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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.21 by root, Thu Jan 18 19:42:10 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
56bool 340 while (ndoors > 0 && doorlocs > 0)
57maptile::generate_random_map (random_map_params *RP)
58{
59 char **layout, buf[16384];
60 int i;
61
62 /* pick a random seed, or use the one from the input file */
63 SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0));
64
65 write_map_parameters_to_string (buf, RP);
66
67 if (RP->difficulty == 0)
68 {
69 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
70
71 if (RP->difficulty_increase > 0.001)
72 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
73
74 if (RP->difficulty < 1)
75 RP->difficulty = 1;
76 } 341 {
77 else 342 int di = rmg_rndm (doorlocs);
78 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);
79 346
80 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
81 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 348 {
349 maze[i][j] = 'D';
350 ndoors--;
351 }
82 352
83 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 353 /* reduce the size of the list */
84 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 354 doorlocs--;
85 355 doorlist_x[di] = doorlist_x[doorlocs];
86 if (RP->expand2x > 0) 356 doorlist_y[di] = doorlist_y[doorlocs];
87 { 357 }
88 RP->Xsize /= 2;
89 RP->Ysize /= 2;
90 }
91 358
92 layout = layoutgen (RP); 359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
93 362
94#ifdef RMAP_DEBUG 363void
95 dump_layout (layout, RP); 364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
96#endif 365{
366 hv_iterinit (RP->hv);
97 367
98 /* increment these for the current map */ 368 while (HE *he = hv_iternext (RP->hv))
99 RP->dungeon_level += 1; 369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
100 /* allow constant-difficulty maps. */
101 /* difficulty+=1; */
102 370
103 /* rotate the layout randomly */ 371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
104 layout = rotate_layout (layout, rndm (4), RP);
105#ifdef RMAP_DEBUG
106 dump_layout (layout, RP);
107#endif
108 372
109 /* allocate the map and set the floor */ 373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
110 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);
111 386
112 /* set region */ 387 if (RP->difficulty && RP->difficulty_given)
113 region = RP->region; 388 buf.printf ("difficulty %d\n", RP->difficulty);
114 389
115 coroapi::cede (); 390 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
391 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
116 392
117 /* create walls unless the wallstyle is "none" */ 393 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
118 if (strcmp (RP->wallstyle, "none"))
119 {
120 make_map_walls (this, layout, RP->wallstyle, RP);
121 394
122 /* place doors unless doorstyle or wallstyle is "none" */ 395 if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth);
123 if (strcmp (RP->doorstyle, "none")) 396 if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions);
124 put_doors (this, 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}
125 403
126 } 404/////////////////////////////////////////////////////////////////////////////
127 405
128 coroapi::cede (); 406LayoutData::LayoutData (int w, int h)
407: w(w), h(h)
408{
409 int size = (sizeof (char *) + sizeof (char) * h) * w;
129 410
130 /* create exits unless the exitstyle is "none" */ 411 col = (char **)salloc<char> (size);
131 if (strcmp (RP->exitstyle, "none"))
132 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
133 412
134 coroapi::cede (); 413 char *data = (char *)(col + w);
135 414
136 place_specials_in_map (this, layout, RP); 415 for (int x = w; x--; )
416 col [x] = data + x * h;
417}
137 418
138 coroapi::cede (); 419LayoutData::~LayoutData ()
420{
421 int size = (sizeof (char *) + sizeof (char) * h) * w;
139 422
140 /* create monsters unless the monsterstyle is "none" */ 423 sfree ((char *)col, size);
141 if (strcmp (RP->monsterstyle, "none")) 424}
142 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
143 425
144 coroapi::cede (); 426void LayoutData::clear (char fill)
427{
428 memset (col [0], fill, w * h);
429}
145 430
146 /* treasures needs to have a proper difficulty set for the map. */ 431void LayoutData::border (char fill)
147 difficulty = estimate_difficulty (); 432{
