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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.33 by root, Mon Apr 14 22:41:17 2008 UTC vs.
Revision 1.51 by root, Sat Jun 26 22:10:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <time.h> 25#include <time.h>
26#include <global.h> 27#include <global.h>
27#include <random_map.h> 28#include <random_map.h>
28#include <rproto.h> 29#include <rproto.h>
29#include <sproto.h> 30#include <sproto.h>
30 31
31#define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__); 32#define CEDE coroapi::cede_to_tick ()
32 33
33static void symmetrize_layout (Maze maze, random_map_params *RP); 34static void symmetrize_layout (Layout maze, random_map_params *RP);
34static void rotate_layout (Maze maze, int rotation); 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 buf[16384];
62 int i;
63
64 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize;
66
67 /* pick a random seed, or use the one from the input file */
68 RP->random_seed = RP->random_seed
69 ? RP->random_seed + RP->dungeon_level
70 : time (0);
71 CEDE;
72
73 write_map_parameters_to_string (buf, RP);
74
75 if (RP->difficulty == 0)
76 {
77 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
78
79 if (RP->difficulty_increase > 0.001)
80 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
81
82 if (RP->difficulty < 1)
83 RP->difficulty = 1;
84 } 341 {
85 else 342 int di = rmg_rndm (doorlocs);
86 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);
87 346
88 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
89 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 348 {
349 maze[i][j] = 'D';
350 ndoors--;
351 }
90 352
91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 353 /* reduce the size of the list */
92 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 354 doorlocs--;
93 355 doorlist_x[di] = doorlist_x[doorlocs];
94 if (RP->symmetry == SYMMETRY_RANDOM) 356 doorlist_y[di] = doorlist_y[doorlocs];
95 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
96 else
97 RP->symmetry_used = RP->symmetry;
98
99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
100 RP->Ysize = RP->Ysize / 2 + 1;
101
102 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
103 RP->Xsize = RP->Xsize / 2 + 1;
104
105 if (RP->expand2x > 0)
106 { 357 }
107 RP->Xsize /= 2;
108 RP->Ysize /= 2;
109 }
110 358
111 RP->map_layout_style = LAYOUT_NONE; 359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
112 362
113 /* Redo this - there was a lot of redundant code of checking for preset 363void
114 * layout style and then random layout style. Instead, figure out 364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
115 * the numeric layoutstyle, so there is only one area that actually 365{
116 * calls the code to make the maps. 366 hv_iterinit (RP->hv);
117 */
118 if (strstr (RP->layoutstyle, "onion"))
119 RP->map_layout_style = LAYOUT_ONION;
120 367
121 if (strstr (RP->layoutstyle, "maze")) 368 while (HE *he = hv_iternext (RP->hv))
122 RP->map_layout_style = LAYOUT_MAZE; 369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
123 370
124 if (strstr (RP->layoutstyle, "spiral")) 371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
125 RP->map_layout_style = LAYOUT_SPIRAL;
126 372
127 if (strstr (RP->layoutstyle, "rogue")) 373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
128 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);
129 386
130 if (strstr (RP->layoutstyle, "snake")) 387 if (RP->difficulty && RP->difficulty_given)
131 RP->map_layout_style = LAYOUT_SNAKE; 388 buf.printf ("difficulty %d\n", RP->difficulty);
132 389
133 if (strstr (RP->layoutstyle, "squarespiral")) 390 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 391 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
135 392
136 /* No style found - choose one randomly */ 393 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
137 if (RP->map_layout_style == LAYOUT_NONE)
138 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1;
139 394
140 Maze 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}
141 403
142#ifdef RMAP_DEBUG 404/////////////////////////////////////////////////////////////////////////////
143 dump_layout (layout, RP);
144#endif
145 405
146 /* increment these for the current map */ 406LayoutData::LayoutData (int w, int h)
147 RP->dungeon_level += 1; 407: w(w), h(h)
148 /* allow constant-difficulty maps. */ 408{
