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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.34 by root, Tue Apr 15 03:00:24 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 (Layout maze, random_map_params *RP); 34static void symmetrize_layout (Layout maze, random_map_params *RP);
34static void rotate_layout (Layout maze, int rotation); 35static void rotate_layout (Layout maze, int rotation);
35 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
36void 58void
37dump_layout (Layout layout) 59dump_layout (Layout layout)
38{ 60{
39 for (int i = 0; i < layout->w; i++)
40 {
41 for (int j = 0; j < layout->h; j++) 61 for (int j = 0; j < layout->h; j++)
62 {
63 for (int i = 0; i < layout->w; i++)
42 putc (layout[i][j] ? layout[i][j] : ' ', stdout); 64 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43 65
44 putc ('\n', stdout); 66 putc ('\n', stdout);
45 } 67 }
46 68
47 putc ('\n', stdout); 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
257roomify_layout (char **maze, random_map_params *RP)
258{
259 int tries = RP->Xsize * RP->Ysize / 30;
260
261 for (int ti = 0; ti < tries; ti++)
262 {
263 /* starting location for looking at creating a door */
264 int dx = rmg_rndm (RP->Xsize);
265 int dy = rmg_rndm (RP->Ysize);
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 */
327 for (int i = 1; i < RP->Xsize - 1; i++)
328 for (int j = 1; j < RP->Ysize - 1; j++)
329 {
330 int sindex = surround_flag (maze, i, j, RP);
331
332 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
333 {
334 doorlist_x[doorlocs] = i;
335 doorlist_y[doorlocs] = j;
336 doorlocs++;
337 }
338 }
339
340 while (ndoors > 0 && doorlocs > 0)
341 {
342 int di = rmg_rndm (doorlocs);
343 int i = doorlist_x[di];
344 int j = doorlist_y[di];
345 int sindex = surround_flag (maze, i, j, RP);
346
347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
348 {
349 maze[i][j] = 'D';
350 ndoors--;
351 }
352
353 /* reduce the size of the list */
354 doorlocs--;
355 doorlist_x[di] = doorlist_x[doorlocs];
356 doorlist_y[di] = doorlist_y[doorlocs];
357 }
358
359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
362
363void
364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
365{
366 hv_iterinit (RP->hv);
367
368 while (HE *he = hv_iternext (RP->hv))
369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
370
371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
372
373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
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);
386
387 if (RP->difficulty && RP->difficulty_given)
388 buf.printf ("difficulty %d\n", RP->difficulty);
389
390 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
391 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
392
393 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
394
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}
403
404/////////////////////////////////////////////////////////////////////////////
405
406LayoutData::LayoutData (int w, int h)
407: w(w), h(h)
408{
409 int size = (sizeof (char *) + sizeof (char) * h) * w;
410
411 col = (char **)salloc<char> (size);
412
413 char *data = (char *)(col + w);
414
415 for (int x = w; x--; )
416 col [x] = data + x * h;
417}
418
419LayoutData::~LayoutData ()
420{
421 int size = (sizeof (char *) + sizeof (char) * h) * w;
422
423 sfree ((char *)col, size);
424}
425
426void LayoutData::clear (char fill)
427{
428 memset (col [0], fill, w * h);
429}
430
431void LayoutData::border (char fill)
432{
433 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
434 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
435}
436
437/* function selects the layout function and gives it whatever
438 arguments it needs. */
439static Layout
440layoutgen (random_map_params *RP)
441{
442 Layout layout (RP);
443
444 switch (RP->map_layout_style)
445 {
446 case LAYOUT_ONION:
447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
448
449 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
450 roomify_layout (layout, RP);
451
452 break;
453
454 case LAYOUT_MAZE:
455 maze_gen (layout, rmg_rndm (2));
456
457 if (!(rmg_rndm (2)))
458 doorify_layout (layout, RP);
459
460 break;
461
462 case LAYOUT_SPIRAL:
463 map_gen_spiral (layout, RP->layoutoptions1);
464
465 if (!(rmg_rndm (2)))
466 doorify_layout (layout, RP);
467
468 break;
469
470 case LAYOUT_ROGUELIKE:
471 /* Don't put symmetry in rogue maps. There isn't much reason to
472 * do so in the first place (doesn't make it any more interesting),
473 * but more importantly, the symmetry code presumes we are symmetrizing
474 * spirals, or maps with lots of passages - making a symmetric rogue
475 * map fails because its likely that the passages the symmetry process
476 * creates may not connect the rooms.
