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/cvs/deliantra/server/random_maps/random_map.C
Revision: 1.7
Committed: Tue Dec 12 21:39:56 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +3 -3 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

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, RMParms * 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 EXTERN FILE *logfile;
55 maptile *
56 generate_random_map (const char *OutFileName, RMParms * RP)
57 {
58 char **layout, buf[HUGE_BUF];
59 maptile *theMap;
60 int i;
61
62 /* pick a random seed, or use the one from the input file */
63 if (RP->random_seed == 0)
64 RP->random_seed = time (0);
65
66 SRANDOM (RP->random_seed);
67
68 write_map_parameters_to_string (buf, RP);
69
70 if (RP->difficulty == 0)
71 {
72 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
73
74 if (RP->difficulty_increase > 0.001)
75 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
76
77 if (RP->difficulty < 1)
78 RP->difficulty = 1;
79 }
80 else
81 RP->difficulty_given = 1;
82
83 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
84 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
85
86 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
87 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
88
89 if (RP->expand2x > 0)
90 {
91 RP->Xsize /= 2;
92 RP->Ysize /= 2;
93 }
94
95 layout = layoutgen (RP);
96
97 #ifdef RMAP_DEBUG
98 dump_layout (layout, RP);
99 #endif
100
101 /* increment these for the current map */
102 RP->dungeon_level += 1;
103 /* allow constant-difficulty maps. */
104 /* difficulty+=1; */
105
106 /* rotate the layout randomly */
107 layout = rotate_layout (layout, RANDOM () % 4, RP);
108 #ifdef RMAP_DEBUG
109 dump_layout (layout, RP);
110 #endif
111
112 /* allocate the map and set the floor */
113 theMap = make_map_floor (layout, RP->floorstyle, RP);
114
115 /* set the name of the map. */
116 strcpy (theMap->path, OutFileName);
117
118 /* set region */
119 theMap->region = RP->region;
120
121 /* create walls unless the wallstyle is "none" */
122 if (strcmp (RP->wallstyle, "none"))
123 {
124 make_map_walls (theMap, layout, RP->wallstyle, RP);
125
126 /* place doors unless doorstyle or wallstyle is "none" */
127 if (strcmp (RP->doorstyle, "none"))
128 put_doors (theMap, layout, RP->doorstyle, RP);
129
130 }
131
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 place_specials_in_map (theMap, layout, RP);
137
138 /* create monsters unless the monsterstyle is "none" */
139 if (strcmp (RP->monsterstyle, "none"))
140 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
141
142 /* treasures needs to have a proper difficulty set for the map. */
143 theMap->difficulty = calculate_difficulty (theMap);
144
145 /* create treasure unless the treasurestyle is "none" */
146 if (strcmp (RP->treasurestyle, "none"))
147 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
148
149 /* create decor unless the decorstyle is "none" */
150 if (strcmp (RP->decorstyle, "none"))
151 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
152
153 /* generate treasures, etc. */
154 fix_auto_apply (theMap);
155
156 unblock_exits (theMap, layout, RP);
157
158 /* free the layout */
159 for (i = 0; i < RP->Xsize; i++)
160 free (layout[i]);
161 free (layout);
162
163 theMap->msg = strdup_local (buf);
164
165 return theMap;
166 }
167
168 /* function selects the layout function and gives it whatever
169 arguments it needs. */
170 char **
171 layoutgen (RMParms * RP)
172 {
173 char **maze = 0;
174 int oxsize = RP->Xsize, oysize = RP->Ysize;
175
176 if (RP->symmetry == RANDOM_SYM)
177 RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1;
178 else
179 RP->symmetry_used = RP->symmetry;
180
181 if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM)
182 RP->Ysize = RP->Ysize / 2 + 1;
183 if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM)
184 RP->Xsize = RP->Xsize / 2 + 1;
185
186 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
187 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
188 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
189 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190 RP->map_layout_style = 0;
191
192 /* Redo this - there was a lot of redundant code of checking for preset
193 * layout style and then random layout style. Instead, figure out
194 * the numeric layoutstyle, so there is only one area that actually
195 * calls the code to make the maps.
