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Revision: 1.13
Committed: Sun Dec 31 19:02:24 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +34 -32 lines
Log Message:
reindent, minor changes

File Contents

# Content
1
2 /*
3 CrossFire, A Multiplayer game for X-windows
4
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <time.h>
26 #include <stdio.h>
27 #include <global.h>
28 #include <maze_gen.h>
29 #include <room_gen.h>
30 #include <random_map.h>
31 #include <rproto.h>
32 #include <sproto.h>
33
34 void
35 dump_layout (char **layout, random_map_params *RP)
36 {
37 {
38 int i, j;
39
40 for (i = 0; i < RP->Xsize; i++)
41 {
42 for (j = 0; j < RP->Ysize; j++)
43 {
44 if (layout[i][j] == 0)
45 layout[i][j] = ' ';
46 printf ("%c", layout[i][j]);
47 if (layout[i][j] == ' ')
48 layout[i][j] = 0;
49 }
50 printf ("\n");
51 }
52 }
53 printf ("\n");
54 }
55
56 extern FILE *logfile;
57
58 maptile *
59 generate_random_map (const char *OutFileName, random_map_params *RP)
60 {
61 char **layout, buf[HUGE_BUF];
62 maptile *theMap;
63 int i;
64
65 /* pick a random seed, or use the one from the input file */
66 if (RP->random_seed == 0)
67 RP->random_seed = time (0);
68
69 SRANDOM (RP->random_seed);
70
71 write_map_parameters_to_string (buf, RP);
72
73 if (RP->difficulty == 0)
74 {
75 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
76
77 if (RP->difficulty_increase > 0.001)
78 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
79
80 if (RP->difficulty < 1)
81 RP->difficulty = 1;
82 }
83 else
84 RP->difficulty_given = 1;
85
86 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
87 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
88
89 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
90 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
91
92 if (RP->expand2x > 0)
93 {
94 RP->Xsize /= 2;
95 RP->Ysize /= 2;
96 }
97
98 layout = layoutgen (RP);
99
100 #ifdef RMAP_DEBUG
101 dump_layout (layout, RP);
102 #endif
103
104 /* increment these for the current map */
105 RP->dungeon_level += 1;
106 /* allow constant-difficulty maps. */
107 /* difficulty+=1; */
108
109 /* rotate the layout randomly */
110 layout = rotate_layout (layout, RANDOM () % 4, RP);
111 #ifdef RMAP_DEBUG
112 dump_layout (layout, RP);
113 #endif
114
115 /* allocate the map and set the floor */
116 theMap = make_map_floor (layout, RP->floorstyle, RP);
117
118 /* set the name of the map. */
119 theMap->path = OutFileName;
120
121 /* set region */
122 theMap->region = RP->region;
123
124 /* create walls unless the wallstyle is "none" */
125 if (strcmp (RP->wallstyle, "none"))
126 {
127 make_map_walls (theMap, layout, RP->wallstyle, RP);
128
129 /* place doors unless doorstyle or wallstyle is "none" */
130 if (strcmp (RP->doorstyle, "none"))
131 put_doors (theMap, layout, RP->doorstyle, RP);
132
133 }
134
135 /* create exits unless the exitstyle is "none" */
136 if (strcmp (RP->exitstyle, "none"))
137 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
138
139 place_specials_in_map (theMap, layout, RP);
140
141 /* create monsters unless the monsterstyle is "none" */
142 if (strcmp (RP->monsterstyle, "none"))
143 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
144
145 /* treasures needs to have a proper difficulty set for the map. */
146 theMap->difficulty = theMap->estimate_difficulty ();
147
148 /* create treasure unless the treasurestyle is "none" */
149 if (strcmp (RP->treasurestyle, "none"))
150 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
151
152 /* create decor unless the decorstyle is "none" */
153 if (strcmp (RP->decorstyle, "none"))
154 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
155
156 /* generate treasures, etc. */
157 theMap->fix_auto_apply ();
158
159 unblock_exits (theMap, layout, RP);
160
161 /* free the layout */
162 for (i = 0; i < RP->Xsize; i++)
163 free (layout[i]);
164
165 free (layout);
166
167 theMap->msg = strdup (buf);
168 theMap->in_memory = MAP_IN_MEMORY;
169
170 return theMap;
171 }
172
173 /* function selects the layout function and gives it whatever
174 arguments it needs. */
175 char **
176 layoutgen (random_map_params *RP)
177 {
178 char **maze = 0;
179 int oxsize = RP->Xsize, oysize = RP->Ysize;
180
181 if (RP->symmetry == SYMMETRY_RANDOM)
182 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
183 else
184 RP->symmetry_used = RP->symmetry;
185
186 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
187 RP->Ysize = RP->Ysize / 2 + 1;
188 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
189 RP->Xsize = RP->Xsize / 2 + 1;
190
191 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
192 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
193 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
194 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
195 RP->map_layout_style = 0;
196
197 /* Redo this - there was a lot of redundant code of checking for preset
198 * layout style and then random layout style. Instead, figure out
199 * the numeric layoutstyle, so there is only one area that actually
200 * calls the code to make the maps.
