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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.22 by root, Fri Jan 19 15:29:52 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
34#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); 32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
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}
35 57
36void 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
37dump_layout (char **layout, random_map_params *RP) 257roomify_layout (char **maze, random_map_params *RP)
38{ 258{
259 int tries = RP->Xsize * RP->Ysize / 30;
260
261 for (int ti = 0; ti < tries; ti++)
39 { 262 {
40 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);
41 266
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 */
42 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++)
43 { 329 {
44 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 */
45 { 333 {
46 if (layout[i][j] == 0) 334 doorlist_x[doorlocs] = i;
47 layout[i][j] = ' '; 335 doorlist_y[doorlocs] = j;
48 printf ("%c", layout[i][j]); 336 doorlocs++;
49 if (layout[i][j] == ' ')
50 layout[i][j] = 0;
51 } 337 }
52 printf ("\n");
53 } 338 }
54 }
55 printf ("\n");
56}
57 339
58bool 340 while (ndoors > 0 && doorlocs > 0)
59maptile::generate_random_map (random_map_params *RP)
60{
61 char **layout, buf[16384];
62 int i;
63
64 /* pick a random seed, or use the one from the input file */
65 RP->random_seed = RP->random_seed
66 ? RP->random_seed + RP->dungeon_level
67 : time (0);
68 CEDE;
69
70 write_map_parameters_to_string (buf, RP);
71
72 if (RP->difficulty == 0)
73 {
74 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
75
76 if (RP->difficulty_increase > 0.001)
77 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
78
79 if (RP->difficulty < 1)
80 RP->difficulty = 1;
81 } 341 {
82 else 342 int di = rmg_rndm (doorlocs);
83 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);
84 346
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 348 {
349 maze[i][j] = 'D';
350 ndoors--;
351 }
87 352
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 353 /* reduce the size of the list */
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 354 doorlocs--;
90 355 doorlist_x[di] = doorlist_x[doorlocs];
91 if (RP->symmetry == SYMMETRY_RANDOM) 356 doorlist_y[di] = doorlist_y[doorlocs];
92 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
93 else
94 RP->symmetry_used = RP->symmetry;
95
96 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
97 RP->Ysize = RP->Ysize / 2 + 1;
98 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
99 RP->Xsize = RP->Xsize / 2 + 1;
100
101 if (RP->expand2x > 0)
102 { 357 }
103 RP->Xsize /= 2;
104 RP->Ysize /= 2;
105 }
106 358
107 RP->map_layout_style = LAYOUT_NONE; 359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
108 362
109 /* Redo this - there was a lot of redundant code of checking for preset 363void
110 * layout style and then random layout style. Instead, figure out 364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
111 * the numeric layoutstyle, so there is only one area that actually 365{
112 * calls the code to make the maps. 366 hv_iterinit (RP->hv);
113 */
114 if (strstr (RP->layoutstyle, "onion"))
115 RP->map_layout_style = LAYOUT_ONION;
116 367
117 if (strstr (RP->layoutstyle, "maze")) 368 while (HE *he = hv_iternext (RP->hv))
118 RP->map_layout_style = LAYOUT_MAZE; 369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
119 370
120 if (strstr (RP->layoutstyle, "spiral")) 371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
121 RP->map_layout_style = LAYOUT_SPIRAL;
122 372
123 if (strstr (RP->layoutstyle, "rogue")) 373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
124 RP->map_layout_style = LAYOUT_ROGUELIKE; 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);
125 386
126 if (strstr (RP->layoutstyle, "snake")) 387 if (RP->difficulty && RP->difficulty_given)
127 RP->map_layout_style = LAYOUT_SNAKE; 388 buf.printf ("difficulty %d\n", RP->difficulty);
128 389
129 if (strstr (RP->layoutstyle, "squarespiral")) 390 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
130 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 391 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
131 392
132 /* No style found - choose one randomly */ 393 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
133 if (RP->map_layout_style == LAYOUT_NONE)
134 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
135 394
136 layout = layoutgen (RP); 395 if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth);
396 if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions);
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}
137 403
138#ifdef RMAP_DEBUG 404/////////////////////////////////////////////////////////////////////////////
