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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 1.58 by root, Wed Jun 30 23:15:56 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
37noinline SV *
38random_map_params::get_sv (const char *option) const
39{
40 SV **he = hv_fetch (hv, option, strlen (option), 0);
41
42 return he ? *he : 0;
43}
44
45noinline const_utf8_string
46random_map_params::get_str (const char *option, const_utf8_string fallback) const
47{
48 SV *sv = get_sv (option);
49 return sv ? cfSvPVutf8_nolen (sv) : fallback;
50}
51
52noinline IV
53random_map_params::get_iv (const char *option, IV fallback) const
54{
55 SV *sv = get_sv (option);
56 return sv ? SvIV (sv) : fallback;
57}
58
59noinline UV
60random_map_params::get_uv (const char *option, UV fallback) const
61{
62 SV *sv = get_sv (option);
63 return sv ? SvUV (sv) : fallback;
64}
65
66noinline NV
67random_map_params::get_nv (const char *option, NV fallback) const
68{
69 SV *sv = get_sv (option);
70 return sv ? SvNV (sv) : fallback;
71}
72
73noinline void
74random_map_params::set (const char *option, SV *value) const
75{
76 int len = strlen (option);
77
78 if (value)
79 hv_store (hv, option, len, value, 0);
80 else
81 hv_delete (hv, option, len, G_DISCARD);
82}
83
84noinline void
85random_map_params::set (const char *option, const_utf8_string value) const
86{
87 set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0);
88}
89
33void 90void
34dump_layout (char **layout, RMParms * RP) 91random_map_params::set (const char *option, IV value) const
35{ 92{
36 { 93 set (option, newSViv (value));
37 int i, j; 94}
38 95
39 for (i = 0; i < RP->Xsize; i++) 96void
97random_map_params::set (const char *option, UV value) const
98{
99 set (option, newSVuv (value));
100}
101
102void
103random_map_params::set (const char *option, NV value) const
104{
105 set (option, newSVnv (value));
106}
107
108void
109random_map_params::hv_clone ()
110{
111 HV *copy = newHV ();
112
113 hv_iterinit (hv);
114
115 // does not work for utf-8 keys
116 while (HE *he = hv_iternext (hv))
40 { 117 {
41 for (j = 0; j < RP->Ysize; j++) 118 STRLEN klen; const char *key = HePV (he, klen);
42 { 119 hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he));
43 if (layout[i][j] == 0)
44 layout[i][j] = ' ';
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 } 120 }
51 }
52 printf ("\n");
53}
54 121
55extern FILE *logfile; 122 SvREFCNT_dec (hv);
123 hv = copy;
124}
56 125
57maptile * 126shstr_tmp
58generate_random_map (const char *OutFileName, RMParms * RP) 127random_map_params::as_shstr () const
59{ 128{
60 char **layout, buf[HUGE_BUF]; 129 set ("xsize" , xsize);
61 maptile *theMap; 130 set ("ysize" , ysize);
62 int i; 131 set ("monsterstyle" , monsterstyle);
132 set ("exit_on_final_map" , exit_on_final_map);
133 set ("layoutstyle" , layoutstyle);
134 set ("doorstyle" , doorstyle);
135 set ("final_map" , final_map);
136 set ("this_map" , this_map);
137 set ("expand2x" , expand2x);
138 set ("layoutoptions1" , layoutoptions1);
139 set ("layoutoptions2" , layoutoptions2);
140 set ("layoutoptions3" , layoutoptions3);
141 set ("symmetry" , symmetry);
142 set ("dungeon_depth" , dungeon_depth);
143 set ("orientation" , orientation);
144 set ("origin_x" , origin_x);
145 set ("origin_y" , origin_y);
146 set ("random_seed" , (UV)random_seed);
147 set ("difficulty" , difficulty && difficulty_given ? difficulty : 0);
148 set ("difficulty_increase", difficulty_increase);
149 set ("dungeon_level" , dungeon_level);
63 150
64 /* pick a random seed, or use the one from the input file */ 151 dynbuf_text buf;
65 if (RP->random_seed == 0) 152 hv_iterinit (hv);
66 RP->random_seed = time (0);
67 153
68 SRANDOM (RP->random_seed); 154 // does not work for utf-8 keys
69 155 while (HE *he = hv_iternext (hv))
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 } 156 {
82 else 157 STRLEN klen; const char *key = HePV (he, klen);
83 RP->difficulty_given = 1; 158 STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen);