196 */
197 if (strstr (RP->layoutstyle, "onion"))
198 {
199 RP->map_layout_style = ONION_LAYOUT;
200 }
201
202 if (strstr (RP->layoutstyle, "maze"))
203 {
204 RP->map_layout_style = MAZE_LAYOUT;
205 }
206
207 if (strstr (RP->layoutstyle, "spiral"))
208 {
209 RP->map_layout_style = SPIRAL_LAYOUT;
210 }
211
212 if (strstr (RP->layoutstyle, "rogue"))
213 {
214 RP->map_layout_style = ROGUELIKE_LAYOUT;
215 }
216
217 if (strstr (RP->layoutstyle, "snake"))
218 {
219 RP->map_layout_style = SNAKE_LAYOUT;
220 }
221
222 if (strstr (RP->layoutstyle, "squarespiral"))
223 {
224 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
225 }
226 /* No style found - choose one ranomdly */
227 if (RP->map_layout_style == 0)
228 {
229 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1;
230 }
231
232 switch (RP->map_layout_style)
233 {
234
235 case ONION_LAYOUT:
236 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
237 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY))
238 roomify_layout (maze, RP);
239 break;
240
241 case MAZE_LAYOUT:
242 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
243 if (!(RANDOM () % 2))
244 doorify_layout (maze, RP);
245 break;
246
247 case SPIRAL_LAYOUT:
248 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
249 if (!(RANDOM () % 2))
250 doorify_layout (maze, RP);
251 break;
252
253 case ROGUELIKE_LAYOUT:
254 /* Don't put symmetry in rogue maps. There isn't much reason to
255 * do so in the first place (doesn't make it any more interesting),
256 * but more importantly, the symmetry code presumes we are symmetrizing
257 * spirals, or maps with lots of passages - making a symmetric rogue
258 * map fails because its likely that the passages the symmetry process
259 * creates may not connect the rooms.
260 */
261 RP->symmetry_used = NO_SYM;
262 RP->Ysize = oysize;
263 RP->Xsize = oxsize;
264 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
265 /* no doorifying... done already */
266 break;
267
268 case SNAKE_LAYOUT:
269 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
270 if (RANDOM () % 2)
271 roomify_layout (maze, RP);
272 break;
273
274 case SQUARE_SPIRAL_LAYOUT:
275 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
276 if (RANDOM () % 2)
277 roomify_layout (maze, RP);
278 break;
279 }
280
281 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
282 #ifdef RMAP_DEBUG
283 dump_layout (maze, RP);
284 #endif
285 if (RP->expand2x)
286 {
287 maze = expand2x (maze, RP->Xsize, RP->Ysize);
288 RP->Xsize = RP->Xsize * 2 - 1;
289 RP->Ysize = RP->Ysize * 2 - 1;
290 }
291 return maze;
292 }
293
294
295 /* takes a map and makes it symmetric: adjusts Xsize and
296 Ysize to produce a symmetric map. */
297
298 char **
299 symmetrize_layout (char **maze, int sym, RMParms * RP)
300 {
301 int i, j;
302 char **sym_maze;
303 int Xsize_orig, Ysize_orig;
304
305 Xsize_orig = RP->Xsize;
306 Ysize_orig = RP->Ysize;
307 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
308 if (sym == NO_SYM)
309 {
310 RP->Xsize = Xsize_orig;
311 RP->Ysize = Ysize_orig;
312 return maze;
313 }
314 /* pick new sizes */
315 RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize);
316 RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize);
317
318 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
319 for (i = 0; i < RP->Xsize; i++)
320 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
321
322 if (sym == X_SYM)
323 for (i = 0; i < RP->Xsize / 2 + 1; i++)
324 for (j = 0; j < RP->Ysize; j++)
325 {
326 sym_maze[i][j] = maze[i][j];
327 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
328 };
329 if (sym == Y_SYM)
330 for (i = 0; i < RP->Xsize; i++)
331 for (j = 0; j < RP->Ysize / 2 + 1; j++)
332 {
333 sym_maze[i][j] = maze[i][j];
334 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
335 }
336 if (sym == XY_SYM)
337 for (i = 0; i < RP->Xsize / 2 + 1; i++)
338 for (j = 0; j < RP->Ysize / 2 + 1; j++)
339 {
340 sym_maze[i][j] = maze[i][j];
341 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
342 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
343 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
344 }
345 /* delete the old maze */
346 for (i = 0; i < Xsize_orig; i++)
347 free (maze[i]);
348 free (maze);
349 /* reconnect disjointed spirals */
350 if (RP->map_layout_style == SPIRAL_LAYOUT)
351 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
352 /* reconnect disjointed nethackmazes: the routine for
353 spirals will do the trick? */
354 if (RP->map_layout_style == ROGUELIKE_LAYOUT)
355 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
356
357 return sym_maze;
358 }
359
360
361 /* takes a map and rotates it. This completes the
362 onion layouts, making them possibly centered on any wall.
