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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.9 by root, Thu Dec 14 22:45:40 2006 UTC vs.
Revision 1.50 by root, Sun May 16 13:48:08 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <time.h> 25#include <time.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <global.h> 27#include <global.h>
27#include <maze_gen.h>
28#include <room_gen.h>
29#include <random_map.h> 28#include <random_map.h>
30#include <rproto.h> 29#include <rproto.h>
31#include <sproto.h> 30#include <sproto.h>
32 31
32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
36
33void 37void
34dump_layout (char **layout, RMParms * RP) 38dump_layout (Layout layout)
35{ 39{
36 { 40 for (int j = 0; j < layout->h; j++)
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 { 41 {
41 for (j = 0; j < RP->Ysize; j++) 42 for (int i = 0; i < layout->w; i++)
42 { 43 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43 if (layout[i][j] == 0) 44
44 layout[i][j] = ' '; 45 putc ('\n', stdout);
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 } 46 }
51 }
52 printf ("\n");
53}
54 47
55extern FILE *logfile; 48 putc ('\n', stdout);
56
57maptile *
58generate_random_map (const char *OutFileName, RMParms * RP)
59{
60 char **layout, buf[HUGE_BUF];
61 maptile *theMap;
62 int i;
63
64 /* pick a random seed, or use the one from the input file */
65 if (RP->random_seed == 0)
66 RP->random_seed = time (0);
67
68 SRANDOM (RP->random_seed);
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 }
82 else
83 RP->difficulty_given = 1;
84
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
87
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
90
91 if (RP->expand2x > 0)
92 {
93 RP->Xsize /= 2;
94 RP->Ysize /= 2;
95 }
96
97 layout = layoutgen (RP);
98
99#ifdef RMAP_DEBUG
100 dump_layout (layout, RP);
101#endif
102
103 /* increment these for the current map */
104 RP->dungeon_level += 1;
105 /* allow constant-difficulty maps. */
106 /* difficulty+=1; */
107
108 /* rotate the layout randomly */
109 layout = rotate_layout (layout, RANDOM () % 4, RP);
110#ifdef RMAP_DEBUG
111 dump_layout (layout, RP);
112#endif
113
114 /* allocate the map and set the floor */
115 theMap = make_map_floor (layout, RP->floorstyle, RP);
116
117 /* set the name of the map. */
118 strcpy (theMap->path, OutFileName);
119
120 /* set region */
121 theMap->region = RP->region;
122
123 /* create walls unless the wallstyle is "none" */
124 if (strcmp (RP->wallstyle, "none"))
125 {
126 make_map_walls (theMap, layout, RP->wallstyle, RP);
127
128 /* place doors unless doorstyle or wallstyle is "none" */
129 if (strcmp (RP->doorstyle, "none"))
130 put_doors (theMap, layout, RP->doorstyle, RP);
131
132 }
133
134 /* create exits unless the exitstyle is "none" */
135 if (strcmp (RP->exitstyle, "none"))
136 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
137
138 place_specials_in_map (theMap, layout, RP);
139
140 /* create monsters unless the monsterstyle is "none" */
141 if (strcmp (RP->monsterstyle, "none"))
142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143
144 /* treasures needs to have a proper difficulty set for the map. */
145 theMap->difficulty = calculate_difficulty (theMap);
146
147 /* create treasure unless the treasurestyle is "none" */
148 if (strcmp (RP->treasurestyle, "none"))
149 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
150
151 /* create decor unless the decorstyle is "none" */
152 if (strcmp (RP->decorstyle, "none"))
153 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154
155 /* generate treasures, etc. */
156 fix_auto_apply (theMap);
157
158 unblock_exits (theMap, layout, RP);
159
160 /* free the layout */
161 for (i = 0; i < RP->Xsize; i++)
162 free (layout[i]);
163 free (layout);
164
165 theMap->msg = strdup (buf);
166
167 return theMap;
168} 49}
169 50
170/* function selects the layout function and gives it whatever
171 arguments it needs. */
172char **
173layoutgen (RMParms * RP)
174{
175 char **maze = 0;
176 int oxsize = RP->Xsize, oysize = RP->Ysize;
177
178 if (RP->symmetry == RANDOM_SYM)
179 RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1;
180 else
181 RP->symmetry_used = RP->symmetry;
182
183 if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM)
184 RP->Ysize = RP->Ysize / 2 + 1;
185 if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM)
186 RP->Xsize = RP->Xsize / 2 + 1;
187
188 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
189 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
191 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
192 RP->map_layout_style = 0;
193
194 /* Redo this - there was a lot of redundant code of checking for preset
195 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps.