149 /* difficulty+=1; */ 409 int size = (sizeof (char *) + sizeof (char) * h) * w;
150 410
151 /* rotate the layout randomly */ 411 col = (char **)salloc<char> (size);
152 rotate_layout (layout, rndm (4));
153#ifdef RMAP_DEBUG
154 dump_layout (layout, RP);
155#endif
156 412
157 // need to patch RP becasue following code doesn't use the Maze object 413 char *data = (char *)(col + w);
158 RP->Xsize = layout->w;
159 RP->Ysize = layout->h;
160 414
161 /* allocate the map and set the floor */ 415 for (int x = w; x--; )
162 make_map_floor (layout, RP->floorstyle, RP); 416 col [x] = data + x * h;
417}
163 418
164 /* set region */ 419LayoutData::~LayoutData ()
165 default_region = RP->region; 420{
421 int size = (sizeof (char *) + sizeof (char) * h) * w;
166 422
167 CEDE; 423 sfree ((char *)col, size);
424}
168 425
169 /* create walls unless the wallstyle is "none" */ 426void LayoutData::clear (char fill)
170 if (strcmp (RP->wallstyle, "none")) 427{
171 { 428 memset (col [0], fill, w * h);
172 make_map_walls (this, layout, RP->wallstyle, RP); 429}
173 430
174 /* place doors unless doorstyle or wallstyle is "none" */ 431void LayoutData::border (char fill)
175 if (strcmp (RP->doorstyle, "none")) 432{
176 put_doors (this, layout, RP->doorstyle, RP); 433 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
177 } 434 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
178
179 CEDE;
180
181 /* create exits unless the exitstyle is "none" */
182 if (strcmp (RP->exitstyle, "none"))
183 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
184
185 CEDE;
186
187 place_specials_in_map (this, layout, RP);
188
189 CEDE;
190
191 /* create monsters unless the monsterstyle is "none" */
192 if (strcmp (RP->monsterstyle, "none"))
193 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
194
195 CEDE;
196
197 /* treasures needs to have a proper difficulty set for the map. */
198 difficulty = estimate_difficulty ();
199
200 CEDE;
201
202 /* create treasure unless the treasurestyle is "none" */
203 if (strcmp (RP->treasurestyle, "none"))
204 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
205
206 CEDE;
207
208 /* create decor unless the decorstyle is "none" */
209 if (strcmp (RP->decorstyle, "none"))
210 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
211
212 CEDE;
213
214 /* generate treasures, etc. */
215 fix_auto_apply ();
216
217 CEDE;
218
219 unblock_exits (this, layout, RP);
220
221 layout.free ();
222
223 msg = strdup (buf);
224 in_memory = MAP_IN_MEMORY;
225
226 CEDE;
227
228 return 1;
229} 435}
230 436
231/* function selects the layout function and gives it whatever 437/* function selects the layout function and gives it whatever
232 arguments it needs. */ 438 arguments it needs. */
233Maze 439static Layout
234layoutgen (random_map_params *RP) 440layoutgen (random_map_params *RP)
235{ 441{
236 Maze maze (RP); 442 Layout layout (RP);
237 443
238 switch (RP->map_layout_style) 444 switch (RP->map_layout_style)
239 { 445 {
240 case LAYOUT_ONION: 446 case LAYOUT_ONION:
241 map_gen_onion (maze, RP->layoutoptions1, RP->layoutoptions2); 447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
242 448
243 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 449 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
244 roomify_layout (maze, RP); 450 roomify_layout (layout, RP);
245 451
246 break; 452 break;
247 453
248 case LAYOUT_MAZE: 454 case LAYOUT_MAZE:
249 maze_gen (maze, rndm (2)); 455 maze_gen (layout, rmg_rndm (2));
250 456
251 if (!(rndm (2))) 457 if (!(rmg_rndm (2)))
252 doorify_layout (maze, RP); 458 doorify_layout (layout, RP);
253 459
254 break; 460 break;
255 461
256 case LAYOUT_SPIRAL: 462 case LAYOUT_SPIRAL:
257 map_gen_spiral (maze, RP->layoutoptions1); 463 map_gen_spiral (layout, RP->layoutoptions1);
258 464
259 if (!(rndm (2))) 465 if (!(rmg_rndm (2)))
260 doorify_layout (maze, RP); 466 doorify_layout (layout, RP);
261 467
262 break; 468 break;
263 469
264 case LAYOUT_ROGUELIKE: 470 case LAYOUT_ROGUELIKE:
265 /* 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
268 * spirals, or maps with lots of passages - making a symmetric rogue 474 * spirals, or maps with lots of passages - making a symmetric rogue
269 * map fails because its likely that the passages the symmetry process 475 * map fails because its likely that the passages the symmetry process
270 * creates may not connect the rooms. 476 * creates may not connect the rooms.