363 It'll modify Xsize and Ysize if they're swapped.
364 */
365
366 char **
367 rotate_layout (char **maze, int rotation, RMParms * RP)
368 {
369 char **new_maze;
370 int i, j;
371
372 switch (rotation)
373 {
374 case 0:
375 return maze;
376 break;
377 case 2: /* a reflection */
378 {
379 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
380
381 for (i = 0; i < RP->Xsize; i++)
382 { /* make a copy */
383 for (j = 0; j < RP->Ysize; j++)
384 {
385 newmaze[i * RP->Ysize + j] = maze[i][j];
386 }
387 }
388 for (i = 0; i < RP->Xsize; i++)
389 { /* copy a reflection back */
390 for (j = 0; j < RP->Ysize; j++)
391 {
392 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
393 }
394 }
395 free (newmaze);
396 return maze;
397 break;
398 }
399 case 1:
400 case 3:
401 {
402 int swap;
403 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
404 for (i = 0; i < RP->Ysize; i++)
405 {
406 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
407 }
408 if (rotation == 1) /* swap x and y */
409 for (i = 0; i < RP->Xsize; i++)
410 for (j = 0; j < RP->Ysize; j++)
411 new_maze[j][i] = maze[i][j];
412
413 if (rotation == 3)
414 { /* swap x and y */
415 for (i = 0; i < RP->Xsize; i++)
416 for (j = 0; j < RP->Ysize; j++)
417 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
418 }
419
420 /* delete the old layout */
421 for (i = 0; i < RP->Xsize; i++)
422 free (maze[i]);
423 free (maze);
424
425 swap = RP->Ysize;
426 RP->Ysize = RP->Xsize;
427 RP->Xsize = swap;
428 return new_maze;
429 break;
430 }
431 }
432 return NULL;
433 }
434
435 /* take a layout and make some rooms in it.
436 --works best on onions.*/
437 void
438 roomify_layout (char **maze, RMParms * RP)
439 {
440 int tries = RP->Xsize * RP->Ysize / 30;
441 int ti;
442
443 for (ti = 0; ti < tries; ti++)
444 {
445 int dx, dy; /* starting location for looking at creating a door */
446 int cx, cy; /* results of checking on creating walls. */
447
448 dx = RANDOM () % RP->Xsize;
449 dy = RANDOM () % RP->Ysize;
450 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
451 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
452 if (cx == -1)
453 {
454 if (cy != -1)
455 make_wall (maze, dx, dy, 1);
456 continue;
457 }
458 if (cy == -1)
459 {
460 make_wall (maze, dx, dy, 0);
461 continue;
462 }
463 if (cx < cy)
464 make_wall (maze, dx, dy, 0);
465 else
466 make_wall (maze, dx, dy, 1);
467 }
468 }
469
470 /* checks the layout to see if I can stick a horizontal(dir = 0) wall
471 (or vertical, dir == 1)
472 here which ends up on other walls sensibly. */
473
474 int
475 can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP)
476 {
477 int i1;
478 int length = 0;
479
480 /* dont make walls if we're on the edge. */
481 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
482 return -1;
483
484 /* don't make walls if we're ON a wall. */
485 if (maze[dx][dy] != 0)
486 return -1;
487
488 if (dir == 0) /* horizontal */
489 {
490 int y = dy;
491
492 for (i1 = dx - 1; i1 > 0; i1--)
493 {
494 int sindex = surround_flag2 (maze, i1, y, RP);
495
496 if (sindex == 1)
497 break;
498 if (sindex != 0)
499 return -1; /* can't make horiz. wall here */
500 if (maze[i1][y] != 0)
501 return -1; /* can't make horiz. wall here */
502 length++;
503 }
504
505 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
506 {
507 int sindex = surround_flag2 (maze, i1, y, RP);
508
509 if (sindex == 2)
510 break;
511 if (sindex != 0)
512 return -1; /* can't make horiz. wall here */
513 if (maze[i1][y] != 0)
514 return -1; /* can't make horiz. wall here */
515 length++;
516 }
517 return length;
518 }
519 else
520 { /* vertical */
521 int x = dx;
522
523 for (i1 = dy - 1; i1 > 0; i1--)
524 {
525 int sindex = surround_flag2 (maze, x, i1, RP);
