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/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.11
Committed: Sat Dec 30 18:45:28 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +131 -145 lines
Log Message:
random maps are nphard

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <time.h>
25 #include <stdio.h>
26 #include <global.h>
27 #include <maze_gen.h>
28 #include <room_gen.h>
29 #include <random_map.h>
30 #include <rproto.h>
31 #include <sproto.h>
32
33 void
34 dump_layout (char **layout, random_map_params * RP)
35 {
36 {
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 {
41 for (j = 0; j < RP->Ysize; j++)
42 {
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 }
51 }
52 printf ("\n");
53 }
54
55 extern FILE *logfile;
56
57 maptile *
58 generate_random_map (const char *OutFileName, random_map_params * 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 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 = theMap->estimate_difficulty ();
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 theMap->fix_auto_apply ();
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 }
169
170 /* function selects the layout function and gives it whatever
171 arguments it needs. */
172 char **
173 layoutgen (random_map_params * RP)
174 {
175 char **maze = 0;
176 int oxsize = RP->Xsize, oysize = RP->Ysize;
177
178 if (RP->symmetry == SYMMETRY_RANDOM)
179 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
180 else
181 RP->symmetry_used = RP->symmetry;
182
183 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
184 RP->Ysize = RP->Ysize / 2 + 1;
185 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
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 RP->map_layout_style = LAYOUT_ONION;
201
202 if (strstr (RP->layoutstyle, "maze"))
203 RP->map_layout_style = LAYOUT_MAZE;
204
205 if (strstr (RP->layoutstyle, "spiral"))
206 RP->map_layout_style = LAYOUT_SPIRAL;
207
208 if (strstr (RP->layoutstyle, "rogue"))
209 RP->map_layout_style = LAYOUT_ROGUELIKE;
210
211 if (strstr (RP->layoutstyle, "snake"))
212 RP->map_layout_style = LAYOUT_SNAKE;
213
214 if (strstr (RP->layoutstyle, "squarespiral"))
215 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
216
217 /* No style found - choose one ranomdly */
218 if (RP->map_layout_style == LAYOUT_NONE)
219 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
220
221 switch (RP->map_layout_style)
222 {
223 case LAYOUT_ONION:
224 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
225 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
226 roomify_layout (maze, RP);
227 break;
228
229 case LAYOUT_MAZE:
230 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
231 if (!(RANDOM () % 2))
232 doorify_layout (maze, RP);
233 break;
234
235 case LAYOUT_SPIRAL:
236 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
237 if (!(RANDOM () % 2))
238 doorify_layout (maze, RP);
239 break;
240
241 case LAYOUT_ROGUELIKE:
242 /* Don't put symmetry in rogue maps. There isn't much reason to
243 * do so in the first place (doesn't make it any more interesting),
244 * but more importantly, the symmetry code presumes we are symmetrizing
245 * spirals, or maps with lots of passages - making a symmetric rogue
246 * map fails because its likely that the passages the symmetry process
247 * creates may not connect the rooms.