84 159
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 160 buf.fadd (key, klen);
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 161 buf << ' ';
87 162 buf.fadd (value, vlen);
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 163 buf << '\n';
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
90
91 if (RP->expand2x > 0)
92 { 164 }
93 RP->Xsize /= 2;
94 RP->Ysize /= 2;
95 }
96 165
97 layout = layoutgen (RP); 166 return shstr (buf);
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} 167}
169 168
170/* function selects the layout function and gives it whatever 169random_map_params::~random_map_params ()
171 arguments it needs. */
172char **
173layoutgen (RMParms * RP)
174{ 170{
175 char **maze = 0; 171 SvREFCNT_dec (hv);
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} 172}
295 173
296
297/* takes a map and makes it symmetric: adjusts Xsize and 174/* takes a map and makes it symmetric: adjusts Xsize and
298Ysize to produce a symmetric map. */ 175 * Ysize to produce a symmetric map.
299 176 */
300char ** 177static void
301symmetrize_layout (char **maze, int sym, RMParms * RP) 178symmetrize_layout (Layout layout, random_map_params *RP)
302{ 179{
303 int i, j; 180 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; 181 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);
319 182
320 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 183 Layout sym_layout (
321 for (i = 0; i < RP->Xsize; i++) 184 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); 185 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
186 );
323 187
324 if (sym == X_SYM) 188 if (RP->symmetry_used == SYMMETRY_X)
325 for (i = 0; i < RP->Xsize / 2 + 1; i++) 189 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
326 for (j = 0; j < RP->Ysize; j++) 190 for (int j = 0; j < sym_layout->h; j++)
327 { 191 {
328 sym_maze[i][j] = maze[i][j]; 192 sym_layout[i ][j] =
329 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 193 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
330 }; 194 }
331 if (sym == Y_SYM) 195
332 for (i = 0; i < RP->Xsize; i++) 196 if (RP->symmetry_used == SYMMETRY_Y)
197 for (int i = 0; i < sym_layout->w; i++)
333 for (j = 0; j < RP->Ysize / 2 + 1; j++) 198 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 } 199 {
338 if (sym == XY_SYM) 200 sym_layout[i][j ] =
339 for (i = 0; i < RP->Xsize / 2 + 1; i++) 201 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
340 for (j = 0; j < RP->Ysize / 2 + 1; j++)
341 { 202 }
342 sym_maze[i][j] = maze[i][j]; 203
343 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 204 if (RP->symmetry_used == SYMMETRY_XY)
344 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 205 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]; 206 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
346 } 207 {
347 /* delete the old maze */ 208 sym_layout[i ][j ] =
348 for (i = 0; i < Xsize_orig; i++) 209 sym_layout[i ][sym_layout->h - j - 1] =
349 free (maze[i]); 210 sym_layout[sym_layout->w - i - 1][j ] =
350 free (maze); 211 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
212 }
213
214 layout.swap (sym_layout);
215 sym_layout.free ();
216
351 /* reconnect disjointed spirals */ 217 /* 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 218 /* reconnect disjointed nethacklayouts: the routine for
355 spirals will do the trick? */ 219 spirals will do the trick? */
356 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 220 if (RP->map_layout_style == LAYOUT_SPIRAL
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 221 || RP->map_layout_style == LAYOUT_ROGUELIKE)
358 222 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
359 return sym_maze;
360} 223}
361
362 224
363/* takes a map and rotates it. This completes the 225/* takes a map and rotates it. This completes the
364 onion layouts, making them possibly centered on any wall. 226 onion layouts, making them possibly centered on any wall.