198 */
199 if (strstr (RP->layoutstyle, "onion"))
200 {
201 RP->map_layout_style = ONION_LAYOUT;
202 }
203
204 if (strstr (RP->layoutstyle, "maze"))
205 {
206 RP->map_layout_style = MAZE_LAYOUT;
207 }
208
209 if (strstr (RP->layoutstyle, "spiral"))
210 {
211 RP->map_layout_style = SPIRAL_LAYOUT;
212 }
213
214 if (strstr (RP->layoutstyle, "rogue"))
215 {
216 RP->map_layout_style = ROGUELIKE_LAYOUT;
217 }
218
219 if (strstr (RP->layoutstyle, "snake"))
220 {
221 RP->map_layout_style = SNAKE_LAYOUT;
222 }
223
224 if (strstr (RP->layoutstyle, "squarespiral"))
225 {
226 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
227 }
228 /* No style found - choose one ranomdly */
229 if (RP->map_layout_style == 0)
230 {
231 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1;
232 }
233
234 switch (RP->map_layout_style)
235 {
236
237 case ONION_LAYOUT:
238 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
239 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY))
240 roomify_layout (maze, RP);
241 break;
242
243 case MAZE_LAYOUT:
244 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
245 if (!(RANDOM () % 2))
246 doorify_layout (maze, RP);
247 break;
248
249 case SPIRAL_LAYOUT:
250 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
251 if (!(RANDOM () % 2))
252 doorify_layout (maze, RP);
253 break;
254
255 case ROGUELIKE_LAYOUT:
256 /* Don't put symmetry in rogue maps. There isn't much reason to
257 * do so in the first place (doesn't make it any more interesting),
258 * but more importantly, the symmetry code presumes we are symmetrizing
259 * spirals, or maps with lots of passages - making a symmetric rogue
260 * map fails because its likely that the passages the symmetry process
261 * creates may not connect the rooms.
262 */
263 RP->symmetry_used = NO_SYM;
264 RP->Ysize = oysize;
265 RP->Xsize = oxsize;
266 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 /* no doorifying... done already */
268 break;
269
270 case SNAKE_LAYOUT:
271 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
272 if (RANDOM () % 2)
273 roomify_layout (maze, RP);
274 break;
275
276 case SQUARE_SPIRAL_LAYOUT:
277 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
278 if (RANDOM () % 2)
279 roomify_layout (maze, RP);
280 break;
281 }
282
283 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
284#ifdef RMAP_DEBUG
285 dump_layout (maze, RP);
286#endif
287 if (RP->expand2x)
288 {
289 maze = expand2x (maze, RP->Xsize, RP->Ysize);
290 RP->Xsize = RP->Xsize * 2 - 1;
291 RP->Ysize = RP->Ysize * 2 - 1;
292 }
293 return maze;
294}
295
296
297/* takes a map and makes it symmetric: adjusts Xsize and 51/* takes a map and makes it symmetric: adjusts Xsize and
298Ysize to produce a symmetric map. */ 52 * Ysize to produce a symmetric map.
299 53 */
300char ** 54static void
301symmetrize_layout (char **maze, int sym, RMParms * RP) 55symmetrize_layout (Layout layout, random_map_params *RP)
302{ 56{
303 int i, j; 57 if (RP->symmetry_used == SYMMETRY_NONE)
304 char **sym_maze;
305 int Xsize_orig, Ysize_orig;
306
307 Xsize_orig = RP->Xsize;
308 Ysize_orig = RP->Ysize;
309 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
310 if (sym == NO_SYM)
311 {
312 RP->Xsize = Xsize_orig;
313 RP->Ysize = Ysize_orig;
314 return maze; 58 return;
315 }
316 /* pick new sizes */
317 RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize);
318 RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize);
319 59
320 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 60 Layout sym_layout (
321 for (i = 0; i < RP->Xsize; i++) 61 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
322 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 62 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 );
323 64
324 if (sym == X_SYM) 65 if (RP->symmetry_used == SYMMETRY_X)
325 for (i = 0; i < RP->Xsize / 2 + 1; i++) 66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
326 for (j = 0; j < RP->Ysize; j++) 67 for (int j = 0; j < sym_layout->h; j++)
327 { 68 {
328 sym_maze[i][j] = maze[i][j]; 69 sym_layout[i ][j] =
329 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
330 }; 71 }
331 if (sym == Y_SYM) 72
332 for (i = 0; i < RP->Xsize; i++) 73 if (RP->symmetry_used == SYMMETRY_Y)
74 for (int i = 0; i < sym_layout->w; i++)
333 for (j = 0; j < RP->Ysize / 2 + 1; j++) 75 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
334 {
335 sym_maze[i][j] = maze[i][j];