526
527 if (sindex == 4)
528 break;
529 if (sindex != 0)
530 return -1; /* can't make vert. wall here */
531 if (maze[x][i1] != 0)
532 return -1; /* can't make horiz. wall here */
533 length++;
534 }
535
536 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
537 {
538 int sindex = surround_flag2 (maze, x, i1, RP);
539
540 if (sindex == 8)
541 break;
542 if (sindex != 0)
543 return -1; /* can't make verti. wall here */
544 if (maze[x][i1] != 0)
545 return -1; /* can't make horiz. wall here */
546 length++;
547 }
548 return length;
549 }
550 return -1;
551 }
552
553
554 int
555 make_wall (char **maze, int x, int y, int dir)
556 {
557 maze[x][y] = 'D'; /* mark a door */
558 switch (dir)
559 {
560 case 0: /* horizontal */
561 {
562 int i1;
563
564 for (i1 = x - 1; maze[i1][y] == 0; i1--)
565 maze[i1][y] = '#';
566 for (i1 = x + 1; maze[i1][y] == 0; i1++)
567 maze[i1][y] = '#';
568 break;
569 }
570 case 1: /* vertical */
571 {
572 int i1;
573
574 for (i1 = y - 1; maze[x][i1] == 0; i1--)
575 maze[x][i1] = '#';
576 for (i1 = y + 1; maze[x][i1] == 0; i1++)
577 maze[x][i1] = '#';
578 break;
579 }
580 }
581
582 return 0;
583 }
584
585 /* puts doors at appropriate locations in a layout. */
586
587 void
588 doorify_layout (char **maze, RMParms * RP)
589 {
590 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
591 char *doorlist_x;
592 char *doorlist_y;
593 int doorlocs = 0; /* # of available doorlocations */
594 int i, j;
595
596 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
597 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
598
599
600 /* make a list of possible door locations */
601 for (i = 1; i < RP->Xsize - 1; i++)
602 for (j = 1; j < RP->Ysize - 1; j++)
603 {
604 int sindex = surround_flag (maze, i, j, RP);
605
606 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
607 {
608 doorlist_x[doorlocs] = i;
609 doorlist_y[doorlocs] = j;
610 doorlocs++;
611 }
612 }
613 while (ndoors > 0 && doorlocs > 0)
614 {
615 int di;
616 int sindex;
617
618 di = RANDOM () % doorlocs;
619 i = doorlist_x[di];
620 j = doorlist_y[di];
621 sindex = surround_flag (maze, i, j, RP);
622 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
623 {
624 maze[i][j] = 'D';
625 ndoors--;
626 }
627 /* reduce the size of the list */
628 doorlocs--;
629 doorlist_x[di] = doorlist_x[doorlocs];
630 doorlist_y[di] = doorlist_y[doorlocs];
631 }
632 free (doorlist_x);
633 free (doorlist_y);
634 }
635
636
637 void
638 write_map_parameters_to_string (char *buf, RMParms * RP)
639 {
640
641 char small_buf[256];
642
643 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
644
645 if (RP->wallstyle[0])
646 {
647 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
648 strcat (buf, small_buf);
649 }
650
651 if (RP->floorstyle[0])
652 {
653 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
654 strcat (buf, small_buf);
655 }
656
657 if (RP->monsterstyle[0])
658 {
659 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
660 strcat (buf, small_buf);
661 }
662
663 if (RP->treasurestyle[0])
664 {
665 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
666 strcat (buf, small_buf);
667 }
668
669 if (RP->layoutstyle[0])
670 {
671 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
672 strcat (buf, small_buf);
673 }
674
675 if (RP->decorstyle[0])
676 {
677 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
678 strcat (buf, small_buf);
679 }
680
681 if (RP->doorstyle[0])
682 {
683 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
684 strcat (buf, small_buf);
685 }
686
687 if (RP->exitstyle[0])
688 {
689 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
690 strcat (buf, small_buf);
691 }
692
693 if (RP->final_map[0])
694 {
695 sprintf (small_buf, "final_map %s\n", RP->final_map);