365 It'll modify Xsize and Ysize if they're swapped. 227 It'll modify Xsize and Ysize if they're swapped.
366*/ 228*/
367 229static void
368char ** 230rotate_layout (Layout layout, int rotation)
369rotate_layout (char **maze, int rotation, RMParms * RP)
370{ 231{
371 char **new_maze; 232 int w = layout->w;
372 int i, j; 233 int h = layout->h;
373 234
374 switch (rotation) 235 switch (rotation)
375 { 236 {
376 case 0:
377 return maze;
378 break;
379 case 2: /* a reflection */ 237 case 2: /* a reflection */
380 { 238 {
381 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 239 LayoutData new_layout (w, h);
382 240
383 for (i = 0; i < RP->Xsize; i++) 241 for (int i = 0; i < w; i++) /* copy a reflection back */
384 { /* make a copy */
385 for (j = 0; j < RP->Ysize; j++) 242 for (int j = 0; j < h; j++)
386 { 243 new_layout[i][j] = layout[w - i - 1][h - j - 1];
387 newmaze[i * RP->Ysize + j] = maze[i][j]; 244
388 } 245 layout->swap (new_layout);
389 }
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 } 246 }
247 break;
248
401 case 1: 249 case 1:
402 case 3: 250 case 3:
403 { 251 {
404 int swap; 252 LayoutData new_layout (h, w);
405 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 253
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 */ 254 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++) 255 for (int i = 0; i < w; i++)
424 free (maze[i]); 256 for (int j = 0; j < h; j++)
425 free (maze); 257 new_layout[j][i] = layout[i][j];
426 258
427 swap = RP->Ysize; 259 if (rotation == 3) /* swap x and y */
428 RP->Ysize = RP->Xsize; 260 for (int i = 0; i < w; i++)
429 RP->Xsize = swap; 261 for (int j = 0; j < h; j++)
430 return new_maze; 262 new_layout[j][i] = layout[w - i - 1][h - j - 1];
431 break; 263
264 layout->swap (new_layout);
432 } 265 }
433 } 266 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 } 267 }
470} 268}
471 269
472/* checks the layout to see if I can stick a horizontal(dir = 0) wall 270/* checks the layout to see if I can stick a horizontal(dir = 0) wall
473 (or vertical, dir == 1) 271 (or vertical, dir == 1)
474 here which ends up on other walls sensibly. */ 272 here which ends up on other walls sensibly. */
475 273static int
476int
477can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 274can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
478{ 275{
479 int i1; 276 int i1;
480 int length = 0; 277 int length = 0;
481 278
482 /* dont make walls if we're on the edge. */ 279 /* dont make walls if we're on the edge. */
545 return -1; /* can't make verti. wall here */ 342 return -1; /* can't make verti. wall here */
546 if (maze[x][i1] != 0) 343 if (maze[x][i1] != 0)
547 return -1; /* can't make horiz. wall here */ 344 return -1; /* can't make horiz. wall here */
548 length++; 345 length++;
549 } 346 }
347
550 return length; 348 return length;
551 } 349 }
350
552 return -1; 351 return -1;
553} 352}
554 353
354/* take a layout and make some rooms in it.
