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/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.18
Committed: Thu Jan 11 00:41:08 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +9 -3 lines
Log Message:
make random map paths more beautiful, in the common case

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
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 maptile *
57 generate_random_map (const char *OutFileName, random_map_params *RP)
58 {
59 char **layout, buf[16384];
60 maptile *theMap;
61 int i;
62
63 /* pick a random seed, or use the one from the input file */
64 SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0));
65
66 write_map_parameters_to_string (buf, RP);
67
68 if (RP->difficulty == 0)
69 {
70 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
71
72 if (RP->difficulty_increase > 0.001)
73 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
74
75 if (RP->difficulty < 1)
76 RP->difficulty = 1;
77 }
78 else
79 RP->difficulty_given = 1;
80
81 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
82 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
83
84 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
85 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
86
87 if (RP->expand2x > 0)
88 {
89 RP->Xsize /= 2;
90 RP->Ysize /= 2;
91 }
92
93 layout = layoutgen (RP);
94
95 #ifdef RMAP_DEBUG
96 dump_layout (layout, RP);
97 #endif
98
99 /* increment these for the current map */
100 RP->dungeon_level += 1;
101 /* allow constant-difficulty maps. */
102 /* difficulty+=1; */
103
104 /* rotate the layout randomly */
105 layout = rotate_layout (layout, RANDOM () % 4, RP);
106 #ifdef RMAP_DEBUG
107 dump_layout (layout, RP);
108 #endif
109
110 /* allocate the map and set the floor */
111 theMap = make_map_floor (layout, RP->floorstyle, RP);
112
113 /* set the name of the map. */
114 theMap->path = OutFileName;
115
116 /* set region */
117 theMap->region = RP->region;
118
119 coroapi::cede ();
120 /* create walls unless the wallstyle is "none" */
121 if (strcmp (RP->wallstyle, "none"))
122 {
123 make_map_walls (theMap, layout, RP->wallstyle, RP);
124
125 /* place doors unless doorstyle or wallstyle is "none" */
126 if (strcmp (RP->doorstyle, "none"))
127 put_doors (theMap, layout, RP->doorstyle, RP);
128
129 }
130
131 coroapi::cede ();
132 /* create exits unless the exitstyle is "none" */
133 if (strcmp (RP->exitstyle, "none"))
134 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
135
136 coroapi::cede ();
137 place_specials_in_map (theMap, layout, RP);
138
139 coroapi::cede ();
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 coroapi::cede ();
145 /* treasures needs to have a proper difficulty set for the map. */
146 theMap->difficulty = theMap->estimate_difficulty ();
147
148 coroapi::cede ();
149 /* create treasure unless the treasurestyle is "none" */
150 if (strcmp (RP->treasurestyle, "none"))
151 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
152
153 coroapi::cede ();
154 /* create decor unless the decorstyle is "none" */
155 if (strcmp (RP->decorstyle, "none"))
156 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
157
158 coroapi::cede ();
159 /* generate treasures, etc. */
160 theMap->fix_auto_apply ();
161
162 coroapi::cede ();
163 unblock_exits (theMap, layout, RP);
164
165 /* free the layout */
166 for (i = 0; i < RP->Xsize; i++)
167 free (layout[i]);
168
169 free (layout);
170
171 theMap->msg = strdup (buf);
172 theMap->in_memory = MAP_IN_MEMORY;
173
174 return theMap;
175 }
176
177 /* function selects the layout function and gives it whatever
178 arguments it needs. */
179 char **
180 layoutgen (random_map_params *RP)
181 {
182 char **maze = 0;
183 int oxsize = RP->Xsize, oysize = RP->Ysize;
184
185 if (RP->symmetry == SYMMETRY_RANDOM)
186 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
187 else
188 RP->symmetry_used = RP->symmetry;
189
190 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
191 RP->Ysize = RP->Ysize / 2 + 1;
192 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
193 RP->Xsize = RP->Xsize / 2 + 1;
194
195 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
196 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
197 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
198 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
199 RP->map_layout_style = 0;
200
201 /* Redo this - there was a lot of redundant code of checking for preset
202 * layout style and then random layout style. Instead, figure out
203 * the numeric layoutstyle, so there is only one area that actually
204 * calls the code to make the maps.