248 */
249 RP->symmetry_used = SYMMETRY_NONE;
250 RP->Ysize = oysize;
251 RP->Xsize = oxsize;
252 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
253 /* no doorifying... done already */
254 break;
255
256 case LAYOUT_SNAKE:
257 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
258 if (RANDOM () % 2)
259 roomify_layout (maze, RP);
260 break;
261
262 case LAYOUT_SQUARE_SPIRAL:
263 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
264 if (RANDOM () % 2)
265 roomify_layout (maze, RP);
266 break;
267 }
268
269 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
270
271 #ifdef RMAP_DEBUG
272 dump_layout (maze, RP);
273 #endif
274
275 if (RP->expand2x)
276 {
277 maze = expand2x (maze, RP->Xsize, RP->Ysize);
278 RP->Xsize = RP->Xsize * 2 - 1;
279 RP->Ysize = RP->Ysize * 2 - 1;
280 }
281
282 return maze;
283 }
284
285 /* takes a map and makes it symmetric: adjusts Xsize and
286 Ysize to produce a symmetric map. */
287 char **
288 symmetrize_layout (char **maze, int sym, random_map_params * RP)
289 {
290 int i, j;
291 char **sym_maze;
292 int Xsize_orig, Ysize_orig;
293
294 Xsize_orig = RP->Xsize;
295 Ysize_orig = RP->Ysize;
296 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
297 if (sym == SYMMETRY_NONE)
298 {
299 RP->Xsize = Xsize_orig;
300 RP->Ysize = Ysize_orig;
301 return maze;
302 }
303 /* pick new sizes */
304 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
305 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
306
307 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
308 for (i = 0; i < RP->Xsize; i++)
309 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
310
311 if (sym == SYMMETRY_X)
312 for (i = 0; i < RP->Xsize / 2 + 1; i++)
313 for (j = 0; j < RP->Ysize; j++)
314 {
315 sym_maze[i][j] = maze[i][j];
316 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
317 };
318 if (sym == SYMMETRY_Y)
319 for (i = 0; i < RP->Xsize; i++)
320 for (j = 0; j < RP->Ysize / 2 + 1; j++)
321 {
322 sym_maze[i][j] = maze[i][j];
323 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
324 }
325 if (sym == SYMMETRY_XY)
326 for (i = 0; i < RP->Xsize / 2 + 1; i++)
327 for (j = 0; j < RP->Ysize / 2 + 1; j++)
328 {
329 sym_maze[i][j] = maze[i][j];
330 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
331 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
332 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
333 }
334 /* delete the old maze */
335 for (i = 0; i < Xsize_orig; i++)
336 free (maze[i]);
337 free (maze);
338 /* reconnect disjointed spirals */
339 if (RP->map_layout_style == LAYOUT_SPIRAL)
340 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
341 /* reconnect disjointed nethackmazes: the routine for
342 spirals will do the trick? */
343 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
344 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
345
346 return sym_maze;
347 }
348
349
350 /* takes a map and rotates it. This completes the
351 onion layouts, making them possibly centered on any wall.
352 It'll modify Xsize and Ysize if they're swapped.
353 */
354
355 char **
356 rotate_layout (char **maze, int rotation, random_map_params * RP)
357 {
358 char **new_maze;
359 int i, j;
360
361 switch (rotation)
362 {
363 case 0:
364 return maze;
365 break;
366 case 2: /* a reflection */
367 {
368 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
369
370 for (i = 0; i < RP->Xsize; i++)
371 { /* make a copy */
372 for (j = 0; j < RP->Ysize; j++)
373 {
374 newmaze[i * RP->Ysize + j] = maze[i][j];
375 }
376 }
377 for (i = 0; i < RP->Xsize; i++)
378 { /* copy a reflection back */
379 for (j = 0; j < RP->Ysize; j++)
380 {
381 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
382 }
383 }
384 free (newmaze);
385 return maze;
386 break;
387 }
388 case 1:
389 case 3:
390 {
391 int swap;
392 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
393 for (i = 0; i < RP->Ysize; i++)
394 {
395 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
396 }
397 if (rotation == 1) /* swap x and y */
398 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++)
400 new_maze[j][i] = maze[i][j];
401
402 if (rotation == 3)
403 { /* swap x and y */
404 for (i = 0; i < RP->Xsize; i++)
405 for (j = 0; j < RP->Ysize; j++)
406 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
407 }
408
409 /* delete the old layout */
410 for (i = 0; i < RP->Xsize; i++)
411 free (maze[i]);
412 free (maze);
413
414 swap = RP->Ysize;
415 RP->Ysize = RP->Xsize;
416 RP->Xsize = swap;
417 return new_maze;
418 break;
419 }
420 }
421 return NULL;
422 }
423
424 /* take a layout and make some rooms in it.