477 */
478 RP->symmetry_used = SYMMETRY_NONE;
479 roguelike_layout_gen (layout, RP->layoutoptions1);
480 /* no doorifying... done already */
481 break;
482
483 case LAYOUT_SNAKE:
484 make_snake_layout (layout, RP->layoutoptions1);
485
486 if (rmg_rndm (2))
487 roomify_layout (layout, RP);
488
489 break;
490
491 case LAYOUT_SQUARE_SPIRAL:
492 make_square_spiral_layout (layout, RP->layoutoptions1);
493
494 if (rmg_rndm (2))
495 roomify_layout (layout, RP);
496
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);
507
508#ifdef RMAP_DEBUG
509 dump_layout (layout);
510#endif
511
512 if (RP->expand2x)
513 expand2x (layout);
514
515 return layout;
48} 516}
49 517
50bool 518bool
51maptile::generate_random_map (random_map_params *RP) 519maptile::generate_random_map (random_map_params *RP)
52{ 520{
53 char buf[16384];
54 int i; 521 int i;
55 522
56 RP->Xsize = RP->xsize; 523 RP->Xsize = RP->xsize;
57 RP->Ysize = RP->ysize; 524 RP->Ysize = RP->ysize;
58 525
59 /* pick a random seed, or use the one from the input file */ 526 /* pick a random seed, or use the one from the input file */
60 RP->random_seed = RP->random_seed 527 RP->random_seed = RP->random_seed
61 ? RP->random_seed + RP->dungeon_level 528 ? RP->random_seed + RP->dungeon_level
62 : time (0); 529 : time (0);
63 CEDE;
64 530
531 // we run "single-threaded"
532 rmg_rndm.seed (RP->random_seed);
533
534 dynbuf_text buf;
65 write_map_parameters_to_string (buf, RP); 535 write_map_parameters_to_string (buf, RP);
66 536
67 if (RP->difficulty == 0) 537 if (RP->difficulty == 0)
68 { 538 {
69 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ 539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
76 } 546 }
77 else 547 else
78 RP->difficulty_given = 1; 548 RP->difficulty_given = 1;
79 549
80 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 550 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
81 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 551 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
82 552
83 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 553 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
84 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 554 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
85 555
86 if (RP->symmetry == SYMMETRY_RANDOM) 556 if (RP->symmetry == SYMMETRY_RANDOM)
87 RP->symmetry_used = rndm (SYMMETRY_XY) + 1; 557 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
88 else 558 else
89 RP->symmetry_used = RP->symmetry; 559 RP->symmetry_used = RP->symmetry;
90 560
91 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 561 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
92 RP->Ysize = RP->Ysize / 2 + 1; 562 RP->Ysize = RP->Ysize / 2 + 1;
118 else if (strstr (RP->layoutstyle, "snake")) 588 else if (strstr (RP->layoutstyle, "snake"))
119 RP->map_layout_style = LAYOUT_SNAKE; 589 RP->map_layout_style = LAYOUT_SNAKE;
120 else if (strstr (RP->layoutstyle, "squarespiral")) 590 else if (strstr (RP->layoutstyle, "squarespiral"))
121 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 591 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
122 else if (RP->map_layout_style == LAYOUT_NONE) 592 else if (RP->map_layout_style == LAYOUT_NONE)
123 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ 593 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
124 else 594 else
125 abort (); 595 abort ();
126 596
127 Layout layout = layoutgen (RP); 597 Layout layout = layoutgen (RP);
128 598