336 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
337 } 76 {
338 if (sym == XY_SYM) 77 sym_layout[i][j ] =
339 for (i = 0; i < RP->Xsize / 2 + 1; i++) 78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
340 for (j = 0; j < RP->Ysize / 2 + 1; j++)
341 { 79 }
342 sym_maze[i][j] = maze[i][j]; 80
343 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 81 if (RP->symmetry_used == SYMMETRY_XY)
344 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 82 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
345 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; 83 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
346 } 84 {
347 /* delete the old maze */ 85 sym_layout[i ][j ] =
348 for (i = 0; i < Xsize_orig; i++) 86 sym_layout[i ][sym_layout->h - j - 1] =
349 free (maze[i]); 87 sym_layout[sym_layout->w - i - 1][j ] =
350 free (maze); 88 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
89 }
90
91 layout.swap (sym_layout);
92 sym_layout.free ();
93
351 /* reconnect disjointed spirals */ 94 /* reconnect disjointed spirals */
352 if (RP->map_layout_style == SPIRAL_LAYOUT)
353 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
354 /* reconnect disjointed nethackmazes: the routine for 95 /* reconnect disjointed nethacklayouts: the routine for
355 spirals will do the trick? */ 96 spirals will do the trick? */
356 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 97 if (RP->map_layout_style == LAYOUT_SPIRAL
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
358 99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
359 return sym_maze;
360} 100}
361
362 101
363/* takes a map and rotates it. This completes the 102/* takes a map and rotates it. This completes the
364 onion layouts, making them possibly centered on any wall. 103 onion layouts, making them possibly centered on any wall.
365 It'll modify Xsize and Ysize if they're swapped. 104 It'll modify Xsize and Ysize if they're swapped.
366*/ 105*/
367 106static void
368char ** 107rotate_layout (Layout layout, int rotation)
369rotate_layout (char **maze, int rotation, RMParms * RP)
370{ 108{
371 char **new_maze; 109 int w = layout->w;
372 int i, j; 110 int h = layout->h;
373 111
374 switch (rotation) 112 switch (rotation)
375 { 113 {
376 case 0:
377 return maze;
378 break;
379 case 2: /* a reflection */ 114 case 2: /* a reflection */
380 { 115 {
381 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 116 Layout new_layout (w, h);
382 117
383 for (i = 0; i < RP->Xsize; i++) 118 for (int i = 0; i < w; i++) /* copy a reflection back */
384 { /* make a copy */
385 for (j = 0; j < RP->Ysize; j++) 119 for (int j = 0; j < h; j++)
386 { 120 new_layout[i][j] = layout[w - i - 1][h - j - 1];
387 newmaze[i * RP->Ysize + j] = maze[i][j]; 121
388 } 122 layout.swap (new_layout);
389 } 123 new_layout.free ();
390 for (i = 0; i < RP->Xsize; i++)
391 { /* copy a reflection back */
392 for (j = 0; j < RP->Ysize; j++)
393 {
394 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
395 }
396 }
397 free (newmaze);
398 return maze;
399 break;
400 } 124 }
125 break;
126
401 case 1: 127 case 1:
402 case 3: 128 case 3:
403 { 129 {
404 int swap; 130 Layout new_layout (h, w);
405 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 131
406 for (i = 0; i < RP->Ysize; i++)
407 {
408 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
409 }
410 if (rotation == 1) /* swap x and y */ 132 if (rotation == 1) /* swap x and y */
411 for (i = 0; i < RP->Xsize; i++)
412 for (j = 0; j < RP->Ysize; j++)
413 new_maze[j][i] = maze[i][j];
414
415 if (rotation == 3)
416 { /* swap x and y */
417 for (i = 0; i < RP->Xsize; i++)
418 for (j = 0; j < RP->Ysize; j++)
419 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
420 }
421
422 /* delete the old layout */
423 for (i = 0; i < RP->Xsize; i++) 133 for (int i = 0; i < w; i++)
424 free (maze[i]); 134 for (int j = 0; j < h; j++)
425 free (maze); 135 new_layout[j][i] = layout[i][j];
426 136
427 swap = RP->Ysize; 137 if (rotation == 3) /* swap x and y */
428 RP->Ysize = RP->Xsize; 138 for (int i = 0; i < w; i++)
429 RP->Xsize = swap; 139 for (int j = 0; j < h; j++)
430 return new_maze; 140 new_layout[j][i] = layout[w - i - 1][h - j - 1];
431 break; 141
142 layout.swap (new_layout);
143 new_layout.free ();
432 } 144 }
433 } 145 break;
434 return NULL;
435}
436
437/* take a layout and make some rooms in it.
