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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.32 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.49 by root, Tue Apr 13 02:39:53 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <time.h> 25#include <time.h>
26#include <global.h> 27#include <global.h>
27#include <random_map.h> 28#include <random_map.h>
28#include <rproto.h> 29#include <rproto.h>
29#include <sproto.h> 30#include <sproto.h>
30 31
31#define CEDE coroapi::cede_to_tick (); 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);
32 36
33void 37void
38dump_layout (Layout layout)
39{
40 for (int j = 0; j < layout->h; j++)
41 {
42 for (int i = 0; i < layout->w; i++)
43 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
44
45 putc ('\n', stdout);
46 }
47
48 putc ('\n', stdout);
49}
50
51/* takes a map and makes it symmetric: adjusts Xsize and
52 * Ysize to produce a symmetric map.
53 */
54static void
55symmetrize_layout (Layout layout, random_map_params *RP)
56{
57 if (RP->symmetry_used == SYMMETRY_NONE)
58 return;
59
60 Layout sym_layout (
61 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
62 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 );
64
65 if (RP->symmetry_used == SYMMETRY_X)
66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
67 for (int j = 0; j < sym_layout->h; j++)
68 {
69 sym_layout[i ][j] =
70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
71 }
72
73 if (RP->symmetry_used == SYMMETRY_Y)
74 for (int i = 0; i < sym_layout->w; i++)
75 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
76 {
77 sym_layout[i][j ] =
78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
79 }
80
81 if (RP->symmetry_used == SYMMETRY_XY)
82 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
83 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
84 {
85 sym_layout[i ][j ] =
86 sym_layout[i ][sym_layout->h - j - 1] =
87 sym_layout[sym_layout->w - i - 1][j ] =
88 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
89 }
90
91 layout.swap (sym_layout);
92 sym_layout.free ();
93
94 /* reconnect disjointed spirals */
95 /* reconnect disjointed nethacklayouts: the routine for
96 spirals will do the trick? */
97 if (RP->map_layout_style == LAYOUT_SPIRAL
98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
100}
101
102/* takes a map and rotates it. This completes the
103 onion layouts, making them possibly centered on any wall.
104 It'll modify Xsize and Ysize if they're swapped.
105*/
106static void
107rotate_layout (Layout layout, int rotation)
108{
109 int w = layout->w;
110 int h = layout->h;
111
112 switch (rotation)
113 {
114 case 2: /* a reflection */
115 {
116 Layout new_layout (w, h);
117
118 for (int i = 0; i < w; i++) /* copy a reflection back */
119 for (int j = 0; j < h; j++)
120 new_layout[i][j] = layout[w - i - 1][h - j - 1];
121
122 layout.swap (new_layout);
123 new_layout.free ();
124 }
125 break;
126
127 case 1:
128 case 3:
129 {
130 Layout new_layout (h, w);
131
132 if (rotation == 1) /* swap x and y */
133 for (int i = 0; i < w; i++)
134 for (int j = 0; j < h; j++)
135 new_layout[j][i] = layout[i][j];
136
137 if (rotation == 3) /* swap x and y */
138 for (int i = 0; i < w; i++)
139 for (int j = 0; j < h; j++)
140 new_layout[j][i] = layout[w - i - 1][h - j - 1];
141
142 layout.swap (new_layout);
143 new_layout.free ();
144 }
145 break;
146 }
147}
148
149/* checks the layout to see if I can stick a horizontal(dir = 0) wall
150 (or vertical, dir == 1)
151 here which ends up on other walls sensibly. */
152static int
153can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
154{
155 int i1;
156 int length = 0;
157
158 /* dont make walls if we're on the edge. */
159 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
160 return -1;
161
162 /* don't make walls if we're ON a wall. */
163 if (maze[dx][dy] != 0)
164 return -1;
165
166 if (dir == 0) /* horizontal */
167 {
168 int y = dy;
169
170 for (i1 = dx - 1; i1 > 0; i1--)
171 {
172 int sindex = surround_flag2 (maze, i1, y, RP);
173
174 if (sindex == 1)
175 break;
176 if (sindex != 0)
177 return -1; /* can't make horiz. wall here */
178 if (maze[i1][y] != 0)
179 return -1; /* can't make horiz. wall here */
180 length++;
181 }
182
183 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
184 {
185 int sindex = surround_flag2 (maze, i1, y, RP);
186
187 if (sindex == 2)
188 break;
189 if (sindex != 0)
190 return -1; /* can't make horiz. wall here */
191 if (maze[i1][y] != 0)
192 return -1; /* can't make horiz. wall here */
193 length++;
194 }
195 return length;
196 }
197 else
198 { /* vertical */
199 int x = dx;
200
201 for (i1 = dy - 1; i1 > 0; i1--)
202 {
203 int sindex = surround_flag2 (maze, x, i1, RP);
204
205 if (sindex == 4)
206 break;
207 if (sindex != 0)
208 return -1; /* can't make vert. wall here */
209 if (maze[x][i1] != 0)
210 return -1; /* can't make horiz. wall here */
211 length++;
212 }
213
214 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
215 {
216 int sindex = surround_flag2 (maze, x, i1, RP);
217
218 if (sindex == 8)
219 break;
220 if (sindex != 0)
221 return -1; /* can't make verti. wall here */
222 if (maze[x][i1] != 0)
223 return -1; /* can't make horiz. wall here */
224 length++;
225 }
226
227 return length;
228 }
229
230 return -1;
231}
232
233/* take a layout and make some rooms in it.