205 */
206 if (strstr (RP->layoutstyle, "onion"))
207 RP->map_layout_style = LAYOUT_ONION;
208
209 if (strstr (RP->layoutstyle, "maze"))
210 RP->map_layout_style = LAYOUT_MAZE;
211
212 if (strstr (RP->layoutstyle, "spiral"))
213 RP->map_layout_style = LAYOUT_SPIRAL;
214
215 if (strstr (RP->layoutstyle, "rogue"))
216 RP->map_layout_style = LAYOUT_ROGUELIKE;
217
218 if (strstr (RP->layoutstyle, "snake"))
219 RP->map_layout_style = LAYOUT_SNAKE;
220
221 if (strstr (RP->layoutstyle, "squarespiral"))
222 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
223
224 /* No style found - choose one ranomdly */
225 if (RP->map_layout_style == LAYOUT_NONE)
226 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
227
228 switch (RP->map_layout_style)
229 {
230 case LAYOUT_ONION:
231 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
232 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
233 roomify_layout (maze, RP);
234 break;
235
236 case LAYOUT_MAZE:
237 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
238 if (!(RANDOM () % 2))
239 doorify_layout (maze, RP);
240 break;
241
242 case LAYOUT_SPIRAL:
243 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
244 if (!(RANDOM () % 2))
245 doorify_layout (maze, RP);
246 break;
247
248 case LAYOUT_ROGUELIKE:
249 /* Don't put symmetry in rogue maps. There isn't much reason to
250 * do so in the first place (doesn't make it any more interesting),
251 * but more importantly, the symmetry code presumes we are symmetrizing
252 * spirals, or maps with lots of passages - making a symmetric rogue
253 * map fails because its likely that the passages the symmetry process
254 * creates may not connect the rooms.
255 */
256 RP->symmetry_used = SYMMETRY_NONE;
257 RP->Ysize = oysize;
258 RP->Xsize = oxsize;
259 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
260 /* no doorifying... done already */
261 break;
262
263 case LAYOUT_SNAKE:
264 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
265 if (RANDOM () % 2)
266 roomify_layout (maze, RP);
267 break;
268
269 case LAYOUT_SQUARE_SPIRAL:
270 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
271 if (RANDOM () % 2)
272 roomify_layout (maze, RP);
273 break;
274 }
275
276 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
277
278 #ifdef RMAP_DEBUG
279 dump_layout (maze, RP);
280 #endif
281
282 if (RP->expand2x)
283 {
284 maze = expand2x (maze, RP->Xsize, RP->Ysize);
285 RP->Xsize = RP->Xsize * 2 - 1;
286 RP->Ysize = RP->Ysize * 2 - 1;
287 }
288
289 return maze;
290 }
291
292 /* takes a map and makes it symmetric: adjusts Xsize and
293 Ysize to produce a symmetric map. */
294 char **
295 symmetrize_layout (char **maze, int sym, random_map_params *RP)
296 {
297 int i, j;
298 char **sym_maze;
299 int Xsize_orig, Ysize_orig;
300
301 Xsize_orig = RP->Xsize;
302 Ysize_orig = RP->Ysize;
303 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
304 if (sym == SYMMETRY_NONE)
305 {
306 RP->Xsize = Xsize_orig;
307 RP->Ysize = Ysize_orig;
308 return maze;
309 }
310 /* pick new sizes */
311 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
312 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
313
314 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
315 for (i = 0; i < RP->Xsize; i++)
316 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
317
318 if (sym == SYMMETRY_X)
319 for (i = 0; i < RP->Xsize / 2 + 1; i++)
320 for (j = 0; j < RP->Ysize; j++)
321 {
322 sym_maze[i][j] = maze[i][j];
323 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
324 };
325 if (sym == SYMMETRY_Y)
326 for (i = 0; i < RP->Xsize; 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 }
332 if (sym == SYMMETRY_XY)
333 for (i = 0; i < RP->Xsize / 2 + 1; i++)
334 for (j = 0; j < RP->Ysize / 2 + 1; j++)
335 {
336 sym_maze[i][j] = maze[i][j];
337 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
338 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
339 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
340 }
341 /* delete the old maze */
342 for (i = 0; i < Xsize_orig; i++)
343 free (maze[i]);
344 free (maze);
345 /* reconnect disjointed spirals */
346 if (RP->map_layout_style == LAYOUT_SPIRAL)
347 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
348 /* reconnect disjointed nethackmazes: the routine for
349 spirals will do the trick? */
350 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
351 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
352
353 return sym_maze;
354 }
355
356
357 /* takes a map and rotates it. This completes the
358 onion layouts, making them possibly centered on any wall.