129#ifdef RMAP_DEBUG 599#ifdef RMAP_DEBUG
130 dump_layout (layout, RP); 600 dump_layout (layout);
131#endif 601#endif
132 602
133 /* increment these for the current map */ 603 /* increment these for the current map */
134 RP->dungeon_level += 1; 604 ++RP->dungeon_level;
135 /* allow constant-difficulty maps. */
136 /* difficulty+=1; */
137 605
138 // need to patch RP becasue following code doesn't use the Layout object 606 // need to patch RP becasue following code doesn't use the Layout object
139 RP->Xsize = layout->w; 607 RP->Xsize = layout->w;
140 RP->Ysize = layout->h; 608 RP->Ysize = layout->h;
141 609
142 /* allocate the map and set the floor */ 610 /* allocate the map and set the floor */
143 make_map_floor (layout, RP->floorstyle, RP); 611 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
144 612
145 /* set region */ 613 /* set region */
146 default_region = RP->region; 614 default_region = RP->region;
147 615
148 CEDE; 616 CEDE;
149 617
618 place_specials_in_map (this, layout, RP);
619
620 CEDE;
621
622 const char *wallstyle = RP->get_str ("wallstyle", 0);
623
150 /* create walls unless the wallstyle is "none" */ 624 /* create walls unless the wallstyle is "none" */
151 if (strcmp (RP->wallstyle, "none")) 625 if (strcmp (wallstyle, "none"))
152 { 626 {
153 make_map_walls (this, layout, RP->wallstyle, RP); 627 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
154 628
155 /* place doors unless doorstyle or wallstyle is "none" */ 629 /* place doors unless doorstyle or wallstyle is "none" */
156 if (strcmp (RP->doorstyle, "none")) 630 if (strcmp (RP->doorstyle, "none"))
157 put_doors (this, layout, RP->doorstyle, RP); 631 put_doors (this, layout, RP->doorstyle, RP);
158 } 632 }
159 633
160 CEDE; 634 CEDE;
161 635
636 const char *exitstyle = RP->get_str ("exitstyle", "");
637
162 /* create exits unless the exitstyle is "none" */ 638 /* create exits unless the exitstyle is "none" */
163 if (strcmp (RP->exitstyle, "none")) 639 if (strcmp (exitstyle, "none"))
164 place_exits (this, layout, RP->exitstyle, RP->orientation, RP); 640 place_exits (this, layout, exitstyle, RP->orientation, RP);
165
166 CEDE;
167
168 place_specials_in_map (this, layout, RP);
169 641
170 CEDE; 642 CEDE;
171 643
172 /* create monsters unless the monsterstyle is "none" */ 644 /* create monsters unless the monsterstyle is "none" */
173 if (strcmp (RP->monsterstyle, "none")) 645 if (strcmp (RP->monsterstyle, "none"))
179 difficulty = estimate_difficulty (); 651 difficulty = estimate_difficulty ();
180 652
181 CEDE; 653 CEDE;
182 654
183 /* create treasure unless the treasurestyle is "none" */ 655 /* create treasure unless the treasurestyle is "none" */
184 if (strcmp (RP->treasurestyle, "none"))
185 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); 656 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
186 657
187 CEDE; 658 CEDE;
188 659
189 /* create decor unless the decorstyle is "none" */ 660 /* create decor unless the decorstyle is "none" */
190 if (strcmp (RP->decorstyle, "none")) 661 if (strcmp (RP->decorstyle, "none"))
197 668
198 CEDE; 669 CEDE;
199 670
200 unblock_exits (this, layout, RP); 671 unblock_exits (this, layout, RP);
201 672
202 msg = strdup (buf); 673 msg = buf;
203 in_memory = MAP_IN_MEMORY; 674 in_memory = MAP_ACTIVE;
204 675
205 CEDE; 676 CEDE;
206 677
207 return 1; 678 return 1;
208} 679}
209 680
210/* function selects the layout function and gives it whatever
211 arguments it needs. */
212Layout