234 --works best on onions.*/
235static void
34dump_layout (char **layout, random_map_params *RP) 236roomify_layout (char **maze, random_map_params *RP)
35{ 237{
238 int tries = RP->Xsize * RP->Ysize / 30;
239 int ti;
240
241 for (ti = 0; ti < tries; ti++)
36 { 242 {
37 int i, j; 243 int dx, dy; /* starting location for looking at creating a door */
244 int cx, cy; /* results of checking on creating walls. */
38 245
246 dx = rmg_rndm (RP->Xsize);
247 dy = rmg_rndm (RP->Ysize);
248
249 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
250 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
251 if (cx == -1)
252 {
253 if (cy != -1)
254 make_wall (maze, dx, dy, 1);
255
256 continue;
257 }
258
259 if (cy == -1)
260 {
261 make_wall (maze, dx, dy, 0);
262 continue;
263 }
264
265 if (cx < cy)
266 make_wall (maze, dx, dy, 0);
267 else
268 make_wall (maze, dx, dy, 1);
269 }
270}
271
272int
273make_wall (char **maze, int x, int y, int dir)
274{
275 maze[x][y] = 'D'; /* mark a door */
276 switch (dir)
277 {
278 case 0: /* horizontal */
279 {
280 int i1;
281
282 for (i1 = x - 1; maze[i1][y] == 0; i1--)
283 maze[i1][y] = '#';
284 for (i1 = x + 1; maze[i1][y] == 0; i1++)
285 maze[i1][y] = '#';
286 break;
287 }
288 case 1: /* vertical */
289 {
290 int i1;
291
292 for (i1 = y - 1; maze[x][i1] == 0; i1--)
293 maze[x][i1] = '#';
294 for (i1 = y + 1; maze[x][i1] == 0; i1++)
295 maze[x][i1] = '#';
296 break;
297 }
298 }
299
300 return 0;
301}
302
303/* puts doors at appropriate locations in a layout. */
304static void
305doorify_layout (char **maze, random_map_params *RP)
306{
307 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
308 int doorlocs = 0; /* # of available doorlocations */
309
310 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
311 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
312
313 /* make a list of possible door locations */
39 for (i = 0; i < RP->Xsize; i++) 314 for (int i = 1; i < RP->Xsize - 1; i++)
315 for (int j = 1; j < RP->Ysize - 1; j++)
40 { 316 {
41 for (j = 0; j < RP->Ysize; j++) 317 int sindex = surround_flag (maze, i, j, RP);
318
319 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
42 { 320 {
43 if (layout[i][j] == 0) 321 doorlist_x[doorlocs] = i;
44 layout[i][j] = ' '; 322 doorlist_y[doorlocs] = j;
45 printf ("%c", layout[i][j]); 323 doorlocs++;
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 } 324 }
49 printf ("\n");
50 } 325 }
326
327 while (ndoors > 0 && doorlocs > 0)
328 {
329 int di = rmg_rndm (doorlocs);
330 int i = doorlist_x[di];
331 int j = doorlist_y[di];
332 int sindex = surround_flag (maze, i, j, RP);
333
334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
335 {
336 maze[i][j] = 'D';
337 ndoors--;
338 }
339
340 /* reduce the size of the list */
341 doorlocs--;
342 doorlist_x[di] = doorlist_x[doorlocs];
343 doorlist_y[di] = doorlist_y[doorlocs];
51 } 344 }
52 printf ("\n");
53}
54 345
55bool 346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
56maptile::generate_random_map (random_map_params *RP) 347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
348}
349
350void
351write_map_parameters_to_string (char *buf, random_map_params *RP)
57{ 352{
58 char buf[16384]; 353 char small_buf[16384];
59 int i;
60 354
61 RP->Xsize = RP->xsize; 355 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
62 RP->Ysize = RP->ysize;
63 356
64 /* pick a random seed, or use the one from the input file */ 357 if (RP->wallstyle[0])
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 } 358 {
82 else 359 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
83 RP->difficulty_given = 1; 360 strcat (buf, small_buf);
361 }
84 362
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 363 if (RP->miningstyle[0])
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 364 {
365 sprintf (small_buf, "miningstyle %s\n", RP->miningstyle);
366 strcat (buf, small_buf);
367 }
87 368
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 369 if (RP->floorstyle[0])
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 370 {
371 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
372 strcat (buf, small_buf);