425 --works best on onions.*/
426 void
427 roomify_layout (char **maze, random_map_params * RP)
428 {
429 int tries = RP->Xsize * RP->Ysize / 30;
430 int ti;
431
432 for (ti = 0; ti < tries; ti++)
433 {
434 int dx, dy; /* starting location for looking at creating a door */
435 int cx, cy; /* results of checking on creating walls. */
436
437 dx = RANDOM () % RP->Xsize;
438 dy = RANDOM () % RP->Ysize;
439 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
440 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
441 if (cx == -1)
442 {
443 if (cy != -1)
444 make_wall (maze, dx, dy, 1);
445 continue;
446 }
447 if (cy == -1)
448 {
449 make_wall (maze, dx, dy, 0);
450 continue;
451 }
452 if (cx < cy)
453 make_wall (maze, dx, dy, 0);
454 else
455 make_wall (maze, dx, dy, 1);
456 }
457 }
458
459 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
460 (or vertical, dir == 1)
461 here which ends up on other walls sensibly. */
462
463 int
464 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP)
465 {
466 int i1;
467 int length = 0;
468
469 /* dont make walls if we're on the edge. */
470 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
471 return -1;
472
473 /* don't make walls if we're ON a wall. */
474 if (maze[dx][dy] != 0)
475 return -1;
476
477 if (dir == 0) /* horizontal */
478 {
479 int y = dy;
480
481 for (i1 = dx - 1; i1 > 0; i1--)
482 {
483 int sindex = surround_flag2 (maze, i1, y, RP);
484
485 if (sindex == 1)
486 break;
487 if (sindex != 0)
488 return -1; /* can't make horiz. wall here */
489 if (maze[i1][y] != 0)
490 return -1; /* can't make horiz. wall here */
491 length++;
492 }
493
494 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
495 {
496 int sindex = surround_flag2 (maze, i1, y, RP);
497
498 if (sindex == 2)
499 break;
500 if (sindex != 0)
501 return -1; /* can't make horiz. wall here */
502 if (maze[i1][y] != 0)
503 return -1; /* can't make horiz. wall here */
504 length++;
505 }
506 return length;
507 }
508 else
509 { /* vertical */
510 int x = dx;
511
512 for (i1 = dy - 1; i1 > 0; i1--)
513 {
514 int sindex = surround_flag2 (maze, x, i1, RP);
515
516 if (sindex == 4)
517 break;
518 if (sindex != 0)
519 return -1; /* can't make vert. wall here */
520 if (maze[x][i1] != 0)
521 return -1; /* can't make horiz. wall here */
522 length++;
523 }
524
525 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
526 {
527 int sindex = surround_flag2 (maze, x, i1, RP);
528
529 if (sindex == 8)
530 break;
531 if (sindex != 0)
532 return -1; /* can't make verti. wall here */
533 if (maze[x][i1] != 0)
534 return -1; /* can't make horiz. wall here */
535 length++;
536 }
537 return length;
538 }
539 return -1;
540 }
541
542
543 int
544 make_wall (char **maze, int x, int y, int dir)
545 {
546 maze[x][y] = 'D'; /* mark a door */
547 switch (dir)
548 {
549 case 0: /* horizontal */
550 {
551 int i1;
552
553 for (i1 = x - 1; maze[i1][y] == 0; i1--)
554 maze[i1][y] = '#';
555 for (i1 = x + 1; maze[i1][y] == 0; i1++)
556 maze[i1][y] = '#';
557 break;
558 }
559 case 1: /* vertical */
560 {
561 int i1;
562
563 for (i1 = y - 1; maze[x][i1] == 0; i1--)
564 maze[x][i1] = '#';
565 for (i1 = y + 1; maze[x][i1] == 0; i1++)
566 maze[x][i1] = '#';
567 break;
568 }
569 }
570
571 return 0;
572 }
573
574 /* puts doors at appropriate locations in a layout. */
575
576 void
577 doorify_layout (char **maze, random_map_params * RP)
578 {
579 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
580 char *doorlist_x;
581 char *doorlist_y;
582 int doorlocs = 0; /* # of available doorlocations */
583 int i, j;
584
585 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
586 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
587
588
589 /* make a list of possible door locations */
590 for (i = 1; i < RP->Xsize - 1; i++)
591 for (j = 1; j < RP->Ysize - 1; j++)
592 {
593 int sindex = surround_flag (maze, i, j, RP);
594
595 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
596 {
597 doorlist_x[doorlocs] = i;
598 doorlist_y[doorlocs] = j;
599 doorlocs++;
600 }
601 }
602 while (ndoors > 0 && doorlocs > 0)
603 {
604 int di;
605 int sindex;
606
607 di = RANDOM () % doorlocs;
608 i = doorlist_x[di];
609 j = doorlist_y[di];
610 sindex = surround_flag (maze, i, j, RP);
