run "single-threaded"
458 if (cy != -1) 652 rmg_rndm.seed (RP->random_seed);
459 make_wall (maze, dx, dy, 1); 653
460 continue; 654 write_map_parameters_to_string (buf, RP);
461 } 655
462 if (cy == -1) 656 if (RP->difficulty == 0)
463 {
464 make_wall (maze, dx, dy, 0);
465 continue;
466 }
467 if (cx < cy)
468 make_wall (maze, dx, dy, 0);
469 else
470 make_wall (maze, dx, dy, 1);
471 } 657 {
472} 658 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
473 659
474/* checks the layout to see if I can stick a horizontal(dir = 0) wall 660 if (RP->difficulty_increase > 0.001)
475 (or vertical, dir == 1) 661 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
476 here which ends up on other walls sensibly. */
477 662
478int 663 if (RP->difficulty < 1)
479can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 664 RP->difficulty = 1;
480{
481 int i1;
482 int length = 0;
483
484 /* dont make walls if we're on the edge. */
485 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
486 return -1;
487
488 /* don't make walls if we're ON a wall. */
489 if (maze[dx][dy] != 0)
490 return -1;
491
492 if (dir == 0) /* horizontal */
493 {
494 int y = dy;
495
496 for (i1 = dx - 1; i1 > 0; i1--)
497 {
498 int sindex = surround_flag2 (maze, i1, y, RP);
499
500 if (sindex == 1)
501 break;
502 if (sindex != 0)
503 return -1; /* can't make horiz. wall here */
504 if (maze[i1][y] != 0)
505 return -1; /* can't make horiz. wall here */
506 length++;
507 }
508
509 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
510 {
511 int sindex = surround_flag2 (maze, i1, y, RP);
512
513 if (sindex == 2)
514 break;
515 if (sindex != 0)
516 return -1; /* can't make horiz. wall here */
517 if (maze[i1][y] != 0)
518 return -1; /* can't make horiz. wall here */
519 length++;
520 }
521 return length;
522 } 665 }
523 else 666 else
524 { /* vertical */ 667 RP->difficulty_given = 1;
525 int x = dx;
526 668
527 for (i1 = dy - 1; i1 > 0; i1--) 669 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
528 { 670 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
529 int sindex = surround_flag2 (maze, x, i1, RP);
530 671
531 if (sindex == 4) 672 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
532 break; 673 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
533 if (sindex != 0)
534 return -1; /* can't make vert. wall here */
535 if (maze[x][i1] != 0)
536 return -1; /* can't make horiz. wall here */
537 length++;
538 }
539 674
540 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 675 if (RP->symmetry == SYMMETRY_RANDOM)
541 { 676 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
542 int sindex = surround_flag2 (maze, x, i1, RP); 677 else
678 RP->symmetry_used = RP->symmetry;
543 679
544 if (sindex == 8) 680 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
545 break; 681 RP->Ysize = RP->Ysize / 2 + 1;
546 if (sindex != 0) 682
547 return -1; /* can't make verti. wall here */ 683 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
548 if (maze[x][i1] != 0) 684 RP->Xsize = RP->Xsize / 2 + 1;
549 return -1; /* can't make horiz. wall here */ 685
550 length++; 686 if (RP->expand2x > 0)
551 }
552 return length;
553 } 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
554 return -1; 793 return 1;
555} 794}
556 795
557
558int
559make_wall (char **maze, int x, int y, int dir)
560{
561 maze[x][y] = 'D'; /* mark a door */
562 switch (dir)
563 {
564 case 0: /* horizontal */
565 {
566 int i1;
567
568 for (i1 = x - 1; maze[i1][y] == 0; i1--)
569 maze[i1][y] = '#';
570 for (i1 = x + 1; maze[i1][y] == 0; i1++)
571 maze[i1][y] = '#';
572 break;
573 }
574 case 1: /* vertical */
575 {
576 int i1;
577
578 for (i1 = y - 1; maze[x][i1] == 0; i1--)
579 maze[x][i1] = '#';
580 for (i1 = y + 1; maze[x][i1] == 0; i1++)
581 maze[x][i1] = '#';
582 break;
583 }
584 }
585
586 return 0;
587}
588
589/* puts doors at appropriate locations in a layout. */
590void
591doorify_layout (char **maze, random_map_params *RP)
592{
593 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
594 char *doorlist_x;
595 char *doorlist_y;
596 int doorlocs = 0; /* # of available doorlocations */
597 int i, j;
598
599 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
600 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
601
602
603 /* make a list of possible door locations */
604 for (i = 1; i < RP->Xsize - 1; i++)
605 for (j = 1; j < RP->Ysize - 1; j++)
606 {
607 int sindex = surround_flag (maze, i, j, RP);
608
609 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
