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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.23 by root, Fri Jan 19 15:38:01 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 } 436 {
437 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
438 strcat (buf, small_buf);
439 }
170 440
171 CEDE; 441 if (RP->layoutoptions2)
442 {
443 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
444 strcat (buf, small_buf);
445 }
172 446
173 /* create exits unless the exitstyle is "none" */ 447 if (RP->layoutoptions3)
174 if (strcmp (RP->exitstyle, "none")) 448 {
175 place_exits (this, layout, RP->exitstyle, RP->orientation, RP); 449 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
450 strcat (buf, small_buf);
451 }
176 452
177 CEDE; 453 if (RP->symmetry)
454 {
455 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
456 strcat (buf, small_buf);
457 }
178 458
179 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 }
180 464
181 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 }
182 470
183 /* create monsters unless the monsterstyle is "none" */ 471 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
184 if (strcmp (RP->monsterstyle, "none")) 472 strcat (buf, small_buf);
185 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
186 473
187 CEDE; 474 if (RP->dungeon_depth)
475 {
476 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
477 strcat (buf, small_buf);
478 }
188 479
189 /* treasures needs to have a proper difficulty set for the map. */ 480 if (RP->decoroptions)
190 difficulty = estimate_difficulty (); 481 {
482 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
483 strcat (buf, small_buf);
484 }
191 485
192 CEDE; 486 if (RP->orientation)
487 {
488 sprintf (small_buf, "orientation %d\n", RP->orientation);
489 strcat (buf, small_buf);
490 }
193 491
194 /* create treasure unless the treasurestyle is "none" */ 492 if (RP->origin_x)
195 if (strcmp (RP->treasurestyle, "none")) 493 {
196 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 }
197 497
198 CEDE; 498 if (RP->origin_y)
499 {
500 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
501 strcat (buf, small_buf);
502 }
199 503
200 /* create decor unless the decorstyle is "none" */ 504 if (RP->treasureoptions)
201 if (strcmp (RP->decorstyle, "none")) 505 {
202 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); 506 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
507 strcat (buf, small_buf);
508 }
203 509
204 CEDE; 510 if (RP->random_seed)
511 {
512 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
513 strcat (buf, small_buf);
514 }
205 515
206 /* generate treasures, etc. */ 516 if (RP->custom)
207 fix_auto_apply (); 517 {
518 sprintf (small_buf, "custom %s\n", RP->custom);
519 strcat (buf, small_buf);
520 }
521}
208 522
209 CEDE; 523/////////////////////////////////////////////////////////////////////////////
210 524
211 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;
212 529
213 /* free the layout */ 530 col = (char **)salloc<char> (size);
214 for (i = 0; i < RP->Xsize; i++)
215 free (layout[i]);
216 531
217 free (layout); 532 char *data = (char *)(col + w);
218 533
219 msg = strdup (buf); 534 for (int x = w; x--; )
220 in_memory = MAP_IN_MEMORY; 535 col [x] = data + x * h;
536}
221 537
222 CEDE; 538LayoutData::~LayoutData ()
539{
540 int size = (sizeof (char *) + sizeof (char) * h) * w;
223 541
224 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;
225} 554}
226 555
227/* function selects the layout function and gives it whatever 556/* function selects the layout function and gives it whatever
228 arguments it needs. */ 557 arguments it needs. */
229char ** 558static Layout
230layoutgen (random_map_params *RP) 559layoutgen (random_map_params *RP)
231{ 560{
232 char **maze = 0; 561 Layout layout (RP);
233 int oxsize = RP->Xsize, oysize = RP->Ysize;
234 562
235 switch (RP->map_layout_style) 563 switch (RP->map_layout_style)
236 { 564 {
237 case LAYOUT_ONION: 565 case LAYOUT_ONION:
238 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 566 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
567
239 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 568 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
240 roomify_layout (maze, RP); 569 roomify_layout (layout, RP);
570
241 break; 571 break;
242 572
243 case LAYOUT_MAZE: 573 case LAYOUT_MAZE:
244 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); 574 maze_gen (layout, rmg_rndm (2));
575
245 if (!(rndm (2))) 576 if (!(rmg_rndm (2)))
246 doorify_layout (maze, RP); 577 doorify_layout (layout, RP);
578
247 break; 579 break;
248 580
249 case LAYOUT_SPIRAL: 581 case LAYOUT_SPIRAL:
250 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 582 map_gen_spiral (layout, RP->layoutoptions1);
583
251 if (!(rndm (2))) 584 if (!(rmg_rndm (2)))
252 doorify_layout (maze, RP); 585 doorify_layout (layout, RP);
586
253 break; 587 break;
254 588
255 case LAYOUT_ROGUELIKE: 589 case LAYOUT_ROGUELIKE:
256 /* 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
257 * 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),
259 * spirals, or maps with lots of passages - making a symmetric rogue 593 * spirals, or maps with lots of passages - making a symmetric rogue
260 * map fails because its likely that the passages the symmetry process 594 * map fails because its likely that the passages the symmetry process
261 * creates may not connect the rooms. 595 * creates may not connect the rooms.