139 dump_layout (layout, RP);
140#endif
141 405
142 /* increment these for the current map */ 406LayoutData::LayoutData (int w, int h)
143 RP->dungeon_level += 1; 407: w(w), h(h)
144 /* allow constant-difficulty maps. */ 408{
145 /* difficulty+=1; */ 409 int size = (sizeof (char *) + sizeof (char) * h) * w;
146 410
147 /* rotate the layout randomly */ 411 col = (char **)salloc<char> (size);
148 layout = rotate_layout (layout, rndm (4), RP);
149#ifdef RMAP_DEBUG
150 dump_layout (layout, RP);
151#endif
152 412
153 /* allocate the map and set the floor */ 413 char *data = (char *)(col + w);
154 make_map_floor (layout, RP->floorstyle, RP);
155 414
156 /* set region */ 415 for (int x = w; x--; )
157 region = RP->region; 416 col [x] = data + x * h;
417}
158 418
159 CEDE; 419LayoutData::~LayoutData ()
420{
421 int size = (sizeof (char *) + sizeof (char) * h) * w;
160 422
161 /* create walls unless the wallstyle is "none" */ 423 sfree ((char *)col, size);
162 if (strcmp (RP->wallstyle, "none")) 424}
163 {
164 make_map_walls (this, layout, RP->wallstyle, RP);
165 425
166 /* place doors unless doorstyle or wallstyle is "none" */ 426void LayoutData::clear (char fill)
167 if (strcmp (RP->doorstyle, "none")) 427{
168 put_doors (this, layout, RP->doorstyle, RP); 428 memset (col [0], fill, w * h);
429}
169 430
170 } 431void LayoutData::border (char fill)
171 432{
172 CEDE; 433 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
173 434 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
174 /* create exits unless the exitstyle is "none" */
175 if (strcmp (RP->exitstyle, "none"))
176 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
177
178 CEDE;
179
180 place_specials_in_map (this, layout, RP);
181
182 CEDE;
183
184 /* create monsters unless the monsterstyle is "none" */
185 if (strcmp (RP->monsterstyle, "none"))
186 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
187
188 CEDE;
189
190 /* treasures needs to have a proper difficulty set for the map. */
191 difficulty = estimate_difficulty ();
192
193 CEDE;
194
195 /* create treasure unless the treasurestyle is "none" */
196 if (strcmp (RP->treasurestyle, "none"))
197 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
198
199 CEDE;
200
201 /* create decor unless the decorstyle is "none" */
202 if (strcmp (RP->decorstyle, "none"))
203 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
204
205 CEDE;
206
207 /* generate treasures, etc. */
208 fix_auto_apply ();
209
210 CEDE;
211
212 unblock_exits (this, layout, RP);
213
214 /* free the layout */
215 for (i = 0; i < RP->Xsize; i++)
216 free (layout[i]);
217
218 free (layout);
219
220 msg = strdup (buf);
221 in_memory = MAP_IN_MEMORY;
222
223 CEDE;
224
225 return 1;
226} 435}
227 436
228/* function selects the layout function and gives it whatever 437/* function selects the layout function and gives it whatever
229 arguments it needs. */ 438 arguments it needs. */
230char ** 439static Layout
231layoutgen (random_map_params *RP) 440layoutgen (random_map_params *RP)
232{ 441{
233 char **maze = 0; 442 Layout layout (RP);
234 int oxsize = RP->Xsize, oysize = RP->Ysize;
235 443
236 switch (RP->map_layout_style) 444 switch (RP->map_layout_style)
237 { 445 {
238 case LAYOUT_ONION: 446 case LAYOUT_ONION:
239 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
448
240 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 449 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
241 roomify_layout (maze, RP); 450 roomify_layout (layout, RP);
451
242 break; 452 break;
243 453
244 case LAYOUT_MAZE: 454 case LAYOUT_MAZE:
245 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); 455 maze_gen (layout, rmg_rndm (2));
456
246 if (!(rndm (2))) 457 if (!(rmg_rndm (2)))
247 doorify_layout (maze, RP); 458 doorify_layout (layout, RP);
459
248 break; 460 break;
249 461
250 case LAYOUT_SPIRAL: 462 case LAYOUT_SPIRAL:
251 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 463 map_gen_spiral (layout, RP->layoutoptions1);
464
252 if (!(rndm (2))) 465 if (!(rmg_rndm (2)))
253 doorify_layout (maze, RP); 466 doorify_layout (layout, RP);
467
254 break; 468 break;
255 469
256 case LAYOUT_ROGUELIKE: 470 case LAYOUT_ROGUELIKE:
257 /* 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
258 * 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),
260 * spirals, or maps with lots of passages - making a symmetric rogue 474 * spirals, or maps with lots of passages - making a symmetric rogue
261 * map fails because its likely that the passages the symmetry process 475 * map fails because its likely that the passages the symmetry process
262 * creates may not connect the rooms. 476 * creates may not connect the rooms.