610 {
611 doorlist_x[doorlocs] = i;
612 doorlist_y[doorlocs] = j;
613 doorlocs++;
614 }
615 }
616
617 while (ndoors > 0 && doorlocs > 0)
618 {
619 int di;
620 int sindex;
621
622 di = RANDOM () % doorlocs;
623 i = doorlist_x[di];
624 j = doorlist_y[di];
625 sindex = surround_flag (maze, i, j, RP);
626 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
627 {
628 maze[i][j] = 'D';
629 ndoors--;
630 }
631 /* reduce the size of the list */
632 doorlocs--;
633 doorlist_x[di] = doorlist_x[doorlocs];
634 doorlist_y[di] = doorlist_y[doorlocs];
635 }
636
637 free (doorlist_x);
638 free (doorlist_y);
639}
640
641void
642write_map_parameters_to_string (char *buf, random_map_params *RP)
643{
644 char small_buf[16384];
645
646 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
647
648 if (RP->wallstyle[0])
649 {
650 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
651 strcat (buf, small_buf);
652 }
653
654 if (RP->floorstyle[0])
655 {
656 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
657 strcat (buf, small_buf);
658 }
659
660 if (RP->monsterstyle[0])
661 {
662 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
663 strcat (buf, small_buf);
664 }
665
666 if (RP->treasurestyle[0])
667 {
668 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
669 strcat (buf, small_buf);
670 }
671
672 if (RP->layoutstyle[0])
673 {
674 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
675 strcat (buf, small_buf);
676 }
677
678 if (RP->decorstyle[0])
679 {
680 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
681 strcat (buf, small_buf);
682 }
683
684 if (RP->doorstyle[0])
685 {
686 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
687 strcat (buf, small_buf);
688 }
689
690 if (RP->exitstyle[0])
691 {
692 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
693 strcat (buf, small_buf);
694 }
695
696 if (RP->final_map.length ())
697 {
698 sprintf (small_buf, "final_map %s\n", &RP->final_map);
699 strcat (buf, small_buf);
700 }
701
702 if (RP->exit_on_final_map[0])
703 {
704 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
705 strcat (buf, small_buf);
706 }
707
708 if (RP->this_map.length ())
709 {
710 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
711 strcat (buf, small_buf);
712 }
713
714 if (RP->expand2x)
715 {
716 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
717 strcat (buf, small_buf);
718 }
719
720 if (RP->layoutoptions1)
721 {
722 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
723 strcat (buf, small_buf);
724 }
725
726 if (RP->layoutoptions2)
727 {
728 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729 strcat (buf, small_buf);
730 }
731
732 if (RP->layoutoptions3)
733 {
734 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
735 strcat (buf, small_buf);
736 }
737
738 if (RP->symmetry)
739 {
740 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
741 strcat (buf, small_buf);
742 }
743
744 if (RP->difficulty && RP->difficulty_given)
745 {
746 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
747 strcat (buf, small_buf);
748 }
749
750 if (RP->difficulty_increase != 1.0)
751 {
752 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
753 strcat (buf, small_buf);
754 }
755
756 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
757 strcat (buf, small_buf);
758
759 if (RP->dungeon_depth)
760 {
761 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
762 strcat (buf, small_buf);
763 }
764
765 if (RP->decoroptions)
766 {
767 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
768 strcat (buf, small_buf);
769 }
770
771 if (RP->orientation)
772 {
773 sprintf (small_buf, "orientation %d\n", RP->orientation);
774 strcat (buf, small_buf);
775 }
776
777 if (RP->origin_x)
778 {
779 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
780 strcat (buf, small_buf);
781 }
782
783 if (RP->origin_y)
784 {
785 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
786 strcat (buf, small_buf);
787 }
788
789 if (RP->treasureoptions)
790 {
791 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
792 strcat (buf, small_buf);
793 }
794
795 if (RP->random_seed)
796 {
797 sprintf (small_buf, "random_seed %d\n", RP->random_seed);
798 strcat (buf, small_buf);
799 }
800
801 if (RP->custom)
802 {
803 sprintf (small_buf, "custom %s\n", RP->custom);
804 strcat (buf, small_buf);
805 }
806}
807
808void
809write_parameters_to_string (char *buf,
810 int xsize_n,
811 int ysize_n,
812 char *wallstyle_n,
813 char *floorstyle_n,
814 char *monsterstyle_n,