438 --works best on onions.*/
439void
440roomify_layout (char **maze, RMParms * RP)
441{
442 int tries = RP->Xsize * RP->Ysize / 30;
443 int ti;
444
445 for (ti = 0; ti < tries; ti++)
446 {
447 int dx, dy; /* starting location for looking at creating a door */
448 int cx, cy; /* results of checking on creating walls. */
449
450 dx = RANDOM () % RP->Xsize;
451 dy = RANDOM () % RP->Ysize;
452 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
453 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
454 if (cx == -1)
455 {
456 if (cy != -1)
457 make_wall (maze, dx, dy, 1);
458 continue;
459 }
460 if (cy == -1)
461 {
462 make_wall (maze, dx, dy, 0);
463 continue;
464 }
465 if (cx < cy)
466 make_wall (maze, dx, dy, 0);
467 else
468 make_wall (maze, dx, dy, 1);
469 } 146 }
470} 147}
471 148
472/* checks the layout to see if I can stick a horizontal(dir = 0) wall 149/* checks the layout to see if I can stick a horizontal(dir = 0) wall
473 (or vertical, dir == 1) 150 (or vertical, dir == 1)
474 here which ends up on other walls sensibly. */ 151 here which ends up on other walls sensibly. */
475 152static int
476int
477can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 153can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
478{ 154{
479 int i1; 155 int i1;
480 int length = 0; 156 int length = 0;
481 157
482 /* dont make walls if we're on the edge. */ 158 /* dont make walls if we're on the edge. */
545 return -1; /* can't make verti. wall here */ 221 return -1; /* can't make verti. wall here */
546 if (maze[x][i1] != 0) 222 if (maze[x][i1] != 0)
547 return -1; /* can't make horiz. wall here */ 223 return -1; /* can't make horiz. wall here */
548 length++; 224 length++;
549 } 225 }
226
550 return length; 227 return length;
551 } 228 }
229
552 return -1; 230 return -1;
553} 231}
554 232
233/* take a layout and make some rooms in it.
234 --works best on onions.*/
235static void
236roomify_layout (char **maze, random_map_params *RP)
237{
238 int tries = RP->Xsize * RP->Ysize / 30;
239
240 for (int ti = 0; ti < tries; ti++)
241 {
242 /* starting location for looking at creating a door */
243 int dx = rmg_rndm (RP->Xsize);
244 int dy = rmg_rndm (RP->Ysize);
245
246 /* results of checking on creating walls. */
247 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
248 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
249
250 if (cx == -1)
251 {
252 if (cy != -1)
253 make_wall (maze, dx, dy, 1);
254
255 continue;
256 }
257
258 if (cy == -1)
259 {
260 make_wall (maze, dx, dy, 0);
261 continue;
262 }
263
264 if (cx < cy)
265 make_wall (maze, dx, dy, 0);
266 else
267 make_wall (maze, dx, dy, 1);
268 }
269}
555 270
556int 271int
557make_wall (char **maze, int x, int y, int dir) 272make_wall (char **maze, int x, int y, int dir)
558{ 273{
559 maze[x][y] = 'D'; /* mark a door */ 274 maze[x][y] = 'D'; /* mark a door */
275
560 switch (dir) 276 switch (dir)
561 { 277 {
562 case 0: /* horizontal */ 278 case 0: /* horizontal */
563 { 279 {
564 int i1;
565
566 for (i1 = x - 1; maze[i1][y] == 0; i1--) 280 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
567 maze[i1][y] = '#';
568 for (i1 = x + 1; maze[i1][y] == 0; i1++) 281 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
569 maze[i1][y] = '#';
570 break; 282 break;
571 } 283 }
572 case 1: /* vertical */ 284 case 1: /* vertical */
573 { 285 {
574 int i1;
575
576 for (i1 = y - 1; maze[x][i1] == 0; i1--) 286 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
577 maze[x][i1] = '#';
578 for (i1 = y + 1; maze[x][i1] == 0; i1++) 287 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
579 maze[x][i1] = '#';
580 break; 288 break;
581 } 289 }
582 } 290 }
583 291
584 return 0; 292 return 0;
585} 293}
586 294
587/* puts doors at appropriate locations in a layout. */ 295/* puts doors at appropriate locations in a layout. */
588 296static void
589void
590doorify_layout (char **maze, RMParms * RP) 297doorify_layout (char **maze, random_map_params *RP)
591{ 298{
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 299 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 char *doorlist_x;
594 char *doorlist_y;
595 int doorlocs = 0; /* # of available doorlocations */ 300 int doorlocs = 0; /* # of available doorlocations */
596 int i, j;
597 301
598 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 302 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
599 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 303 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
600
601 304
602 /* make a list of possible door locations */ 305 /* make a list of possible door locations */
