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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.17 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.51 by root, Sat Jun 26 22:10:18 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
32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
36
37const_utf8_string
38random_map_params::get_str (const_utf8_string option, const_utf8_string fallback) const
39{
40 SV **he = hv_fetch (hv, option, strlen (option), 0);
41
42 return he ? cfSvPVutf8_nolen (*he) : fallback;
43}
44
45IV
46random_map_params::get_iv (const char *option, IV fallback) const
47{
48 SV **he = hv_fetch (hv, option, strlen (option), 0);
49
50 return he ? SvIV (*he) : fallback;
51}
52
53random_map_params::~random_map_params ()
54{
55 SvREFCNT_dec (hv);
56}
57
34void 58void
59dump_layout (Layout layout)
60{
61 for (int j = 0; j < layout->h; j++)
62 {
63 for (int i = 0; i < layout->w; i++)
64 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
65
66 putc ('\n', stdout);
67 }
68
69 putc ('\n', stdout);
70}
71
72/* takes a map and makes it symmetric: adjusts Xsize and
73 * Ysize to produce a symmetric map.
74 */
75static void
76symmetrize_layout (Layout layout, random_map_params *RP)
77{
78 if (RP->symmetry_used == SYMMETRY_NONE)
79 return;
80
81 Layout sym_layout (
82 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
83 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
84 );
85
86 if (RP->symmetry_used == SYMMETRY_X)
87 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
88 for (int j = 0; j < sym_layout->h; j++)
89 {
90 sym_layout[i ][j] =
91 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
92 }
93
94 if (RP->symmetry_used == SYMMETRY_Y)
95 for (int i = 0; i < sym_layout->w; i++)
96 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
97 {
98 sym_layout[i][j ] =
99 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
100 }
101
102 if (RP->symmetry_used == SYMMETRY_XY)
103 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
104 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
105 {
106 sym_layout[i ][j ] =
107 sym_layout[i ][sym_layout->h - j - 1] =
108 sym_layout[sym_layout->w - i - 1][j ] =
109 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
110 }
111
112 layout.swap (sym_layout);
113 sym_layout.free ();
114
115 /* reconnect disjointed spirals */
116 /* reconnect disjointed nethacklayouts: the routine for
117 spirals will do the trick? */
118 if (RP->map_layout_style == LAYOUT_SPIRAL
119 || RP->map_layout_style == LAYOUT_ROGUELIKE)
120 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
121}
122
123/* takes a map and rotates it. This completes the
124 onion layouts, making them possibly centered on any wall.
125 It'll modify Xsize and Ysize if they're swapped.
126*/
127static void
128rotate_layout (Layout layout, int rotation)
129{
130 int w = layout->w;
131 int h = layout->h;
132
133 switch (rotation)
134 {
135 case 2: /* a reflection */
136 {
137 Layout new_layout (w, h);
138
139 for (int i = 0; i < w; i++) /* copy a reflection back */
140 for (int j = 0; j < h; j++)
141 new_layout[i][j] = layout[w - i - 1][h - j - 1];
142
143 layout.swap (new_layout);
144 new_layout.free ();
145 }
146 break;
147
148 case 1:
149 case 3:
150 {
151 Layout new_layout (h, w);
152
153 if (rotation == 1) /* swap x and y */
154 for (int i = 0; i < w; i++)
155 for (int j = 0; j < h; j++)
156 new_layout[j][i] = layout[i][j];
157
158 if (rotation == 3) /* swap x and y */
159 for (int i = 0; i < w; i++)
160 for (int j = 0; j < h; j++)
161 new_layout[j][i] = layout[w - i - 1][h - j - 1];
162
163 layout.swap (new_layout);
164 new_layout.free ();
165 }
166 break;
167 }
168}
169
170/* checks the layout to see if I can stick a horizontal(dir = 0) wall
171 (or vertical, dir == 1)
172 here which ends up on other walls sensibly. */
173static int
174can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
175{
176 int i1;
177 int length = 0;
178
179 /* dont make walls if we're on the edge. */
180 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
181 return -1;
182
183 /* don't make walls if we're ON a wall. */
184 if (maze[dx][dy] != 0)
185 return -1;
186
187 if (dir == 0) /* horizontal */
188 {
189 int y = dy;
190
191 for (i1 = dx - 1; i1 > 0; i1--)
192 {
193 int sindex = surround_flag2 (maze, i1, y, RP);
194
195 if (sindex == 1)
196 break;
197 if (sindex != 0)
198 return -1; /* can't make horiz. wall here */
199 if (maze[i1][y] != 0)
200 return -1; /* can't make horiz. wall here */
201 length++;
202 }
203
204 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
205 {
206 int sindex = surround_flag2 (maze, i1, y, RP);
207
208 if (sindex == 2)
209 break;
210 if (sindex != 0)
211 return -1; /* can't make horiz. wall here */
212 if (maze[i1][y] != 0)
213 return -1; /* can't make horiz. wall here */
214 length++;
215 }
216 return length;
217 }
218 else
219 { /* vertical */
220 int x = dx;
221
222 for (i1 = dy - 1; i1 > 0; i1--)
223 {
224 int sindex = surround_flag2 (maze, x, i1, RP);
225
226 if (sindex == 4)
227 break;
228 if (sindex != 0)
229 return -1; /* can't make vert. wall here */
230 if (maze[x][i1] != 0)
231 return -1; /* can't make horiz. wall here */
232 length++;
233 }
234
235 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
236 {
237 int sindex = surround_flag2 (maze, x, i1, RP);
238
239 if (sindex == 8)
240 break;
241 if (sindex != 0)
242 return -1; /* can't make verti. wall here */
243 if (maze[x][i1] != 0)
244 return -1; /* can't make horiz. wall here */
245 length++;
246 }
247
248 return length;
249 }
250
251 return -1;
252}
253
254/* take a layout and make some rooms in it.