201 */
202 if (strstr (RP->layoutstyle, "onion"))
203 RP->map_layout_style = LAYOUT_ONION;
204
205 if (strstr (RP->layoutstyle, "maze"))
206 RP->map_layout_style = LAYOUT_MAZE;
207
208 if (strstr (RP->layoutstyle, "spiral"))
209 RP->map_layout_style = LAYOUT_SPIRAL;
210
211 if (strstr (RP->layoutstyle, "rogue"))
212 RP->map_layout_style = LAYOUT_ROGUELIKE;
213
214 if (strstr (RP->layoutstyle, "snake"))
215 RP->map_layout_style = LAYOUT_SNAKE;
216
217 if (strstr (RP->layoutstyle, "squarespiral"))
218 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
219
220 /* No style found - choose one ranomdly */
221 if (RP->map_layout_style == LAYOUT_NONE)
222 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
223
224 switch (RP->map_layout_style)
225 {
226 case LAYOUT_ONION:
227 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
228 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
229 roomify_layout (maze, RP);
230 break;
231
232 case LAYOUT_MAZE:
233 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
234 if (!(RANDOM () % 2))
235 doorify_layout (maze, RP);
236 break;
237
238 case LAYOUT_SPIRAL:
239 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
240 if (!(RANDOM () % 2))
241 doorify_layout (maze, RP);
242 break;
243
244 case LAYOUT_ROGUELIKE:
245 /* Don't put symmetry in rogue maps. There isn't much reason to
246 * do so in the first place (doesn't make it any more interesting),
247 * but more importantly, the symmetry code presumes we are symmetrizing
248 * spirals, or maps with lots of passages - making a symmetric rogue
249 * map fails because its likely that the passages the symmetry process
250 * creates may not connect the rooms.
251 */
252 RP->symmetry_used = SYMMETRY_NONE;
253 RP->Ysize = oysize;
254 RP->Xsize = oxsize;
255 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
256 /* no doorifying... done already */
257 break;
258
259 case LAYOUT_SNAKE:
260 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
261 if (RANDOM () % 2)
262 roomify_layout (maze, RP);
263 break;
264
265 case LAYOUT_SQUARE_SPIRAL:
266 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 if (RANDOM () % 2)
268 roomify_layout (maze, RP);
269 break;
270 }
271
272 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
273
274 #ifdef RMAP_DEBUG
275 dump_layout (maze, RP);
276 #endif
277
278 if (RP->expand2x)
279 {
280 maze = expand2x (maze, RP->Xsize, RP->Ysize);
281 RP->Xsize = RP->Xsize * 2 - 1;
282 RP->Ysize = RP->Ysize * 2 - 1;
283 }
284
285 return maze;
286 }
287
288 /* takes a map and makes it symmetric: adjusts Xsize and
289 Ysize to produce a symmetric map. */
290 char **
291 symmetrize_layout (char **maze, int sym, random_map_params *RP)
292 {
293 int i, j;
294 char **sym_maze;
295 int Xsize_orig, Ysize_orig;
296
297 Xsize_orig = RP->Xsize;
298 Ysize_orig = RP->Ysize;
299 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
300 if (sym == SYMMETRY_NONE)
301 {
302 RP->Xsize = Xsize_orig;
303 RP->Ysize = Ysize_orig;
304 return maze;
305 }
306 /* pick new sizes */
307 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
308 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