373 }
90 374
91 if (RP->symmetry == SYMMETRY_RANDOM) 375 if (RP->monsterstyle[0])
92 RP->symmetry_used = rndm (SYMMETRY_XY) + 1; 376 {
93 else 377 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
94 RP->symmetry_used = RP->symmetry; 378 strcat (buf, small_buf);
379 }
95 380
96 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 381 if (RP->treasurestyle[0])
97 RP->Ysize = RP->Ysize / 2 + 1; 382 {
383 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
384 strcat (buf, small_buf);
385 }
98 386
99 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 387 if (RP->layoutstyle[0])
100 RP->Xsize = RP->Xsize / 2 + 1; 388 {
389 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
390 strcat (buf, small_buf);
391 }
101 392
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
102 if (RP->expand2x > 0) 429 if (RP->expand2x)
103 {
104 RP->Xsize /= 2;
105 RP->Ysize /= 2;
106 } 430 {
107 431 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
108 RP->map_layout_style = LAYOUT_NONE; 432 strcat (buf, small_buf);
109
110 /* Redo this - there was a lot of redundant code of checking for preset
111 * layout style and then random layout style. Instead, figure out
112 * the numeric layoutstyle, so there is only one area that actually
113 * calls the code to make the maps.
114 */
115 if (strstr (RP->layoutstyle, "onion"))
116 RP->map_layout_style = LAYOUT_ONION;
117
118 if (strstr (RP->layoutstyle, "maze"))
119 RP->map_layout_style = LAYOUT_MAZE;
120
121 if (strstr (RP->layoutstyle, "spiral"))
122 RP->map_layout_style = LAYOUT_SPIRAL;
123
124 if (strstr (RP->layoutstyle, "rogue"))
125 RP->map_layout_style = LAYOUT_ROGUELIKE;
126
127 if (strstr (RP->layoutstyle, "snake"))
128 RP->map_layout_style = LAYOUT_SNAKE;
129
130 if (strstr (RP->layoutstyle, "squarespiral"))
131 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
132
133 /* No style found - choose one randomly */
134 if (RP->map_layout_style == LAYOUT_NONE)
135 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1;
136
137 Maze layout = layoutgen (RP);
138
139#ifdef RMAP_DEBUG
140 dump_layout (layout, RP);
141#endif
142
143 /* increment these for the current map */
144 RP->dungeon_level += 1;
145 /* allow constant-difficulty maps. */
146 /* difficulty+=1; */
147
148 /* rotate the layout randomly */
149 layout = rotate_layout (layout, rndm (4), RP);
150#ifdef RMAP_DEBUG
151 dump_layout (layout, RP);
152#endif
153
154 /* allocate the map and set the floor */
155 make_map_floor (layout, RP->floorstyle, RP);
156
157 /* set region */
158 default_region = RP->region;
159
160 CEDE;
161
162 /* create walls unless the wallstyle is "none" */
163 if (strcmp (RP->wallstyle, "none"))
164 { 433 }
165 make_map_walls (this, layout, RP->wallstyle, RP);
166 434
167 /* place doors unless doorstyle or wallstyle is "none" */ 435 if (RP->layoutoptions1)
168 if (strcmp (RP->doorstyle, "none"))
169 put_doors (this, layout, RP->doorstyle, RP);
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 layout.free (); 530 col = (char **)salloc<char> (size);
215 531
216 msg = strdup (buf); 532 char *data = (char *)(col + w);
217 in_memory = MAP_IN_MEMORY;
218 533
219 CEDE; 534 for (int x = w; x--; )
535 col [x] = data + x * h;
536}
220 537
221 return 1; 538LayoutData::~LayoutData ()
539{
540 int size = (sizeof (char *) + sizeof (char) * h) * w;
541
542 sfree ((char *)col, size);
543}
544
545void LayoutData::clear (char fill)
546{
547 memset (col [0], fill, w * h);
548}
549
550void LayoutData::border (char fill)
551{
552 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
553 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
222} 554}
223 555
224/* function selects the layout function and gives it whatever 556/* function selects the layout function and gives it whatever
225 arguments it needs. */ 557 arguments it needs. */
226Maze 558static Layout
227layoutgen (random_map_params *RP) 559layoutgen (random_map_params *RP)
228{ 560{
229 Maze maze; 561 Layout layout (RP);
230
231 int oxsize = RP->Xsize, oysize = RP->Ysize;
232 562
233 switch (RP->map_layout_style) 563 switch (RP->map_layout_style)
234 { 564 {