255 --works best on onions.*/
256static void
35dump_layout (char **layout, random_map_params *RP) 257roomify_layout (char **maze, random_map_params *RP)
36{ 258{
259 int tries = RP->Xsize * RP->Ysize / 30;
260
261 for (int ti = 0; ti < tries; ti++)
37 { 262 {
38 int i, j; 263 /* starting location for looking at creating a door */
264 int dx = rmg_rndm (RP->Xsize);
265 int dy = rmg_rndm (RP->Ysize);
39 266
267 /* results of checking on creating walls. */
268 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
269 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
270
271 if (cx == -1)
272 {
273 if (cy != -1)
274 make_wall (maze, dx, dy, 1);
275
276 continue;
277 }
278
279 if (cy == -1)
280 {
281 make_wall (maze, dx, dy, 0);
282 continue;
283 }
284
285 if (cx < cy)
286 make_wall (maze, dx, dy, 0);
287 else
288 make_wall (maze, dx, dy, 1);
289 }
290}
291
292int
293make_wall (char **maze, int x, int y, int dir)
294{
295 maze[x][y] = 'D'; /* mark a door */
296
297 switch (dir)
298 {
299 case 0: /* horizontal */
300 {
301 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
302 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
303 break;
304 }
305 case 1: /* vertical */
306 {
307 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
308 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
309 break;
310 }
311 }
312
313 return 0;
314}
315
316/* puts doors at appropriate locations in a layout. */
317static void
318doorify_layout (char **maze, random_map_params *RP)
319{
320 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
321 int doorlocs = 0; /* # of available doorlocations */
322
323 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
324 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
325
326 /* make a list of possible door locations */
40 for (i = 0; i < RP->Xsize; i++) 327 for (int i = 1; i < RP->Xsize - 1; i++)
328 for (int j = 1; j < RP->Ysize - 1; j++)
41 { 329 {
42 for (j = 0; j < RP->Ysize; j++) 330 int sindex = surround_flag (maze, i, j, RP);
331
332 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
43 { 333 {
44 if (layout[i][j] == 0) 334 doorlist_x[doorlocs] = i;
45 layout[i][j] = ' '; 335 doorlist_y[doorlocs] = j;
46 printf ("%c", layout[i][j]); 336 doorlocs++;
47 if (layout[i][j] == ' ')
48 layout[i][j] = 0;
49 } 337 }
50 printf ("\n");
51 } 338 }
52 }
53 printf ("\n");
54}
55 339
56maptile * 340 while (ndoors > 0 && doorlocs > 0)
57generate_random_map (const char *OutFileName, random_map_params *RP)
58{
59 char **layout, buf[HUGE_BUF];
60 maptile *theMap;
61 int i;
62
63 /* pick a random seed, or use the one from the input file */
64 SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0));
65
66 write_map_parameters_to_string (buf, RP);
67
68 if (RP->difficulty == 0)
69 {
70 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
71
72 if (RP->difficulty_increase > 0.001)
73 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
74
75 if (RP->difficulty < 1)
76 RP->difficulty = 1;
77 } 341 {
78 else 342 int di = rmg_rndm (doorlocs);
79 RP->difficulty_given = 1; 343 int i = doorlist_x[di];
344 int j = doorlist_y[di];
345 int sindex = surround_flag (maze, i, j, RP);
80 346
81 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
82 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 348 {
349 maze[i][j] = 'D';
350 ndoors--;
351 }
83 352
84 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 353 /* reduce the size of the list */
85 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 354 doorlocs--;
86 355 doorlist_x[di] = doorlist_x[doorlocs];
87 if (RP->expand2x > 0) 356 doorlist_y[di] = doorlist_y[doorlocs];
88 { 357 }
89 RP->Xsize /= 2;
90 RP->Ysize /= 2;
91 }
92 358
93 layout = layoutgen (RP); 359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
94 362
95#ifdef RMAP_DEBUG 363void
96 dump_layout (layout, RP); 364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
97#endif 365{
366 hv_iterinit (RP->hv);
98 367
99 /* increment these for the current map */ 368 while (HE *he = hv_iternext (RP->hv))
100 RP->dungeon_level += 1; 369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
101 /* allow constant-difficulty maps. */
102 /* difficulty+=1; */
103 370
104 /* rotate the layout randomly */ 371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
105 layout = rotate_layout (layout, RANDOM () % 4, RP);
106#ifdef RMAP_DEBUG
107 dump_layout (layout, RP);
108#endif
109 372
110 /* allocate the map and set the floor */ 373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
111 theMap = make_map_floor (layout, RP->floorstyle, RP); 374 if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle);
375 if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle);
376 if (RP->decorstyle[0] ) buf.printf ("decorstyle %s\n", RP->decorstyle);
377 if (RP->doorstyle[0] ) buf.printf ("doorstyle %s\n", RP->doorstyle);
378 if (RP->final_map.length () ) buf.printf ("final_map %s\n", &RP->final_map);
379 if (RP->exit_on_final_map[0]) buf.printf ("exit_on_final_map %s\n", RP->exit_on_final_map);
380 if (RP->this_map.length () ) buf.printf ("origin_map %s\n", &RP->this_map);