262 */ 596 */
263 RP->symmetry_used = SYMMETRY_NONE; 597 RP->symmetry_used = SYMMETRY_NONE;
264 RP->Ysize = oysize;
265 RP->Xsize = oxsize;
266 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 598 roguelike_layout_gen (layout, RP->layoutoptions1);
267 /* no doorifying... done already */ 599 /* no doorifying... done already */
268 break; 600 break;
269 601
270 case LAYOUT_SNAKE: 602 case LAYOUT_SNAKE:
271 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 603 make_snake_layout (layout, RP->layoutoptions1);
604
272 if (rndm (2)) 605 if (rmg_rndm (2))
273 roomify_layout (maze, RP); 606 roomify_layout (layout, RP);
607
274 break; 608 break;
275 609
276 case LAYOUT_SQUARE_SPIRAL: 610 case LAYOUT_SQUARE_SPIRAL:
277 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 611 make_square_spiral_layout (layout, RP->layoutoptions1);
612
278 if (rndm (2)) 613 if (rmg_rndm (2))
279 roomify_layout (maze, RP); 614 roomify_layout (layout, RP);
615
280 break; 616 break;
281 }
282 617
283 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);
284 626
285#ifdef RMAP_DEBUG 627#ifdef RMAP_DEBUG
286 dump_layout (maze, RP); 628 dump_layout (layout);
287#endif 629#endif
288 630
289 if (RP->expand2x) 631 if (RP->expand2x)
290 { 632 expand2x (layout);
291 maze = expand2x (maze, RP->Xsize, RP->Ysize);
292 RP->Xsize = RP->Xsize * 2 - 1;
293 RP->Ysize = RP->Ysize * 2 - 1;
294 }
295 633
296 return maze; 634 return layout;
297} 635}
298 636
299/* takes a map and makes it symmetric: adjusts Xsize and 637bool
300Ysize to produce a symmetric map. */ 638maptile::generate_random_map (random_map_params *RP)
301char **
302symmetrize_layout (char **maze, int sym, random_map_params *RP)
303{ 639{
304 int i, j; 640 char buf[16384];
305 char **sym_maze;
306 int Xsize_orig, Ysize_orig;
307
308 Xsize_orig = RP->Xsize;
309 Ysize_orig = RP->Ysize;
310 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
311 if (sym == SYMMETRY_NONE)
312 {
313 RP->Xsize = Xsize_orig;
314 RP->Ysize = Ysize_orig;
315 return maze;
316 }
317 /* pick new sizes */
318 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
319 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
320
321 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
322 for (i = 0; i < RP->Xsize; i++)
323 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
324
325 if (sym == SYMMETRY_X)
326 for (i = 0; i < RP->Xsize / 2 + 1; i++)
327 for (j = 0; j < RP->Ysize; j++)
328 {
329 sym_maze[i][j] = maze[i][j];
330 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
331 };
332 if (sym == SYMMETRY_Y)
333 for (i = 0; i < RP->Xsize; 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 }
339 if (sym == SYMMETRY_XY)
340 for (i = 0; i < RP->Xsize / 2 + 1; i++)
341 for (j = 0; j < RP->Ysize / 2 + 1; j++)
342 {
343 sym_maze[i][j] = maze[i][j];
344 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
345 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
346 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
347 }
348 /* delete the old maze */
349 for (i = 0; i < Xsize_orig; i++)
350 free (maze[i]);
351 free (maze);
352 /* reconnect disjointed spirals */
353 if (RP->map_layout_style == LAYOUT_SPIRAL)
354 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
355 /* reconnect disjointed nethackmazes: the routine for
356 spirals will do the trick? */
357 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
358 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
359
360 return sym_maze;
361}
362
363
364/* takes a map and rotates it. This completes the
365 onion layouts, making them possibly centered on any wall.