271 */ 477 */
272 RP->symmetry_used = SYMMETRY_NONE; 478 RP->symmetry_used = SYMMETRY_NONE;
273 roguelike_layout_gen (maze, RP->layoutoptions1); 479 roguelike_layout_gen (layout, RP->layoutoptions1);
274 /* no doorifying... done already */ 480 /* no doorifying... done already */
275 break; 481 break;
276 482
277 case LAYOUT_SNAKE: 483 case LAYOUT_SNAKE:
278 make_snake_layout (maze, RP->layoutoptions1); 484 make_snake_layout (layout, RP->layoutoptions1);
279 485
280 if (rndm (2)) 486 if (rmg_rndm (2))
281 roomify_layout (maze, RP); 487 roomify_layout (layout, RP);
282 488
283 break; 489 break;
284 490
285 case LAYOUT_SQUARE_SPIRAL: 491 case LAYOUT_SQUARE_SPIRAL:
286 make_square_spiral_layout (maze, RP->layoutoptions1); 492 make_square_spiral_layout (layout, RP->layoutoptions1);
287 493
288 if (rndm (2)) 494 if (rmg_rndm (2))
289 roomify_layout (maze, RP); 495 roomify_layout (layout, RP);
290 496
291 break; 497 break;
292 498
293 default: 499 default:
294 abort (); 500 abort ();
295 } 501 }
296 502
503 /* rotate the layout randomly */
504 rotate_layout (layout, rmg_rndm (4));
505
297 symmetrize_layout (maze, RP); 506 symmetrize_layout (layout, RP);
298 507
299#ifdef RMAP_DEBUG 508#ifdef RMAP_DEBUG
300 dump_layout (maze, RP); 509 dump_layout (layout);
301#endif 510#endif
302 511
303 if (RP->expand2x) 512 if (RP->expand2x)
304 expand2x (maze); 513 expand2x (layout);
305 514
306 return maze; 515 return layout;
307} 516}
308 517
309/* takes a map and makes it symmetric: adjusts Xsize and 518bool
310Ysize to produce a symmetric map. */ 519maptile::generate_random_map (random_map_params *RP)
311static void
312symmetrize_layout (Maze maze, random_map_params *RP)
313{ 520{
314 if (RP->symmetry_used == SYMMETRY_NONE)
315 return;
316
317 Maze sym_maze (
318 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? maze->w * 2 - 3 : maze->w,
319 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? maze->h * 2 - 3 : maze->h
320 );
321
322 if (RP->symmetry_used == SYMMETRY_X)
323 for (int i = 0; i < sym_maze->w / 2 + 1; i++)
324 for (int j = 0; j < sym_maze->h; j++)
325 {
326 sym_maze[i ][j] =
327 sym_maze[sym_maze->w - i - 1][j] = maze[i][j];
328 }
329
330 if (RP->symmetry_used == SYMMETRY_Y)
331 for (int i = 0; i < sym_maze->w; i++)
332 for (int j = 0; j < sym_maze->h / 2 + 1; j++)
333 {
334 sym_maze[i][j ] =
335 sym_maze[i][sym_maze->h - j - 1] = maze[i][j];
336 }
337
338 if (RP->symmetry_used == SYMMETRY_XY)
339 for (int i = 0; i < sym_maze->w / 2 + 1; i++)
340 for (int j = 0; j < sym_maze->h / 2 + 1; j++)
341 {
342 sym_maze[i ][j ] =
343 sym_maze[i ][sym_maze->h - j - 1] =
344 sym_maze[sym_maze->w - i - 1][j ] =
345 sym_maze[sym_maze->w - i - 1][sym_maze->h - j - 1] = maze[i][j];
346 }
347
348 maze.swap (sym_maze);
349
350 /* reconnect disjointed spirals */
351 /* reconnect disjointed nethackmazes: the routine for
352 spirals will do the trick? */
353 if (RP->map_layout_style == LAYOUT_SPIRAL
354 || RP->map_layout_style == LAYOUT_ROGUELIKE)
355 connect_spirals (maze->w, maze->h, RP->symmetry_used, maze);
356}
357
358/* takes a map and rotates it. This completes the
359 onion layouts, making them possibly centered on any wall.