381 if (RP->expand2x ) buf.printf ("expand2x %d\n", RP->expand2x);
382 if (RP->layoutoptions1 ) buf.printf ("layoutoptions1 %d\n", RP->layoutoptions1);
383 if (RP->layoutoptions2 ) buf.printf ("layoutoptions2 %d\n", RP->layoutoptions2);
384 if (RP->layoutoptions3 ) buf.printf ("layoutoptions3 %d\n", RP->layoutoptions3);
385 if (RP->symmetry ) buf.printf ("symmetry %d\n", RP->symmetry);
112 386
113 /* set the name of the map. */ 387 if (RP->difficulty && RP->difficulty_given)
114 theMap->path = OutFileName; 388 buf.printf ("difficulty %d\n", RP->difficulty);
115 389
116 /* set region */ 390 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
117 theMap->region = RP->region; 391 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
118 392
119 coroapi::cede (); 393 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
120 /* create walls unless the wallstyle is "none" */
121 if (strcmp (RP->wallstyle, "none"))
122 {
123 make_map_walls (theMap, layout, RP->wallstyle, RP);
124 394
125 /* place doors unless doorstyle or wallstyle is "none" */ 395 if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth);
126 if (strcmp (RP->doorstyle, "none")) 396 if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions);
127 put_doors (theMap, layout, RP->doorstyle, RP); 397 if (RP->orientation ) buf.printf ("orientation %d\n", RP->orientation);
398 if (RP->origin_x ) buf.printf ("origin_x %d\n", RP->origin_x);
399 if (RP->origin_y ) buf.printf ("origin_y %d\n", RP->origin_y);
400 if (RP->treasureoptions ) buf.printf ("treasureoptions %d\n", RP->treasureoptions);
401 if (RP->random_seed ) buf.printf ("random_seed %u\n", RP->random_seed);
402}
128 403
129 } 404/////////////////////////////////////////////////////////////////////////////
130 405
131 coroapi::cede (); 406LayoutData::LayoutData (int w, int h)
132 /* create exits unless the exitstyle is "none" */ 407: w(w), h(h)
133 if (strcmp (RP->exitstyle, "none")) 408{
134 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); 409 int size = (sizeof (char *) + sizeof (char) * h) * w;
135 410
136 coroapi::cede (); 411 col = (char **)salloc<char> (size);
137 place_specials_in_map (theMap, layout, RP);
138 412
139 coroapi::cede (); 413 char *data = (char *)(col + w);
140 /* create monsters unless the monsterstyle is "none" */
141 if (strcmp (RP->monsterstyle, "none"))
142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143 414
144 coroapi::cede (); 415 for (int x = w; x--; )
145 /* treasures needs to have a proper difficulty set for the map. */ 416 col [x] = data + x * h;
146 theMap->difficulty = theMap->estimate_difficulty (); 417}
147 418
148 coroapi::cede (); 419LayoutData::~LayoutData ()
149 /* create treasure unless the treasurestyle is "none" */ 420{
150 if (strcmp (RP->treasurestyle, "none")) 421 int size = (sizeof (char *) + sizeof (char) * h) * w;
151 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
152 422
153 coroapi::cede (); 423 sfree ((char *)col, size);
154 /* create decor unless the decorstyle is "none" */ 424}
155 if (strcmp (RP->decorstyle, "none"))
156 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
157 425
158 coroapi::cede (); 426void LayoutData::clear (char fill)
159 /* generate treasures, etc. */ 427{
160 theMap->fix_auto_apply (); 428 memset (col [0], fill, w * h);
429}
161 430
162 coroapi::cede (); 431void LayoutData::border (char fill)
163 unblock_exits (theMap, layout, RP); 432{
164 433 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
165 /* free the layout */ 434 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
166 for (i = 0; i < RP->Xsize; i++)
167 free (layout[i]);
168
169 free (layout);
170
171 theMap->msg = strdup (buf);
172 theMap->in_memory = MAP_IN_MEMORY;
173
174 return theMap;
175} 435}
176 436
177/* function selects the layout function and gives it whatever 437/* function selects the layout function and gives it whatever
178 arguments it needs. */ 438 arguments it needs. */
179char ** 439static Layout
180layoutgen (random_map_params *RP) 440layoutgen (random_map_params *RP)
181{ 441{
182 char **maze = 0; 442 Layout layout (RP);
183 int oxsize = RP->Xsize, oysize = RP->Ysize;
184
185 if (RP->symmetry == SYMMETRY_RANDOM)
186 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
187 else
188 RP->symmetry_used = RP->symmetry;
189
190 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
191 RP->Ysize = RP->Ysize / 2 + 1;
192 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
193 RP->Xsize = RP->Xsize / 2 + 1;
194
195 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
196 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
197 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
198 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
199 RP->map_layout_style = 0;
200
201 /* Redo this - there was a lot of redundant code of checking for preset
202 * layout style and then random layout style. Instead, figure out
203 * the numeric layoutstyle, so there is only one area that actually
204 * calls the code to make the maps.