366 It'll modify Xsize and Ysize if they're swapped.
367*/
368
369char **
370rotate_layout (char **maze, int rotation, random_map_params *RP)
371{
372 char **new_maze;
373 int i, j;
374
375 switch (rotation)
376 {
377 case 0:
378 return maze;
379 break;
380 case 2: /* a reflection */
381 {
382 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
383
384 for (i = 0; i < RP->Xsize; i++)
385 { /* make a copy */
386 for (j = 0; j < RP->Ysize; j++)
387 {
388 newmaze[i * RP->Ysize + j] = maze[i][j];
389 }
390 }
391 for (i = 0; i < RP->Xsize; i++)
392 { /* copy a reflection back */
393 for (j = 0; j < RP->Ysize; j++)
394 {
395 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
396 }
397 }
398 free (newmaze);
399 return maze;
400 break;
401 }
402 case 1:
403 case 3:
404 {
405 int swap;
406 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
407 for (i = 0; i < RP->Ysize; i++)
408 {
409 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
410 }
411 if (rotation == 1) /* swap x and y */
412 for (i = 0; i < RP->Xsize; i++)
413 for (j = 0; j < RP->Ysize; j++)
414 new_maze[j][i] = maze[i][j];
415
416 if (rotation == 3)
417 { /* swap x and y */
418 for (i = 0; i < RP->Xsize; i++)
419 for (j = 0; j < RP->Ysize; j++)
420 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
421 }
422
423 /* delete the old layout */
424 for (i = 0; i < RP->Xsize; i++)
425 free (maze[i]);
426 free (maze);
427
428 swap = RP->Ysize;
429 RP->Ysize = RP->Xsize;
430 RP->Xsize = swap;
431 return new_maze;
432 break;
433 }
434 }
435 return NULL;
436}
437
438/* take a layout and make some rooms in it.
439 --works best on onions.*/
440void
441roomify_layout (char **maze, random_map_params *RP)
442{
443 int tries = RP->Xsize * RP->Ysize / 30;
444 int ti; 641 int i;
445 642
446 for (ti = 0; ti < tries; ti++) 643 RP->Xsize = RP->xsize;
447 { 644 RP->Ysize = RP->ysize;
448 int dx, dy; /* starting location for looking at creating a door */
449 int cx, cy; /* results of checking on creating walls. */
450 645
451 dx = RANDOM () % RP->Xsize; 646 /* pick a random seed, or use the one from the input file */
452 dy = RANDOM () % RP->Ysize; 647 RP->random_seed = RP->random_seed
453 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 648 ? RP->random_seed + RP->dungeon_level
454 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 649 : time (0);
455 if (cx == -1) 650
456 { 651 // we run "single-threaded"
457 if (cy != -1) 652 rmg_rndm.seed (RP->random_seed);
458 make_wall (maze, dx, dy, 1); 653
459 continue; 654 write_map_parameters_to_string (buf, RP);
460 } 655
461 if (cy == -1) 656 if (RP->difficulty == 0)
462 {
463 make_wall (maze, dx, dy, 0);
464 continue;
465 }
466 if (cx < cy)
467 make_wall (maze, dx, dy, 0);
468 else
469 make_wall (maze, dx, dy, 1);
470 } 657 {
471} 658 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
472 659
473/* checks the layout to see if I can stick a horizontal(dir = 0) wall 660 if (RP->difficulty_increase > 0.001)
474 (or vertical, dir == 1) 661 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
475 here which ends up on other walls sensibly. */
476 662
477int 663 if (RP->difficulty < 1)
478can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 664 RP->difficulty = 1;
479{
480 int i1;
481 int length = 0;
482
483 /* dont make walls if we're on the edge. */
484 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
485 return -1;
486
487 /* don't make walls if we're ON a wall. */
488 if (maze[dx][dy] != 0)
489 return -1;
490
491 if (dir == 0) /* horizontal */
492 {
493 int y = dy;
494
495 for (i1 = dx - 1; i1 > 0; i1--)
496 {
497 int sindex = surround_flag2 (maze, i1, y, RP);
498
499 if (sindex == 1)
500 break;
501 if (sindex != 0)
502 return -1; /* can't make horiz. wall here */
503 if (maze[i1][y] != 0)
504 return -1; /* can't make horiz. wall here */
505 length++;
506 }
507