148 433 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
149 coroapi::cede (); 434 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
150
151 /* create treasure unless the treasurestyle is "none" */
152 if (strcmp (RP->treasurestyle, "none"))
153 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
154
155 coroapi::cede ();
156
157 /* create decor unless the decorstyle is "none" */
158 if (strcmp (RP->decorstyle, "none"))
159 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
160
161 coroapi::cede ();
162
163 /* generate treasures, etc. */
164 fix_auto_apply ();
165
166 coroapi::cede ();
167 unblock_exits (this, layout, RP);
168
169 /* free the layout */
170 for (i = 0; i < RP->Xsize; i++)
171 free (layout[i]);
172
173 free (layout);
174
175 msg = strdup (buf);
176 in_memory = MAP_IN_MEMORY;
177
178 return 1;
179} 435}
180 436
181/* function selects the layout function and gives it whatever 437/* function selects the layout function and gives it whatever
182 arguments it needs. */ 438 arguments it needs. */
183char ** 439static Layout
184layoutgen (random_map_params *RP) 440layoutgen (random_map_params *RP)
185{ 441{
186 char **maze = 0; 442 Layout layout (RP);
187 int oxsize = RP->Xsize, oysize = RP->Ysize;
188
189 if (RP->symmetry == SYMMETRY_RANDOM)
190 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
191 else
192 RP->symmetry_used = RP->symmetry;
193
194 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
195 RP->Ysize = RP->Ysize / 2 + 1;
196 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
197 RP->Xsize = RP->Xsize / 2 + 1;
198
199 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
200 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (5);
201 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
202 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (5);
203 RP->map_layout_style = 0;
204
205 /* Redo this - there was a lot of redundant code of checking for preset
206 * layout style and then random layout style. Instead, figure out
207 * the numeric layoutstyle, so there is only one area that actually
208 * calls the code to make the maps.
209 */
210 if (strstr (RP->layoutstyle, "onion"))
211 RP->map_layout_style = LAYOUT_ONION;
212
213 if (strstr (RP->layoutstyle, "maze"))
214 RP->map_layout_style = LAYOUT_MAZE;
215
216 if (strstr (RP->layoutstyle, "spiral"))
217 RP->map_layout_style = LAYOUT_SPIRAL;
218
219 if (strstr (RP->layoutstyle, "rogue"))
220 RP->map_layout_style = LAYOUT_ROGUELIKE;
221
222 if (strstr (RP->layoutstyle, "snake"))
223 RP->map_layout_style = LAYOUT_SNAKE;
224
225 if (strstr (RP->layoutstyle, "squarespiral"))
226 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
227
228 /* No style found - choose one ranomdly */
229 if (RP->map_layout_style == LAYOUT_NONE)
230 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
231 443
232 switch (RP->map_layout_style) 444 switch (RP->map_layout_style)
233 { 445 {
234 case LAYOUT_ONION: 446 case LAYOUT_ONION:
235 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
448
236 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 449 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
237 roomify_layout (maze, RP); 450 roomify_layout (layout, RP);
451
238 break; 452 break;
239 453
240 case LAYOUT_MAZE: 454 case LAYOUT_MAZE:
241 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); 455 maze_gen (layout, rmg_rndm (2));
456
242 if (!(rndm (2))) 457 if (!(rmg_rndm (2)))
243 doorify_layout (maze, RP); 458 doorify_layout (layout, RP);
459
244 break; 460 break;
245 461
246 case LAYOUT_SPIRAL: 462 case LAYOUT_SPIRAL:
247 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 463 map_gen_spiral (layout, RP->layoutoptions1);
464
248 if (!(rndm (2))) 465 if (!(rmg_rndm (2)))
249 doorify_layout (maze, RP); 466 doorify_layout (layout, RP);
467
250 break; 468 break;
251 469
252 case LAYOUT_ROGUELIKE: 470 case LAYOUT_ROGUELIKE:
253 /* 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
254 * 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),
256 * spirals, or maps with lots of passages - making a symmetric rogue 474 * spirals, or maps with lots of passages - making a symmetric rogue
257 * map fails because its likely that the passages the symmetry process 475 * map fails because its likely that the passages the symmetry process
258 * creates may not connect the rooms. 476 * creates may not connect the rooms.