360 It'll modify Xsize and Ysize if they're swapped.
361*/
362static void
363rotate_layout (Maze maze, int rotation)
364{
365 switch (rotation)
366 {
367 case 2: /* a reflection */
368 {
369 Maze new_maze (maze->w, maze->h);
370
371 for (int i = 0; i < maze->w; i++) /* copy a reflection back */
372 for (int j = 0; j < maze->h; j++)
373 new_maze[i][j] = maze[maze->w - i - 1][maze->h - j - 1];
374
375 maze.swap (new_maze);
376 }
377
378 case 1:
379 case 3:
380 {
381 Maze new_maze (maze->h, maze->w);
382
383 if (rotation == 1) /* swap x and y */
384 for (int i = 0; i < maze->w; i++)
385 for (int j = 0; j < maze->h; j++)
386 new_maze[j][i] = maze[i][j];
387
388 if (rotation == 3) /* swap x and y */
389 for (int i = 0; i < maze->w; i++)
390 for (int j = 0; j < maze->h; j++)
391 new_maze[j][i] = maze[maze->w - i - 1][maze->h - j - 1];
392
393 maze.swap (new_maze);
394 }
395 }
396}
397
398/* take a layout and make some rooms in it.
399 --works best on onions.*/
400void
401roomify_layout (char **maze, random_map_params *RP)
402{
403 int tries = RP->Xsize * RP->Ysize / 30;
404 int ti; 521 int i;
405 522
406 for (ti = 0; ti < tries; ti++) 523 RP->Xsize = RP->xsize;
407 { 524 RP->Ysize = RP->ysize;
408 int dx, dy; /* starting location for looking at creating a door */
409 int cx, cy; /* results of checking on creating walls. */
410 525
411 dx = rndm (RP->Xsize); 526 /* pick a random seed, or use the one from the input file */
412 dy = rndm (RP->Ysize); 527 RP->random_seed = RP->random_seed
528 ? RP->random_seed + RP->dungeon_level
529 : time (0);
413 530
414 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 531 // we run "single-threaded"
415 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 532 rmg_rndm.seed (RP->random_seed);
416 if (cx == -1)
417 {
418 if (cy != -1)
419 make_wall (maze, dx, dy, 1);
420 533
421 continue; 534 dynbuf_text buf;
422 } 535 write_map_parameters_to_string (buf, RP);
423 536
424 if (cy == -1) 537 if (RP->difficulty == 0)
425 {
426 make_wall (maze, dx, dy, 0);
427 continue;
428 }
429
430 if (cx < cy)
431 make_wall (maze, dx, dy, 0);
432 else
433 make_wall (maze, dx, dy, 1);
434 } 538 {
435} 539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
436 540
437/* checks the layout to see if I can stick a horizontal(dir = 0) wall 541 if (RP->difficulty_increase > 0.001)
438 (or vertical, dir == 1) 542 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
439 here which ends up on other walls sensibly. */
440 543
441int 544 if (RP->difficulty < 1)
442can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 545 RP->difficulty = 1;
443{
444 int i1;
445 int length = 0;
446
447 /* dont make walls if we're on the edge. */
448 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
449 return -1;
450
451 /* don't make walls if we're ON a wall. */
452 if (maze[dx][dy] != 0)
453 return -1;
454
455 if (dir == 0) /* horizontal */
456 {
457 int y = dy;
458
459 for (i1 = dx - 1; i1 > 0; i1--)
460 {
461 int sindex = surround_flag2 (maze, i1, y, RP);
462
463 if (sindex == 1)
464 break;
465 if (sindex != 0)
466 return -1; /* can't make horiz. wall here */
467 if (maze[i1][y] != 0)
468 return -1; /* can't make horiz. wall here */
469 length++;
470 }
471
472 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
473 {
474 int sindex = surround_flag2 (maze, i1, y, RP);
475
476 if (sindex == 2)
477 break;
478 if (sindex != 0)
479 return -1; /* can't make horiz. wall here */
480 if (maze[i1][y] != 0)
481 return -1; /* can't make horiz. wall here */
482 length++;
483 }
484 return length;
485 } 546 }
486 else 547 else
487 { /* vertical */ 548 RP->difficulty_given = 1;
488 int x = dx;
489 549
490 for (i1 = dy - 1; i1 > 0; i1--) 550 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
491 { 551 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
492 int sindex = surround_flag2 (maze, x, i1, RP);
493 552
494 if (sindex == 4) 553 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
495 break; 554 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