309
310 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
311 for (i = 0; i < RP->Xsize; i++)
312 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
313
314 if (sym == SYMMETRY_X)
315 for (i = 0; i < RP->Xsize / 2 + 1; i++)
316 for (j = 0; j < RP->Ysize; j++)
317 {
318 sym_maze[i][j] = maze[i][j];
319 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
320 };
321 if (sym == SYMMETRY_Y)
322 for (i = 0; i < RP->Xsize; i++)
323 for (j = 0; j < RP->Ysize / 2 + 1; j++)
324 {
325 sym_maze[i][j] = maze[i][j];
326 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
327 }
328 if (sym == SYMMETRY_XY)
329 for (i = 0; i < RP->Xsize / 2 + 1; i++)
330 for (j = 0; j < RP->Ysize / 2 + 1; j++)
331 {
332 sym_maze[i][j] = maze[i][j];
333 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
334 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
335 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
336 }
337 /* delete the old maze */
338 for (i = 0; i < Xsize_orig; i++)
339 free (maze[i]);
340 free (maze);
341 /* reconnect disjointed spirals */
342 if (RP->map_layout_style == LAYOUT_SPIRAL)
343 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
344 /* reconnect disjointed nethackmazes: the routine for
345 spirals will do the trick? */
346 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
347 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
348
349 return sym_maze;
350 }
351
352
353 /* takes a map and rotates it. This completes the
354 onion layouts, making them possibly centered on any wall.
355 It'll modify Xsize and Ysize if they're swapped.
356 */
357
358 char **
359 rotate_layout (char **maze, int rotation, random_map_params *RP)
360 {
361 char **new_maze;
362 int i, j;
363
364 switch (rotation)
365 {
366 case 0:
367 return maze;
368 break;
369 case 2: /* a reflection */
370 {
371 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
372
373 for (i = 0; i < RP->Xsize; i++)
374 { /* make a copy */
375 for (j = 0; j < RP->Ysize; j++)
376 {
377 newmaze[i * RP->Ysize + j] = maze[i][j];
378 }
379 }
380 for (i = 0; i < RP->Xsize; i++)
381 { /* copy a reflection back */
382 for (j = 0; j < RP->Ysize; j++)
383 {
384 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
385 }
386 }
387 free (newmaze);
388 return maze;
389 break;
390 }
391 case 1:
392 case 3:
393 {
394 int swap;
395 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
396 for (i = 0; i < RP->Ysize; i++)
397 {
398 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
399 }
400 if (rotation == 1) /* swap x and y */
401 for (i = 0; i < RP->Xsize; i++)
402 for (j = 0; j < RP->Ysize; j++)
403 new_maze[j][i] = maze[i][j];
404
405 if (rotation == 3)
406 { /* swap x and y */
407 for (i = 0; i < RP->Xsize; i++)
408 for (j = 0; j < RP->Ysize; j++)
409 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
410 }
411
412 /* delete the old layout */
413 for (i = 0; i < RP->Xsize; i++)
414 free (maze[i]);
415 free (maze);
416
417 swap = RP->Ysize;
418 RP->Ysize = RP->Xsize;
419 RP->Xsize = swap;
420 return new_maze;
421 break;
422 }
423 }
424 return NULL;
425 }
426
427 /* take a layout and make some rooms in it.
