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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.25 by root, Fri Jan 19 22:24:10 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 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize;
66
67 /* pick a random seed, or use the one from the input file */
68 RP->random_seed = RP->random_seed
69 ? RP->random_seed + RP->dungeon_level
70 : time (0);
71 CEDE;
72
73 write_map_parameters_to_string (buf, RP);
74
75 if (RP->difficulty == 0)
76 {
77 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
78
79 if (RP->difficulty_increase > 0.001)
80 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
81
82 if (RP->difficulty < 1)
83 RP->difficulty = 1;
84 } 328 {
85 else 329 int di = rmg_rndm (doorlocs);
86 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);
87 333
88 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
89 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 335 {
336 maze[i][j] = 'D';
337 ndoors--;
338 }
90 339
91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 340 /* reduce the size of the list */
92 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 }
93 345
94 if (RP->symmetry == SYMMETRY_RANDOM) 346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
95 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; 347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
96 else 348}
97 RP->symmetry_used = RP->symmetry;
98 349
99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 350void
100 RP->Ysize = RP->Ysize / 2 + 1; 351write_map_parameters_to_string (char *buf, random_map_params *RP)
352{
353 char small_buf[16384];
101 354
102 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 355 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
103 RP->Xsize = RP->Xsize / 2 + 1;
104 356
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
105 if (RP->expand2x > 0) 429 if (RP->expand2x)
106 {
107 RP->Xsize /= 2;
108 RP->Ysize /= 2;
109 } 430 {
110 431 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
111 RP->map_layout_style = LAYOUT_NONE; 432 strcat (buf, small_buf);
112
113 /* Redo this - there was a lot of redundant code of checking for preset
114 * layout style and then random layout style. Instead, figure out
115 * the numeric layoutstyle, so there is only one area that actually
116 * calls the code to make the maps.
117 */
118 if (strstr (RP->layoutstyle, "onion"))
119 RP->map_layout_style = LAYOUT_ONION;
120
121 if (strstr (RP->layoutstyle, "maze"))
122 RP->map_layout_style = LAYOUT_MAZE;
123
124 if (strstr (RP->layoutstyle, "spiral"))
125 RP->map_layout_style = LAYOUT_SPIRAL;
126
127 if (strstr (RP->layoutstyle, "rogue"))
128 RP->map_layout_style = LAYOUT_ROGUELIKE;
129
130 if (strstr (RP->layoutstyle, "snake"))
131 RP->map_layout_style = LAYOUT_SNAKE;
132
133 if (strstr (RP->layoutstyle, "squarespiral"))
134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
135
136 /* No style found - choose one randomly */
137 if (RP->map_layout_style == LAYOUT_NONE)
138 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
139
140 layout = layoutgen (RP);
141
142#ifdef RMAP_DEBUG
143 dump_layout (layout, RP);
144#endif
145
146 /* increment these for the current map */
147 RP->dungeon_level += 1;
148 /* allow constant-difficulty maps. */
149 /* difficulty+=1; */
150
151 /* rotate the layout randomly */
152 layout = rotate_layout (layout, rndm (4), RP);
153#ifdef RMAP_DEBUG
154 dump_layout (layout, RP);
155#endif
156
157 /* allocate the map and set the floor */
158 make_map_floor (layout, RP->floorstyle, RP);
159
160 /* set region */
161 region = RP->region;
162
163 CEDE;
164
165 /* create walls unless the wallstyle is "none" */
166 if (strcmp (RP->wallstyle, "none"))
167 { 433 }
168 make_map_walls (this, layout, RP->wallstyle, RP);
169 434
170 /* place doors unless doorstyle or wallstyle is "none" */ 435 if (RP->layoutoptions1)
171 if (strcmp (RP->doorstyle, "none"))
172 put_doors (this, layout, RP->doorstyle, RP);
173 } 436 {
437 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
438 strcat (buf, small_buf);
439 }
174 440
175 CEDE; 441 if (RP->layoutoptions2)
442 {
443 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
444 strcat (buf, small_buf);
445 }
176 446
177 /* create exits unless the exitstyle is "none" */ 447 if (RP->layoutoptions3)
178 if (strcmp (RP->exitstyle, "none")) 448 {
179 place_exits (this, layout, RP->exitstyle, RP->orientation, RP); 449 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
450 strcat (buf, small_buf);
451 }
180 452
181 CEDE; 453 if (RP->symmetry)
454 {
455 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