205 */
206 if (strstr (RP->layoutstyle, "onion"))
207 RP->map_layout_style = LAYOUT_ONION;
208
209 if (strstr (RP->layoutstyle, "maze"))
210 RP->map_layout_style = LAYOUT_MAZE;
211
212 if (strstr (RP->layoutstyle, "spiral"))
213 RP->map_layout_style = LAYOUT_SPIRAL;
214
215 if (strstr (RP->layoutstyle, "rogue"))
216 RP->map_layout_style = LAYOUT_ROGUELIKE;
217
218 if (strstr (RP->layoutstyle, "snake"))
219 RP->map_layout_style = LAYOUT_SNAKE;
220
221 if (strstr (RP->layoutstyle, "squarespiral"))
222 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
223
224 /* No style found - choose one ranomdly */
225 if (RP->map_layout_style == LAYOUT_NONE)
226 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
227 443
228 switch (RP->map_layout_style) 444 switch (RP->map_layout_style)
229 { 445 {
230 case LAYOUT_ONION: 446 case LAYOUT_ONION:
231 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
448
232 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 449 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
233 roomify_layout (maze, RP); 450 roomify_layout (layout, RP);
451
234 break; 452 break;
235 453
236 case LAYOUT_MAZE: 454 case LAYOUT_MAZE:
237 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 455 maze_gen (layout, rmg_rndm (2));
238 if (!(RANDOM () % 2)) 456
457 if (!(rmg_rndm (2)))
239 doorify_layout (maze, RP); 458 doorify_layout (layout, RP);
459
240 break; 460 break;
241 461
242 case LAYOUT_SPIRAL: 462 case LAYOUT_SPIRAL:
243 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 463 map_gen_spiral (layout, RP->layoutoptions1);
244 if (!(RANDOM () % 2)) 464
465 if (!(rmg_rndm (2)))
245 doorify_layout (maze, RP); 466 doorify_layout (layout, RP);
467
246 break; 468 break;
247 469
248 case LAYOUT_ROGUELIKE: 470 case LAYOUT_ROGUELIKE:
249 /* Don't put symmetry in rogue maps. There isn't much reason to 471 /* Don't put symmetry in rogue maps. There isn't much reason to
250 * do so in the first place (doesn't make it any more interesting), 472 * do so in the first place (doesn't make it any more interesting),
252 * spirals, or maps with lots of passages - making a symmetric rogue 474 * spirals, or maps with lots of passages - making a symmetric rogue
253 * map fails because its likely that the passages the symmetry process 475 * map fails because its likely that the passages the symmetry process
254 * creates may not connect the rooms. 476 * creates may not connect the rooms.
255 */ 477 */
256 RP->symmetry_used = SYMMETRY_NONE; 478 RP->symmetry_used = SYMMETRY_NONE;
257 RP->Ysize = oysize;
258 RP->Xsize = oxsize;
259 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 479 roguelike_layout_gen (layout, RP->layoutoptions1);
260 /* no doorifying... done already */ 480 /* no doorifying... done already */
261 break; 481 break;
262 482
263 case LAYOUT_SNAKE: 483 case LAYOUT_SNAKE:
264 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 484 make_snake_layout (layout, RP->layoutoptions1);
265 if (RANDOM () % 2) 485
486 if (rmg_rndm (2))
266 roomify_layout (maze, RP); 487 roomify_layout (layout, RP);
488
267 break; 489 break;
268 490
269 case LAYOUT_SQUARE_SPIRAL: 491 case LAYOUT_SQUARE_SPIRAL:
270 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 492 make_square_spiral_layout (layout, RP->layoutoptions1);
271 if (RANDOM () % 2) 493
494 if (rmg_rndm (2))
272 roomify_layout (maze, RP); 495 roomify_layout (layout, RP);
273 break;
274 }
275 496
276 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 497 break;
498
499 default:
500 abort ();
501 }
502
503 /* rotate the layout randomly */
504 rotate_layout (layout, rmg_rndm (4));
505
506 symmetrize_layout (layout, RP);
277 507
278#ifdef RMAP_DEBUG 508#ifdef RMAP_DEBUG
279 dump_layout (maze, RP); 509 dump_layout (layout);
280#endif 510#endif
281 511
282 if (RP->expand2x) 512 if (RP->expand2x)
283 { 513 expand2x (layout);
284 maze = expand2x (maze, RP->Xsize, RP->Ysize);
285 RP->Xsize = RP->Xsize * 2 - 1;
286 RP->Ysize = RP->Ysize * 2 - 1;
287 }
288 514
289 return maze; 515 return layout;
290} 516}
291 517
292/* takes a map and makes it symmetric: adjusts Xsize and 518bool
293Ysize to produce a symmetric map. */ 519maptile::generate_random_map (random_map_params *RP)
294char **
295symmetrize_layout (char **maze, int sym, random_map_params *RP)
296{ 520{
297 int i, j;
298 char **sym_maze;
299 int Xsize_orig, Ysize_orig;
300
301 Xsize_orig = RP->Xsize;
302 Ysize_orig = RP->Ysize;
303 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
304 if (sym == SYMMETRY_NONE)
305 {
306 RP->Xsize = Xsize_orig;
307 RP->Ysize = Ysize_orig;
308 return maze;
309 }
310 /* pick new sizes */
311 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
312 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
313
314 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
315 for (i = 0; i < RP->Xsize; i++)
316 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
317
318 if (sym == SYMMETRY_X)
319 for (i = 0; i < RP->Xsize / 2 + 1; i++)