611 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
612 {
613 maze[i][j] = 'D';
614 ndoors--;
615 }
616 /* reduce the size of the list */
617 doorlocs--;
618 doorlist_x[di] = doorlist_x[doorlocs];
619 doorlist_y[di] = doorlist_y[doorlocs];
620 }
621 free (doorlist_x);
622 free (doorlist_y);
623 }
624
625
626 void
627 write_map_parameters_to_string (char *buf, random_map_params * RP)
628 {
629 char small_buf[256];
630
631 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
632
633 if (RP->wallstyle[0])
634 {
635 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
636 strcat (buf, small_buf);
637 }
638
639 if (RP->floorstyle[0])
640 {
641 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
642 strcat (buf, small_buf);
643 }
644
645 if (RP->monsterstyle[0])
646 {
647 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
648 strcat (buf, small_buf);
649 }
650
651 if (RP->treasurestyle[0])
652 {
653 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
654 strcat (buf, small_buf);
655 }
656
657 if (RP->layoutstyle[0])
658 {
659 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
660 strcat (buf, small_buf);
661 }
662
663 if (RP->decorstyle[0])
664 {
665 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
666 strcat (buf, small_buf);
667 }
668
669 if (RP->doorstyle[0])
670 {
671 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
672 strcat (buf, small_buf);
673 }
674
675 if (RP->exitstyle[0])
676 {
677 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
678 strcat (buf, small_buf);
679 }
680
681 if (RP->final_map[0])
682 {
683 sprintf (small_buf, "final_map %s\n", RP->final_map);
684 strcat (buf, small_buf);
685 }
686
687 if (RP->exit_on_final_map[0])
688 {
689 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
690 strcat (buf, small_buf);
691 }
692
693 if (RP->this_map[0])
694 {
695 sprintf (small_buf, "origin_map %s\n", RP->this_map);
696 strcat (buf, small_buf);
697 }
698
699 if (RP->expand2x)
700 {
701 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
702 strcat (buf, small_buf);
703 }
704
705 if (RP->layoutoptions1)
706 {
707 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
708 strcat (buf, small_buf);
709 }
710
711
712 if (RP->layoutoptions2)
713 {
714 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715 strcat (buf, small_buf);
716 }
717
718
719 if (RP->layoutoptions3)
720 {
721 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
722 strcat (buf, small_buf);
723 }
724
725 if (RP->symmetry)
726 {
727 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
728 strcat (buf, small_buf);
729 }
730
731
732 if (RP->difficulty && RP->difficulty_given)
733 {
734 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
735 strcat (buf, small_buf);
736 }
737
738 if (RP->difficulty_increase != 1.0)
739 {
740 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
741 strcat (buf, small_buf);
742 }
743
744 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
745 strcat (buf, small_buf);
746
747 if (RP->dungeon_depth)
748 {
749 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
750 strcat (buf, small_buf);
751 }
752
753 if (RP->decoroptions)
754 {
755 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
756 strcat (buf, small_buf);
757 }
758
759 if (RP->orientation)
760 {
761 sprintf (small_buf, "orientation %d\n", RP->orientation);
762 strcat (buf, small_buf);
763 }
764
765 if (RP->origin_x)
766 {
767 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
768 strcat (buf, small_buf);
769 }
770
771 if (RP->origin_y)
772 {
773 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
774 strcat (buf, small_buf);
775 }
776
777 if (RP->random_seed)
778 {
779 /* Add one so that the next map is a bit different */
780 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
781 strcat (buf, small_buf);
782 }
783
784 if (RP->treasureoptions)
785 {
786 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
787 strcat (buf, small_buf);
788 }
789 }
790
791 void
792 write_parameters_to_string (char *buf,
793 int xsize_n,
794 int ysize_n,
795 char *wallstyle_n,
796 char *floorstyle_n,
797 char *monsterstyle_n,
798 char *treasurestyle_n,
799 char *layoutstyle_n,
800 char *decorstyle_n,
801 char *doorstyle_n,
802 char *exitstyle_n,
803 char *final_map_n,
804 char *exit_on_final_map_n,