496 if (sindex != 0)
497 return -1; /* can't make vert. wall here */
498 if (maze[x][i1] != 0)
499 return -1; /* can't make horiz. wall here */
500 length++;
501 }
502 555
503 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) 556 if (RP->symmetry == SYMMETRY_RANDOM)
504 { 557 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
505 int sindex = surround_flag2 (maze, x, i1, RP); 558 else
559 RP->symmetry_used = RP->symmetry;
506 560
507 if (sindex == 8) 561 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
508 break; 562 RP->Ysize = RP->Ysize / 2 + 1;
509 if (sindex != 0) 563
510 return -1; /* can't make verti. wall here */ 564 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
511 if (maze[x][i1] != 0) 565 RP->Xsize = RP->Xsize / 2 + 1;
512 return -1; /* can't make horiz. wall here */ 566
513 length++; 567 if (RP->expand2x > 0)
514 }
515 return length;
516 } 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
517 return -1; 678 return 1;
518} 679}
519 680
520
521int
522make_wall (char **maze, int x, int y, int dir)
523{
524 maze[x][y] = 'D'; /* mark a door */
525 switch (dir)
526 {
527 case 0: /* horizontal */
528 {
529 int i1;
530
531 for (i1 = x - 1; maze[i1][y] == 0; i1--)
532 maze[i1][y] = '#';
533 for (i1 = x + 1; maze[i1][y] == 0; i1++)
534 maze[i1][y] = '#';
535 break;
536 }
537 case 1: /* vertical */
538 {
539 int i1;
540
541 for (i1 = y - 1; maze[x][i1] == 0; i1--)
542 maze[x][i1] = '#';
543 for (i1 = y + 1; maze[x][i1] == 0; i1++)
544 maze[x][i1] = '#';
545 break;
546 }
547 }
548
549 return 0;
550}
551
552/* puts doors at appropriate locations in a layout. */
553void
554doorify_layout (char **maze, random_map_params *RP)
555{
556 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
557 int doorlocs = 0; /* # of available doorlocations */
558 int i, j;
559
560 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
561 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
562
563 /* make a list of possible door locations */
564 for (i = 1; i < RP->Xsize - 1; i++)
565 for (j = 1; j < RP->Ysize - 1; j++)
566 {
567 int sindex = surround_flag (maze, i, j, RP);
568
569 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
570 {
571 doorlist_x[doorlocs] = i;
572 doorlist_y[doorlocs] = j;
573 doorlocs++;
574 }
575 }
576
577 while (ndoors > 0 && doorlocs > 0)
578 {
579 int di;
580 int sindex;
581
582 di = rndm (doorlocs);
583 i = doorlist_x[di];
584 j = doorlist_y[di];
585 sindex = surround_flag (maze, i, j, RP);
586
587 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
588 {
589 maze[i][j] = 'D';
590 ndoors--;
591 }
592
593 /* reduce the size of the list */
594 doorlocs--;
595 doorlist_x[di] = doorlist_x[doorlocs];
596 doorlist_y[di] = doorlist_y[doorlocs];
597 }
598
599 sfree (doorlist_x, RP->Xsize * RP->Ysize);
600 sfree (doorlist_y, RP->Xsize * RP->Ysize);
601}
602
603void
604write_map_parameters_to_string (char *buf, random_map_params *RP)
605{
606 char small_buf[16384];
607
608 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
609
610 if (RP->wallstyle[0])
611 {
612 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
613 strcat (buf, small_buf);
614 }
615
616 if (RP->floorstyle[0])
617 {
618 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
619 strcat (buf, small_buf);
620 }
621
622 if (RP->monsterstyle[0])
623 {
624 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
625 strcat (buf, small_buf);
626 }
627
628 if (RP->treasurestyle[0])
629 {
630 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
631 strcat (buf, small_buf);
632 }
633
634 if (RP->layoutstyle[0])
635 {
636 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
637 strcat (buf, small_buf);
638 }
639
640 if (RP->decorstyle[0])
641 {
642 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
643 strcat (buf, small_buf);
644 }
645
646 if (RP->doorstyle[0])
647 {
648 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
649 strcat (buf, small_buf);
650 }
651
652 if (RP->exitstyle[0])