456 strcat (buf, small_buf);
457 }
182 458
183 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 }
184 464
185 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 }
186 470
187 /* create monsters unless the monsterstyle is "none" */ 471 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
188 if (strcmp (RP->monsterstyle, "none")) 472 strcat (buf, small_buf);
189 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
190 473
191 CEDE; 474 if (RP->dungeon_depth)
475 {
476 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
477 strcat (buf, small_buf);
478 }
192 479
193 /* treasures needs to have a proper difficulty set for the map. */ 480 if (RP->decoroptions)
194 difficulty = estimate_difficulty (); 481 {
482 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
483 strcat (buf, small_buf);
484 }
195 485
196 CEDE; 486 if (RP->orientation)
487 {
488 sprintf (small_buf, "orientation %d\n", RP->orientation);
489 strcat (buf, small_buf);
490 }
197 491
198 /* create treasure unless the treasurestyle is "none" */ 492 if (RP->origin_x)
199 if (strcmp (RP->treasurestyle, "none")) 493 {
200 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 }
201 497
202 CEDE; 498 if (RP->origin_y)
499 {
500 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
501 strcat (buf, small_buf);
502 }
203 503
204 /* create decor unless the decorstyle is "none" */ 504 if (RP->treasureoptions)
205 if (strcmp (RP->decorstyle, "none")) 505 {
206 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); 506 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
507 strcat (buf, small_buf);
508 }
207 509
208 CEDE; 510 if (RP->random_seed)
511 {
512 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
513 strcat (buf, small_buf);
514 }
209 515
210 /* generate treasures, etc. */ 516 if (RP->custom)
211 fix_auto_apply (); 517 {
518 sprintf (small_buf, "custom %s\n", RP->custom);
519 strcat (buf, small_buf);
520 }
521}
212 522
213 CEDE; 523/////////////////////////////////////////////////////////////////////////////
214 524
215 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;
216 529
217 /* free the layout */ 530 col = (char **)salloc<char> (size);
218 for (i = 0; i < RP->Xsize; i++)
219 free (layout[i]);
220 531
221 free (layout); 532 char *data = (char *)(col + w);
222 533
223 msg = strdup (buf); 534 for (int x = w; x--; )
224 in_memory = MAP_IN_MEMORY; 535 col [x] = data + x * h;
536}
225 537
226 CEDE; 538LayoutData::~LayoutData ()
539{
540 int size = (sizeof (char *) + sizeof (char) * h) * w;
227 541
228 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;
229} 554}
230 555
231/* function selects the layout function and gives it whatever 556/* function selects the layout function and gives it whatever
232 arguments it needs. */ 557 arguments it needs. */
233char ** 558static Layout
234layoutgen (random_map_params *RP) 559layoutgen (random_map_params *RP)
235{ 560{
236 char **maze = 0; 561 Layout layout (RP);
237 int oxsize = RP->Xsize, oysize = RP->Ysize;
238 562
239 switch (RP->map_layout_style) 563 switch (RP->map_layout_style)
240 { 564 {
241 case LAYOUT_ONION: 565 case LAYOUT_ONION:
242 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 566 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
567
243 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 568 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
244 roomify_layout (maze, RP); 569 roomify_layout (layout, RP);
570
245 break; 571 break;
246 572
247 case LAYOUT_MAZE: 573 case LAYOUT_MAZE:
248 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); 574 maze_gen (layout, rmg_rndm (2));
575
249 if (!(rndm (2))) 576 if (!(rmg_rndm (2)))
250 doorify_layout (maze, RP); 577 doorify_layout (layout, RP);
578
251 break; 579 break;
252 580
253 case LAYOUT_SPIRAL: 581 case LAYOUT_SPIRAL:
254 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 582 map_gen_spiral (layout, RP->layoutoptions1);
583
255 if (!(rndm (2))) 584 if (!(rmg_rndm (2)))
256 doorify_layout (maze, RP); 585 doorify_layout (layout, RP);
586
257 break; 587 break;
258 588
259 case LAYOUT_ROGUELIKE: 589 case LAYOUT_ROGUELIKE:
260 /* 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
261 * 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),
263 * spirals, or maps with lots of passages - making a symmetric rogue 593 * spirals, or maps with lots of passages - making a symmetric rogue
264 * map fails because its likely that the passages the symmetry process 594 * map fails because its likely that the passages the symmetry process
265 * creates may not connect the rooms. 595 * creates may not connect the rooms.