805 char *this_map_n,
806 int layoutoptions1_n,
807 int layoutoptions2_n,
808 int layoutoptions3_n,
809 int symmetry_n,
810 int dungeon_depth_n,
811 int dungeon_level_n,
812 int difficulty_n,
813 int difficulty_given_n,
814 int decoroptions_n,
815 int orientation_n,
816 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
817 {
818
819 char small_buf[256];
820
821 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
822
823 if (wallstyle_n && wallstyle_n[0])
824 {
825 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
826 strcat (buf, small_buf);
827 }
828
829 if (floorstyle_n && floorstyle_n[0])
830 {
831 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
832 strcat (buf, small_buf);
833 }
834
835 if (monsterstyle_n && monsterstyle_n[0])
836 {
837 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
838 strcat (buf, small_buf);
839 }
840
841 if (treasurestyle_n && treasurestyle_n[0])
842 {
843 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
844 strcat (buf, small_buf);
845 }
846
847 if (layoutstyle_n && layoutstyle_n[0])
848 {
849 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
850 strcat (buf, small_buf);
851 }
852
853 if (decorstyle_n && decorstyle_n[0])
854 {
855 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
856 strcat (buf, small_buf);
857 }
858
859 if (doorstyle_n && doorstyle_n[0])
860 {
861 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
862 strcat (buf, small_buf);
863 }
864
865 if (exitstyle_n && exitstyle_n[0])
866 {
867 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
868 strcat (buf, small_buf);
869 }
870
871 if (final_map_n && final_map_n[0])
872 {
873 sprintf (small_buf, "final_map %s\n", final_map_n);
874 strcat (buf, small_buf);
875 }
876
877 if (exit_on_final_map_n && exit_on_final_map_n[0])
878 {
879 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
880 strcat (buf, small_buf);
881 }
882
883 if (this_map_n && this_map_n[0])
884 {
885 sprintf (small_buf, "origin_map %s\n", this_map_n);
886 strcat (buf, small_buf);
887 }
888
889 if (layoutoptions1_n)
890 {
891 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
892 strcat (buf, small_buf);
893 }
894
895
896 if (layoutoptions2_n)
897 {
898 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
899 strcat (buf, small_buf);
900 }
901
902
903 if (layoutoptions3_n)
904 {
905 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
906 strcat (buf, small_buf);
907 }
908
909 if (symmetry_n)
910 {
911 sprintf (small_buf, "symmetry %d\n", symmetry_n);
912 strcat (buf, small_buf);
913 }
914
915
916 if (difficulty_n && difficulty_given_n)
917 {
918 sprintf (small_buf, "difficulty %d\n", difficulty_n);
919 strcat (buf, small_buf);
920 }
921
922 if (difficulty_increase > 0.001)
923 {
924 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
925 strcat (buf, small_buf);
926 }
927
928 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
929 strcat (buf, small_buf);
930
931 if (dungeon_depth_n)
932 {
933 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
934 strcat (buf, small_buf);
935 }
936
937 if (decoroptions_n)
938 {
939 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
940 strcat (buf, small_buf);
941 }
942
943 if (orientation_n)
944 {
945 sprintf (small_buf, "orientation %d\n", orientation_n);
946 strcat (buf, small_buf);
947 }
948
949 if (origin_x_n)
950 {
951 sprintf (small_buf, "origin_x %d\n", origin_x_n);
952 strcat (buf, small_buf);
953 }
954
955 if (origin_y_n)
956 {
957 sprintf (small_buf, "origin_y %d\n", origin_y_n);
958 strcat (buf, small_buf);
959 }
960
961 if (random_seed_n)
962 {
963 /* Add one so that the next map is a bit different */
964 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
965 strcat (buf, small_buf);
966 }
967
968 if (treasureoptions_n)
969 {
970 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
971 strcat (buf, small_buf);
972 }
973
974
975 }
976
977 /* copy an object with an inventory... i.e., duplicate the inv too. */
978 void
979 copy_object_with_inv (object *src_ob, object *dest_ob)
980 {
981 object *walk, *tmp;
982
983 src_ob->copy_to (dest_ob);
984
985 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
986 {
987 tmp = object::create ();
988 walk->copy_to (tmp);
989 insert_ob_in_ob (tmp, dest_ob);
990 }
991 }