603 for (i = 1; i < RP->Xsize - 1; i++) 306 for (int i = 1; i < RP->Xsize - 1; i++)
604 for (j = 1; j < RP->Ysize - 1; j++) 307 for (int j = 1; j < RP->Ysize - 1; j++)
605 { 308 {
606 int sindex = surround_flag (maze, i, j, RP); 309 int sindex = surround_flag (maze, i, j, RP);
607 310
608 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 311 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609 { 312 {
610 doorlist_x[doorlocs] = i; 313 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j; 314 doorlist_y[doorlocs] = j;
612 doorlocs++; 315 doorlocs++;
613 } 316 }
614 } 317 }
318
615 while (ndoors > 0 && doorlocs > 0) 319 while (ndoors > 0 && doorlocs > 0)
616 { 320 {
617 int di; 321 int di = rmg_rndm (doorlocs);
618 int sindex;
619
620 di = RANDOM () % doorlocs;
621 i = doorlist_x[di]; 322 int i = doorlist_x[di];
622 j = doorlist_y[di]; 323 int j = doorlist_y[di];
623 sindex = surround_flag (maze, i, j, RP); 324 int sindex = surround_flag (maze, i, j, RP);
325
624 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 326 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
625 { 327 {
626 maze[i][j] = 'D'; 328 maze[i][j] = 'D';
627 ndoors--; 329 ndoors--;
628 } 330 }
331
629 /* reduce the size of the list */ 332 /* reduce the size of the list */
630 doorlocs--; 333 doorlocs--;
631 doorlist_x[di] = doorlist_x[doorlocs]; 334 doorlist_x[di] = doorlist_x[doorlocs];
632 doorlist_y[di] = doorlist_y[doorlocs]; 335 doorlist_y[di] = doorlist_y[doorlocs];
633 } 336 }
634 free (doorlist_x);
635 free (doorlist_y);
636}
637 337
338 sfree (doorlist_x, RP->Xsize * RP->Ysize);
339 sfree (doorlist_y, RP->Xsize * RP->Ysize);
340}
638 341
639void 342void
640write_map_parameters_to_string (char *buf, RMParms * RP) 343write_map_parameters_to_string (char *buf, random_map_params *RP)
641{ 344{
642
643 char small_buf[256]; 345 char small_buf[16384];
644 346
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 347 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
646 348
647 if (RP->wallstyle[0]) 349 if (RP->wallstyle[0])
648 { 350 {
649 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 351 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
650 strcat (buf, small_buf); 352 strcat (buf, small_buf);
651 } 353 }
652 354
355 if (RP->miningstyle[0])
356 {
357 sprintf (small_buf, "miningstyle %s\n", RP->miningstyle);
358 strcat (buf, small_buf);
359 }
360
653 if (RP->floorstyle[0]) 361 if (RP->floorstyle[0])
654 { 362 {
655 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); 363 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656 strcat (buf, small_buf); 364 strcat (buf, small_buf);
657 } 365 }
690 { 398 {
691 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); 399 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692 strcat (buf, small_buf); 400 strcat (buf, small_buf);
693 } 401 }
694 402
695 if (RP->final_map[0]) 403 if (RP->final_map.length ())
696 { 404 {
697 sprintf (small_buf, "final_map %s\n", RP->final_map); 405 sprintf (small_buf, "final_map %s\n", &RP->final_map);
698 strcat (buf, small_buf); 406 strcat (buf, small_buf);
699 } 407 }
700 408
701 if (RP->exit_on_final_map[0]) 409 if (RP->exit_on_final_map[0])
702 { 410 {
703 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); 411 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704 strcat (buf, small_buf); 412 strcat (buf, small_buf);
705 } 413 }
706 414
707 if (RP->this_map[0]) 415 if (RP->this_map.length ())
708 { 416 {
709 sprintf (small_buf, "origin_map %s\n", RP->this_map); 417 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
710 strcat (buf, small_buf); 418 strcat (buf, small_buf);
711 } 419 }
712 420
713 if (RP->expand2x) 421 if (RP->expand2x)
714 { 422 {
720 { 428 {
721 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); 429 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722 strcat (buf, small_buf); 430 strcat (buf, small_buf);
723 } 431 }
724 432
725
726 if (RP->layoutoptions2) 433 if (RP->layoutoptions2)
727 { 434 {
728 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); 435 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729 strcat (buf, small_buf); 436 strcat (buf, small_buf);
730 } 437 }
731 438
732
733 if (RP->layoutoptions3) 439 if (RP->layoutoptions3)
734 { 440 {
735 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); 441 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
736 strcat (buf, small_buf); 442 strcat (buf, small_buf);
737 } 443 }
740 { 446 {
741 sprintf (small_buf, "symmetry %d\n", RP->symmetry); 447 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