266 */ 596 */
267 RP->symmetry_used = SYMMETRY_NONE; 597 RP->symmetry_used = SYMMETRY_NONE;
268 RP->Ysize = oysize;
269 RP->Xsize = oxsize;
270 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 598 roguelike_layout_gen (layout, RP->layoutoptions1);
271 /* no doorifying... done already */ 599 /* no doorifying... done already */
272 break; 600 break;
273 601
274 case LAYOUT_SNAKE: 602 case LAYOUT_SNAKE:
275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 603 make_snake_layout (layout, RP->layoutoptions1);
604
276 if (rndm (2)) 605 if (rmg_rndm (2))
277 roomify_layout (maze, RP); 606 roomify_layout (layout, RP);
607
278 break; 608 break;
279 609
280 case LAYOUT_SQUARE_SPIRAL: 610 case LAYOUT_SQUARE_SPIRAL:
281 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 611 make_square_spiral_layout (layout, RP->layoutoptions1);
612
282 if (rndm (2)) 613 if (rmg_rndm (2))
283 roomify_layout (maze, RP); 614 roomify_layout (layout, RP);
615
284 break; 616 break;
285 }
286 617
287 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);
288 626
289#ifdef RMAP_DEBUG 627#ifdef RMAP_DEBUG
290 dump_layout (maze, RP); 628 dump_layout (layout);
291#endif 629#endif
292 630
293 if (RP->expand2x) 631 if (RP->expand2x)
294 { 632 expand2x (layout);
295 maze = expand2x (maze, RP->Xsize, RP->Ysize);
296 RP->Xsize = RP->Xsize * 2 - 1;
297 RP->Ysize = RP->Ysize * 2 - 1;
298 }
299 633
300 return maze; 634 return layout;
301} 635}
302 636
303/* takes a map and makes it symmetric: adjusts Xsize and 637bool
304Ysize to produce a symmetric map. */ 638maptile::generate_random_map (random_map_params *RP)
305char **
306symmetrize_layout (char **maze, int sym, random_map_params *RP)
307{ 639{
308 int i, j; 640 char buf[16384];
309 char **sym_maze;
310 int Xsize_orig, Ysize_orig;
311
312 Xsize_orig = RP->Xsize;
313 Ysize_orig = RP->Ysize;
314 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
315 if (sym == SYMMETRY_NONE)
316 {
317 RP->Xsize = Xsize_orig;
318 RP->Ysize = Ysize_orig;
319 return maze;
320 }
321 /* pick new sizes */
322 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
323 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
324
325 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
326 for (i = 0; i < RP->Xsize; i++)
327 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
328
329 if (sym == SYMMETRY_X)
330 for (i = 0; i < RP->Xsize / 2 + 1; i++)
331 for (j = 0; j < RP->Ysize; j++)
332 {
333 sym_maze[i][j] = maze[i][j];
334 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
335 };
336 if (sym == SYMMETRY_Y)
337 for (i = 0; i < RP->Xsize; i++)
338 for (j = 0; j < RP->Ysize / 2 + 1; j++)
339 {
340 sym_maze[i][j] = maze[i][j];
341 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
342 }
343 if (sym == SYMMETRY_XY)
344 for (i = 0; i < RP->Xsize / 2 + 1; i++)
345 for (j = 0; j < RP->Ysize / 2 + 1; j++)
346 {
347 sym_maze[i][j] = maze[i][j];
348 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
349 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
350 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
351 }
352 /* delete the old maze */
353 for (i = 0; i < Xsize_orig; i++)
354 free (maze[i]);
355 free (maze);
356 /* reconnect disjointed spirals */
357 if (RP->map_layout_style == LAYOUT_SPIRAL)
358 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
359 /* reconnect disjointed nethackmazes: the routine for
360 spirals will do the trick? */
361 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
362 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
363
364 return sym_maze;
365}
366
367
368/* takes a map and rotates it. This completes the
369 onion layouts, making them possibly centered on any wall.