235 case LAYOUT_ONION: 565 case LAYOUT_ONION:
236 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 566 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
237 567
238 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 568 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
239 roomify_layout (maze, RP); 569 roomify_layout (layout, RP);
240 570
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));
245 575
246 if (!(rndm (2))) 576 if (!(rmg_rndm (2)))
247 doorify_layout (maze, RP); 577 doorify_layout (layout, RP);
248 578
249 break; 579 break;
250 580
251 case LAYOUT_SPIRAL: 581 case LAYOUT_SPIRAL:
252 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 582 map_gen_spiral (layout, RP->layoutoptions1);
253 583
254 if (!(rndm (2))) 584 if (!(rmg_rndm (2)))
255 doorify_layout (maze, RP); 585 doorify_layout (layout, RP);
256 586
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
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);
276 604
277 if (rndm (2)) 605 if (rmg_rndm (2))
278 roomify_layout (maze, RP); 606 roomify_layout (layout, RP);
279 607
280 break; 608 break;
281 609
282 case LAYOUT_SQUARE_SPIRAL: 610 case LAYOUT_SQUARE_SPIRAL:
283 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 611 make_square_spiral_layout (layout, RP->layoutoptions1);
284 612
285 if (rndm (2)) 613 if (rmg_rndm (2))
286 roomify_layout (maze, RP); 614 roomify_layout (layout, RP);
287 615
288 break; 616 break;
289 617
290 default: 618 default:
291 abort (); 619 abort ();
292 } 620 }
293 621
294 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 622 /* rotate the layout randomly */
623 rotate_layout (layout, rmg_rndm (4));
624
625 symmetrize_layout (layout, RP);
295 626
296#ifdef RMAP_DEBUG 627#ifdef RMAP_DEBUG
297 dump_layout (maze, RP); 628 dump_layout (layout);
298#endif 629#endif
299 630
300 if (RP->expand2x) 631 if (RP->expand2x)
301 { 632 expand2x (layout);
302 maze = expand2x (maze, RP->Xsize, RP->Ysize);
303 RP->Xsize = RP->Xsize * 2 - 1;
304 RP->Ysize = RP->Ysize * 2 - 1;
305 }
306 633
307 return maze; 634 return layout;
308} 635}
309 636
310/* takes a map and makes it symmetric: adjusts Xsize and 637bool
311Ysize to produce a symmetric map. */ 638maptile::generate_random_map (random_map_params *RP)
312Maze
313symmetrize_layout (Maze maze, int sym, random_map_params *RP)
314{ 639{
315 int i, j; 640 char buf[16384];
316 int Xsize_orig, Ysize_orig;
317
318 Xsize_orig = RP->Xsize;
319 Ysize_orig = RP->Ysize;
320
321 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
322
323 if (sym == SYMMETRY_NONE)
324 {
325 RP->Xsize = Xsize_orig;
326 RP->Ysize = Ysize_orig;
327
328 return maze;
329 }
330
331 /* pick new sizes */
332 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
333 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
334
335 Maze sym_maze (RP);
336
337 if (sym == SYMMETRY_X)
338 for (i = 0; i < RP->Xsize / 2 + 1; i++)
339 for (j = 0; j < RP->Ysize; j++)
340 {
341 sym_maze[i][j] = maze[i][j];
342 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
343 }
344
345 if (sym == SYMMETRY_Y)
346 for (i = 0; i < RP->Xsize; i++)
347 for (j = 0; j < RP->Ysize / 2 + 1; j++)
348 {
349 sym_maze[i][j] = maze[i][j];
350 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
351 }
352
353 if (sym == SYMMETRY_XY)
354 for (i = 0; i < RP->Xsize / 2 + 1; i++)
355 for (j = 0; j < RP->Ysize / 2 + 1; j++)
356 {
357 sym_maze[i][j] = maze[i][j];
358 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
359 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
360 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
361 }
362
363 maze.free ();
364
365 /* reconnect disjointed spirals */
366 if (RP->map_layout_style == LAYOUT_SPIRAL)
367 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
368
369 /* reconnect disjointed nethackmazes: the routine for
370 spirals will do the trick? */
371 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
372 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
373
374 return sym_maze;
375}
376
377/* takes a map and rotates it. This completes the
378 onion layouts, making them possibly centered on any wall.