213layoutgen (random_map_params *RP)
214{
215 Layout layout (RP);
216
217 switch (RP->map_layout_style)
218 {
219 case LAYOUT_ONION:
220 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
221
222 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
223 roomify_layout (layout, RP);
224
225 break;
226
227 case LAYOUT_MAZE:
228 maze_gen (layout, rndm (2));
229
230 if (!(rndm (2)))
231 doorify_layout (layout, RP);
232
233 break;
234
235 case LAYOUT_SPIRAL:
236 map_gen_spiral (layout, RP->layoutoptions1);
237
238 if (!(rndm (2)))
239 doorify_layout (layout, RP);
240
241 break;
242
243 case LAYOUT_ROGUELIKE:
244 /* Don't put symmetry in rogue maps. There isn't much reason to
245 * do so in the first place (doesn't make it any more interesting),
246 * but more importantly, the symmetry code presumes we are symmetrizing
247 * spirals, or maps with lots of passages - making a symmetric rogue
248 * map fails because its likely that the passages the symmetry process
249 * creates may not connect the rooms.
250 */
251 RP->symmetry_used = SYMMETRY_NONE;
252 roguelike_layout_gen (layout, RP->layoutoptions1);
253 /* no doorifying... done already */
254 break;
255
256 case LAYOUT_SNAKE:
257 make_snake_layout (layout, RP->layoutoptions1);
258
259 if (rndm (2))
260 roomify_layout (layout, RP);
261
262 break;
263
264 case LAYOUT_SQUARE_SPIRAL:
265 make_square_spiral_layout (layout, RP->layoutoptions1);
266
267 if (rndm (2))
268 roomify_layout (layout, RP);
269
270 break;
271
272 default:
273 abort ();
274 }
275
276 /* rotate the layout randomly */
277 rotate_layout (layout, rndm (4));
278
279 symmetrize_layout (layout, RP);
280
281#ifdef RMAP_DEBUG
282 dump_layout (layout);
283#endif
284
285 if (RP->expand2x)
286 expand2x (layout);
287
288 return layout;
289}
290
291/* takes a map and makes it symmetric: adjusts Xsize and
292 * Ysize to produce a symmetric map.
293 */
294static void
295symmetrize_layout (Layout layout, random_map_params *RP)
296{
297 if (RP->symmetry_used == SYMMETRY_NONE)
298 return;
299
300 Layout sym_layout (
301 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
302 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
303 );
304
305 if (RP->symmetry_used == SYMMETRY_X)
306 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
307 for (int j = 0; j < sym_layout->h; j++)
308 {
309 sym_layout[i ][j] =
310 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
311 }
312
313 if (RP->symmetry_used == SYMMETRY_Y)
314 for (int i = 0; i < sym_layout->w; i++)
315 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
316 {
317 sym_layout[i][j ] =
318 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
319 }
320
321 if (RP->symmetry_used == SYMMETRY_XY)
322 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
323 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
324 {
325 sym_layout[i ][j ] =
326 sym_layout[i ][sym_layout->h - j - 1] =
327 sym_layout[sym_layout->w - i - 1][j ] =
328 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
329 }
330
331 layout.swap (sym_layout);
332 sym_layout.free ();
333
334 /* reconnect disjointed spirals */
335 /* reconnect disjointed nethacklayouts: the routine for
336 spirals will do the trick? */
337 if (RP->map_layout_style == LAYOUT_SPIRAL
338 || RP->map_layout_style == LAYOUT_ROGUELIKE)
339 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
340}
341
342/* takes a map and rotates it. This completes the
343 onion layouts, making them possibly centered on any wall.