359 It'll modify Xsize and Ysize if they're swapped.
360 */
361
362 char **
363 rotate_layout (char **maze, int rotation, random_map_params *RP)
364 {
365 char **new_maze;
366 int i, j;
367
368 switch (rotation)
369 {
370 case 0:
371 return maze;
372 break;
373 case 2: /* a reflection */
374 {
375 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
376
377 for (i = 0; i < RP->Xsize; i++)
378 { /* make a copy */
379 for (j = 0; j < RP->Ysize; j++)
380 {
381 newmaze[i * RP->Ysize + j] = maze[i][j];
382 }
383 }
384 for (i = 0; i < RP->Xsize; i++)
385 { /* copy a reflection back */
386 for (j = 0; j < RP->Ysize; j++)
387 {
388 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
389 }
390 }
391 free (newmaze);
392 return maze;
393 break;
394 }
395 case 1:
396 case 3:
397 {
398 int swap;
399 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
400 for (i = 0; i < RP->Ysize; i++)
401 {
402 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
403 }
404 if (rotation == 1) /* swap x and y */
405 for (i = 0; i < RP->Xsize; i++)
406 for (j = 0; j < RP->Ysize; j++)
407 new_maze[j][i] = maze[i][j];
408
409 if (rotation == 3)
410 { /* 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[RP->Xsize - i - 1][RP->Ysize - j - 1];
414 }
415
416 /* delete the old layout */
417 for (i = 0; i < RP->Xsize; i++)
418 free (maze[i]);
419 free (maze);
420
421 swap = RP->Ysize;
422 RP->Ysize = RP->Xsize;
423 RP->Xsize = swap;
424 return new_maze;
425 break;
426 }
427 }
428 return NULL;
429 }
430
431 /* take a layout and make some rooms in it.
432 --works best on onions.*/
433 void
434 roomify_layout (char **maze, random_map_params *RP)
435 {
436 int tries = RP->Xsize * RP->Ysize / 30;
437 int ti;
438
439 for (ti = 0; ti < tries; ti++)
440 {
441 int dx, dy; /* starting location for looking at creating a door */
442 int cx, cy; /* results of checking on creating walls. */
443
444 dx = RANDOM () % RP->Xsize;
445 dy = RANDOM () % RP->Ysize;
446 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
447 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
448 if (cx == -1)
449 {
450 if (cy != -1)
451 make_wall (maze, dx, dy, 1);
452 continue;
453 }
454 if (cy == -1)
455 {
456 make_wall (maze, dx, dy, 0);
457 continue;
458 }
459 if (cx < cy)
460 make_wall (maze, dx, dy, 0);
461 else
462 make_wall (maze, dx, dy, 1);
463 }
464 }
465
466 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
467 (or vertical, dir == 1)
468 here which ends up on other walls sensibly. */
469
470 int
471 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
472 {
473 int i1;
474 int length = 0;
475
476 /* dont make walls if we're on the edge. */
477 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
478 return -1;
479
480 /* don't make walls if we're ON a wall. */
481 if (maze[dx][dy] != 0)
482 return -1;
483
484 if (dir == 0) /* horizontal */
485 {
486 int y = dy;
487
488 for (i1 = dx - 1; i1 > 0; i1--)
489 {
490 int sindex = surround_flag2 (maze, i1, y, RP);
491
492 if (sindex == 1)
493 break;
494 if (sindex != 0)
495 return -1; /* can't make horiz. wall here */
496 if (maze[i1][y] != 0)
497 return -1; /* can't make horiz. wall here */
498 length++;
499 }
500
501 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
502 {
503 int sindex = surround_flag2 (maze, i1, y, RP);
504
505 if (sindex == 2)
506 break;
507 if (sindex != 0)
508 return -1; /* can't make horiz. wall here */
509 if (maze[i1][y] != 0)
510 return -1; /* can't make horiz. wall here */
511 length++;
512 }
513 return length;
514 }
515 else
516 { /* vertical */
517 int x = dx;
518
519 for (i1 = dy - 1; i1 > 0; i1--)