379 It'll modify Xsize and Ysize if they're swapped.
380*/
381Maze
382rotate_layout (Maze maze, int rotation, random_map_params *RP)
383{
384 switch (rotation)
385 {
386 case 2: /* a reflection */
387 {
388 Maze new_maze (RP);
389
390 for (int i = 0; i < RP->Xsize; i++) /* copy a reflection back */
391 for (int j = 0; j < RP->Ysize; j++)
392 new_maze[i][j] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
393
394 maze.free ();
395 maze = new_maze;
396 }
397
398 case 1:
399 case 3:
400 {
401 Maze new_maze (RP->Ysize, RP->Xsize);
402
403 if (rotation == 1) /* swap x and y */
404 for (int i = 0; i < RP->Xsize; i++)
405 for (int j = 0; j < RP->Ysize; j++)
406 new_maze[j][i] = maze[i][j];
407
408 if (rotation == 3) /* swap x and y */
409 for (int i = 0; i < RP->Xsize; i++)
410 for (int j = 0; j < RP->Ysize; j++)
411 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
412
413 maze.free ();
414 maze = new_maze;
415 swap (RP->Xsize, RP->Ysize);
416 }
417 }
418
419 return maze;
420}
421
422/* take a layout and make some rooms in it.
423 --works best on onions.*/
424void
425roomify_layout (char **maze, random_map_params *RP)
426{
427 int tries = RP->Xsize * RP->Ysize / 30;
428 int ti; 641 int i;
429 642
430 for (ti = 0; ti < tries; ti++) 643 RP->Xsize = RP->xsize;
431 { 644 RP->Ysize = RP->ysize;
432 int dx, dy; /* starting location for looking at creating a door */
433 int cx, cy; /* results of checking on creating walls. */
434 645
435 dx = rndm (RP->Xsize); 646 /* pick a random seed, or use the one from the input file */
436 dy = rndm (RP->Ysize); 647 RP->random_seed = RP->random_seed
648 ? RP->random_seed + RP->dungeon_level
649 : time (0);
437 650
438 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 651 // we run "single-threaded"
439 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 652 rmg_rndm.seed (RP->random_seed);
440 if (cx == -1)
441 {
442 if (cy != -1)
443 make_wall (maze, dx, dy, 1);
444 653
445 continue; 654 write_map_parameters_to_string (buf, RP);
446 }
447 655
448 if (cy == -1) 656 if (RP->difficulty == 0)
449 {
450 make_wall (maze, dx, dy, 0);
451 continue;
452 }
453
454 if (cx < cy)
455 make_wall (maze, dx, dy, 0);
456 else
457 make_wall (maze, dx, dy, 1);
458 } 657 {
459} 658 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
460 659
461/* checks the layout to see if I can stick a horizontal(dir = 0) wall 660 if (RP->difficulty_increase > 0.001)
462 (or vertical, dir == 1) 661 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
463 here which ends up on other walls sensibly. */
464 662
465int 663 if (RP->difficulty < 1)
466can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 664 RP->difficulty = 1;
467{
468 int i1;
469 int length = 0;
470
471 /* dont make walls if we're on the edge. */
472 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
473 return -1;
474
475 /* don't make walls if we're ON a wall. */
476 if (maze[dx][dy] != 0)
477 return -1;
478
479 if (dir == 0) /* horizontal */
480 {
481 int y = dy;
482
483 for (i1 = dx - 1; i1 > 0; i1--)
484 {
485 int sindex = surround_flag2 (maze, i1, y, RP);
486
487 if (sindex == 1)
488 break;
489 if (sindex != 0)
490 return -1; /* can't make horiz. wall here */
491 if (maze[i1][y] != 0)
492 return -1; /* can't make horiz. wall here */
493 length++;
494 }
495
496 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
497 {
498 int sindex = surround_flag2 (maze, i1, y, RP);
499
500 if (sindex == 2)
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 return length;
509 } 665 }
510 else 666 else
511 { /* vertical */ 667 RP->difficulty_given = 1;
512 int x = dx;
513 668
514 for (i1 = dy - 1; i1 > 0; i1--) 669 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
515 { 670 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
516 int sindex = surround_flag2 (maze, x, i1, RP);
517 671
518 if (sindex == 4) 672 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