355 --works best on onions.*/
356static void
357roomify_layout (char **maze, random_map_params *RP)
358{
359 int tries = RP->Xsize * RP->Ysize / 30;
360
361 for (int ti = 0; ti < tries; ti++)
362 {
363 /* starting location for looking at creating a door */
364 int dx = rmg_rndm (RP->Xsize);
365 int dy = rmg_rndm (RP->Ysize);
366
367 /* results of checking on creating walls. */
368 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
369 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
370
371 if (cx == -1)
372 {
373 if (cy != -1)
374 make_wall (maze, dx, dy, 1);
375
376 continue;
377 }
378
379 if (cy == -1)
380 {
381 make_wall (maze, dx, dy, 0);
382 continue;
383 }
384
385 if (cx < cy)
386 make_wall (maze, dx, dy, 0);
387 else
388 make_wall (maze, dx, dy, 1);
389 }
390}
555 391
556int 392int
557make_wall (char **maze, int x, int y, int dir) 393make_wall (char **maze, int x, int y, int dir)
558{ 394{
559 maze[x][y] = 'D'; /* mark a door */ 395 maze[x][y] = 'D'; /* mark a door */
396
560 switch (dir) 397 switch (dir)
561 { 398 {
562 case 0: /* horizontal */ 399 case 0: /* horizontal */
563 { 400 {
564 int i1;
565
566 for (i1 = x - 1; maze[i1][y] == 0; i1--) 401 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++) 402 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
569 maze[i1][y] = '#';
570 break; 403 break;
571 } 404 }
572 case 1: /* vertical */ 405 case 1: /* vertical */
573 { 406 {
574 int i1;
575
576 for (i1 = y - 1; maze[x][i1] == 0; i1--) 407 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++) 408 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
579 maze[x][i1] = '#';
580 break; 409 break;
581 } 410 }
582 } 411 }
583 412
584 return 0; 413 return 0;
585} 414}
586 415
587/* puts doors at appropriate locations in a layout. */ 416/* puts doors at appropriate locations in a layout. */
588 417static void
589void
590doorify_layout (char **maze, RMParms * RP) 418doorify_layout (char **maze, random_map_params *RP)
591{ 419{
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 420 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 */ 421 int doorlocs = 0; /* # of available doorlocations */
596 int i, j;
597 422
598 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 423 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
599 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 424 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
600
601 425
602 /* make a list of possible door locations */ 426 /* make a list of possible door locations */
603 for (i = 1; i < RP->Xsize - 1; i++) 427 for (int i = 1; i < RP->Xsize - 1; i++)
604 for (j = 1; j < RP->Ysize - 1; j++) 428 for (int j = 1; j < RP->Ysize - 1; j++)
605 { 429 {
606 int sindex = surround_flag (maze, i, j, RP); 430 int sindex = surround_flag (maze, i, j, RP);
607 431
608 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 432 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609 { 433 {
610 doorlist_x[doorlocs] = i; 434 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j; 435 doorlist_y[doorlocs] = j;
612 doorlocs++; 436 doorlocs++;
613 } 437 }
614 } 438 }
439
615 while (ndoors > 0 && doorlocs > 0) 440 while (ndoors > 0 && doorlocs > 0)
616 { 441 {
617 int di; 442 int di = rmg_rndm (doorlocs);
618 int sindex;
619
620 di = RANDOM () % doorlocs;
621 i = doorlist_x[di]; 443 int i = doorlist_x[di];
622 j = doorlist_y[di]; 444 int j = doorlist_y[di];
623 sindex = surround_flag (maze, i, j, RP); 445 int sindex = surround_flag (maze, i, j, RP);
446
624 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 447 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
625 { 448 {
626 maze[i][j] = 'D'; 449 maze[i][j] = 'D';
627 ndoors--; 450 ndoors--;
628 } 451 }
452
629 /* reduce the size of the list */ 453 /* reduce the size of the list */
630 doorlocs--; 454 doorlocs--;
631 doorlist_x[di] = doorlist_x[doorlocs]; 455 doorlist_x[di] = doorlist_x[doorlocs];