370 It'll modify Xsize and Ysize if they're swapped.
371*/
372
373char **
374rotate_layout (char **maze, int rotation, random_map_params *RP)
375{
376 char **new_maze;
377 int i, j;
378
379 switch (rotation)
380 {
381 case 0:
382 return maze;
383 break;
384 case 2: /* a reflection */
385 {
386 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
387
388 for (i = 0; i < RP->Xsize; i++)
389 { /* make a copy */
390 for (j = 0; j < RP->Ysize; j++)
391 {
392 newmaze[i * RP->Ysize + j] = maze[i][j];
393 }
394 }
395 for (i = 0; i < RP->Xsize; i++)
396 { /* copy a reflection back */
397 for (j = 0; j < RP->Ysize; j++)
398 {
399 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
400 }
401 }
402 free (newmaze);
403 return maze;
404 break;
405 }
406 case 1:
407 case 3:
408 {
409 int swap;
410 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
411 for (i = 0; i < RP->Ysize; i++)
412 {
413 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
414 }
415 if (rotation == 1) /* swap x and y */
416 for (i = 0; i < RP->Xsize; i++)
417 for (j = 0; j < RP->Ysize; j++)
418 new_maze[j][i] = maze[i][j];
419
420 if (rotation == 3)
421 { /* swap x and y */
422 for (i = 0; i < RP->Xsize; i++)
423 for (j = 0; j < RP->Ysize; j++)
424 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
425 }
426
427 /* delete the old layout */
428 for (i = 0; i < RP->Xsize; i++)
429 free (maze[i]);
430 free (maze);
431
432 swap = RP->Ysize;
433 RP->Ysize = RP->Xsize;
434 RP->Xsize = swap;
435 return new_maze;
436 break;
437 }
438 }
439 return NULL;
440}
441
442/* take a layout and make some rooms in it.
443 --works best on onions.*/
444void
445roomify_layout (char **maze, random_map_params *RP)
446{
447 int tries = RP->Xsize * RP->Ysize / 30;
448 int ti; 641 int i;
449 642
450 for (ti = 0; ti < tries; ti++) 643 RP->Xsize = RP->xsize;
451 { 644 RP->Ysize = RP->ysize;
452 int dx, dy; /* starting location for looking at creating a door */
453 int cx, cy; /* results of checking on creating walls. */
454 645
455 dx = RANDOM () % RP->Xsize; 646 /* pick a random seed, or use the one from the input file */
456 dy = RANDOM () % RP->Ysize; 647 RP->random_seed = RP->random_seed
457 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 648 ? RP->random_seed + RP->dungeon_level
458 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 649 : time (0);
459 if (cx == -1) 650
460 { 651 // we run "single-threaded"
461 if (cy != -1) 652 rmg_rndm.seed (RP->random_seed);
462 make_wall (maze, dx, dy, 1); 653
463 continue; 654 write_map_parameters_to_string (buf, RP);
464 } 655
465 if (cy == -1) 656 if (RP->difficulty == 0)
466 {
467 make_wall (maze, dx, dy, 0);
468 continue;
469 }
470 if (cx < cy)
471 make_wall (maze, dx, dy, 0);
472 else
473 make_wall (maze, dx, dy, 1);
474 } 657 {
475} 658 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
476 659
477/* checks the layout to see if I can stick a horizontal(dir = 0) wall 660 if (RP->difficulty_increase > 0.001)
478 (or vertical, dir == 1) 661 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
479 here which ends up on other walls sensibly. */
480 662
481int 663 if (RP->difficulty < 1)
482can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 664 RP->difficulty = 1;
483{
484 int i1;
485 int length = 0;
486
487 /* dont make walls if we're on the edge. */
488 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
489 return -1;
490
491 /* don't make walls if we're ON a wall. */
492 if (maze[dx][dy] != 0)
493 return -1;
494
495 if (dir == 0) /* horizontal */
496 {
497 int y = dy;
498
499 for (i1 = dx - 1; i1 > 0; i1--)
500 {
501 int sindex = surround_flag2 (maze, i1, y, RP);
502
503 if (sindex == 1)
504 break;
505 if (sindex != 0)
506 return -1; /* can't make horiz. wall here */
507 if (maze[i1][y] != 0)
508 return -1; /* can't make horiz. wall here */
509 length++;
510 }
511
512 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
513 {
514 int sindex = surround_flag2 (maze, i1, y, RP);