259 */ 477 */
260 RP->symmetry_used = SYMMETRY_NONE; 478 RP->symmetry_used = SYMMETRY_NONE;
261 RP->Ysize = oysize;
262 RP->Xsize = oxsize;
263 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 479 roguelike_layout_gen (layout, RP->layoutoptions1);
264 /* no doorifying... done already */ 480 /* no doorifying... done already */
265 break; 481 break;
266 482
267 case LAYOUT_SNAKE: 483 case LAYOUT_SNAKE:
268 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 484 make_snake_layout (layout, RP->layoutoptions1);
485
269 if (rndm (2)) 486 if (rmg_rndm (2))
270 roomify_layout (maze, RP); 487 roomify_layout (layout, RP);
488
271 break; 489 break;
272 490
273 case LAYOUT_SQUARE_SPIRAL: 491 case LAYOUT_SQUARE_SPIRAL:
274 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 492 make_square_spiral_layout (layout, RP->layoutoptions1);
493
275 if (rndm (2)) 494 if (rmg_rndm (2))
276 roomify_layout (maze, RP); 495 roomify_layout (layout, RP);
277 break;
278 }
279 496
280 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);
281 507
282#ifdef RMAP_DEBUG 508#ifdef RMAP_DEBUG
283 dump_layout (maze, RP); 509 dump_layout (layout);
284#endif 510#endif
285 511
286 if (RP->expand2x) 512 if (RP->expand2x)
287 { 513 expand2x (layout);
288 maze = expand2x (maze, RP->Xsize, RP->Ysize);
289 RP->Xsize = RP->Xsize * 2 - 1;
290 RP->Ysize = RP->Ysize * 2 - 1;
291 }
292 514
293 return maze; 515 return layout;
294} 516}
295 517
296/* takes a map and makes it symmetric: adjusts Xsize and 518bool
297Ysize to produce a symmetric map. */ 519maptile::generate_random_map (random_map_params *RP)
298char **
299symmetrize_layout (char **maze, int sym, random_map_params *RP)
300{ 520{
301 int i, j;
302 char **sym_maze;
303 int Xsize_orig, Ysize_orig;
304
305 Xsize_orig = RP->Xsize;
306 Ysize_orig = RP->Ysize;
307 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
308 if (sym == SYMMETRY_NONE)
309 {
310 RP->Xsize = Xsize_orig;
311 RP->Ysize = Ysize_orig;
312 return maze;
313 }
314 /* pick new sizes */
315 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
316 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
317
318 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
319 for (i = 0; i < RP->Xsize; i++)
320 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
321
322 if (sym == SYMMETRY_X)
323 for (i = 0; i < RP->Xsize / 2 + 1; i++)
324 for (j = 0; j < RP->Ysize; j++)
325 {
326 sym_maze[i][j] = maze[i][j];
327 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
328 };
329 if (sym == SYMMETRY_Y)
330 for (i = 0; i < RP->Xsize; i++)
331 for (j = 0; j < RP->Ysize / 2 + 1; j++)
332 {
333 sym_maze[i][j] = maze[i][j];
334 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
335 }
336 if (sym == SYMMETRY_XY)
337 for (i = 0; i < RP->Xsize / 2 + 1; 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 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
343 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
344 }
345 /* delete the old maze */
346 for (i = 0; i < Xsize_orig; i++)
347 free (maze[i]);
348 free (maze);
349 /* reconnect disjointed spirals */
350 if (RP->map_layout_style == LAYOUT_SPIRAL)
351 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
352 /* reconnect disjointed nethackmazes: the routine for
353 spirals will do the trick? */
354 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
355 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
356
357 return sym_maze;
358}
359
360
361/* takes a map and rotates it. This completes the
362 onion layouts, making them possibly centered on any wall.