632 doorlist_y[di] = doorlist_y[doorlocs]; 456 doorlist_y[di] = doorlist_y[doorlocs];
633 } 457 }
634 free (doorlist_x);
635 free (doorlist_y);
636}
637 458
459 sfree (doorlist_x, RP->Xsize * RP->Ysize);
460 sfree (doorlist_y, RP->Xsize * RP->Ysize);
461}
638 462
639void 463/* function selects the layout function and gives it whatever
640write_map_parameters_to_string (char *buf, RMParms * RP) 464 arguments it needs. */
465static Layout
466layoutgen (random_map_params *RP)
641{ 467{
468 Layout layout (RP);
642 469
643 char small_buf[256]; 470 switch (RP->map_layout_style)
644
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
646
647 if (RP->wallstyle[0])
648 {
649 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
650 strcat (buf, small_buf);
651 } 471 {
472 case LAYOUT_ONION:
473 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
652 474
653 if (RP->floorstyle[0]) 475 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
476 roomify_layout (layout, RP);
477
478 break;
479
480 case LAYOUT_MAZE:
481 maze_gen (layout, RP->get_iv ("maze_type", rmg_rndm (4)));
482
483 if (!(rmg_rndm (2)))
484 doorify_layout (layout, RP);
485
486 break;
487
488 case LAYOUT_SPIRAL:
489 map_gen_spiral (layout, RP->layoutoptions1);
490
491 if (!(rmg_rndm (2)))
492 doorify_layout (layout, RP);
493
494 break;
495
496 case LAYOUT_ROGUELIKE:
497 /* Don't put symmetry in rogue maps. There isn't much reason to
498 * do so in the first place (doesn't make it any more interesting),
499 * but more importantly, the symmetry code presumes we are symmetrizing
500 * spirals, or maps with lots of passages - making a symmetric rogue
501 * map fails because its likely that the passages the symmetry process
502 * creates may not connect the rooms.
503 */
504 RP->symmetry_used = SYMMETRY_NONE;
505 roguelike_layout_gen (layout, RP->layoutoptions1);
506 /* no doorifying... done already */
507 break;
508
509 case LAYOUT_SNAKE:
510 make_snake_layout (layout, RP->layoutoptions1);
511
512 if (rmg_rndm (2))
513 roomify_layout (layout, RP);
514
515 break;
516
517 case LAYOUT_SQUARE_SPIRAL:
518 make_square_spiral_layout (layout, RP->layoutoptions1);
519
520 if (rmg_rndm (2))
521 roomify_layout (layout, RP);
522
523 break;
524
525 case LAYOUT_CAVE:
526 layout->gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
527
528 if (!(rmg_rndm (2)))
529 doorify_layout (layout, RP);
530
531 break;
532
533 default:
534 abort ();
654 { 535 }
655 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656 strcat (buf, small_buf);
657 }
658 536
659 if (RP->monsterstyle[0]) 537 layout->print ();
660 {
661 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
662 strcat (buf, small_buf);
663 }
664 538
665 if (RP->treasurestyle[0]) 539 /* rotate the layout randomly */
666 { 540 rotate_layout (layout, rmg_rndm (4));
667 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
668 strcat (buf, small_buf);
669 }
670 541
671 if (RP->layoutstyle[0]) 542 layout->print ();
672 {
673 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
674 strcat (buf, small_buf);
675 }
676 543
677 if (RP->decorstyle[0]) 544 symmetrize_layout (layout, RP);
678 {
679 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
680 strcat (buf, small_buf);
681 }
682 545
683 if (RP->doorstyle[0]) 546#if 1
684 { 547 layout->print ();
685 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); 548#endif
686 strcat (buf, small_buf);
687 }
688
689 if (RP->exitstyle[0])
690 {
691 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692 strcat (buf, small_buf);
693 }
694
695 if (RP->final_map[0])
696 {
697 sprintf (small_buf, "final_map %s\n", RP->final_map);
698 strcat (buf, small_buf);
699 }
700
701 if (RP->exit_on_final_map[0])
702 {
703 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704 strcat (buf, small_buf);
705 }
706
707 if (RP->this_map[0])
708 {
709 sprintf (small_buf, "origin_map %s\n", RP->this_map);
710 strcat (buf, small_buf);
711 }
712 549