520 {
521 int sindex = surround_flag2 (maze, x, i1, RP);
522
523 if (sindex == 4)
524 break;
525 if (sindex != 0)
526 return -1; /* can't make vert. wall here */
527 if (maze[x][i1] != 0)
528 return -1; /* can't make horiz. wall here */
529 length++;
530 }
531
532 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
533 {
534 int sindex = surround_flag2 (maze, x, i1, RP);
535
536 if (sindex == 8)
537 break;
538 if (sindex != 0)
539 return -1; /* can't make verti. wall here */
540 if (maze[x][i1] != 0)
541 return -1; /* can't make horiz. wall here */
542 length++;
543 }
544 return length;
545 }
546 return -1;
547 }
548
549
550 int
551 make_wall (char **maze, int x, int y, int dir)
552 {
553 maze[x][y] = 'D'; /* mark a door */
554 switch (dir)
555 {
556 case 0: /* horizontal */
557 {
558 int i1;
559
560 for (i1 = x - 1; maze[i1][y] == 0; i1--)
561 maze[i1][y] = '#';
562 for (i1 = x + 1; maze[i1][y] == 0; i1++)
563 maze[i1][y] = '#';
564 break;
565 }
566 case 1: /* vertical */
567 {
568 int i1;
569
570 for (i1 = y - 1; maze[x][i1] == 0; i1--)
571 maze[x][i1] = '#';
572 for (i1 = y + 1; maze[x][i1] == 0; i1++)
573 maze[x][i1] = '#';
574 break;
575 }
576 }
577
578 return 0;
579 }
580
581 /* puts doors at appropriate locations in a layout. */
582 void
583 doorify_layout (char **maze, random_map_params *RP)
584 {
585 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
586 char *doorlist_x;
587 char *doorlist_y;
588 int doorlocs = 0; /* # of available doorlocations */
589 int i, j;
590
591 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
592 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
593
594
595 /* make a list of possible door locations */
596 for (i = 1; i < RP->Xsize - 1; i++)
597 for (j = 1; j < RP->Ysize - 1; j++)
598 {
599 int sindex = surround_flag (maze, i, j, RP);
600
601 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
602 {
603 doorlist_x[doorlocs] = i;
604 doorlist_y[doorlocs] = j;
605 doorlocs++;
606 }
607 }
608
609 while (ndoors > 0 && doorlocs > 0)
610 {
611 int di;
612 int sindex;
613
614 di = RANDOM () % doorlocs;
615 i = doorlist_x[di];
616 j = doorlist_y[di];
617 sindex = surround_flag (maze, i, j, RP);
618 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
619 {
620 maze[i][j] = 'D';
621 ndoors--;
622 }
623 /* reduce the size of the list */
624 doorlocs--;
625 doorlist_x[di] = doorlist_x[doorlocs];
626 doorlist_y[di] = doorlist_y[doorlocs];
627 }
628
629 free (doorlist_x);
630 free (doorlist_y);
631 }
632
633 void
634 write_map_parameters_to_string (char *buf, random_map_params *RP)
635 {
636 char small_buf[16384];
637
638 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
639
640 if (RP->wallstyle[0])
641 {
642 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
643 strcat (buf, small_buf);
644 }
645
646 if (RP->floorstyle[0])
647 {
648 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
649 strcat (buf, small_buf);
650 }
651
652 if (RP->monsterstyle[0])
653 {
654 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
655 strcat (buf, small_buf);
656 }
657
658 if (RP->treasurestyle[0])
659 {
660 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
661 strcat (buf, small_buf);
662 }
663
664 if (RP->layoutstyle[0])
665 {
666 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
667 strcat (buf, small_buf);
668 }
669
670 if (RP->decorstyle[0])
671 {
672 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
673 strcat (buf, small_buf);
674 }
675
676 if (RP->doorstyle[0])
677 {
678 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
679 strcat (buf, small_buf);