363 It'll modify Xsize and Ysize if they're swapped.
364*/
365
366char **
367rotate_layout (char **maze, int rotation, random_map_params *RP)
368{
369 char **new_maze;
370 int i, j;
371
372 switch (rotation)
373 {
374 case 0:
375 return maze;
376 break;
377 case 2: /* a reflection */
378 {
379 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
380
381 for (i = 0; i < RP->Xsize; i++)
382 { /* make a copy */
383 for (j = 0; j < RP->Ysize; j++)
384 {
385 newmaze[i * RP->Ysize + j] = maze[i][j];
386 }
387 }
388 for (i = 0; i < RP->Xsize; i++)
389 { /* copy a reflection back */
390 for (j = 0; j < RP->Ysize; j++)
391 {
392 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
393 }
394 }
395 free (newmaze);
396 return maze;
397 break;
398 }
399 case 1:
400 case 3:
401 {
402 int swap;
403 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
404 for (i = 0; i < RP->Ysize; i++)
405 {
406 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
407 }
408 if (rotation == 1) /* swap x and y */
409 for (i = 0; i < RP->Xsize; i++)
410 for (j = 0; j < RP->Ysize; j++)
411 new_maze[j][i] = maze[i][j];
412
413 if (rotation == 3)
414 { /* swap x and y */
415 for (i = 0; i < RP->Xsize; i++)
416 for (j = 0; j < RP->Ysize; j++)
417 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
418 }
419
420 /* delete the old layout */
421 for (i = 0; i < RP->Xsize; i++)
422 free (maze[i]);
423 free (maze);
424
425 swap = RP->Ysize;
426 RP->Ysize = RP->Xsize;
427 RP->Xsize = swap;
428 return new_maze;
429 break;
430 }
431 }
432 return NULL;
433}
434
435/* take a layout and make some rooms in it.
436 --works best on onions.*/
437void
438roomify_layout (char **maze, random_map_params *RP)
439{
440 int tries = RP->Xsize * RP->Ysize / 30;
441 int ti; 521 int i;
442 522
443 for (ti = 0; ti < tries; ti++) 523 RP->Xsize = RP->xsize;
444 { 524 RP->Ysize = RP->ysize;
445 int dx, dy; /* starting location for looking at creating a door */
446 int cx, cy; /* results of checking on creating walls. */
447 525
448 dx = RANDOM () % RP->Xsize; 526 /* pick a random seed, or use the one from the input file */
449 dy = RANDOM () % RP->Ysize; 527 RP->random_seed = RP->random_seed
450 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 528 ? RP->random_seed + RP->dungeon_level
451 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 529 : time (0);
452 if (cx == -1) 530
453 { 531 // we run "single-threaded"
454 if (cy != -1) 532 rmg_rndm.seed (RP->random_seed);
455 make_wall (maze, dx, dy, 1); 533
456 continue; 534 dynbuf_text buf;
457 } 535 write_map_parameters_to_string (buf, RP);
458 if (cy == -1) 536
459 { 537 if (RP->difficulty == 0)
460 make_wall (maze, dx, dy, 0);
461 continue;
462 }
463 if (cx < cy)
464 make_wall (maze, dx, dy, 0);
465 else
466 make_wall (maze, dx, dy, 1);
467 } 538 {
468} 539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
469 540
470/* checks the layout to see if I can stick a horizontal(dir = 0) wall 541 if (RP->difficulty_increase > 0.001)
471 (or vertical, dir == 1) 542 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
472 here which ends up on other walls sensibly. */
473 543
474int 544 if (RP->difficulty < 1)
475can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 545 RP->difficulty = 1;
476{
477 int i1;
478 int length = 0;
479
480 /* dont make walls if we're on the edge. */
481 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
482 return -1;
483
484 /* don't make walls if we're ON a wall. */
485 if (maze[dx][dy] != 0)
486 return -1;
487
488 if (dir == 0) /* horizontal */
489 {
490 int y = dy;
491
492 for (i1 = dx - 1; i1 > 0; i1--)
493 {
494 int sindex = surround_flag2 (maze, i1, y, RP);
495
496 if (sindex == 1)
497 break;
498 if (sindex != 0)
499 return -1; /* can't make horiz. wall here */
500 if (maze[i1][y] != 0)
501 return -1; /* can't make horiz. wall here */
502 length++;
503 }
504
505 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
506 {