713 if (RP->expand2x) 550 if (RP->expand2x)
714 { 551 expand2x (layout);
715 sprintf (small_buf, "expand2x %d\n", RP->expand2x); 552
716 strcat (buf, small_buf); 553 return layout;
554}
555
556bool
557maptile::generate_random_map (random_map_params *RP)
558{
559 RP->Xsize = RP->xsize;
560 RP->Ysize = RP->ysize;
561
562 /* pick a random seed, or use the one from the input file */
563 RP->random_seed = RP->random_seed
564 ? RP->random_seed + RP->dungeon_level
565 : time (0);
566
567 // we run "single-threaded"
568 rmg_rndm.seed (RP->random_seed);
569
570 shstr buf = RP->as_shstr ();
571
572 if (RP->difficulty == 0)
717 } 573 {
574 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
718 575
719 if (RP->layoutoptions1)
720 {
721 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722 strcat (buf, small_buf);
723 }
724
725
726 if (RP->layoutoptions2)
727 {
728 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729 strcat (buf, small_buf);
730 }
731
732
733 if (RP->layoutoptions3)
734 {
735 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
736 strcat (buf, small_buf);
737 }
738
739 if (RP->symmetry)
740 {
741 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
742 strcat (buf, small_buf);
743 }
744
745
746 if (RP->difficulty && RP->difficulty_given)
747 {
748 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
749 strcat (buf, small_buf);
750 }
751
752 if (RP->difficulty_increase != 1.0)
753 {
754 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
755 strcat (buf, small_buf);
756 }
757
758 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
759 strcat (buf, small_buf);
760
761 if (RP->dungeon_depth)
762 {
763 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
764 strcat (buf, small_buf);
765 }
766
767 if (RP->decoroptions)
768 {
769 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
770 strcat (buf, small_buf);
771 }
772
773 if (RP->orientation)
774 {
775 sprintf (small_buf, "orientation %d\n", RP->orientation);
776 strcat (buf, small_buf);
777 }
778
779 if (RP->origin_x)
780 {
781 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
782 strcat (buf, small_buf);
783 }
784
785 if (RP->origin_y)
786 {
787 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
788 strcat (buf, small_buf);
789 }
790 if (RP->random_seed)
791 {
792 /* Add one so that the next map is a bit different */
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
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) 576 if (RP->difficulty_increase > 0.001)
577 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
578
579 if (RP->difficulty < 1)
580 RP->difficulty = 1;
938 { 581 }
939 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); 582 else
940 strcat (buf, small_buf); 583 RP->difficulty_given = 1;
584
585 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
586 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
587
588 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
589 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
590
591 min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE);
592 min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE);
593
594 if (RP->symmetry == SYMMETRY_RANDOM)
595 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
596 else
597 RP->symmetry_used = RP->symmetry;
598
599 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
600 RP->Ysize = RP->Ysize / 2 + 1;
601
602 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
603 RP->Xsize = RP->Xsize / 2 + 1;
604
605 if (RP->expand2x > 0)
941 } 606 {
942 607 RP->Xsize /= 2;
943 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); 608 RP->Ysize /= 2;
944 strcat (buf, small_buf);
945
946 if (dungeon_depth_n)
947 { 609 }
948 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); 610
949 strcat (buf, small_buf); 611 if (strstr (RP->layoutstyle, "onion"))
612 RP->map_layout_style = LAYOUT_ONION;
613 else if (strstr (RP->layoutstyle, "maze"))
614 RP->map_layout_style = LAYOUT_MAZE;