680 }
681
682 if (RP->exitstyle[0])
683 {
684 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
685 strcat (buf, small_buf);
686 }
687
688 if (RP->final_map.length ())
689 {
690 sprintf (small_buf, "final_map %s\n", &RP->final_map);
691 strcat (buf, small_buf);
692 }
693
694 if (RP->exit_on_final_map[0])
695 {
696 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
697 strcat (buf, small_buf);
698 }
699
700 if (RP->this_map.length ())
701 {
702 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
703 strcat (buf, small_buf);
704 }
705
706 if (RP->expand2x)
707 {
708 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
709 strcat (buf, small_buf);
710 }
711
712 if (RP->layoutoptions1)
713 {
714 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
715 strcat (buf, small_buf);
716 }
717
718 if (RP->layoutoptions2)
719 {
720 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
721 strcat (buf, small_buf);
722 }
723
724 if (RP->layoutoptions3)
725 {
726 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
727 strcat (buf, small_buf);
728 }
729
730 if (RP->symmetry)
731 {
732 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
733 strcat (buf, small_buf);
734 }
735
736 if (RP->difficulty && RP->difficulty_given)
737 {
738 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
739 strcat (buf, small_buf);
740 }
741
742 if (RP->difficulty_increase != 1.0)
743 {
744 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
745 strcat (buf, small_buf);
746 }
747
748 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
749 strcat (buf, small_buf);
750
751 if (RP->dungeon_depth)
752 {
753 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
754 strcat (buf, small_buf);
755 }
756
757 if (RP->decoroptions)
758 {
759 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
760 strcat (buf, small_buf);
761 }
762
763 if (RP->orientation)
764 {
765 sprintf (small_buf, "orientation %d\n", RP->orientation);
766 strcat (buf, small_buf);
767 }
768
769 if (RP->origin_x)
770 {
771 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
772 strcat (buf, small_buf);
773 }
774
775 if (RP->origin_y)
776 {
777 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
778 strcat (buf, small_buf);
779 }
780
781 if (RP->treasureoptions)
782 {
783 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
784 strcat (buf, small_buf);
785 }
786
787 if (RP->random_seed)
788 {
789 sprintf (small_buf, "random_seed %d\n", RP->random_seed);
790 strcat (buf, small_buf);
791 }
792
793 if (RP->custom)
794 {
795 sprintf (small_buf, "custom %s\n", RP->custom);
796 strcat (buf, small_buf);
797 }
798 }
799
800 void
801 write_parameters_to_string (char *buf,
802 int xsize_n,
803 int ysize_n,
804 char *wallstyle_n,
805 char *floorstyle_n,
806 char *monsterstyle_n,
807 char *treasurestyle_n,
808 char *layoutstyle_n,
809 char *decorstyle_n,
810 char *doorstyle_n,
811 char *exitstyle_n,
812 char *final_map_n,
813 char *exit_on_final_map_n,
814 char *this_map_n,
815 int layoutoptions1_n,
816 int layoutoptions2_n,
817 int layoutoptions3_n,
818 int symmetry_n,
819 int dungeon_depth_n,
820 int dungeon_level_n,
821 int difficulty_n,
822 int difficulty_given_n,
823 int decoroptions_n,
824 int orientation_n,
825 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
826 {
827 char small_buf[16384];
828
829 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
830
831 if (wallstyle_n && wallstyle_n[0])
832 {
833 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
834 strcat (buf, small_buf);
835 }
836
837 if (floorstyle_n && floorstyle_n[0])
838 {
839 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