263 */ 477 */
264 RP->symmetry_used = SYMMETRY_NONE; 478 RP->symmetry_used = SYMMETRY_NONE;
265 RP->Ysize = oysize;
266 RP->Xsize = oxsize;
267 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 479 roguelike_layout_gen (layout, RP->layoutoptions1);
268 /* no doorifying... done already */ 480 /* no doorifying... done already */
269 break; 481 break;
270 482
271 case LAYOUT_SNAKE: 483 case LAYOUT_SNAKE:
272 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 484 make_snake_layout (layout, RP->layoutoptions1);
485
273 if (rndm (2)) 486 if (rmg_rndm (2))
274 roomify_layout (maze, RP); 487 roomify_layout (layout, RP);
488
275 break; 489 break;
276 490
277 case LAYOUT_SQUARE_SPIRAL: 491 case LAYOUT_SQUARE_SPIRAL:
278 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 492 make_square_spiral_layout (layout, RP->layoutoptions1);
493
279 if (rndm (2)) 494 if (rmg_rndm (2))
280 roomify_layout (maze, RP); 495 roomify_layout (layout, RP);
281 break;
282 }
283 496
284 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);
285 507
286#ifdef RMAP_DEBUG 508#ifdef RMAP_DEBUG
287 dump_layout (maze, RP); 509 dump_layout (layout);
288#endif 510#endif
289 511
290 if (RP->expand2x) 512 if (RP->expand2x)
291 { 513 expand2x (layout);
292 maze = expand2x (maze, RP->Xsize, RP->Ysize);
293 RP->Xsize = RP->Xsize * 2 - 1;
294 RP->Ysize = RP->Ysize * 2 - 1;
295 }
296 514
297 return maze; 515 return layout;
298} 516}
299 517
300/* takes a map and makes it symmetric: adjusts Xsize and 518bool
301Ysize to produce a symmetric map. */ 519maptile::generate_random_map (random_map_params *RP)
302char **
303symmetrize_layout (char **maze, int sym, random_map_params *RP)
304{ 520{
305 int i, j;
306 char **sym_maze;
307 int Xsize_orig, Ysize_orig;
308
309 Xsize_orig = RP->Xsize;
310 Ysize_orig = RP->Ysize;
311 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
312 if (sym == SYMMETRY_NONE)
313 {
314 RP->Xsize = Xsize_orig;
315 RP->Ysize = Ysize_orig;
316 return maze;
317 }
318 /* pick new sizes */
319 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
320 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
321
322 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
323 for (i = 0; i < RP->Xsize; i++)
324 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
325
326 if (sym == SYMMETRY_X)
327 for (i = 0; i < RP->Xsize / 2 + 1; i++)
328 for (j = 0; j < RP->Ysize; j++)
329 {
330 sym_maze[i][j] = maze[i][j];
331 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
332 };
333 if (sym == SYMMETRY_Y)
334 for (i = 0; i < RP->Xsize; i++)
335 for (j = 0; j < RP->Ysize / 2 + 1; j++)
336 {
337 sym_maze[i][j] = maze[i][j];
338 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
339 }
340 if (sym == SYMMETRY_XY)
341 for (i = 0; i < RP->Xsize / 2 + 1; i++)
342 for (j = 0; j < RP->Ysize / 2 + 1; j++)
343 {
344 sym_maze[i][j] = maze[i][j];
345 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
346 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
347 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
348 }
349 /* delete the old maze */
350 for (i = 0; i < Xsize_orig; i++)
351 free (maze[i]);
352 free (maze);
353 /* reconnect disjointed spirals */
354 if (RP->map_layout_style == LAYOUT_SPIRAL)
355 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
356 /* reconnect disjointed nethackmazes: the routine for
357 spirals will do the trick? */
358 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
359 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
360
361 return sym_maze;
362}
363
364
365/* takes a map and rotates it. This completes the
366 onion layouts, making them possibly centered on any wall.