508 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
509 {
510 int sindex = surround_flag2 (maze, i1, y, RP);
511
512 if (sindex == 2)
513 break;
514 if (sindex != 0)
515 return -1; /* can't make horiz. wall here */
516 if (maze[i1][y] != 0)
517 return -1; /* can't make horiz. wall here */
518 length++;
519 }
520 return length;
521 } 665 }
522 else 666 else
523 { /* vertical */ 667 RP->difficulty_given = 1;
524 int x = dx;
525 668
526 for (i1 = dy - 1; i1 > 0; i1--) 669 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
527 { 670 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
528 int sindex = surround_flag2 (maze, x, i1, RP);
529 671
530 if (sindex == 4) 672 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
531 break; 673 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
532 if (sindex != 0)
533 return -1; /* can't make vert. wall here */
534 if (maze[x][i1] != 0)
535 return -1; /* can't make horiz. wall here */
536 length++;
537 }
538 674
539 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 675 if (RP->symmetry == SYMMETRY_RANDOM)
540 { 676 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
541 int sindex = surround_flag2 (maze, x, i1, RP); 677 else
678 RP->symmetry_used = RP->symmetry;
542 679
543 if (sindex == 8) 680 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
544 break; 681 RP->Ysize = RP->Ysize / 2 + 1;
545 if (sindex != 0) 682
546 return -1; /* can't make verti. wall here */ 683 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
547 if (maze[x][i1] != 0) 684 RP->Xsize = RP->Xsize / 2 + 1;
548 return -1; /* can't make horiz. wall here */ 685
549 length++; 686 if (RP->expand2x > 0)
550 }
551 return length;
552 } 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
553 return -1; 793 return 1;
554} 794}
555 795
556
557int
558make_wall (char **maze, int x, int y, int dir)
559{
560 maze[x][y] = 'D'; /* mark a door */
561 switch (dir)
562 {
563 case 0: /* horizontal */
564 {
565 int i1;
566
567 for (i1 = x - 1; maze[i1][y] == 0; i1--)
568 maze[i1][y] = '#';
569 for (i1 = x + 1; maze[i1][y] == 0; i1++)
570 maze[i1][y] = '#';
571 break;
572 }
573 case 1: /* vertical */
574 {
575 int i1;
576
577 for (i1 = y - 1; maze[x][i1] == 0; i1--)
578 maze[x][i1] = '#';
579 for (i1 = y + 1; maze[x][i1] == 0; i1++)
580 maze[x][i1] = '#';
581 break;
582 }
583 }
584
585 return 0;
586}
587
588/* puts doors at appropriate locations in a layout. */
589void
590doorify_layout (char **maze, random_map_params *RP)
591{
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 char *doorlist_x;
594 char *doorlist_y;
595 int doorlocs = 0; /* # of available doorlocations */
596 int i, j;
597
598 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
599 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
600
601
602 /* make a list of possible door locations */
603 for (i = 1; i < RP->Xsize - 1; i++)
604 for (j = 1; j < RP->Ysize - 1; j++)
605 {
606 int sindex = surround_flag (maze, i, j, RP);
607
608 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609 {
610 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j;
612 doorlocs++;
613 }
614 }
615
616 while (ndoors > 0 && doorlocs > 0)
617 {
618 int di;
619 int sindex;
620
621 di = RANDOM () % doorlocs;
622 i = doorlist_x[di];
623 j = doorlist_y[di];
624 sindex = surround_flag (maze, i, j, RP);
625 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
626 {
627 maze[i][j] = 'D';
628 ndoors--;
629 }
630 /* reduce the size of the list */
631 doorlocs--;
632 doorlist_x[di] = doorlist_x[doorlocs];
633 doorlist_y[di] = doorlist_y[doorlocs];
634 }
635
636 free (doorlist_x);
637 free (doorlist_y);
638}
639
640void
641write_map_parameters_to_string (char *buf, random_map_params *RP)
642{
643 char small_buf[16384];
644
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
646
647 if (RP->wallstyle[0])
648 {
649 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