344 It'll modify Xsize and Ysize if they're swapped.
345*/
346static void
347rotate_layout (Layout layout, int rotation)
348{
349 int w = layout->w;
350 int h = layout->h;
351
352 switch (rotation)
353 {
354 case 2: /* a reflection */
355 {
356 Layout new_layout (w, h);
357
358 for (int i = 0; i < w; i++) /* copy a reflection back */
359 for (int j = 0; j < h; j++)
360 new_layout[i][j] = layout[w - i - 1][h - j - 1];
361
362 layout.swap (new_layout);
363 new_layout.free ();
364 }
365 break;
366
367 case 1:
368 case 3:
369 {
370 Layout new_layout (h, w);
371
372 if (rotation == 1) /* swap x and y */
373 for (int i = 0; i < w; i++)
374 for (int j = 0; j < h; j++)
375 new_layout[j][i] = layout[i][j];
376
377 if (rotation == 3) /* swap x and y */
378 for (int i = 0; i < w; i++)
379 for (int j = 0; j < h; j++)
380 new_layout[j][i] = layout[w - i - 1][h - j - 1];
381
382 layout.swap (new_layout);
383 new_layout.free ();
384 }
385 break;
386 }
387}
388
389/* take a layout and make some rooms in it.
390 --works best on onions.*/
391void
392roomify_layout (char **maze, random_map_params *RP)
393{
394 int tries = RP->Xsize * RP->Ysize / 30;
395 int ti;
396
397 for (ti = 0; ti < tries; ti++)
398 {
399 int dx, dy; /* starting location for looking at creating a door */
400 int cx, cy; /* results of checking on creating walls. */
401
402 dx = rndm (RP->Xsize);
403 dy = rndm (RP->Ysize);
404
405 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
406 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
407 if (cx == -1)
408 {
409 if (cy != -1)
410 make_wall (maze, dx, dy, 1);
411
412 continue;
413 }
414
415 if (cy == -1)
416 {
417 make_wall (maze, dx, dy, 0);
418 continue;
419 }
420
421 if (cx < cy)
422 make_wall (maze, dx, dy, 0);
423 else
424 make_wall (maze, dx, dy, 1);
425 }
426}
427
428/* checks the layout to see if I can stick a horizontal(dir = 0) wall
429 (or vertical, dir == 1)
430 here which ends up on other walls sensibly. */
431
432int
433can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
434{
435 int i1;
436 int length = 0;
437
438 /* dont make walls if we're on the edge. */
439 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
440 return -1;
441
442 /* don't make walls if we're ON a wall. */
443 if (maze[dx][dy] != 0)
444 return -1;
445
446 if (dir == 0) /* horizontal */
447 {
448 int y = dy;
449
450 for (i1 = dx - 1; i1 > 0; i1--)
451 {
452 int sindex = surround_flag2 (maze, i1, y, RP);
453
454 if (sindex == 1)
455 break;
456 if (sindex != 0)
457 return -1; /* can't make horiz. wall here */
458 if (maze[i1][y] != 0)
459 return -1; /* can't make horiz. wall here */
460 length++;
461 }
462
463 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
464 {
465 int sindex = surround_flag2 (maze, i1, y, RP);
466
467 if (sindex == 2)
468 break;
469 if (sindex != 0)
470 return -1; /* can't make horiz. wall here */
471 if (maze[i1][y] != 0)
472 return -1; /* can't make horiz. wall here */
473 length++;
474 }
475 return length;
476 }
477 else
478 { /* vertical */
479 int x = dx;
480
481 for (i1 = dy - 1; i1 > 0; i1--)
482 {
483 int sindex = surround_flag2 (maze, x, i1, RP);
484
485 if (sindex == 4)
486 break;
487 if (sindex != 0)
488 return -1; /* can't make vert. wall here */
489 if (maze[x][i1] != 0)
490 return -1; /* can't make horiz. wall here */
491 length++;
492 }
493
494 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
495 {
496 int sindex = surround_flag2 (maze, x, i1, RP);
497
498 if (sindex == 8)
499 break;
500 if (sindex != 0)
501 return -1; /* can't make verti. wall here */
502 if (maze[x][i1] != 0)
503 return -1; /* can't make horiz. wall here */
504 length++;
505 }
506 return length;