367 It'll modify Xsize and Ysize if they're swapped.
368*/
369
370char **
371rotate_layout (char **maze, int rotation, random_map_params *RP)
372{
373 char **new_maze;
374 int i, j;
375
376 switch (rotation)
377 {
378 case 0:
379 return maze;
380 break;
381 case 2: /* a reflection */
382 {
383 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
384
385 for (i = 0; i < RP->Xsize; i++)
386 { /* make a copy */
387 for (j = 0; j < RP->Ysize; j++)
388 {
389 newmaze[i * RP->Ysize + j] = maze[i][j];
390 }
391 }
392 for (i = 0; i < RP->Xsize; i++)
393 { /* copy a reflection back */
394 for (j = 0; j < RP->Ysize; j++)
395 {
396 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
397 }
398 }
399 free (newmaze);
400 return maze;
401 break;
402 }
403 case 1:
404 case 3:
405 {
406 int swap;
407 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
408 for (i = 0; i < RP->Ysize; i++)
409 {
410 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
411 }
412 if (rotation == 1) /* swap x and y */
413 for (i = 0; i < RP->Xsize; i++)
414 for (j = 0; j < RP->Ysize; j++)
415 new_maze[j][i] = maze[i][j];
416
417 if (rotation == 3)
418 { /* swap x and y */
419 for (i = 0; i < RP->Xsize; i++)
420 for (j = 0; j < RP->Ysize; j++)
421 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
422 }
423
424 /* delete the old layout */
425 for (i = 0; i < RP->Xsize; i++)
426 free (maze[i]);
427 free (maze);
428
429 swap = RP->Ysize;
430 RP->Ysize = RP->Xsize;
431 RP->Xsize = swap;
432 return new_maze;
433 break;
434 }
435 }
436 return NULL;
437}
438
439/* take a layout and make some rooms in it.
440 --works best on onions.*/
441void
442roomify_layout (char **maze, random_map_params *RP)
443{
444 int tries = RP->Xsize * RP->Ysize / 30;
445 int ti; 521 int i;
446 522
447 for (ti = 0; ti < tries; ti++) 523 RP->Xsize = RP->xsize;
448 { 524 RP->Ysize = RP->ysize;
449 int dx, dy; /* starting location for looking at creating a door */
450 int cx, cy; /* results of checking on creating walls. */
451 525
452 dx = RANDOM () % RP->Xsize; 526 /* pick a random seed, or use the one from the input file */
453 dy = RANDOM () % RP->Ysize; 527 RP->random_seed = RP->random_seed
454 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 528 ? RP->random_seed + RP->dungeon_level
455 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 529 : time (0);
456 if (cx == -1) 530
457 { 531 // we run "single-threaded"
458 if (cy != -1) 532 rmg_rndm.seed (RP->random_seed);
459 make_wall (maze, dx, dy, 1); 533
460 continue; 534 dynbuf_text buf;
461 } 535 write_map_parameters_to_string (buf, RP);
462 if (cy == -1) 536
463 { 537 if (RP->difficulty == 0)
464 make_wall (maze, dx, dy, 0);
465 continue;
466 }
467 if (cx < cy)
468 make_wall (maze, dx, dy, 0);
469 else
470 make_wall (maze, dx, dy, 1);
471 } 538 {
472} 539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
473 540
474/* checks the layout to see if I can stick a horizontal(dir = 0) wall 541 if (RP->difficulty_increase > 0.001)
475 (or vertical, dir == 1) 542 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
476 here which ends up on other walls sensibly. */
477 543
478int 544 if (RP->difficulty < 1)
479can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 545 RP->difficulty = 1;
480{
481 int i1;
482 int length = 0;
483
484 /* dont make walls if we're on the edge. */
485 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
486 return -1;
487
488 /* don't make walls if we're ON a wall. */
489 if (maze[dx][dy] != 0)
490 return -1;
491
492 if (dir == 0) /* horizontal */
493 {
494 int y = dy;
495
496 for (i1 = dx - 1; i1 > 0; i1--)
497 {
498 int sindex = surround_flag2 (maze, i1, y, RP);
499
500 if (sindex == 1)
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
509 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
510 {
511 int sindex = surround_flag2 (maze, i1, y, RP);
512
513 if (sindex == 2)
514 break;
515 if (sindex != 0)