519 break; 673 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
520 if (sindex != 0)
521 return -1; /* can't make vert. wall here */
522 if (maze[x][i1] != 0)
523 return -1; /* can't make horiz. wall here */
524 length++;
525 }
526 674
527 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 675 if (RP->symmetry == SYMMETRY_RANDOM)
528 { 676 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
529 int sindex = surround_flag2 (maze, x, i1, RP); 677 else
678 RP->symmetry_used = RP->symmetry;
530 679
531 if (sindex == 8) 680 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
532 break; 681 RP->Ysize = RP->Ysize / 2 + 1;
533 if (sindex != 0) 682
534 return -1; /* can't make verti. wall here */ 683 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
535 if (maze[x][i1] != 0) 684 RP->Xsize = RP->Xsize / 2 + 1;
536 return -1; /* can't make horiz. wall here */ 685
537 length++; 686 if (RP->expand2x > 0)
538 }
539 return length;
540 } 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
541 return -1; 793 return 1;
542} 794}
543 795
544
545int
546make_wall (char **maze, int x, int y, int dir)
547{
548 maze[x][y] = 'D'; /* mark a door */
549 switch (dir)
550 {
551 case 0: /* horizontal */
552 {
553 int i1;
554
555 for (i1 = x - 1; maze[i1][y] == 0; i1--)
556 maze[i1][y] = '#';
557 for (i1 = x + 1; maze[i1][y] == 0; i1++)
558 maze[i1][y] = '#';
559 break;
560 }
561 case 1: /* vertical */
562 {
563 int i1;
564
565 for (i1 = y - 1; maze[x][i1] == 0; i1--)
566 maze[x][i1] = '#';
567 for (i1 = y + 1; maze[x][i1] == 0; i1++)
568 maze[x][i1] = '#';
569 break;
570 }
571 }
572
573 return 0;
574}
575
576/* puts doors at appropriate locations in a layout. */
577void
578doorify_layout (char **maze, random_map_params *RP)
579{
580 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
581 int doorlocs = 0; /* # of available doorlocations */
582 int i, j;
583
584 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
585 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
586
587 /* make a list of possible door locations */
588 for (i = 1; i < RP->Xsize - 1; i++)
589 for (j = 1; j < RP->Ysize - 1; j++)
590 {
591 int sindex = surround_flag (maze, i, j, RP);
592
593 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
594 {
595 doorlist_x[doorlocs] = i;
596 doorlist_y[doorlocs] = j;
597 doorlocs++;
598 }
599 }
600
601 while (ndoors > 0 && doorlocs > 0)
602 {
603 int di;
604 int sindex;
605
606 di = rndm (doorlocs);
607 i = doorlist_x[di];
608 j = doorlist_y[di];
609 sindex = surround_flag (maze, i, j, RP);
610
611 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
612 {
613 maze[i][j] = 'D';
614 ndoors--;
615 }
616
617 /* reduce the size of the list */
618 doorlocs--;
619 doorlist_x[di] = doorlist_x[doorlocs];
620 doorlist_y[di] = doorlist_y[doorlocs];
621 }
622
623 sfree (doorlist_x, RP->Xsize * RP->Ysize);
624 sfree (doorlist_y, RP->Xsize * RP->Ysize);
625}
626
627void
628write_map_parameters_to_string (char *buf, random_map_params *RP)
629{
630 char small_buf[16384];
631
632 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
633
634 if (RP->wallstyle[0])
635 {
636 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
637 strcat (buf, small_buf);
638 }
639
640 if (RP->floorstyle[0])
641 {
642 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
643 strcat (buf, small_buf);
644 }
645
646 if (RP->monsterstyle[0])
647 {
648 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
649 strcat (buf, small_buf);
650 }
651
652 if (RP->treasurestyle[0])
653 {
654 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
655 strcat (buf, small_buf);
656 }
657
658 if (RP->layoutstyle[0])
659 {
660 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
661 strcat (buf, small_buf);
662 }
663
664 if (RP->decorstyle[0])
665 {
666 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
667 strcat (buf, small_buf);
668 }
669
670 if (RP->doorstyle[0])
671 {
672 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