320 for (j = 0; j < RP->Ysize; j++)
321 {
322 sym_maze[i][j] = maze[i][j];
323 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
324 };
325 if (sym == SYMMETRY_Y)
326 for (i = 0; i < RP->Xsize; i++)
327 for (j = 0; j < RP->Ysize / 2 + 1; j++)
328 {
329 sym_maze[i][j] = maze[i][j];
330 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
331 }
332 if (sym == SYMMETRY_XY)
333 for (i = 0; i < RP->Xsize / 2 + 1; i++)
334 for (j = 0; j < RP->Ysize / 2 + 1; j++)
335 {
336 sym_maze[i][j] = maze[i][j];
337 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
338 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
339 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
340 }
341 /* delete the old maze */
342 for (i = 0; i < Xsize_orig; i++)
343 free (maze[i]);
344 free (maze);
345 /* reconnect disjointed spirals */
346 if (RP->map_layout_style == LAYOUT_SPIRAL)
347 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
348 /* reconnect disjointed nethackmazes: the routine for
349 spirals will do the trick? */
350 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
351 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
352
353 return sym_maze;
354}
355
356
357/* takes a map and rotates it. This completes the
358 onion layouts, making them possibly centered on any wall.
359 It'll modify Xsize and Ysize if they're swapped.
360*/
361
362char **
363rotate_layout (char **maze, int rotation, random_map_params *RP)
364{
365 char **new_maze;
366 int i, j;
367
368 switch (rotation)
369 {
370 case 0:
371 return maze;
372 break;
373 case 2: /* a reflection */
374 {
375 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
376
377 for (i = 0; i < RP->Xsize; i++)
378 { /* make a copy */
379 for (j = 0; j < RP->Ysize; j++)
380 {
381 newmaze[i * RP->Ysize + j] = maze[i][j];
382 }
383 }
384 for (i = 0; i < RP->Xsize; i++)
385 { /* copy a reflection back */
386 for (j = 0; j < RP->Ysize; j++)
387 {
388 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
389 }
390 }
391 free (newmaze);
392 return maze;
393 break;
394 }
395 case 1:
396 case 3:
397 {
398 int swap;
399 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
400 for (i = 0; i < RP->Ysize; i++)
401 {
402 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
403 }
404 if (rotation == 1) /* swap x and y */
405 for (i = 0; i < RP->Xsize; i++)
406 for (j = 0; j < RP->Ysize; j++)
407 new_maze[j][i] = maze[i][j];
408
409 if (rotation == 3)
410 { /* swap x and y */
411 for (i = 0; i < RP->Xsize; i++)
412 for (j = 0; j < RP->Ysize; j++)
413 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
414 }
415
416 /* delete the old layout */
417 for (i = 0; i < RP->Xsize; i++)
418 free (maze[i]);
419 free (maze);
420
421 swap = RP->Ysize;
422 RP->Ysize = RP->Xsize;
423 RP->Xsize = swap;
424 return new_maze;
425 break;
426 }
427 }
428 return NULL;
429}
430
431/* take a layout and make some rooms in it.
432 --works best on onions.*/
433void
434roomify_layout (char **maze, random_map_params *RP)
435{
436 int tries = RP->Xsize * RP->Ysize / 30;
437 int ti; 521 int i;
438 522
439 for (ti = 0; ti < tries; ti++) 523 RP->Xsize = RP->xsize;
440 { 524 RP->Ysize = RP->ysize;
441 int dx, dy; /* starting location for looking at creating a door */
442 int cx, cy; /* results of checking on creating walls. */
443 525
444 dx = RANDOM () % RP->Xsize; 526 /* pick a random seed, or use the one from the input file */
445 dy = RANDOM () % RP->Ysize; 527 RP->random_seed = RP->random_seed
446 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 528 ? RP->random_seed + RP->dungeon_level
447 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 529 : time (0);
448 if (cx == -1) 530
449 { 531 // we run "single-threaded"
450 if (cy != -1) 532 rmg_rndm.seed (RP->random_seed);
451 make_wall (maze, dx, dy, 1); 533
452 continue; 534 dynbuf_text buf;
453 } 535 write_map_parameters_to_string (buf, RP);
454 if (cy == -1) 536
455 { 537 if (RP->difficulty == 0)
456 make_wall (maze, dx, dy, 0);
457 continue;
458 }
459 if (cx < cy)
460 make_wall (maze, dx, dy, 0);
461 else
462 make_wall (maze, dx, dy, 1);
463 } 538 {
464} 539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
465 540
466/* checks the layout to see if I can stick a horizontal(dir = 0) wall 541 if (RP->difficulty_increase > 0.001)
467 (or vertical, dir == 1) 542 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
468 here which ends up on other walls sensibly. */
469 543
470int 544 if (RP->difficulty < 1)
471can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 545 RP->difficulty = 1;
472{
473 int i1;
474 int length = 0;
475
476 /* dont make walls if we're on the edge. */
477 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
478 return -1;
479
480 /* don't make walls if we're ON a wall. */
481 if (maze[dx][dy] != 0)
482 return -1;
483
484 if (dir == 0) /* horizontal */
485 {
486 int y = dy;
487
488 for (i1 = dx - 1; i1 > 0; i1--)
489 {