742 strcat (buf, small_buf); 448 strcat (buf, small_buf);
743 } 449 }
744 450
745
746 if (RP->difficulty && RP->difficulty_given) 451 if (RP->difficulty && RP->difficulty_given)
747 { 452 {
748 sprintf (small_buf, "difficulty %d\n", RP->difficulty); 453 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
749 strcat (buf, small_buf); 454 strcat (buf, small_buf);
750 } 455 }
751 456
752 if (RP->difficulty_increase != 1.0) 457 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
753 { 458 {
754 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); 459 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
755 strcat (buf, small_buf); 460 strcat (buf, small_buf);
756 } 461 }
757 462
785 if (RP->origin_y) 490 if (RP->origin_y)
786 { 491 {
787 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 492 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
788 strcat (buf, small_buf); 493 strcat (buf, small_buf);
789 } 494 }
495
496 if (RP->treasureoptions)
497 {
498 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
499 strcat (buf, small_buf);
500 }
501
790 if (RP->random_seed) 502 if (RP->random_seed)
791 { 503 {
792 /* Add one so that the next map is a bit different */
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 504 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
794 strcat (buf, small_buf);
795 }
796
797 if (RP->treasureoptions)
798 {
799 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
800 strcat (buf, small_buf);
801 }
802
803
804}
805
806void
807write_parameters_to_string (char *buf,
808 int xsize_n,
809 int ysize_n,
810 char *wallstyle_n,
811 char *floorstyle_n,
812 char *monsterstyle_n,
813 char *treasurestyle_n,
814 char *layoutstyle_n,
815 char *decorstyle_n,
816 char *doorstyle_n,
817 char *exitstyle_n,
818 char *final_map_n,
819 char *exit_on_final_map_n,
820 char *this_map_n,
821 int layoutoptions1_n,
822 int layoutoptions2_n,
823 int layoutoptions3_n,
824 int symmetry_n,
825 int dungeon_depth_n,
826 int dungeon_level_n,
827 int difficulty_n,
828 int difficulty_given_n,
829 int decoroptions_n,
830 int orientation_n,
831 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
832{
833
834 char small_buf[256];
835
836 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837
838 if (wallstyle_n && wallstyle_n[0])
839 {
840 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (floorstyle_n && floorstyle_n[0])
845 {
846 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
847 strcat (buf, small_buf);
848 }
849
850 if (monsterstyle_n && monsterstyle_n[0])
851 {
852 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
853 strcat (buf, small_buf);
854 }
855
856 if (treasurestyle_n && treasurestyle_n[0])
857 {
858 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
859 strcat (buf, small_buf);
860 }
861
862 if (layoutstyle_n && layoutstyle_n[0])
863 {
864 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
865 strcat (buf, small_buf);
866 }
867
868 if (decorstyle_n && decorstyle_n[0])
869 {
870 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
871 strcat (buf, small_buf);
872 }
873
874 if (doorstyle_n && doorstyle_n[0])
875 {
876 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
877 strcat (buf, small_buf);
878 }
879
880 if (exitstyle_n && exitstyle_n[0])
881 {
882 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
883 strcat (buf, small_buf);
884 }
885
886 if (final_map_n && final_map_n[0])
887 {
888 sprintf (small_buf, "final_map %s\n", final_map_n);
889 strcat (buf, small_buf);
890 }
891
892 if (exit_on_final_map_n && exit_on_final_map_n[0])
893 {
894 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
895 strcat (buf, small_buf);
896 }
897
898 if (this_map_n && this_map_n[0])
899 {
900 sprintf (small_buf, "origin_map %s\n", this_map_n);
901 strcat (buf, small_buf);
902 }
903
904 if (layoutoptions1_n)
905 {
906 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907 strcat (buf, small_buf);
908 }
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); 505 strcat (buf, small_buf);
945
946 if (dungeon_depth_n)
947 { 506 }
948 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); 507
949 strcat (buf, small_buf); 508 if (RP->custom)
950 } 509 {
951 510 sprintf (small_buf, "custom %s\n", RP->custom);
952 if (decoroptions_n) 511 strcat (buf, small_buf);
953 { 512 }
954 sprintf (small_buf, "decoroptions %d\n", decoroptions_n); 513}
955 strcat (buf, small_buf); 514
515/////////////////////////////////////////////////////////////////////////////
516
517LayoutData::LayoutData (int w, int h)
518: w(w), h(h)
519{