428 --works best on onions.*/
429 void
430 roomify_layout (char **maze, random_map_params *RP)
431 {
432 int tries = RP->Xsize * RP->Ysize / 30;
433 int ti;
434
435 for (ti = 0; ti < tries; ti++)
436 {
437 int dx, dy; /* starting location for looking at creating a door */
438 int cx, cy; /* results of checking on creating walls. */
439
440 dx = RANDOM () % RP->Xsize;
441 dy = RANDOM () % RP->Ysize;
442 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
443 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
444 if (cx == -1)
445 {
446 if (cy != -1)
447 make_wall (maze, dx, dy, 1);
448 continue;
449 }
450 if (cy == -1)
451 {
452 make_wall (maze, dx, dy, 0);
453 continue;
454 }
455 if (cx < cy)
456 make_wall (maze, dx, dy, 0);
457 else
458 make_wall (maze, dx, dy, 1);
459 }
460 }
461
462 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
463 (or vertical, dir == 1)
464 here which ends up on other walls sensibly. */
465
466 int
467 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
468 {
469 int i1;
470 int length = 0;
471
472 /* dont make walls if we're on the edge. */
473 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
474 return -1;
475
476 /* don't make walls if we're ON a wall. */
477 if (maze[dx][dy] != 0)
478 return -1;
479
480 if (dir == 0) /* horizontal */
481 {
482 int y = dy;
483
484 for (i1 = dx - 1; i1 > 0; i1--)
485 {
486 int sindex = surround_flag2 (maze, i1, y, RP);
487
488 if (sindex == 1)
489 break;
490 if (sindex != 0)
491 return -1; /* can't make horiz. wall here */
492 if (maze[i1][y] != 0)
493 return -1; /* can't make horiz. wall here */
494 length++;
495 }
496
497 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
498 {
499 int sindex = surround_flag2 (maze, i1, y, RP);
500
501 if (sindex == 2)
502 break;
503 if (sindex != 0)
504 return -1; /* can't make horiz. wall here */
505 if (maze[i1][y] != 0)
506 return -1; /* can't make horiz. wall here */
507 length++;
508 }
509 return length;
510 }
511 else
512 { /* vertical */
513 int x = dx;
514
515 for (i1 = dy - 1; i1 > 0; i1--)
516 {
517 int sindex = surround_flag2 (maze, x, i1, RP);
518
519 if (sindex == 4)
520 break;
521 if (sindex != 0)
522 return -1; /* can't make vert. wall here */
523 if (maze[x][i1] != 0)
524 return -1; /* can't make horiz. wall here */
525 length++;
526 }
527
528 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
529 {
530 int sindex = surround_flag2 (maze, x, i1, RP);
531
532 if (sindex == 8)
533 break;
534 if (sindex != 0)
535 return -1; /* can't make verti. wall here */
536 if (maze[x][i1] != 0)
537 return -1; /* can't make horiz. wall here */
538 length++;
539 }
540 return length;
541 }
542 return -1;
543 }
544
545
546 int
547 make_wall (char **maze, int x, int y, int dir)
548 {
549 maze[x][y] = 'D'; /* mark a door */
550 switch (dir)
551 {
552 case 0: /* horizontal */
553 {
554 int i1;
555
556 for (i1 = x - 1; maze[i1][y] == 0; i1--)
557 maze[i1][y] = '#';
558 for (i1 = x + 1; maze[i1][y] == 0; i1++)
559 maze[i1][y] = '#';
560 break;
561 }
562 case 1: /* vertical */
563 {
564 int i1;
565
566 for (i1 = y - 1; maze[x][i1] == 0; i1--)
567 maze[x][i1] = '#';
568 for (i1 = y + 1; maze[x][i1] == 0; i1++)
569 maze[x][i1] = '#';
570 break;
571 }
572 }
573
574 return 0;
575 }
576
577 /* puts doors at appropriate locations in a layout. */
578 void
579 doorify_layout (char **maze, random_map_params *RP)
580 {
581 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
582 char *doorlist_x;
583 char *doorlist_y;
584 int doorlocs = 0; /* # of available doorlocations */
585 int i, j;
586
587 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
588 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
589
590
591 /* make a list of possible door locations */
592 for (i = 1; i < RP->Xsize - 1; i++)
593 for (j = 1; j < RP->Ysize - 1; j++)
594 {
595 int sindex = surround_flag (maze, i, j, RP);
596
597 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
598 {
599 doorlist_x[doorlocs] = i;
600 doorlist_y[doorlocs] = j;
601 doorlocs++;
602 }
603 }
604
605 while (ndoors > 0 && doorlocs > 0)
606 {
607 int di;
608 int sindex;
609
610 di = RANDOM () % doorlocs;
611 i = doorlist_x[di];
612 j = doorlist_y[di];
613 sindex = surround_flag (maze, i, j, RP);