490 int sindex = surround_flag2 (maze, i1, y, RP);
491
492 if (sindex == 1)
493 break;
494 if (sindex != 0)
495 return -1; /* can't make horiz. wall here */
496 if (maze[i1][y] != 0)
497 return -1; /* can't make horiz. wall here */
498 length++;
499 }
500
501 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
502 {
503 int sindex = surround_flag2 (maze, i1, y, RP);
504
505 if (sindex == 2)
506 break;
507 if (sindex != 0)
508 return -1; /* can't make horiz. wall here */
509 if (maze[i1][y] != 0)
510 return -1; /* can't make horiz. wall here */
511 length++;
512 }
513 return length;
514 } 546 }
515 else 547 else
516 { /* vertical */ 548 RP->difficulty_given = 1;
517 int x = dx;
518 549
519 for (i1 = dy - 1; i1 > 0; i1--) 550 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
520 { 551 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
521 int sindex = surround_flag2 (maze, x, i1, RP);
522 552
523 if (sindex == 4) 553 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
524 break; 554 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
525 if (sindex != 0)
526 return -1; /* can't make vert. wall here */
527 if (maze[x][i1] != 0)
528 return -1; /* can't make horiz. wall here */
529 length++;
530 }
531 555
532 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 556 if (RP->symmetry == SYMMETRY_RANDOM)
533 { 557 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
534 int sindex = surround_flag2 (maze, x, i1, RP); 558 else
559 RP->symmetry_used = RP->symmetry;
535 560
536 if (sindex == 8) 561 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
537 break; 562 RP->Ysize = RP->Ysize / 2 + 1;
538 if (sindex != 0) 563
539 return -1; /* can't make verti. wall here */ 564 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
540 if (maze[x][i1] != 0) 565 RP->Xsize = RP->Xsize / 2 + 1;
541 return -1; /* can't make horiz. wall here */ 566
542 length++; 567 if (RP->expand2x > 0)
543 }
544 return length;
545 } 568 {
569 RP->Xsize /= 2;
570 RP->Ysize /= 2;
571 }
572
573 RP->map_layout_style = LAYOUT_NONE;
574
575 /* Redo this - there was a lot of redundant code of checking for preset
576 * layout style and then random layout style. Instead, figure out
577 * the numeric layoutstyle, so there is only one area that actually
578 * calls the code to make the maps.
579 */
580 if (strstr (RP->layoutstyle, "onion"))
581 RP->map_layout_style = LAYOUT_ONION;
582 else if (strstr (RP->layoutstyle, "maze"))
583 RP->map_layout_style = LAYOUT_MAZE;
584 else if (strstr (RP->layoutstyle, "spiral"))
585 RP->map_layout_style = LAYOUT_SPIRAL;
586 else if (strstr (RP->layoutstyle, "rogue"))
587 RP->map_layout_style = LAYOUT_ROGUELIKE;
588 else if (strstr (RP->layoutstyle, "snake"))
589 RP->map_layout_style = LAYOUT_SNAKE;
590 else if (strstr (RP->layoutstyle, "squarespiral"))
591 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
592 else if (RP->map_layout_style == LAYOUT_NONE)
593 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
594 else
595 abort ();
596
597 Layout layout = layoutgen (RP);
598
599#ifdef RMAP_DEBUG
600 dump_layout (layout);
601#endif
602
603 /* increment these for the current map */
604 ++RP->dungeon_level;
605
606 // need to patch RP becasue following code doesn't use the Layout object
607 RP->Xsize = layout->w;
608 RP->Ysize = layout->h;
609
610 /* allocate the map and set the floor */
611 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
612
613 /* set region */
614 default_region = RP->region;
615
616 CEDE;
617
618 place_specials_in_map (this, layout, RP);
619
620 CEDE;
621
622 const char *wallstyle = RP->get_str ("wallstyle", 0);
623
624 /* create walls unless the wallstyle is "none" */
625 if (strcmp (wallstyle, "none"))
626 {
627 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
628
629 /* place doors unless doorstyle or wallstyle is "none" */
630 if (strcmp (RP->doorstyle, "none"))
631 put_doors (this, layout, RP->doorstyle, RP);
632 }
633
634 CEDE;
635
636 const char *exitstyle = RP->get_str ("exitstyle", "");
637
638 /* create exits unless the exitstyle is "none" */
639 if (strcmp (exitstyle, "none"))
640 place_exits (this, layout, exitstyle, RP->orientation, RP);
641
642 CEDE;
643
644 /* create monsters unless the monsterstyle is "none" */
645 if (strcmp (RP->monsterstyle, "none"))
646 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
647
648 CEDE;
649
650 /* treasures needs to have a proper difficulty set for the map. */
651 difficulty = estimate_difficulty ();
652
653 CEDE;
654
655 /* create treasure unless the treasurestyle is "none" */
656 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
657
658 CEDE;
659
660 /* create decor unless the decorstyle is "none" */
661 if (strcmp (RP->decorstyle, "none"))
662 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
663
664 CEDE;
665
666 /* generate treasures, etc. */
667 fix_auto_apply ();
668
669 CEDE;
670
671 unblock_exits (this, layout, RP);
672
673 msg = buf;
674 in_memory = MAP_ACTIVE;