815 char *treasurestyle_n,
816 char *layoutstyle_n,
817 char *decorstyle_n,
818 char *doorstyle_n,
819 char *exitstyle_n,
820 char *final_map_n,
821 char *exit_on_final_map_n,
822 char *this_map_n,
823 int layoutoptions1_n,
824 int layoutoptions2_n,
825 int layoutoptions3_n,
826 int symmetry_n,
827 int dungeon_depth_n,
828 int dungeon_level_n,
829 int difficulty_n,
830 int difficulty_given_n,
831 int decoroptions_n,
832 int orientation_n,
833 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
834{
835 char small_buf[16384];
836
837 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
838
839 if (wallstyle_n && wallstyle_n[0])
840 {
841 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
842 strcat (buf, small_buf);
843 }
844
845 if (floorstyle_n && floorstyle_n[0])
846 {
847 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
848 strcat (buf, small_buf);
849 }
850
851 if (monsterstyle_n && monsterstyle_n[0])
852 {
853 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
854 strcat (buf, small_buf);
855 }
856
857 if (treasurestyle_n && treasurestyle_n[0])
858 {
859 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
860 strcat (buf, small_buf);
861 }
862
863 if (layoutstyle_n && layoutstyle_n[0])
864 {
865 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
866 strcat (buf, small_buf);
867 }
868
869 if (decorstyle_n && decorstyle_n[0])
870 {
871 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
872 strcat (buf, small_buf);
873 }
874
875 if (doorstyle_n && doorstyle_n[0])
876 {
877 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
878 strcat (buf, small_buf);
879 }
880
881 if (exitstyle_n && exitstyle_n[0])
882 {
883 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
884 strcat (buf, small_buf);
885 }
886
887 if (final_map_n && final_map_n[0])
888 {
889 sprintf (small_buf, "final_map %s\n", final_map_n);
890 strcat (buf, small_buf);
891 }
892
893 if (exit_on_final_map_n && exit_on_final_map_n[0])
894 {
895 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
896 strcat (buf, small_buf);
897 }
898
899 if (this_map_n && this_map_n[0])
900 {
901 sprintf (small_buf, "origin_map %s\n", this_map_n);
902 strcat (buf, small_buf);
903 }
904
905 if (layoutoptions1_n)
906 {
907 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
908 strcat (buf, small_buf);
909 }
910
911 if (layoutoptions2_n)
912 {
913 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
914 strcat (buf, small_buf);
915 }
916
917
918 if (layoutoptions3_n)
919 {
920 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
921 strcat (buf, small_buf);
922 }
923
924 if (symmetry_n)
925 {
926 sprintf (small_buf, "symmetry %d\n", symmetry_n);
927 strcat (buf, small_buf);
928 }
929
930
931 if (difficulty_n && difficulty_given_n)
932 {
933 sprintf (small_buf, "difficulty %d\n", difficulty_n);
934 strcat (buf, small_buf);
935 }
936
937 if (difficulty_increase > 0.001)
938 {
939 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
940 strcat (buf, small_buf);
941 }
942
943 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
944 strcat (buf, small_buf);
945
946 if (dungeon_depth_n)
947 {
948 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
949 strcat (buf, small_buf);
950 }
951
952 if (decoroptions_n)
953 {
954 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
955 strcat (buf, small_buf);
956 }
957
958 if (orientation_n)
959 {
960 sprintf (small_buf, "orientation %d\n", orientation_n);
961 strcat (buf, small_buf);
962 }
963
964 if (origin_x_n)
965 {
966 sprintf (small_buf, "origin_x %d\n", origin_x_n);
967 strcat (buf, small_buf);
968 }
969
970 if (origin_y_n)
971 {
972 sprintf (small_buf, "origin_y %d\n", origin_y_n);
973 strcat (buf, small_buf);
974 }
975
976 if (random_seed_n)
977 {
978 /* Add one so that the next map is a bit different */
979 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
980 strcat (buf, small_buf);
981 }
982
983 if (treasureoptions_n)
984 {
985 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
986 strcat (buf, small_buf);
987 }
988}
989
990/* copy an object with an inventory... i.e., duplicate the inv too. */
991void
992copy_object_with_inv (object *src_ob, object *dest_ob)
993{
994 object *walk, *tmp;
995
996 src_ob->copy_to (dest_ob);
997
998 for (walk = src_ob->inv; walk; walk = walk->below)
999 {
1000 tmp = object::create ();
1001
1002 walk->copy_to (tmp);
1003 insert_ob_in_ob (tmp, dest_ob);
1004 }
1005}

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