507 int sindex = surround_flag2 (maze, i1, y, RP);
508
509 if (sindex == 2)
510 break;
511 if (sindex != 0)
512 return -1; /* can't make horiz. wall here */
513 if (maze[i1][y] != 0)
514 return -1; /* can't make horiz. wall here */
515 length++;
516 }
517 return length;
518 } 546 }
519 else 547 else
520 { /* vertical */ 548 RP->difficulty_given = 1;
521 int x = dx;
522 549
523 for (i1 = dy - 1; i1 > 0; i1--) 550 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
524 { 551 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
525 int sindex = surround_flag2 (maze, x, i1, RP);
526 552
527 if (sindex == 4) 553 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
528 break; 554 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
529 if (sindex != 0)
530 return -1; /* can't make vert. wall here */
531 if (maze[x][i1] != 0)
532 return -1; /* can't make horiz. wall here */
533 length++;
534 }
535 555
536 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 556 if (RP->symmetry == SYMMETRY_RANDOM)
537 { 557 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
538 int sindex = surround_flag2 (maze, x, i1, RP); 558 else
559 RP->symmetry_used = RP->symmetry;
539 560
540 if (sindex == 8) 561 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
541 break; 562 RP->Ysize = RP->Ysize / 2 + 1;
542 if (sindex != 0) 563
543 return -1; /* can't make verti. wall here */ 564 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
544 if (maze[x][i1] != 0) 565 RP->Xsize = RP->Xsize / 2 + 1;
545 return -1; /* can't make horiz. wall here */ 566
546 length++; 567 if (RP->expand2x > 0)
547 }
548 return length;
549 } 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
550 return -1; 678 return 1;
551} 679}
552 680
553
554int
555make_wall (char **maze, int x, int y, int dir)
556{
557 maze[x][y] = 'D'; /* mark a door */
558 switch (dir)
559 {
560 case 0: /* horizontal */
561 {
562 int i1;
563
564 for (i1 = x - 1; maze[i1][y] == 0; i1--)
565 maze[i1][y] = '#';
566 for (i1 = x + 1; maze[i1][y] == 0; i1++)
567 maze[i1][y] = '#';
568 break;
569 }
570 case 1: /* vertical */
571 {
572 int i1;
573
574 for (i1 = y - 1; maze[x][i1] == 0; i1--)
575 maze[x][i1] = '#';
576 for (i1 = y + 1; maze[x][i1] == 0; i1++)
577 maze[x][i1] = '#';
578 break;
579 }
580 }
581
582 return 0;
583}
584
585/* puts doors at appropriate locations in a layout. */
586void
587doorify_layout (char **maze, random_map_params *RP)
588{
589 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
590 char *doorlist_x;
591 char *doorlist_y;
592 int doorlocs = 0; /* # of available doorlocations */
593 int i, j;
594
595 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
596 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
597
598
599 /* make a list of possible door locations */
600 for (i = 1; i < RP->Xsize - 1; i++)
601 for (j = 1; j < RP->Ysize - 1; j++)
602 {
603 int sindex = surround_flag (maze, i, j, RP);
604
605 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
606 {
607 doorlist_x[doorlocs] = i;
608 doorlist_y[doorlocs] = j;
609 doorlocs++;
610 }
611 }
612
613 while (ndoors > 0 && doorlocs > 0)
614 {
615 int di;
616 int sindex;
617
618 di = RANDOM () % doorlocs;
619 i = doorlist_x[di];
620 j = doorlist_y[di];
621 sindex = surround_flag (maze, i, j, RP);
622 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
623 {
624 maze[i][j] = 'D';
625 ndoors--;
626 }
627 /* reduce the size of the list */
628 doorlocs--;
629 doorlist_x[di] = doorlist_x[doorlocs];
630 doorlist_y[di] = doorlist_y[doorlocs];
631 }
632
633 free (doorlist_x);
634 free (doorlist_y);
635}
636
637void
638write_map_parameters_to_string (char *buf, random_map_params *RP)
639{
640 char small_buf[16384];
641
642 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
643
644 if (RP->wallstyle[0])
645 {
646 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
647 strcat (buf, small_buf);
648 }
649
650 if (RP->floorstyle[0])
651 {
652 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