673 strcat (buf, small_buf);
674 }
675
676 if (RP->exitstyle[0])
677 {
678 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
679 strcat (buf, small_buf);
680 }
681
682 if (RP->final_map.length ())
683 {
684 sprintf (small_buf, "final_map %s\n", &RP->final_map);
685 strcat (buf, small_buf);
686 }
687
688 if (RP->exit_on_final_map[0])
689 {
690 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
691 strcat (buf, small_buf);
692 }
693
694 if (RP->this_map.length ())
695 {
696 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
697 strcat (buf, small_buf);
698 }
699
700 if (RP->expand2x)
701 {
702 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
703 strcat (buf, small_buf);
704 }
705
706 if (RP->layoutoptions1)
707 {
708 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
709 strcat (buf, small_buf);
710 }
711
712 if (RP->layoutoptions2)
713 {
714 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715 strcat (buf, small_buf);
716 }
717
718 if (RP->layoutoptions3)
719 {
720 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
721 strcat (buf, small_buf);
722 }
723
724 if (RP->symmetry)
725 {
726 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
727 strcat (buf, small_buf);
728 }
729
730 if (RP->difficulty && RP->difficulty_given)
731 {
732 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
733 strcat (buf, small_buf);
734 }
735
736 if (RP->difficulty_increase != 1.0)
737 {
738 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
739 strcat (buf, small_buf);
740 }
741
742 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
743 strcat (buf, small_buf);
744
745 if (RP->dungeon_depth)
746 {
747 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
748 strcat (buf, small_buf);
749 }
750
751 if (RP->decoroptions)
752 {
753 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
754 strcat (buf, small_buf);
755 }
756
757 if (RP->orientation)
758 {
759 sprintf (small_buf, "orientation %d\n", RP->orientation);
760 strcat (buf, small_buf);
761 }
762
763 if (RP->origin_x)
764 {
765 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
766 strcat (buf, small_buf);
767 }
768
769 if (RP->origin_y)
770 {
771 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
772 strcat (buf, small_buf);
773 }
774
775 if (RP->treasureoptions)
776 {
777 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
778 strcat (buf, small_buf);
779 }
780
781 if (RP->random_seed)
782 {
783 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
784 strcat (buf, small_buf);
785 }
786
787 if (RP->custom)
788 {
789 sprintf (small_buf, "custom %s\n", RP->custom);
790 strcat (buf, small_buf);
791 }
792}
793
794void
795write_parameters_to_string (char *buf,
796 int xsize_n,
797 int ysize_n,
798 const char *wallstyle_n,
799 const char *floorstyle_n,
800 const char *monsterstyle_n,
801 const char *treasurestyle_n,
802 const char *layoutstyle_n,
803 const char *decorstyle_n,
804 const char *doorstyle_n,
805 const char *exitstyle_n,
806 const char *final_map_n,
807 const char *exit_on_final_map_n,
808 const char *this_map_n,
809 int layoutoptions1_n,
810 int layoutoptions2_n,
811 int layoutoptions3_n,
812 int symmetry_n,
813 int dungeon_depth_n,
814 int dungeon_level_n,
815 int difficulty_n,
816 int difficulty_given_n,
817 int decoroptions_n,
818 int orientation_n,
819 int origin_x_n,
820 int origin_y_n,
821 uint32_t random_seed_n,
822 int treasureoptions_n,
823 float difficulty_increase)
824{
825 char small_buf[16384];
826
827 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
828
829 if (wallstyle_n && wallstyle_n[0])
830 {
831 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
832 strcat (buf, small_buf);
833 }
834
835 if (floorstyle_n && floorstyle_n[0])
836 {
837 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
838 strcat (buf, small_buf);
839 }
840
841 if (monsterstyle_n && monsterstyle_n[0])
842 {
843 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