650 strcat (buf, small_buf);
651 }
652
653 if (RP->floorstyle[0])
654 {
655 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656 strcat (buf, small_buf);
657 }
658
659 if (RP->monsterstyle[0])
660 {
661 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
662 strcat (buf, small_buf);
663 }
664
665 if (RP->treasurestyle[0])
666 {
667 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
668 strcat (buf, small_buf);
669 }
670
671 if (RP->layoutstyle[0])
672 {
673 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
674 strcat (buf, small_buf);
675 }
676
677 if (RP->decorstyle[0])
678 {
679 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
680 strcat (buf, small_buf);
681 }
682
683 if (RP->doorstyle[0])
684 {
685 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
686 strcat (buf, small_buf);
687 }
688
689 if (RP->exitstyle[0])
690 {
691 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692 strcat (buf, small_buf);
693 }
694
695 if (RP->final_map.length ())
696 {
697 sprintf (small_buf, "final_map %s\n", &RP->final_map);
698 strcat (buf, small_buf);
699 }
700
701 if (RP->exit_on_final_map[0])
702 {
703 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704 strcat (buf, small_buf);
705 }
706
707 if (RP->this_map.length ())
708 {
709 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
710 strcat (buf, small_buf);
711 }
712
713 if (RP->expand2x)
714 {
715 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
716 strcat (buf, small_buf);
717 }
718
719 if (RP->layoutoptions1)
720 {
721 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722 strcat (buf, small_buf);
723 }
724
725 if (RP->layoutoptions2)
726 {
727 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
728 strcat (buf, small_buf);
729 }
730
731 if (RP->layoutoptions3)
732 {
733 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
734 strcat (buf, small_buf);
735 }
736
737 if (RP->symmetry)
738 {
739 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
740 strcat (buf, small_buf);
741 }
742
743 if (RP->difficulty && RP->difficulty_given)
744 {
745 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
746 strcat (buf, small_buf);
747 }
748
749 if (RP->difficulty_increase != 1.0)
750 {
751 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
752 strcat (buf, small_buf);
753 }
754
755 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
756 strcat (buf, small_buf);
757
758 if (RP->dungeon_depth)
759 {
760 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
761 strcat (buf, small_buf);
762 }
763
764 if (RP->decoroptions)
765 {
766 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
767 strcat (buf, small_buf);
768 }
769
770 if (RP->orientation)
771 {
772 sprintf (small_buf, "orientation %d\n", RP->orientation);
773 strcat (buf, small_buf);
774 }
775
776 if (RP->origin_x)
777 {
778 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
779 strcat (buf, small_buf);
780 }
781
782 if (RP->origin_y)
783 {
784 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
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 if (RP->custom)
801 {
802 sprintf (small_buf, "custom %s\n", RP->custom);
803 strcat (buf, small_buf);
804 }
805}
806
807void
808write_parameters_to_string (char *buf,
809 int xsize_n,
810 int ysize_n,
811 char *wallstyle_n,
812 char *floorstyle_n,
813 char *monsterstyle_n,
814 char *treasurestyle_n,
815 char *layoutstyle_n,
816 char *decorstyle_n,
817 char *doorstyle_n,
818 char *exitstyle_n,
819 char *final_map_n,
820 char *exit_on_final_map_n,
821 char *this_map_n,
822 int layoutoptions1_n,
823 int layoutoptions2_n,
824 int layoutoptions3_n,
825 int symmetry_n,
826 int dungeon_depth_n,
827 int dungeon_level_n,
828 int difficulty_n,
829 int difficulty_given_n,
830 int decoroptions_n,
831 int orientation_n,
832 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
833{
834 char small_buf[16384];
835