520 int size = (sizeof (char *) + sizeof (char) * h) * w;
521
522 col = (char **)salloc<char> (size);
523
524 char *data = (char *)(col + w);
525
526 for (int x = w; x--; )
527 col [x] = data + x * h;
528}
529
530LayoutData::~LayoutData ()
531{
532 int size = (sizeof (char *) + sizeof (char) * h) * w;
533
534 sfree ((char *)col, size);
535}
536
537void LayoutData::clear (char fill)
538{
539 memset (col [0], fill, w * h);
540}
541
542void LayoutData::border (char fill)
543{
544 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
545 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
546}
547
548/* function selects the layout function and gives it whatever
549 arguments it needs. */
550static Layout
551layoutgen (random_map_params *RP)
552{
553 Layout layout (RP);
554
555 switch (RP->map_layout_style)
956 } 556 {
557 case LAYOUT_ONION:
558 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
957 559
958 if (orientation_n) 560 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
561 roomify_layout (layout, RP);
562
563 break;
564
565 case LAYOUT_MAZE:
566 maze_gen (layout, rmg_rndm (2));
567
568 if (!(rmg_rndm (2)))
569 doorify_layout (layout, RP);
570
571 break;
572
573 case LAYOUT_SPIRAL:
574 map_gen_spiral (layout, RP->layoutoptions1);
575
576 if (!(rmg_rndm (2)))
577 doorify_layout (layout, RP);
578
579 break;
580
581 case LAYOUT_ROGUELIKE:
582 /* Don't put symmetry in rogue maps. There isn't much reason to
583 * do so in the first place (doesn't make it any more interesting),
584 * but more importantly, the symmetry code presumes we are symmetrizing
585 * spirals, or maps with lots of passages - making a symmetric rogue
586 * map fails because its likely that the passages the symmetry process
587 * creates may not connect the rooms.
588 */
589 RP->symmetry_used = SYMMETRY_NONE;
590 roguelike_layout_gen (layout, RP->layoutoptions1);
591 /* no doorifying... done already */
592 break;
593
594 case LAYOUT_SNAKE:
595 make_snake_layout (layout, RP->layoutoptions1);
596
597 if (rmg_rndm (2))
598 roomify_layout (layout, RP);
599
600 break;
601
602 case LAYOUT_SQUARE_SPIRAL:
603 make_square_spiral_layout (layout, RP->layoutoptions1);
604
605 if (rmg_rndm (2))
606 roomify_layout (layout, RP);
607
608 break;
609
610 default:
611 abort ();
959 { 612 }
960 sprintf (small_buf, "orientation %d\n", orientation_n); 613
961 strcat (buf, small_buf); 614 /* rotate the layout randomly */
615 rotate_layout (layout, rmg_rndm (4));
616
617 symmetrize_layout (layout, RP);
618
619#ifdef RMAP_DEBUG
620 dump_layout (layout);
621#endif
622
623 if (RP->expand2x)
624 expand2x (layout);
625
626 return layout;
627}
628
629bool
630maptile::generate_random_map (random_map_params *RP)
631{
632 char buf[16384];
633 int i;
634
635 RP->Xsize = RP->xsize;
636 RP->Ysize = RP->ysize;
637
638 /* pick a random seed, or use the one from the input file */
639 RP->random_seed = RP->random_seed
640 ? RP->random_seed + RP->dungeon_level
641 : time (0);
642
643 // we run "single-threaded"
644 rmg_rndm.seed (RP->random_seed);
645
646 write_map_parameters_to_string (buf, RP);
647
648 if (RP->difficulty == 0)
962 } 649 {
650 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
963 651
964 if (origin_x_n) 652 if (RP->difficulty_increase > 0.001)
653 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
654
655 if (RP->difficulty < 1)
656 RP->difficulty = 1;
965 { 657 }
966 sprintf (small_buf, "origin_x %d\n", origin_x_n); 658 else
967 strcat (buf, small_buf); 659 RP->difficulty_given = 1;
660
661 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
662 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
663
664 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
665 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
666
667 if (RP->symmetry == SYMMETRY_RANDOM)
668 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
669 else
670 RP->symmetry_used = RP->symmetry;
671
672 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
673 RP->Ysize = RP->Ysize / 2 + 1;
674
675 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
676 RP->Xsize = RP->Xsize / 2 + 1;
677
678 if (RP->expand2x > 0)
968 } 679 {
969 680 RP->Xsize /= 2;
970 if (origin_y_n) 681 RP->Ysize /= 2;
971 { 682 }
972 sprintf (small_buf, "origin_y %d\n", origin_y_n); 683
973 strcat (buf, small_buf); 684 RP->map_layout_style = LAYOUT_NONE;
685
686 /* Redo this - there was a lot of redundant code of checking for preset
687 * layout style and then random layout style. Instead, figure out
688 * the numeric layoutstyle, so there is only one area that actually
689 * calls the code to make the maps.