675
676 CEDE;
677
546 return -1; 678 return 1;
547} 679}
548 680
549
550int
551make_wall (char **maze, int x, int y, int dir)
552{
553 maze[x][y] = 'D'; /* mark a door */
554 switch (dir)
555 {
556 case 0: /* horizontal */
557 {
558 int i1;
559
560 for (i1 = x - 1; maze[i1][y] == 0; i1--)
561 maze[i1][y] = '#';
562 for (i1 = x + 1; maze[i1][y] == 0; i1++)
563 maze[i1][y] = '#';
564 break;
565 }
566 case 1: /* vertical */
567 {
568 int i1;
569
570 for (i1 = y - 1; maze[x][i1] == 0; i1--)
571 maze[x][i1] = '#';
572 for (i1 = y + 1; maze[x][i1] == 0; i1++)
573 maze[x][i1] = '#';
574 break;
575 }
576 }
577
578 return 0;
579}
580
581/* puts doors at appropriate locations in a layout. */
582void
583doorify_layout (char **maze, random_map_params *RP)
584{
585 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
586 char *doorlist_x;
587 char *doorlist_y;
588 int doorlocs = 0; /* # of available doorlocations */
589 int i, j;
590
591 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
592 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
593
594
595 /* make a list of possible door locations */
596 for (i = 1; i < RP->Xsize - 1; i++)
597 for (j = 1; j < RP->Ysize - 1; j++)
598 {
599 int sindex = surround_flag (maze, i, j, RP);
600
601 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
602 {
603 doorlist_x[doorlocs] = i;
604 doorlist_y[doorlocs] = j;
605 doorlocs++;
606 }
607 }
608
609 while (ndoors > 0 && doorlocs > 0)
610 {
611 int di;
612 int sindex;
613
614 di = RANDOM () % doorlocs;
615 i = doorlist_x[di];
616 j = doorlist_y[di];
617 sindex = surround_flag (maze, i, j, RP);
618 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
619 {
620 maze[i][j] = 'D';
621 ndoors--;
622 }
623 /* reduce the size of the list */
624 doorlocs--;
625 doorlist_x[di] = doorlist_x[doorlocs];
626 doorlist_y[di] = doorlist_y[doorlocs];
627 }
628
629 free (doorlist_x);
630 free (doorlist_y);
631}
632
633void
634write_map_parameters_to_string (char *buf, random_map_params *RP)
635{
636 char small_buf[2048];
637
638 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
639
640 if (RP->wallstyle[0])
641 {
642 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
643 strcat (buf, small_buf);
644 }
645
646 if (RP->floorstyle[0])
647 {
648 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
649 strcat (buf, small_buf);
650 }
651
652 if (RP->monsterstyle[0])
653 {
654 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
655 strcat (buf, small_buf);
656 }
657
658 if (RP->treasurestyle[0])
659 {
660 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
661 strcat (buf, small_buf);
662 }
663
664 if (RP->layoutstyle[0])
665 {
666 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
667 strcat (buf, small_buf);
668 }
669
670 if (RP->decorstyle[0])
671 {
672 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
673 strcat (buf, small_buf);
674 }
675
676 if (RP->doorstyle[0])
677 {
678 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
679 strcat (buf, small_buf);
680 }
681
682 if (RP->exitstyle[0])
683 {
684 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
685 strcat (buf, small_buf);
686 }
687
688 if (RP->final_map.length ())
689 {
690 sprintf (small_buf, "final_map %s\n", &RP->final_map);
691 strcat (buf, small_buf);
692 }
693
694 if (RP->exit_on_final_map[0])
695 {
696 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
697 strcat (buf, small_buf);
698 }
699
700 if (RP->this_map.length ())
701 {
702 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
703 strcat (buf, small_buf);
704 }
705
706 if (RP->expand2x)
707 {
708 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
709 strcat (buf, small_buf);
710 }
711
712 if (RP->layoutoptions1)
713 {
714 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
715 strcat (buf, small_buf);
716 }
717
718 if (RP->layoutoptions2)
719 {
720 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
721 strcat (buf, small_buf);
722 }
723
724 if (RP->layoutoptions3)
725 {
726 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
727 strcat (buf, small_buf);
728 }
729
730 if (RP->symmetry)
731 {
732 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
733 strcat (buf, small_buf);
734 }
735
736 if (RP->difficulty && RP->difficulty_given)
737 {
738 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
739 strcat (buf, small_buf);
740 }
741
742 if (RP->difficulty_increase != 1.0)
743 {
744 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
745 strcat (buf, small_buf);
746 }
747
748 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
749 strcat (buf, small_buf);
750
751 if (RP->dungeon_depth)
752 {
753 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
754 strcat (buf, small_buf);
755 }
756
757 if (RP->decoroptions)
758 {
759 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
760 strcat (buf, small_buf);
761 }
762
763 if (RP->orientation)
764 {
765 sprintf (small_buf, "orientation %d\n", RP->orientation);
766 strcat (buf, small_buf);