516 return -1; /* can't make horiz. wall here */
517 if (maze[i1][y] != 0)
518 return -1; /* can't make horiz. wall here */
519 length++;
520 }
521 return length;
522 } 546 }
523 else 547 else
524 { /* vertical */ 548 RP->difficulty_given = 1;
525 int x = dx;
526 549
527 for (i1 = dy - 1; i1 > 0; i1--) 550 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
528 { 551 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
529 int sindex = surround_flag2 (maze, x, i1, RP);
530 552
531 if (sindex == 4) 553 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
532 break; 554 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
533 if (sindex != 0)
534 return -1; /* can't make vert. wall here */
535 if (maze[x][i1] != 0)
536 return -1; /* can't make horiz. wall here */
537 length++;
538 }
539 555
540 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 556 if (RP->symmetry == SYMMETRY_RANDOM)
541 { 557 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
542 int sindex = surround_flag2 (maze, x, i1, RP); 558 else
559 RP->symmetry_used = RP->symmetry;
543 560
544 if (sindex == 8) 561 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
545 break; 562 RP->Ysize = RP->Ysize / 2 + 1;
546 if (sindex != 0) 563
547 return -1; /* can't make verti. wall here */ 564 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
548 if (maze[x][i1] != 0) 565 RP->Xsize = RP->Xsize / 2 + 1;
549 return -1; /* can't make horiz. wall here */ 566
550 length++; 567 if (RP->expand2x > 0)
551 }
552 return length;
553 } 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
554 return -1; 678 return 1;
555} 679}
556 680
557
558int
559make_wall (char **maze, int x, int y, int dir)
560{
561 maze[x][y] = 'D'; /* mark a door */
562 switch (dir)
563 {
564 case 0: /* horizontal */
565 {
566 int i1;
567
568 for (i1 = x - 1; maze[i1][y] == 0; i1--)
569 maze[i1][y] = '#';
570 for (i1 = x + 1; maze[i1][y] == 0; i1++)
571 maze[i1][y] = '#';
572 break;
573 }
574 case 1: /* vertical */
575 {
576 int i1;
577
578 for (i1 = y - 1; maze[x][i1] == 0; i1--)
579 maze[x][i1] = '#';
580 for (i1 = y + 1; maze[x][i1] == 0; i1++)
581 maze[x][i1] = '#';
582 break;
583 }
584 }
585
586 return 0;
587}
588
589/* puts doors at appropriate locations in a layout. */
590void
591doorify_layout (char **maze, random_map_params *RP)
592{
593 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
594 char *doorlist_x;
595 char *doorlist_y;
596 int doorlocs = 0; /* # of available doorlocations */
597 int i, j;
598
599 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
600 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
601
602
603 /* make a list of possible door locations */
604 for (i = 1; i < RP->Xsize - 1; i++)
605 for (j = 1; j < RP->Ysize - 1; j++)
606 {
607 int sindex = surround_flag (maze, i, j, RP);
608
609 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
610 {
611 doorlist_x[doorlocs] = i;
612 doorlist_y[doorlocs] = j;
613 doorlocs++;
614 }
615 }
616
617 while (ndoors > 0 && doorlocs > 0)
618 {
619 int di;
620 int sindex;
621
622 di = RANDOM () % doorlocs;
623 i = doorlist_x[di];
624 j = doorlist_y[di];
625 sindex = surround_flag (maze, i, j, RP);
626 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
627 {
628 maze[i][j] = 'D';
629 ndoors--;
630 }
631 /* reduce the size of the list */
632 doorlocs--;
633 doorlist_x[di] = doorlist_x[doorlocs];
634 doorlist_y[di] = doorlist_y[doorlocs];
635 }
636
637 free (doorlist_x);
638 free (doorlist_y);
639}
640
641void
642write_map_parameters_to_string (char *buf, random_map_params *RP)
643{
644 char small_buf[16384];
645
646 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
647
648 if (RP->wallstyle[0])
649 {
650 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
651 strcat (buf, small_buf);
652 }
653
654 if (RP->floorstyle[0])
655 {
656 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
657 strcat (buf, small_buf);
658 }
659
660 if (RP->monsterstyle[0])