690 */
691 if (strstr (RP->layoutstyle, "onion"))
692 RP->map_layout_style = LAYOUT_ONION;
693 else if (strstr (RP->layoutstyle, "maze"))
694 RP->map_layout_style = LAYOUT_MAZE;
695 else if (strstr (RP->layoutstyle, "spiral"))
696 RP->map_layout_style = LAYOUT_SPIRAL;
697 else if (strstr (RP->layoutstyle, "rogue"))
698 RP->map_layout_style = LAYOUT_ROGUELIKE;
699 else if (strstr (RP->layoutstyle, "snake"))
700 RP->map_layout_style = LAYOUT_SNAKE;
701 else if (strstr (RP->layoutstyle, "squarespiral"))
702 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
703 else if (RP->map_layout_style == LAYOUT_NONE)
704 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
705 else
706 abort ();
707
708 Layout layout = layoutgen (RP);
709
710#ifdef RMAP_DEBUG
711 dump_layout (layout);
712#endif
713
714 /* increment these for the current map */
715 ++RP->dungeon_level;
716
717 // need to patch RP becasue following code doesn't use the Layout object
718 RP->Xsize = layout->w;
719 RP->Ysize = layout->h;
720
721 /* allocate the map and set the floor */
722 make_map_floor (layout, RP->floorstyle, RP);
723
724 /* set region */
725 default_region = RP->region;
726
727 CEDE;
728
729 place_specials_in_map (this, layout, RP);
730
731 CEDE;
732
733 /* create walls unless the wallstyle is "none" */
734 if (strcmp (RP->wallstyle, "none"))
974 } 735 {
975 if (random_seed_n) 736 make_map_walls (this, layout, RP->wallstyle, RP->miningstyle, RP);
737
738 /* place doors unless doorstyle or wallstyle is "none" */
739 if (strcmp (RP->doorstyle, "none"))
740 put_doors (this, layout, RP->doorstyle, RP);
976 { 741 }
977 /* Add one so that the next map is a bit different */
978 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979 strcat (buf, small_buf);
980 }
981 742
982 if (treasureoptions_n) 743 CEDE;
983 {
984 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985 strcat (buf, small_buf);
986 }
987 744
745 /* create exits unless the exitstyle is "none" */
746 if (strcmp (RP->exitstyle, "none"))
747 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
988 748
989} 749 CEDE;
990 750
991/* copy an object with an inventory... i.e., duplicate the inv too. */ 751 /* create monsters unless the monsterstyle is "none" */
992void 752 if (strcmp (RP->monsterstyle, "none"))
993copy_object_with_inv (object *src_ob, object *dest_ob) 753 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
994{
995 object *walk, *tmp;
996 754
997 src_ob->copy_to (dest_ob); 755 CEDE;
998 756
999 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 757 /* treasures needs to have a proper difficulty set for the map. */
1000 { 758 difficulty = estimate_difficulty ();
1001 tmp = object::create (); 759
1002 walk->copy_to (tmp); 760 CEDE;
1003 insert_ob_in_ob (tmp, dest_ob); 761
1004 } 762 /* create treasure unless the treasurestyle is "none" */
763 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
764
765 CEDE;
766
767 /* create decor unless the decorstyle is "none" */
768 if (strcmp (RP->decorstyle, "none"))
769 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
770
771 CEDE;
772
773 /* generate treasures, etc. */
774 fix_auto_apply ();
775
776 CEDE;
777
778 unblock_exits (this, layout, RP);
779
780 msg = strdup (buf);
781 in_memory = MAP_ACTIVE;
782
783 CEDE;
784
785 return 1;
1005} 786}
787

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