515
516 if (sindex == 2)
517 break;
518 if (sindex != 0)
519 return -1; /* can't make horiz. wall here */
520 if (maze[i1][y] != 0)
521 return -1; /* can't make horiz. wall here */
522 length++;
523 }
524 return length;
525 } 665 }
526 else 666 else
527 { /* vertical */ 667 RP->difficulty_given = 1;
528 int x = dx;
529 668
530 for (i1 = dy - 1; i1 > 0; i1--) 669 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
531 { 670 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
532 int sindex = surround_flag2 (maze, x, i1, RP);
533 671
534 if (sindex == 4) 672 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
535 break; 673 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
536 if (sindex != 0)
537 return -1; /* can't make vert. wall here */
538 if (maze[x][i1] != 0)
539 return -1; /* can't make horiz. wall here */
540 length++;
541 }
542 674
543 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 675 if (RP->symmetry == SYMMETRY_RANDOM)
544 { 676 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
545 int sindex = surround_flag2 (maze, x, i1, RP); 677 else
678 RP->symmetry_used = RP->symmetry;
546 679
547 if (sindex == 8) 680 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
548 break; 681 RP->Ysize = RP->Ysize / 2 + 1;
549 if (sindex != 0) 682
550 return -1; /* can't make verti. wall here */ 683 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
551 if (maze[x][i1] != 0) 684 RP->Xsize = RP->Xsize / 2 + 1;
552 return -1; /* can't make horiz. wall here */ 685
553 length++; 686 if (RP->expand2x > 0)
554 }
555 return length;
556 } 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
557 return -1; 793 return 1;
558} 794}
559 795
560
561int
562make_wall (char **maze, int x, int y, int dir)
563{
564 maze[x][y] = 'D'; /* mark a door */
565 switch (dir)
566 {
567 case 0: /* horizontal */
568 {
569 int i1;
570
571 for (i1 = x - 1; maze[i1][y] == 0; i1--)
572 maze[i1][y] = '#';
573 for (i1 = x + 1; maze[i1][y] == 0; i1++)
574 maze[i1][y] = '#';
575 break;
576 }
577 case 1: /* vertical */
578 {
579 int i1;
580
581 for (i1 = y - 1; maze[x][i1] == 0; i1--)
582 maze[x][i1] = '#';
583 for (i1 = y + 1; maze[x][i1] == 0; i1++)
584 maze[x][i1] = '#';
585 break;
586 }
587 }
588
589 return 0;
590}
591
592/* puts doors at appropriate locations in a layout. */
593void
594doorify_layout (char **maze, random_map_params *RP)
595{
596 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
597 char *doorlist_x;
598 char *doorlist_y;
599 int doorlocs = 0; /* # of available doorlocations */
600 int i, j;
601
602 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
603 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
604
605
606 /* make a list of possible door locations */
607 for (i = 1; i < RP->Xsize - 1; i++)
608 for (j = 1; j < RP->Ysize - 1; j++)
609 {
610 int sindex = surround_flag (maze, i, j, RP);
611
612 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
613 {
614 doorlist_x[doorlocs] = i;
615 doorlist_y[doorlocs] = j;
616 doorlocs++;
617 }
618 }
619
620 while (ndoors > 0 && doorlocs > 0)
621 {
622 int di;
623 int sindex;
624
625 di = RANDOM () % doorlocs;
626 i = doorlist_x[di];
627 j = doorlist_y[di];
628 sindex = surround_flag (maze, i, j, RP);
629 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
630 {
631 maze[i][j] = 'D';
632 ndoors--;
633 }
634 /* reduce the size of the list */
635 doorlocs--;
636 doorlist_x[di] = doorlist_x[doorlocs];
637 doorlist_y[di] = doorlist_y[doorlocs];
638 }
639
640 free (doorlist_x);
641 free (doorlist_y);
642}
643
644void
645write_map_parameters_to_string (char *buf, random_map_params *RP)
646{
647 char small_buf[16384];
648
649 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
650
651 if (RP->wallstyle[0])
652 {
653 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
654 strcat (buf, small_buf);
655 }
656
657 if (RP->floorstyle[0])
658 {
659 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
660 strcat (buf, small_buf);