661 {
662 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
663 strcat (buf, small_buf);
664 }
665
666 if (RP->treasurestyle[0])
667 {
668 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
669 strcat (buf, small_buf);
670 }
671
672 if (RP->layoutstyle[0])
673 {
674 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
675 strcat (buf, small_buf);
676 }
677
678 if (RP->decorstyle[0])
679 {
680 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
681 strcat (buf, small_buf);
682 }
683
684 if (RP->doorstyle[0])
685 {
686 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
687 strcat (buf, small_buf);
688 }
689
690 if (RP->exitstyle[0])
691 {
692 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
693 strcat (buf, small_buf);
694 }
695
696 if (RP->final_map.length ())
697 {
698 sprintf (small_buf, "final_map %s\n", &RP->final_map);
699 strcat (buf, small_buf);
700 }
701
702 if (RP->exit_on_final_map[0])
703 {
704 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
705 strcat (buf, small_buf);
706 }
707
708 if (RP->this_map.length ())
709 {
710 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
711 strcat (buf, small_buf);
712 }
713
714 if (RP->expand2x)
715 {
716 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
717 strcat (buf, small_buf);
718 }
719
720 if (RP->layoutoptions1)
721 {
722 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
723 strcat (buf, small_buf);
724 }
725
726 if (RP->layoutoptions2)
727 {
728 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729 strcat (buf, small_buf);
730 }
731
732 if (RP->layoutoptions3)
733 {
734 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
735 strcat (buf, small_buf);
736 }
737
738 if (RP->symmetry)
739 {
740 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
741 strcat (buf, small_buf);
742 }
743
744 if (RP->difficulty && RP->difficulty_given)
745 {
746 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
747 strcat (buf, small_buf);
748 }
749
750 if (RP->difficulty_increase != 1.0)
751 {
752 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
753 strcat (buf, small_buf);
754 }
755
756 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
757 strcat (buf, small_buf);
758
759 if (RP->dungeon_depth)
760 {
761 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
762 strcat (buf, small_buf);
763 }
764
765 if (RP->decoroptions)
766 {
767 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
768 strcat (buf, small_buf);
769 }
770
771 if (RP->orientation)
772 {
773 sprintf (small_buf, "orientation %d\n", RP->orientation);
774 strcat (buf, small_buf);
775 }
776
777 if (RP->origin_x)
778 {
779 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
780 strcat (buf, small_buf);
781 }
782
783 if (RP->origin_y)
784 {
785 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
786 strcat (buf, small_buf);
787 }
788
789 if (RP->treasureoptions)
790 {
791 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
792 strcat (buf, small_buf);
793 }
794
795 if (RP->random_seed)
796 {
797 sprintf (small_buf, "random_seed %d\n", RP->random_seed);
798 strcat (buf, small_buf);
799 }
800
801 if (RP->custom)
802 {
803 sprintf (small_buf, "custom %s\n", RP->custom);
804 strcat (buf, small_buf);
805 }
806}
807
808void
809write_parameters_to_string (char *buf,
810 int xsize_n,
811 int ysize_n,
812 char *wallstyle_n,
813 char *floorstyle_n,
814 char *monsterstyle_n,
815 char *treasurestyle_n,
816 char *layoutstyle_n,
817 char *decorstyle_n,
818 char *doorstyle_n,
819 char *exitstyle_n,
820 char *final_map_n,
821 char *exit_on_final_map_n,
822 char *this_map_n,
823 int layoutoptions1_n,
824 int layoutoptions2_n,
825 int layoutoptions3_n,
826 int symmetry_n,
827 int dungeon_depth_n,
828 int dungeon_level_n,
829 int difficulty_n,
830 int difficulty_given_n,
831 int decoroptions_n,
832 int orientation_n,
833 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
834{
835 char small_buf[16384];
836