653 {
654 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
655 strcat (buf, small_buf);
656 }
657
658 if (RP->final_map.length ())
659 {
660 sprintf (small_buf, "final_map %s\n", &RP->final_map);
661 strcat (buf, small_buf);
662 }
663
664 if (RP->exit_on_final_map[0])
665 {
666 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
667 strcat (buf, small_buf);
668 }
669
670 if (RP->this_map.length ())
671 {
672 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
673 strcat (buf, small_buf);
674 }
675
676 if (RP->expand2x)
677 {
678 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
679 strcat (buf, small_buf);
680 }
681
682 if (RP->layoutoptions1)
683 {
684 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
685 strcat (buf, small_buf);
686 }
687
688 if (RP->layoutoptions2)
689 {
690 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
691 strcat (buf, small_buf);
692 }
693
694 if (RP->layoutoptions3)
695 {
696 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
697 strcat (buf, small_buf);
698 }
699
700 if (RP->symmetry)
701 {
702 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
703 strcat (buf, small_buf);
704 }
705
706 if (RP->difficulty && RP->difficulty_given)
707 {
708 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
709 strcat (buf, small_buf);
710 }
711
712 if (RP->difficulty_increase != 1.0)
713 {
714 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
715 strcat (buf, small_buf);
716 }
717
718 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
719 strcat (buf, small_buf);
720
721 if (RP->dungeon_depth)
722 {
723 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
724 strcat (buf, small_buf);
725 }
726
727 if (RP->decoroptions)
728 {
729 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
730 strcat (buf, small_buf);
731 }
732
733 if (RP->orientation)
734 {
735 sprintf (small_buf, "orientation %d\n", RP->orientation);
736 strcat (buf, small_buf);
737 }
738
739 if (RP->origin_x)
740 {
741 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
742 strcat (buf, small_buf);
743 }
744
745 if (RP->origin_y)
746 {
747 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
748 strcat (buf, small_buf);
749 }
750
751 if (RP->treasureoptions)
752 {
753 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
754 strcat (buf, small_buf);
755 }
756
757 if (RP->random_seed)
758 {
759 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
760 strcat (buf, small_buf);
761 }
762
763 if (RP->custom)
764 {
765 sprintf (small_buf, "custom %s\n", RP->custom);
766 strcat (buf, small_buf);
767 }
768}
769
770void
771write_parameters_to_string (char *buf,
772 int xsize_n,
773 int ysize_n,
774 const char *wallstyle_n,
775 const char *floorstyle_n,
776 const char *monsterstyle_n,
777 const char *treasurestyle_n,
778 const char *layoutstyle_n,
779 const char *decorstyle_n,
780 const char *doorstyle_n,
781 const char *exitstyle_n,
782 const char *final_map_n,
783 const char *exit_on_final_map_n,
784 const char *this_map_n,
785 int layoutoptions1_n,
786 int layoutoptions2_n,
787 int layoutoptions3_n,
788 int symmetry_n,
789 int dungeon_depth_n,
790 int dungeon_level_n,
791 int difficulty_n,
792 int difficulty_given_n,
793 int decoroptions_n,
794 int orientation_n,
795 int origin_x_n,
796 int origin_y_n,
797 uint32_t random_seed_n,
798 int treasureoptions_n,
799 float difficulty_increase)
800{
801 char small_buf[16384];
802
803 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
804
805 if (wallstyle_n && wallstyle_n[0])
806 {
807 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
808 strcat (buf, small_buf);
809 }
810
811 if (floorstyle_n && floorstyle_n[0])
812 {
813 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
814 strcat (buf, small_buf);
815 }
816
817 if (monsterstyle_n && monsterstyle_n[0])
818 {
819 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
820 strcat (buf, small_buf);
821 }
822
823 if (treasurestyle_n && treasurestyle_n[0])
824 {
825 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