661 }
662
663 if (RP->monsterstyle[0])
664 {
665 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
666 strcat (buf, small_buf);
667 }
668
669 if (RP->treasurestyle[0])
670 {
671 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
672 strcat (buf, small_buf);
673 }
674
675 if (RP->layoutstyle[0])
676 {
677 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
678 strcat (buf, small_buf);
679 }
680
681 if (RP->decorstyle[0])
682 {
683 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
684 strcat (buf, small_buf);
685 }
686
687 if (RP->doorstyle[0])
688 {
689 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
690 strcat (buf, small_buf);
691 }
692
693 if (RP->exitstyle[0])
694 {
695 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
696 strcat (buf, small_buf);
697 }
698
699 if (RP->final_map.length ())
700 {
701 sprintf (small_buf, "final_map %s\n", &RP->final_map);
702 strcat (buf, small_buf);
703 }
704
705 if (RP->exit_on_final_map[0])
706 {
707 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
708 strcat (buf, small_buf);
709 }
710
711 if (RP->this_map.length ())
712 {
713 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
714 strcat (buf, small_buf);
715 }
716
717 if (RP->expand2x)
718 {
719 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
720 strcat (buf, small_buf);
721 }
722
723 if (RP->layoutoptions1)
724 {
725 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
726 strcat (buf, small_buf);
727 }
728
729 if (RP->layoutoptions2)
730 {
731 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
732 strcat (buf, small_buf);
733 }
734
735 if (RP->layoutoptions3)
736 {
737 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
738 strcat (buf, small_buf);
739 }
740
741 if (RP->symmetry)
742 {
743 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
744 strcat (buf, small_buf);
745 }
746
747 if (RP->difficulty && RP->difficulty_given)
748 {
749 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
750 strcat (buf, small_buf);
751 }
752
753 if (RP->difficulty_increase != 1.0)
754 {
755 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
756 strcat (buf, small_buf);
757 }
758
759 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
760 strcat (buf, small_buf);
761
762 if (RP->dungeon_depth)
763 {
764 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
765 strcat (buf, small_buf);
766 }
767
768 if (RP->decoroptions)
769 {
770 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
771 strcat (buf, small_buf);
772 }
773
774 if (RP->orientation)
775 {
776 sprintf (small_buf, "orientation %d\n", RP->orientation);
777 strcat (buf, small_buf);
778 }
779
780 if (RP->origin_x)
781 {
782 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
783 strcat (buf, small_buf);
784 }
785
786 if (RP->origin_y)
787 {
788 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
789 strcat (buf, small_buf);
790 }
791
792 if (RP->treasureoptions)
793 {
794 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
795 strcat (buf, small_buf);
796 }
797
798 if (RP->random_seed)
799 {
800 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
801 strcat (buf, small_buf);
802 }
803
804 if (RP->custom)
805 {
806 sprintf (small_buf, "custom %s\n", RP->custom);
807 strcat (buf, small_buf);
808 }
809}
810
811void
812write_parameters_to_string (char *buf,
813 int xsize_n,
814 int ysize_n,
815 char *wallstyle_n,
816 char *floorstyle_n,
817 char *monsterstyle_n,
818 char *treasurestyle_n,
819 char *layoutstyle_n,
820 char *decorstyle_n,
821 char *doorstyle_n,
822 char *exitstyle_n,
823 char *final_map_n,
824 char *exit_on_final_map_n,
825 char *this_map_n,
826 int layoutoptions1_n,
827 int layoutoptions2_n,
828 int layoutoptions3_n,
829 int symmetry_n,
830 int dungeon_depth_n,
831 int dungeon_level_n,
832 int difficulty_n,
833 int difficulty_given_n,
834 int decoroptions_n,
835 int orientation_n,
836 int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase)
837{