653 strcat (buf, small_buf);
654 }
655
656 if (RP->monsterstyle[0])
657 {
658 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
659 strcat (buf, small_buf);
660 }
661
662 if (RP->treasurestyle[0])
663 {
664 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
665 strcat (buf, small_buf);
666 }
667
668 if (RP->layoutstyle[0])
669 {
670 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
671 strcat (buf, small_buf);
672 }
673
674 if (RP->decorstyle[0])
675 {
676 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
677 strcat (buf, small_buf);
678 }
679
680 if (RP->doorstyle[0])
681 {
682 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
683 strcat (buf, small_buf);
684 }
685
686 if (RP->exitstyle[0])
687 {
688 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
689 strcat (buf, small_buf);
690 }
691
692 if (RP->final_map.length ())
693 {
694 sprintf (small_buf, "final_map %s\n", &RP->final_map);
695 strcat (buf, small_buf);
696 }
697
698 if (RP->exit_on_final_map[0])
699 {
700 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
701 strcat (buf, small_buf);
702 }
703
704 if (RP->this_map.length ())
705 {
706 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
707 strcat (buf, small_buf);
708 }
709
710 if (RP->expand2x)
711 {
712 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
713 strcat (buf, small_buf);
714 }
715
716 if (RP->layoutoptions1)
717 {
718 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
719 strcat (buf, small_buf);
720 }
721
722 if (RP->layoutoptions2)
723 {
724 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
725 strcat (buf, small_buf);
726 }
727
728 if (RP->layoutoptions3)
729 {
730 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
731 strcat (buf, small_buf);
732 }
733
734 if (RP->symmetry)
735 {
736 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
737 strcat (buf, small_buf);
738 }
739
740 if (RP->difficulty && RP->difficulty_given)
741 {
742 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
743 strcat (buf, small_buf);
744 }
745
746 if (RP->difficulty_increase != 1.0)
747 {
748 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
749 strcat (buf, small_buf);
750 }
751
752 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
753 strcat (buf, small_buf);
754
755 if (RP->dungeon_depth)
756 {
757 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
758 strcat (buf, small_buf);
759 }
760
761 if (RP->decoroptions)
762 {
763 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
764 strcat (buf, small_buf);
765 }
766
767 if (RP->orientation)
768 {
769 sprintf (small_buf, "orientation %d\n", RP->orientation);
770 strcat (buf, small_buf);
771 }
772
773 if (RP->origin_x)
774 {
775 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
776 strcat (buf, small_buf);
777 }
778
779 if (RP->origin_y)
780 {
781 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
782 strcat (buf, small_buf);
783 }
784
785 if (RP->treasureoptions)
786 {
787 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
788 strcat (buf, small_buf);
789 }
790
791 if (RP->random_seed)
792 {
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed);
794 strcat (buf, small_buf);
795 }
796
797 if (RP->custom)
798 {
799 sprintf (small_buf, "custom %s\n", RP->custom);
800 strcat (buf, small_buf);
801 }
802}
803
804void
805write_parameters_to_string (char *buf,
806 int xsize_n,
807 int ysize_n,
808 char *wallstyle_n,
809 char *floorstyle_n,
810 char *monsterstyle_n,
811 char *treasurestyle_n,
812 char *layoutstyle_n,
813 char *decorstyle_n,
814 char *doorstyle_n,
815 char *exitstyle_n,
816 char *final_map_n,
817 char *exit_on_final_map_n,
818 char *this_map_n,
819 int layoutoptions1_n,
820 int layoutoptions2_n,
821 int layoutoptions3_n,
822 int symmetry_n,
823 int dungeon_depth_n,
824 int dungeon_level_n,
825 int difficulty_n,
826 int difficulty_given_n,
827 int decoroptions_n,
828 int orientation_n,
829 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
830{