767 }
768
769 if (RP->origin_x)
770 {
771 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
772 strcat (buf, small_buf);
773 }
774
775 if (RP->origin_y)
776 {
777 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
778 strcat (buf, small_buf);
779 }
780
781 if (RP->treasureoptions)
782 {
783 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
784 strcat (buf, small_buf);
785 }
786
787 if (RP->random_seed)
788 {
789 sprintf (small_buf, "random_seed %d\n", RP->random_seed);
790 strcat (buf, small_buf);
791 }
792}
793
794void
795write_parameters_to_string (char *buf,
796 int xsize_n,
797 int ysize_n,
798 char *wallstyle_n,
799 char *floorstyle_n,
800 char *monsterstyle_n,
801 char *treasurestyle_n,
802 char *layoutstyle_n,
803 char *decorstyle_n,
804 char *doorstyle_n,
805 char *exitstyle_n,
806 char *final_map_n,
807 char *exit_on_final_map_n,
808 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, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
820{
821 char small_buf[2048];
822
823 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
824
825 if (wallstyle_n && wallstyle_n[0])
826 {
827 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
828 strcat (buf, small_buf);
829 }
830
831 if (floorstyle_n && floorstyle_n[0])
832 {
833 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
834 strcat (buf, small_buf);
835 }
836
837 if (monsterstyle_n && monsterstyle_n[0])
838 {
839 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
840 strcat (buf, small_buf);
841 }
842
843 if (treasurestyle_n && treasurestyle_n[0])
844 {
845 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
846 strcat (buf, small_buf);
847 }
848
849 if (layoutstyle_n && layoutstyle_n[0])
850 {
851 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
852 strcat (buf, small_buf);
853 }
854
855 if (decorstyle_n && decorstyle_n[0])
856 {
857 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
858 strcat (buf, small_buf);
859 }
860
861 if (doorstyle_n && doorstyle_n[0])
862 {
863 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
864 strcat (buf, small_buf);
865 }
866
867 if (exitstyle_n && exitstyle_n[0])
868 {
869 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
870 strcat (buf, small_buf);
871 }
872
873 if (final_map_n && final_map_n[0])
874 {
875 sprintf (small_buf, "final_map %s\n", final_map_n);
876 strcat (buf, small_buf);
877 }
878
879 if (exit_on_final_map_n && exit_on_final_map_n[0])
880 {
881 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
882 strcat (buf, small_buf);
883 }
884
885 if (this_map_n && this_map_n[0])
886 {
887 sprintf (small_buf, "origin_map %s\n", this_map_n);
888 strcat (buf, small_buf);
889 }
890
891 if (layoutoptions1_n)
892 {
893 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
894 strcat (buf, small_buf);
895 }
896
897 if (layoutoptions2_n)
898 {
899 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
900 strcat (buf, small_buf);
901 }
902
903
904 if (layoutoptions3_n)
905 {
906 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
907 strcat (buf, small_buf);
908 }
909
910 if (symmetry_n)
911 {
912 sprintf (small_buf, "symmetry %d\n", symmetry_n);
913 strcat (buf, small_buf);
914 }
915
916
917 if (difficulty_n && difficulty_given_n)
918 {
919 sprintf (small_buf, "difficulty %d\n", difficulty_n);
920 strcat (buf, small_buf);
921 }
922
923 if (difficulty_increase > 0.001)
924 {
925 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
926 strcat (buf, small_buf);
927 }
928
929 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
930 strcat (buf, small_buf);
931
932 if (dungeon_depth_n)
933 {
934 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
935 strcat (buf, small_buf);
936 }
937
938 if (decoroptions_n)
939 {
940 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
941 strcat (buf, small_buf);
942 }
943
944 if (orientation_n)
945 {
946 sprintf (small_buf, "orientation %d\n", orientation_n);
947 strcat (buf, small_buf);
948 }
949
950 if (origin_x_n)
951 {
952 sprintf (small_buf, "origin_x %d\n", origin_x_n);
953 strcat (buf, small_buf);
954 }
955
956 if (origin_y_n)
957 {
958 sprintf (small_buf, "origin_y %d\n", origin_y_n);
959 strcat (buf, small_buf);
960 }
961
962 if (random_seed_n)
963 {
964 /* Add one so that the next map is a bit different */
965 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
966 strcat (buf, small_buf);
967 }
968
969 if (treasureoptions_n)
970 {
971 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
972 strcat (buf, small_buf);
973 }
974}
975
976/* copy an object with an inventory... i.e., duplicate the inv too. */
977void
978copy_object_with_inv (object *src_ob, object *dest_ob)
979{
980 object *walk, *tmp;
981
982 src_ob->copy_to (dest_ob);
983
984 for (walk = src_ob->inv; walk; walk = walk->below)
985 {
986 tmp = object::create ();
987
988 walk->copy_to (tmp);
989 insert_ob_in_ob (tmp, dest_ob);
990 }
991}

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