844 strcat (buf, small_buf);
845 }
846
847 if (treasurestyle_n && treasurestyle_n[0])
848 {
849 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
850 strcat (buf, small_buf);
851 }
852
853 if (layoutstyle_n && layoutstyle_n[0])
854 {
855 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
856 strcat (buf, small_buf);
857 }
858
859 if (decorstyle_n && decorstyle_n[0])
860 {
861 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
862 strcat (buf, small_buf);
863 }
864
865 if (doorstyle_n && doorstyle_n[0])
866 {
867 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
868 strcat (buf, small_buf);
869 }
870
871 if (exitstyle_n && exitstyle_n[0])
872 {
873 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
874 strcat (buf, small_buf);
875 }
876
877 if (final_map_n && final_map_n[0])
878 {
879 sprintf (small_buf, "final_map %s\n", final_map_n);
880 strcat (buf, small_buf);
881 }
882
883 if (exit_on_final_map_n && exit_on_final_map_n[0])
884 {
885 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
886 strcat (buf, small_buf);
887 }
888
889 if (this_map_n && this_map_n[0])
890 {
891 sprintf (small_buf, "origin_map %s\n", this_map_n);
892 strcat (buf, small_buf);
893 }
894
895 if (layoutoptions1_n)
896 {
897 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
898 strcat (buf, small_buf);
899 }
900
901 if (layoutoptions2_n)
902 {
903 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
904 strcat (buf, small_buf);
905 }
906
907
908 if (layoutoptions3_n)
909 {
910 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
911 strcat (buf, small_buf);
912 }
913
914 if (symmetry_n)
915 {
916 sprintf (small_buf, "symmetry %d\n", symmetry_n);
917 strcat (buf, small_buf);
918 }
919
920
921 if (difficulty_n && difficulty_given_n)
922 {
923 sprintf (small_buf, "difficulty %d\n", difficulty_n);
924 strcat (buf, small_buf);
925 }
926
927 if (difficulty_increase > 0.001)
928 {
929 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
930 strcat (buf, small_buf);
931 }
932
933 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
934 strcat (buf, small_buf);
935
936 if (dungeon_depth_n)
937 {
938 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
939 strcat (buf, small_buf);
940 }
941
942 if (decoroptions_n)
943 {
944 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
945 strcat (buf, small_buf);
946 }
947
948 if (orientation_n)
949 {
950 sprintf (small_buf, "orientation %d\n", orientation_n);
951 strcat (buf, small_buf);
952 }
953
954 if (origin_x_n)
955 {
956 sprintf (small_buf, "origin_x %d\n", origin_x_n);
957 strcat (buf, small_buf);
958 }
959
960 if (origin_y_n)
961 {
962 sprintf (small_buf, "origin_y %d\n", origin_y_n);
963 strcat (buf, small_buf);
964 }
965
966 if (random_seed_n)
967 {
968 /* Add one so that the next map is a bit different */
969 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
970 strcat (buf, small_buf);
971 }
972
973 if (treasureoptions_n)
974 {
975 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
976 strcat (buf, small_buf);
977 }
978}
979
980/* copy an object with an inventory... i.e., duplicate the inv too. */
981void
982copy_object_with_inv (object *src_ob, object *dest_ob)
983{
984 object *walk, *tmp;
985
986 src_ob->copy_to (dest_ob);
987
988 for (walk = src_ob->inv; walk; walk = walk->below)
989 {
990 tmp = object::create ();
991
992 walk->copy_to (tmp);
993 insert_ob_in_ob (tmp, dest_ob);
994 }
995}
996
997MazeData::MazeData (int xsize, int ysize)
998{
999 int size = xsize * ysize
1000 + sizeof (char *) * xsize
1001 + sizeof (char *);
1002
1003 col = (char **)salloc0<char> (size);
1004 *col++ = (char *)size;
1005
1006 char *data = (char *)(col + xsize);
1007
1008 for (int x = xsize; x--; )
1009 col [x] = data + x * ysize;
1010}
1011
1012MazeData::~MazeData ()
1013{
1014 int size = (long)*--col;
1015 sfree ((char *)col, size);
1016}
1017

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