507 }
508 return -1;
509}
510
511
512int
513make_wall (char **maze, int x, int y, int dir)
514{
515 maze[x][y] = 'D'; /* mark a door */
516 switch (dir)
517 {
518 case 0: /* horizontal */
519 {
520 int i1;
521
522 for (i1 = x - 1; maze[i1][y] == 0; i1--)
523 maze[i1][y] = '#';
524 for (i1 = x + 1; maze[i1][y] == 0; i1++)
525 maze[i1][y] = '#';
526 break;
527 }
528 case 1: /* vertical */
529 {
530 int i1;
531
532 for (i1 = y - 1; maze[x][i1] == 0; i1--)
533 maze[x][i1] = '#';
534 for (i1 = y + 1; maze[x][i1] == 0; i1++)
535 maze[x][i1] = '#';
536 break;
537 }
538 }
539
540 return 0;
541}
542
543/* puts doors at appropriate locations in a layout. */
544void
545doorify_layout (char **maze, random_map_params *RP)
546{
547 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
548 int doorlocs = 0; /* # of available doorlocations */
549 int i, j;
550
551 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
552 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
553
554 /* make a list of possible door locations */
555 for (i = 1; i < RP->Xsize - 1; i++)
556 for (j = 1; j < RP->Ysize - 1; j++)
557 {
558 int sindex = surround_flag (maze, i, j, RP);
559
560 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
561 {
562 doorlist_x[doorlocs] = i;
563 doorlist_y[doorlocs] = j;
564 doorlocs++;
565 }
566 }
567
568 while (ndoors > 0 && doorlocs > 0)
569 {
570 int di;
571 int sindex;
572
573 di = rndm (doorlocs);
574 i = doorlist_x[di];
575 j = doorlist_y[di];
576 sindex = surround_flag (maze, i, j, RP);
577
578 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
579 {
580 maze[i][j] = 'D';
581 ndoors--;
582 }
583
584 /* reduce the size of the list */
585 doorlocs--;
586 doorlist_x[di] = doorlist_x[doorlocs];
587 doorlist_y[di] = doorlist_y[doorlocs];
588 }
589
590 sfree (doorlist_x, RP->Xsize * RP->Ysize);
591 sfree (doorlist_y, RP->Xsize * RP->Ysize);
592}
593
594void
595write_map_parameters_to_string (char *buf, random_map_params *RP)
596{
597 char small_buf[16384];
598
599 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
600
601 if (RP->wallstyle[0])
602 {
603 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
604 strcat (buf, small_buf);
605 }
606
607 if (RP->floorstyle[0])
608 {
609 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
610 strcat (buf, small_buf);
611 }
612
613 if (RP->monsterstyle[0])
614 {
615 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
616 strcat (buf, small_buf);
617 }
618
619 if (RP->treasurestyle[0])
620 {
621 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
622 strcat (buf, small_buf);
623 }
624
625 if (RP->layoutstyle[0])
626 {
627 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
628 strcat (buf, small_buf);
629 }
630
631 if (RP->decorstyle[0])
632 {
633 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
634 strcat (buf, small_buf);
635 }
636
637 if (RP->doorstyle[0])
638 {
639 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
640 strcat (buf, small_buf);
641 }
642
643 if (RP->exitstyle[0])
644 {
645 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
646 strcat (buf, small_buf);
647 }
648
649 if (RP->final_map.length ())
650 {
651 sprintf (small_buf, "final_map %s\n", &RP->final_map);
652 strcat (buf, small_buf);
653 }
654
655 if (RP->exit_on_final_map[0])
656 {
657 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
658 strcat (buf, small_buf);
659 }
660
661 if (RP->this_map.length ())
662 {
663 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
664 strcat (buf, small_buf);
665 }
666
667 if (RP->expand2x)
668 {
669 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
670 strcat (buf, small_buf);
671 }
672
673 if (RP->layoutoptions1)
674 {