614 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
615 {
616 maze[i][j] = 'D';
617 ndoors--;
618 }
619 /* reduce the size of the list */
620 doorlocs--;
621 doorlist_x[di] = doorlist_x[doorlocs];
622 doorlist_y[di] = doorlist_y[doorlocs];
623 }
624
625 free (doorlist_x);
626 free (doorlist_y);
627 }
628
629 void
630 write_map_parameters_to_string (char *buf, random_map_params *RP)
631 {
632 char small_buf[256];
633
634 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
635
636 if (RP->wallstyle[0])
637 {
638 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
639 strcat (buf, small_buf);
640 }
641
642 if (RP->floorstyle[0])
643 {
644 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
645 strcat (buf, small_buf);
646 }
647
648 if (RP->monsterstyle[0])
649 {
650 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
651 strcat (buf, small_buf);
652 }
653
654 if (RP->treasurestyle[0])
655 {
656 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
657 strcat (buf, small_buf);
658 }
659
660 if (RP->layoutstyle[0])
661 {
662 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
663 strcat (buf, small_buf);
664 }
665
666 if (RP->decorstyle[0])
667 {
668 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
669 strcat (buf, small_buf);
670 }
671
672 if (RP->doorstyle[0])
673 {
674 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
675 strcat (buf, small_buf);
676 }
677
678 if (RP->exitstyle[0])
679 {
680 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
681 strcat (buf, small_buf);
682 }
683
684 if (RP->final_map[0])
685 {
686 sprintf (small_buf, "final_map %s\n", RP->final_map);
687 strcat (buf, small_buf);
688 }
689
690 if (RP->exit_on_final_map[0])
691 {
692 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
693 strcat (buf, small_buf);
694 }
695
696 if (RP->this_map[0])
697 {
698 sprintf (small_buf, "origin_map %s\n", RP->this_map);
699 strcat (buf, small_buf);
700 }
701
702 if (RP->expand2x)
703 {
704 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
705 strcat (buf, small_buf);
706 }
707
708 if (RP->layoutoptions1)
709 {
710 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
711 strcat (buf, small_buf);
712 }
713
714
715 if (RP->layoutoptions2)
716 {
717 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
718 strcat (buf, small_buf);
719 }
720
721
722 if (RP->layoutoptions3)
723 {
724 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
725 strcat (buf, small_buf);
726 }
727
728 if (RP->symmetry)
729 {
730 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
731 strcat (buf, small_buf);
732 }
733
734
735 if (RP->difficulty && RP->difficulty_given)
736 {
737 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
738 strcat (buf, small_buf);
739 }
740
741 if (RP->difficulty_increase != 1.0)
742 {
743 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
744 strcat (buf, small_buf);
745 }
746
747 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
748 strcat (buf, small_buf);
749
750 if (RP->dungeon_depth)
751 {
752 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
753 strcat (buf, small_buf);
754 }
755
756 if (RP->decoroptions)
757 {
758 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
759 strcat (buf, small_buf);
760 }
761
762 if (RP->orientation)
763 {
764 sprintf (small_buf, "orientation %d\n", RP->orientation);
765 strcat (buf, small_buf);
766 }
767
768 if (RP->origin_x)
769 {
770 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
771 strcat (buf, small_buf);
772 }
773
774 if (RP->origin_y)
775 {
776 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
777 strcat (buf, small_buf);
778 }
779
780 if (RP->random_seed)
781 {
782 /* Add one so that the next map is a bit different */
783 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
784 strcat (buf, small_buf);
785 }
786
787 if (RP->treasureoptions)
788 {
789 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
790 strcat (buf, small_buf);
791 }
792 }
793
794 void
795 write_parameters_to_string (char *buf,
796 int xsize_n,
797 int ysize_n,
798 char *wallstyle_n,
799 char *floorstyle_n,
800 char *monsterstyle_n,
801 char *treasurestyle_n,
802 char *layoutstyle_n,
803 char *decorstyle_n,
804 char *doorstyle_n,
805 char *exitstyle_n,
806 char *final_map_n,