838 char small_buf[16384];
839
840 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
841
842 if (wallstyle_n && wallstyle_n[0])
843 {
844 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
845 strcat (buf, small_buf);
846 }
847
848 if (floorstyle_n && floorstyle_n[0])
849 {
850 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
851 strcat (buf, small_buf);
852 }
853
854 if (monsterstyle_n && monsterstyle_n[0])
855 {
856 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
857 strcat (buf, small_buf);
858 }
859
860 if (treasurestyle_n && treasurestyle_n[0])
861 {
862 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
863 strcat (buf, small_buf);
864 }
865
866 if (layoutstyle_n && layoutstyle_n[0])
867 {
868 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
869 strcat (buf, small_buf);
870 }
871
872 if (decorstyle_n && decorstyle_n[0])
873 {
874 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
875 strcat (buf, small_buf);
876 }
877
878 if (doorstyle_n && doorstyle_n[0])
879 {
880 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
881 strcat (buf, small_buf);
882 }
883
884 if (exitstyle_n && exitstyle_n[0])
885 {
886 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
887 strcat (buf, small_buf);
888 }
889
890 if (final_map_n && final_map_n[0])
891 {
892 sprintf (small_buf, "final_map %s\n", final_map_n);
893 strcat (buf, small_buf);
894 }
895
896 if (exit_on_final_map_n && exit_on_final_map_n[0])
897 {
898 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
899 strcat (buf, small_buf);
900 }
901
902 if (this_map_n && this_map_n[0])
903 {
904 sprintf (small_buf, "origin_map %s\n", this_map_n);
905 strcat (buf, small_buf);
906 }
907
908 if (layoutoptions1_n)
909 {
910 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
911 strcat (buf, small_buf);
912 }
913
914 if (layoutoptions2_n)
915 {
916 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
917 strcat (buf, small_buf);
918 }
919
920
921 if (layoutoptions3_n)
922 {
923 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
924 strcat (buf, small_buf);
925 }
926
927 if (symmetry_n)
928 {
929 sprintf (small_buf, "symmetry %d\n", symmetry_n);
930 strcat (buf, small_buf);
931 }
932
933
934 if (difficulty_n && difficulty_given_n)
935 {
936 sprintf (small_buf, "difficulty %d\n", difficulty_n);
937 strcat (buf, small_buf);
938 }
939
940 if (difficulty_increase > 0.001)
941 {
942 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
943 strcat (buf, small_buf);
944 }
945
946 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
947 strcat (buf, small_buf);
948
949 if (dungeon_depth_n)
950 {
951 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
952 strcat (buf, small_buf);
953 }
954
955 if (decoroptions_n)
956 {
957 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
958 strcat (buf, small_buf);
959 }
960
961 if (orientation_n)
962 {
963 sprintf (small_buf, "orientation %d\n", orientation_n);
964 strcat (buf, small_buf);
965 }
966
967 if (origin_x_n)
968 {
969 sprintf (small_buf, "origin_x %d\n", origin_x_n);
970 strcat (buf, small_buf);
971 }
972
973 if (origin_y_n)
974 {
975 sprintf (small_buf, "origin_y %d\n", origin_y_n);
976 strcat (buf, small_buf);
977 }
978
979 if (random_seed_n)
980 {
981 /* Add one so that the next map is a bit different */
982 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
983 strcat (buf, small_buf);
984 }
985
986 if (treasureoptions_n)
987 {
988 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
989 strcat (buf, small_buf);
990 }
991}
992
993/* copy an object with an inventory... i.e., duplicate the inv too. */
994void
995copy_object_with_inv (object *src_ob, object *dest_ob)
996{
997 object *walk, *tmp;
998
999 src_ob->copy_to (dest_ob);
1000
1001 for (walk = src_ob->inv; walk; walk = walk->below)
1002 {
1003 tmp = object::create ();
1004
1005 walk->copy_to (tmp);
1006 insert_ob_in_ob (tmp, dest_ob);
1007 }
1008}

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