675 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
676 strcat (buf, small_buf);
677 }
678
679 if (RP->layoutoptions2)
680 {
681 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
682 strcat (buf, small_buf);
683 }
684
685 if (RP->layoutoptions3)
686 {
687 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
688 strcat (buf, small_buf);
689 }
690
691 if (RP->symmetry)
692 {
693 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
694 strcat (buf, small_buf);
695 }
696
697 if (RP->difficulty && RP->difficulty_given)
698 {
699 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
700 strcat (buf, small_buf);
701 }
702
703 if (RP->difficulty_increase != 1.0)
704 {
705 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
706 strcat (buf, small_buf);
707 }
708
709 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
710 strcat (buf, small_buf);
711
712 if (RP->dungeon_depth)
713 {
714 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
715 strcat (buf, small_buf);
716 }
717
718 if (RP->decoroptions)
719 {
720 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
721 strcat (buf, small_buf);
722 }
723
724 if (RP->orientation)
725 {
726 sprintf (small_buf, "orientation %d\n", RP->orientation);
727 strcat (buf, small_buf);
728 }
729
730 if (RP->origin_x)
731 {
732 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
733 strcat (buf, small_buf);
734 }
735
736 if (RP->origin_y)
737 {
738 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
739 strcat (buf, small_buf);
740 }
741
742 if (RP->treasureoptions)
743 {
744 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
745 strcat (buf, small_buf);
746 }
747
748 if (RP->random_seed)
749 {
750 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
751 strcat (buf, small_buf);
752 }
753
754 if (RP->custom)
755 {
756 sprintf (small_buf, "custom %s\n", RP->custom);
757 strcat (buf, small_buf);
758 }
759}
760
761void
762write_parameters_to_string (char *buf,
763 int xsize_n,
764 int ysize_n,
765 const char *wallstyle_n,
766 const char *floorstyle_n,
767 const char *monsterstyle_n,
768 const char *treasurestyle_n,
769 const char *layoutstyle_n,
770 const char *decorstyle_n,
771 const char *doorstyle_n,
772 const char *exitstyle_n,
773 const char *final_map_n,
774 const char *exit_on_final_map_n,
775 const char *this_map_n,
776 int layoutoptions1_n,
777 int layoutoptions2_n,
778 int layoutoptions3_n,
779 int symmetry_n,
780 int dungeon_depth_n,
781 int dungeon_level_n,
782 int difficulty_n,
783 int difficulty_given_n,
784 int decoroptions_n,
785 int orientation_n,
786 int origin_x_n,
787 int origin_y_n,
788 uint32_t random_seed_n,
789 int treasureoptions_n,
790 float difficulty_increase)
791{
792 char small_buf[16384];
793
794 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
795
796 if (wallstyle_n && wallstyle_n[0])
797 {
798 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
799 strcat (buf, small_buf);
800 }
801
802 if (floorstyle_n && floorstyle_n[0])
803 {
804 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
805 strcat (buf, small_buf);
806 }
807
808 if (monsterstyle_n && monsterstyle_n[0])
809 {
810 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
811 strcat (buf, small_buf);
812 }
813
814 if (treasurestyle_n && treasurestyle_n[0])
815 {
816 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
817 strcat (buf, small_buf);
818 }
819
820 if (layoutstyle_n && layoutstyle_n[0])
821 {
822 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
823 strcat (buf, small_buf);
824 }
825
826 if (decorstyle_n && decorstyle_n[0])
827 {
828 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
829 strcat (buf, small_buf);
830 }
831