837 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
838
839 if (wallstyle_n && wallstyle_n[0])
840 {
841 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
842 strcat (buf, small_buf);
843 }
844
845 if (floorstyle_n && floorstyle_n[0])
846 {
847 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
848 strcat (buf, small_buf);
849 }
850
851 if (monsterstyle_n && monsterstyle_n[0])
852 {
853 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
854 strcat (buf, small_buf);
855 }
856
857 if (treasurestyle_n && treasurestyle_n[0])
858 {
859 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
860 strcat (buf, small_buf);
861 }
862
863 if (layoutstyle_n && layoutstyle_n[0])
864 {
865 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
866 strcat (buf, small_buf);
867 }
868
869 if (decorstyle_n && decorstyle_n[0])
870 {
871 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
872 strcat (buf, small_buf);
873 }
874
875 if (doorstyle_n && doorstyle_n[0])
876 {
877 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
878 strcat (buf, small_buf);
879 }
880
881 if (exitstyle_n && exitstyle_n[0])
882 {
883 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
884 strcat (buf, small_buf);
885 }
886
887 if (final_map_n && final_map_n[0])
888 {
889 sprintf (small_buf, "final_map %s\n", final_map_n);
890 strcat (buf, small_buf);
891 }
892
893 if (exit_on_final_map_n && exit_on_final_map_n[0])
894 {
895 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
896 strcat (buf, small_buf);
897 }
898
899 if (this_map_n && this_map_n[0])
900 {
901 sprintf (small_buf, "origin_map %s\n", this_map_n);
902 strcat (buf, small_buf);
903 }
904
905 if (layoutoptions1_n)
906 {
907 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
908 strcat (buf, small_buf);
909 }
910
911 if (layoutoptions2_n)
912 {
913 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
914 strcat (buf, small_buf);
915 }
916
917
918 if (layoutoptions3_n)
919 {
920 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
921 strcat (buf, small_buf);
922 }
923
924 if (symmetry_n)
925 {
926 sprintf (small_buf, "symmetry %d\n", symmetry_n);
927 strcat (buf, small_buf);
928 }
929
930
931 if (difficulty_n && difficulty_given_n)
932 {
933 sprintf (small_buf, "difficulty %d\n", difficulty_n);
934 strcat (buf, small_buf);
935 }
936
937 if (difficulty_increase > 0.001)
938 {
939 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
940 strcat (buf, small_buf);
941 }
942
943 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
944 strcat (buf, small_buf);
945
946 if (dungeon_depth_n)
947 {
948 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
949 strcat (buf, small_buf);
950 }
951
952 if (decoroptions_n)
953 {
954 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
955 strcat (buf, small_buf);
956 }
957
958 if (orientation_n)
959 {
960 sprintf (small_buf, "orientation %d\n", orientation_n);
961 strcat (buf, small_buf);
962 }
963
964 if (origin_x_n)
965 {
966 sprintf (small_buf, "origin_x %d\n", origin_x_n);
967 strcat (buf, small_buf);
968 }
969
970 if (origin_y_n)
971 {
972 sprintf (small_buf, "origin_y %d\n", origin_y_n);
973 strcat (buf, small_buf);
974 }
975
976 if (random_seed_n)
977 {
978 /* Add one so that the next map is a bit different */
979 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
980 strcat (buf, small_buf);
981 }
982
983 if (treasureoptions_n)
984 {
985 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
986 strcat (buf, small_buf);
987 }
988}
989
990/* copy an object with an inventory... i.e., duplicate the inv too. */
991void
992copy_object_with_inv (object *src_ob, object *dest_ob)
993{
994 object *walk, *tmp;
995
996 src_ob->copy_to (dest_ob);
997
998 for (walk = src_ob->inv; walk; walk = walk->below)
999 {
1000 tmp = object::create ();
1001
1002 walk->copy_to (tmp);
1003 insert_ob_in_ob (tmp, dest_ob);
1004 }
1005}

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