615 else if (strstr (RP->layoutstyle, "spiral"))
616 RP->map_layout_style = LAYOUT_SPIRAL;
617 else if (strstr (RP->layoutstyle, "rogue"))
618 RP->map_layout_style = LAYOUT_ROGUELIKE;
619 else if (strstr (RP->layoutstyle, "snake"))
620 RP->map_layout_style = LAYOUT_SNAKE;
621 else if (strstr (RP->layoutstyle, "squarespiral"))
622 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
623 else if (strstr (RP->layoutstyle, "cave"))
624 RP->map_layout_style = LAYOUT_CAVE;
625 else
626 RP->map_layout_style = LAYOUT_CAVE;//D
627 //RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
628
629 Layout layout = layoutgen (RP);
630
631#ifdef RMAP_DEBUG
632 dump_layout (layout);
633#endif
634
635 /* increment these for the current map */
636 ++RP->dungeon_level;
637
638 // need to patch RP becasue following code doesn't use the Layout object
639 RP->Xsize = layout->w;
640 RP->Ysize = layout->h;
641
642 /* allocate the map and set the floor */
643 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
644
645 /* set region */
646 default_region = RP->region;
647
648 CEDE;
649
650 place_specials_in_map (this, layout, RP);
651
652 CEDE;
653
654 const char *wallstyle = RP->get_str ("wallstyle", 0);
655
656 /* create walls unless the wallstyle is "none" */
657 if (strcmp (wallstyle, "none"))
950 } 658 {
659 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
951 660
952 if (decoroptions_n) 661 /* place doors unless doorstyle or wallstyle is "none" */
662 if (strcmp (RP->doorstyle, "none"))
663 put_doors (this, layout, RP->doorstyle, RP);
953 { 664 }
954 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
955 strcat (buf, small_buf);
956 }
957 665
958 if (orientation_n) 666 CEDE;
959 {
960 sprintf (small_buf, "orientation %d\n", orientation_n);
961 strcat (buf, small_buf);
962 }
963 667
964 if (origin_x_n) 668 const char *exitstyle = RP->get_str ("exitstyle", "");
965 {
966 sprintf (small_buf, "origin_x %d\n", origin_x_n);
967 strcat (buf, small_buf);
968 }
969 669
970 if (origin_y_n) 670 /* create exits unless the exitstyle is "none" */
971 { 671 if (strcmp (exitstyle, "none"))
972 sprintf (small_buf, "origin_y %d\n", origin_y_n); 672 place_exits (this, layout, exitstyle, RP->orientation, RP);
973 strcat (buf, small_buf);
974 }
975 if (random_seed_n)
976 {
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 }
981 673
982 if (treasureoptions_n) 674 CEDE;
983 {
984 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985 strcat (buf, small_buf);
986 }
987 675
676 /* create monsters unless the monsterstyle is "none" */
677 if (strcmp (RP->monsterstyle, "none"))
678 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
988 679
989} 680 CEDE;
990 681
991/* copy an object with an inventory... i.e., duplicate the inv too. */ 682 /* treasures needs to have a proper difficulty set for the map. */
992void 683 difficulty = estimate_difficulty ();
993copy_object_with_inv (object *src_ob, object *dest_ob)
994{
995 object *walk, *tmp;
996 684
997 src_ob->copy_to (dest_ob); 685 CEDE;
998 686
999 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 687 const char *treasurestyle = RP->get_str ("treasurestyle", "");
1000 { 688
1001 tmp = object::create (); 689 /* create treasure unless the treasurestyle is "none" */
1002 walk->copy_to (tmp); 690 place_treasure (this, layout, treasurestyle, RP->get_iv ("treasureoptions"), RP);
1003 insert_ob_in_ob (tmp, dest_ob); 691
1004 } 692 CEDE;
693
694 const char *decorstyle = RP->get_str ("treasurestyle", "");
695
696 /* create decor unless the decorstyle is "none" */
697 if (strcmp (decorstyle, "none"))
698 put_decor (this, layout, decorstyle, RP->get_iv ("decoroptions"), RP);
699
700 CEDE;
701
702 /* generate treasures, etc. */
703 fix_auto_apply ();
704
705 CEDE;
706
707 unblock_exits (this, layout, RP);
708
709 msg = buf;
710 in_memory = MAP_ACTIVE;
711
712 CEDE;
713
714 return 1;
1005} 715}
716

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