826 strcat (buf, small_buf);
827 }
828
829 if (layoutstyle_n && layoutstyle_n[0])
830 {
831 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
832 strcat (buf, small_buf);
833 }
834
835 if (decorstyle_n && decorstyle_n[0])
836 {
837 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
838 strcat (buf, small_buf);
839 }
840
841 if (doorstyle_n && doorstyle_n[0])
842 {
843 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
844 strcat (buf, small_buf);
845 }
846
847 if (exitstyle_n && exitstyle_n[0])
848 {
849 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
850 strcat (buf, small_buf);
851 }
852
853 if (final_map_n && final_map_n[0])
854 {
855 sprintf (small_buf, "final_map %s\n", final_map_n);
856 strcat (buf, small_buf);
857 }
858
859 if (exit_on_final_map_n && exit_on_final_map_n[0])
860 {
861 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
862 strcat (buf, small_buf);
863 }
864
865 if (this_map_n && this_map_n[0])
866 {
867 sprintf (small_buf, "origin_map %s\n", this_map_n);
868 strcat (buf, small_buf);
869 }
870
871 if (layoutoptions1_n)
872 {
873 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
874 strcat (buf, small_buf);
875 }
876
877 if (layoutoptions2_n)
878 {
879 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
880 strcat (buf, small_buf);
881 }
882
883
884 if (layoutoptions3_n)
885 {
886 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
887 strcat (buf, small_buf);
888 }
889
890 if (symmetry_n)
891 {
892 sprintf (small_buf, "symmetry %d\n", symmetry_n);
893 strcat (buf, small_buf);
894 }
895
896
897 if (difficulty_n && difficulty_given_n)
898 {
899 sprintf (small_buf, "difficulty %d\n", difficulty_n);
900 strcat (buf, small_buf);
901 }
902
903 if (difficulty_increase > 0.001)
904 {
905 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
906 strcat (buf, small_buf);
907 }
908
909 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
910 strcat (buf, small_buf);
911
912 if (dungeon_depth_n)
913 {
914 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
915 strcat (buf, small_buf);
916 }
917
918 if (decoroptions_n)
919 {
920 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
921 strcat (buf, small_buf);
922 }
923
924 if (orientation_n)
925 {
926 sprintf (small_buf, "orientation %d\n", orientation_n);
927 strcat (buf, small_buf);
928 }
929
930 if (origin_x_n)
931 {
932 sprintf (small_buf, "origin_x %d\n", origin_x_n);
933 strcat (buf, small_buf);
934 }
935
936 if (origin_y_n)
937 {
938 sprintf (small_buf, "origin_y %d\n", origin_y_n);
939 strcat (buf, small_buf);
940 }
941
942 if (random_seed_n)
943 {
944 /* Add one so that the next map is a bit different */
945 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
946 strcat (buf, small_buf);
947 }
948
949 if (treasureoptions_n)
950 {
951 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
952 strcat (buf, small_buf);
953 }
954}
955
956/* copy an object with an inventory... i.e., duplicate the inv too. */
957void
958copy_object_with_inv (object *src_ob, object *dest_ob)
959{
960 object *walk, *tmp;
961
962 src_ob->copy_to (dest_ob);
963
964 for (walk = src_ob->inv; walk; walk = walk->below)
965 {
966 tmp = object::create ();
967
968 walk->copy_to (tmp);
969 insert_ob_in_ob (tmp, dest_ob);
970 }
971}
972
973MazeData::MazeData (int w, int h)
974: w(w), h(h)
975{
976 int size = (sizeof (char *) + sizeof (char) * h) * w;
977
978 col = (char **)salloc<char> (size);
979
980 char *data = (char *)(col + w);
981
982 for (int x = w; x--; )
983 col [x] = data + x * h;
984}
985
986MazeData::~MazeData ()
987{
988 int size = (sizeof (char *) + sizeof (char) * h) * w;
989
990 sfree ((char *)col, size);
991}
992
993void MazeData::clear (char fill)
994{
995 memset (col [0], fill, w * h);
996}
997
998void MazeData::border (char fill)
999{
1000 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
1001 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
1002}
1003
1004

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