831 char small_buf[16384];
832
833 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
834
835 if (wallstyle_n && wallstyle_n[0])
836 {
837 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
838 strcat (buf, small_buf);
839 }
840
841 if (floorstyle_n && floorstyle_n[0])
842 {
843 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
844 strcat (buf, small_buf);
845 }
846
847 if (monsterstyle_n && monsterstyle_n[0])
848 {
849 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
850 strcat (buf, small_buf);
851 }
852
853 if (treasurestyle_n && treasurestyle_n[0])
854 {
855 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
856 strcat (buf, small_buf);
857 }
858
859 if (layoutstyle_n && layoutstyle_n[0])
860 {
861 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
862 strcat (buf, small_buf);
863 }
864
865 if (decorstyle_n && decorstyle_n[0])
866 {
867 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
868 strcat (buf, small_buf);
869 }
870
871 if (doorstyle_n && doorstyle_n[0])
872 {
873 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
874 strcat (buf, small_buf);
875 }
876
877 if (exitstyle_n && exitstyle_n[0])
878 {
879 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
880 strcat (buf, small_buf);
881 }
882
883 if (final_map_n && final_map_n[0])
884 {
885 sprintf (small_buf, "final_map %s\n", final_map_n);
886 strcat (buf, small_buf);
887 }
888
889 if (exit_on_final_map_n && exit_on_final_map_n[0])
890 {
891 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
892 strcat (buf, small_buf);
893 }
894
895 if (this_map_n && this_map_n[0])
896 {
897 sprintf (small_buf, "origin_map %s\n", this_map_n);
898 strcat (buf, small_buf);
899 }
900
901 if (layoutoptions1_n)
902 {
903 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
904 strcat (buf, small_buf);
905 }
906
907 if (layoutoptions2_n)
908 {
909 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
910 strcat (buf, small_buf);
911 }
912
913
914 if (layoutoptions3_n)
915 {
916 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
917 strcat (buf, small_buf);
918 }
919
920 if (symmetry_n)
921 {
922 sprintf (small_buf, "symmetry %d\n", symmetry_n);
923 strcat (buf, small_buf);
924 }
925
926
927 if (difficulty_n && difficulty_given_n)
928 {
929 sprintf (small_buf, "difficulty %d\n", difficulty_n);
930 strcat (buf, small_buf);
931 }
932
933 if (difficulty_increase > 0.001)
934 {
935 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
936 strcat (buf, small_buf);
937 }
938
939 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
940 strcat (buf, small_buf);
941
942 if (dungeon_depth_n)
943 {
944 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
945 strcat (buf, small_buf);
946 }
947
948 if (decoroptions_n)
949 {
950 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
951 strcat (buf, small_buf);
952 }
953
954 if (orientation_n)
955 {
956 sprintf (small_buf, "orientation %d\n", orientation_n);
957 strcat (buf, small_buf);
958 }
959
960 if (origin_x_n)
961 {
962 sprintf (small_buf, "origin_x %d\n", origin_x_n);
963 strcat (buf, small_buf);
964 }
965
966 if (origin_y_n)
967 {
968 sprintf (small_buf, "origin_y %d\n", origin_y_n);
969 strcat (buf, small_buf);
970 }
971
972 if (random_seed_n)
973 {
974 /* Add one so that the next map is a bit different */
975 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
976 strcat (buf, small_buf);
977 }
978
979 if (treasureoptions_n)
980 {
981 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
982 strcat (buf, small_buf);
983 }
984}
985
986/* copy an object with an inventory... i.e., duplicate the inv too. */
987void
988copy_object_with_inv (object *src_ob, object *dest_ob)
989{
990 object *walk, *tmp;
991
992 src_ob->copy_to (dest_ob);
993
994 for (walk = src_ob->inv; walk; walk = walk->below)
995 {
996 tmp = object::create ();
997
998 walk->copy_to (tmp);
999 insert_ob_in_ob (tmp, dest_ob);
1000 }
1001}

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