832 if (doorstyle_n && doorstyle_n[0])
833 {
834 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
835 strcat (buf, small_buf);
836 }
837
838 if (exitstyle_n && exitstyle_n[0])
839 {
840 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (final_map_n && final_map_n[0])
845 {
846 sprintf (small_buf, "final_map %s\n", final_map_n);
847 strcat (buf, small_buf);
848 }
849
850 if (exit_on_final_map_n && exit_on_final_map_n[0])
851 {
852 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
853 strcat (buf, small_buf);
854 }
855
856 if (this_map_n && this_map_n[0])
857 {
858 sprintf (small_buf, "origin_map %s\n", this_map_n);
859 strcat (buf, small_buf);
860 }
861
862 if (layoutoptions1_n)
863 {
864 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
865 strcat (buf, small_buf);
866 }
867
868 if (layoutoptions2_n)
869 {
870 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
871 strcat (buf, small_buf);
872 }
873
874
875 if (layoutoptions3_n)
876 {
877 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
878 strcat (buf, small_buf);
879 }
880
881 if (symmetry_n)
882 {
883 sprintf (small_buf, "symmetry %d\n", symmetry_n);
884 strcat (buf, small_buf);
885 }
886
887
888 if (difficulty_n && difficulty_given_n)
889 {
890 sprintf (small_buf, "difficulty %d\n", difficulty_n);
891 strcat (buf, small_buf);
892 }
893
894 if (difficulty_increase > 0.001)
895 {
896 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
897 strcat (buf, small_buf);
898 }
899
900 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
901 strcat (buf, small_buf);
902
903 if (dungeon_depth_n)
904 {
905 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
906 strcat (buf, small_buf);
907 }
908
909 if (decoroptions_n)
910 {
911 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
912 strcat (buf, small_buf);
913 }
914
915 if (orientation_n)
916 {
917 sprintf (small_buf, "orientation %d\n", orientation_n);
918 strcat (buf, small_buf);
919 }
920
921 if (origin_x_n)
922 {
923 sprintf (small_buf, "origin_x %d\n", origin_x_n);
924 strcat (buf, small_buf);
925 }
926
927 if (origin_y_n)
928 {
929 sprintf (small_buf, "origin_y %d\n", origin_y_n);
930 strcat (buf, small_buf);
931 }
932
933 if (random_seed_n)
934 {
935 /* Add one so that the next map is a bit different */
936 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
937 strcat (buf, small_buf);
938 }
939
940 if (treasureoptions_n)
941 {
942 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
943 strcat (buf, small_buf);
944 }
945}
946
947/* copy an object with an inventory... i.e., duplicate the inv too. */
948void
949copy_object_with_inv (object *src_ob, object *dest_ob)
950{
951 object *walk, *tmp;
952
953 src_ob->copy_to (dest_ob);
954
955 for (walk = src_ob->inv; walk; walk = walk->below)
956 {
957 tmp = object::create ();
958
959 walk->copy_to (tmp);
960 insert_ob_in_ob (tmp, dest_ob);
961 }
962}
963
964/////////////////////////////////////////////////////////////////////////////
965
966LayoutData::LayoutData (int w, int h)
967: w(w), h(h)
968{
969 int size = (sizeof (char *) + sizeof (char) * h) * w;
970
971 col = (char **)salloc<char> (size);
972
973 char *data = (char *)(col + w);
974
975 for (int x = w; x--; )
976 col [x] = data + x * h;
977}
978
979LayoutData::~LayoutData ()
980{
981 int size = (sizeof (char *) + sizeof (char) * h) * w;
982
983 sfree ((char *)col, size);
984}
985
986void LayoutData::clear (char fill)
987{
988 memset (col [0], fill, w * h);
989}
990
991void LayoutData::border (char fill)
992{
993 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
994 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
995}
996

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