840 strcat (buf, small_buf);
841 }
842
843 if (monsterstyle_n && monsterstyle_n[0])
844 {
845 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
846 strcat (buf, small_buf);
847 }
848
849 if (treasurestyle_n && treasurestyle_n[0])
850 {
851 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
852 strcat (buf, small_buf);
853 }
854
855 if (layoutstyle_n && layoutstyle_n[0])
856 {
857 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
858 strcat (buf, small_buf);
859 }
860
861 if (decorstyle_n && decorstyle_n[0])
862 {
863 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
864 strcat (buf, small_buf);
865 }
866
867 if (doorstyle_n && doorstyle_n[0])
868 {
869 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
870 strcat (buf, small_buf);
871 }
872
873 if (exitstyle_n && exitstyle_n[0])
874 {
875 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
876 strcat (buf, small_buf);
877 }
878
879 if (final_map_n && final_map_n[0])
880 {
881 sprintf (small_buf, "final_map %s\n", final_map_n);
882 strcat (buf, small_buf);
883 }
884
885 if (exit_on_final_map_n && exit_on_final_map_n[0])
886 {
887 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
888 strcat (buf, small_buf);
889 }
890
891 if (this_map_n && this_map_n[0])
892 {
893 sprintf (small_buf, "origin_map %s\n", this_map_n);
894 strcat (buf, small_buf);
895 }
896
897 if (layoutoptions1_n)
898 {
899 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
900 strcat (buf, small_buf);
901 }
902
903 if (layoutoptions2_n)
904 {
905 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
906 strcat (buf, small_buf);
907 }
908
909
910 if (layoutoptions3_n)
911 {
912 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
913 strcat (buf, small_buf);
914 }
915
916 if (symmetry_n)
917 {
918 sprintf (small_buf, "symmetry %d\n", symmetry_n);
919 strcat (buf, small_buf);
920 }
921
922
923 if (difficulty_n && difficulty_given_n)
924 {
925 sprintf (small_buf, "difficulty %d\n", difficulty_n);
926 strcat (buf, small_buf);
927 }
928
929 if (difficulty_increase > 0.001)
930 {
931 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
932 strcat (buf, small_buf);
933 }
934
935 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
936 strcat (buf, small_buf);
937
938 if (dungeon_depth_n)
939 {
940 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
941 strcat (buf, small_buf);
942 }
943
944 if (decoroptions_n)
945 {
946 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
947 strcat (buf, small_buf);
948 }
949
950 if (orientation_n)
951 {
952 sprintf (small_buf, "orientation %d\n", orientation_n);
953 strcat (buf, small_buf);
954 }
955
956 if (origin_x_n)
957 {
958 sprintf (small_buf, "origin_x %d\n", origin_x_n);
959 strcat (buf, small_buf);
960 }
961
962 if (origin_y_n)
963 {
964 sprintf (small_buf, "origin_y %d\n", origin_y_n);
965 strcat (buf, small_buf);
966 }
967
968 if (random_seed_n)
969 {
970 /* Add one so that the next map is a bit different */
971 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
972 strcat (buf, small_buf);
973 }
974
975 if (treasureoptions_n)
976 {
977 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
978 strcat (buf, small_buf);
979 }
980 }
981
982 /* copy an object with an inventory... i.e., duplicate the inv too. */
983 void
984 copy_object_with_inv (object *src_ob, object *dest_ob)
985 {
986 object *walk, *tmp;
987
988 src_ob->copy_to (dest_ob);
989
990 for (walk = src_ob->inv; walk; walk = walk->below)
991 {
992 tmp = object::create ();
993
994 walk->copy_to (tmp);
995 insert_ob_in_ob (tmp, dest_ob);
996 }
997 }