836 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837
838 if (wallstyle_n && wallstyle_n[0])
839 {
840 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (floorstyle_n && floorstyle_n[0])
845 {
846 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
847 strcat (buf, small_buf);
848 }
849
850 if (monsterstyle_n && monsterstyle_n[0])
851 {
852 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
853 strcat (buf, small_buf);
854 }
855
856 if (treasurestyle_n && treasurestyle_n[0])
857 {
858 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
859 strcat (buf, small_buf);
860 }
861
862 if (layoutstyle_n && layoutstyle_n[0])
863 {
864 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
865 strcat (buf, small_buf);
866 }
867
868 if (decorstyle_n && decorstyle_n[0])
869 {
870 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
871 strcat (buf, small_buf);
872 }
873
874 if (doorstyle_n && doorstyle_n[0])
875 {
876 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
877 strcat (buf, small_buf);
878 }
879
880 if (exitstyle_n && exitstyle_n[0])
881 {
882 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
883 strcat (buf, small_buf);
884 }
885
886 if (final_map_n && final_map_n[0])
887 {
888 sprintf (small_buf, "final_map %s\n", final_map_n);
889 strcat (buf, small_buf);
890 }
891
892 if (exit_on_final_map_n && exit_on_final_map_n[0])
893 {
894 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
895 strcat (buf, small_buf);
896 }
897
898 if (this_map_n && this_map_n[0])
899 {
900 sprintf (small_buf, "origin_map %s\n", this_map_n);
901 strcat (buf, small_buf);
902 }
903
904 if (layoutoptions1_n)
905 {
906 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907 strcat (buf, small_buf);
908 }
909
910 if (layoutoptions2_n)
911 {
912 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
913 strcat (buf, small_buf);
914 }
915
916
917 if (layoutoptions3_n)
918 {
919 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
920 strcat (buf, small_buf);
921 }
922
923 if (symmetry_n)
924 {
925 sprintf (small_buf, "symmetry %d\n", symmetry_n);
926 strcat (buf, small_buf);
927 }
928
929
930 if (difficulty_n && difficulty_given_n)
931 {
932 sprintf (small_buf, "difficulty %d\n", difficulty_n);
933 strcat (buf, small_buf);
934 }
935
936 if (difficulty_increase > 0.001)
937 {
938 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
939 strcat (buf, small_buf);
940 }
941
942 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
943 strcat (buf, small_buf);
944
945 if (dungeon_depth_n)
946 {
947 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
948 strcat (buf, small_buf);
949 }
950
951 if (decoroptions_n)
952 {
953 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
954 strcat (buf, small_buf);
955 }
956
957 if (orientation_n)
958 {
959 sprintf (small_buf, "orientation %d\n", orientation_n);
960 strcat (buf, small_buf);
961 }
962
963 if (origin_x_n)
964 {
965 sprintf (small_buf, "origin_x %d\n", origin_x_n);
966 strcat (buf, small_buf);
967 }
968
969 if (origin_y_n)
970 {
971 sprintf (small_buf, "origin_y %d\n", origin_y_n);
972 strcat (buf, small_buf);
973 }
974
975 if (random_seed_n)
976 {
977 /* Add one so that the next map is a bit different */
978 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979 strcat (buf, small_buf);
980 }
981
982 if (treasureoptions_n)
983 {
984 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985 strcat (buf, small_buf);
986 }
987}
988
989/* copy an object with an inventory... i.e., duplicate the inv too. */
990void
991copy_object_with_inv (object *src_ob, object *dest_ob)
992{
993 object *walk, *tmp;
994
995 src_ob->copy_to (dest_ob);
996
997 for (walk = src_ob->inv; walk; walk = walk->below)
998 {
999 tmp = object::create ();
1000
1001 walk->copy_to (tmp);
1002 insert_ob_in_ob (tmp, dest_ob);
1003 }
1004}

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