807 char *exit_on_final_map_n,
808 char *this_map_n,
809 int layoutoptions1_n,
810 int layoutoptions2_n,
811 int layoutoptions3_n,
812 int symmetry_n,
813 int dungeon_depth_n,
814 int dungeon_level_n,
815 int difficulty_n,
816 int difficulty_given_n,
817 int decoroptions_n,
818 int orientation_n,
819 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
820 {
821
822 char small_buf[256];
823
824 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
825
826 if (wallstyle_n && wallstyle_n[0])
827 {
828 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
829 strcat (buf, small_buf);
830 }
831
832 if (floorstyle_n && floorstyle_n[0])
833 {
834 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
835 strcat (buf, small_buf);
836 }
837
838 if (monsterstyle_n && monsterstyle_n[0])
839 {
840 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (treasurestyle_n && treasurestyle_n[0])
845 {
846 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
847 strcat (buf, small_buf);
848 }
849
850 if (layoutstyle_n && layoutstyle_n[0])
851 {
852 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
853 strcat (buf, small_buf);
854 }
855
856 if (decorstyle_n && decorstyle_n[0])
857 {
858 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
859 strcat (buf, small_buf);
860 }
861
862 if (doorstyle_n && doorstyle_n[0])
863 {
864 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
865 strcat (buf, small_buf);
866 }
867
868 if (exitstyle_n && exitstyle_n[0])
869 {
870 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
871 strcat (buf, small_buf);
872 }
873
874 if (final_map_n && final_map_n[0])
875 {
876 sprintf (small_buf, "final_map %s\n", final_map_n);
877 strcat (buf, small_buf);
878 }
879
880 if (exit_on_final_map_n && exit_on_final_map_n[0])
881 {
882 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
883 strcat (buf, small_buf);
884 }
885
886 if (this_map_n && this_map_n[0])
887 {
888 sprintf (small_buf, "origin_map %s\n", this_map_n);
889 strcat (buf, small_buf);
890 }
891
892 if (layoutoptions1_n)
893 {
894 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
895 strcat (buf, small_buf);
896 }
897
898 if (layoutoptions2_n)
899 {
900 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
901 strcat (buf, small_buf);
902 }
903
904
905 if (layoutoptions3_n)
906 {
907 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
908 strcat (buf, small_buf);
909 }
910
911 if (symmetry_n)
912 {
913 sprintf (small_buf, "symmetry %d\n", symmetry_n);
914 strcat (buf, small_buf);
915 }
916
917
918 if (difficulty_n && difficulty_given_n)
919 {
920 sprintf (small_buf, "difficulty %d\n", difficulty_n);
921 strcat (buf, small_buf);
922 }
923
924 if (difficulty_increase > 0.001)
925 {
926 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
927 strcat (buf, small_buf);
928 }
929
930 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
931 strcat (buf, small_buf);
932
933 if (dungeon_depth_n)
934 {
935 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
936 strcat (buf, small_buf);
937 }
938
939 if (decoroptions_n)
940 {
941 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
942 strcat (buf, small_buf);
943 }
944
945 if (orientation_n)
946 {
947 sprintf (small_buf, "orientation %d\n", orientation_n);
948 strcat (buf, small_buf);
949 }
950
951 if (origin_x_n)
952 {
953 sprintf (small_buf, "origin_x %d\n", origin_x_n);
954 strcat (buf, small_buf);
955 }
956
957 if (origin_y_n)
958 {
959 sprintf (small_buf, "origin_y %d\n", origin_y_n);
960 strcat (buf, small_buf);
961 }
962
963 if (random_seed_n)
964 {
965 /* Add one so that the next map is a bit different */
966 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
967 strcat (buf, small_buf);
968 }
969
970 if (treasureoptions_n)
971 {
972 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
973 strcat (buf, small_buf);
974 }
975
976
977 }
978
979 /* copy an object with an inventory... i.e., duplicate the inv too. */
980 void
981 copy_object_with_inv (object *src_ob, object *dest_ob)
982 {
983 object *walk, *tmp;
984
985 src_ob->copy_to (dest_ob);
986
987 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
988 {
989 tmp = object::create ();
990
991 walk->copy_to (tmp);
992 insert_ob_in_ob (tmp, dest_ob);
993 }
994 }