696 strcat (buf, small_buf);
697 }
698
699 if (RP->exit_on_final_map[0])
700 {
701 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
702 strcat (buf, small_buf);
703 }
704
705 if (RP->this_map[0])
706 {
707 sprintf (small_buf, "origin_map %s\n", RP->this_map);
708 strcat (buf, small_buf);
709 }
710
711 if (RP->expand2x)
712 {
713 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
714 strcat (buf, small_buf);
715 }
716
717 if (RP->layoutoptions1)
718 {
719 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
720 strcat (buf, small_buf);
721 }
722
723
724 if (RP->layoutoptions2)
725 {
726 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
727 strcat (buf, small_buf);
728 }
729
730
731 if (RP->layoutoptions3)
732 {
733 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
734 strcat (buf, small_buf);
735 }
736
737 if (RP->symmetry)
738 {
739 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
740 strcat (buf, small_buf);
741 }
742
743
744 if (RP->difficulty && RP->difficulty_given)
745 {
746 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
747 strcat (buf, small_buf);
748 }
749
750 if (RP->difficulty_increase != 1.0)
751 {
752 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
753 strcat (buf, small_buf);
754 }
755
756 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
757 strcat (buf, small_buf);
758
759 if (RP->dungeon_depth)
760 {
761 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
762 strcat (buf, small_buf);
763 }
764
765 if (RP->decoroptions)
766 {
767 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
768 strcat (buf, small_buf);
769 }
770
771 if (RP->orientation)
772 {
773 sprintf (small_buf, "orientation %d\n", RP->orientation);
774 strcat (buf, small_buf);
775 }
776
777 if (RP->origin_x)
778 {
779 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
780 strcat (buf, small_buf);
781 }
782
783 if (RP->origin_y)
784 {
785 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
786 strcat (buf, small_buf);
787 }
788 if (RP->random_seed)
789 {
790 /* Add one so that the next map is a bit different */
791 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
792 strcat (buf, small_buf);
793 }
794
795 if (RP->treasureoptions)
796 {
797 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
798 strcat (buf, small_buf);
799 }
800
801
802 }
803
804 void
805 write_parameters_to_string (char *buf,
806 int xsize_n,
807 int ysize_n,
808 char *wallstyle_n,
809 char *floorstyle_n,
810 char *monsterstyle_n,
811 char *treasurestyle_n,
812 char *layoutstyle_n,
813 char *decorstyle_n,
814 char *doorstyle_n,
815 char *exitstyle_n,
816 char *final_map_n,
817 char *exit_on_final_map_n,
818 char *this_map_n,
819 int layoutoptions1_n,
820 int layoutoptions2_n,
821 int layoutoptions3_n,
822 int symmetry_n,
823 int dungeon_depth_n,
824 int dungeon_level_n,
825 int difficulty_n,
826 int difficulty_given_n,
827 int decoroptions_n,
828 int orientation_n,
829 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
830 {
831
832 char small_buf[256];
833
834 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
835
836 if (wallstyle_n && wallstyle_n[0])
837 {
838 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
839 strcat (buf, small_buf);
840 }
841
842 if (floorstyle_n && floorstyle_n[0])
843 {
844 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
845 strcat (buf, small_buf);
846 }
847
848 if (monsterstyle_n && monsterstyle_n[0])
849 {
850 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
851 strcat (buf, small_buf);
852 }
853
854 if (treasurestyle_n && treasurestyle_n[0])
855 {
856 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
857 strcat (buf, small_buf);
858 }
859
860 if (layoutstyle_n && layoutstyle_n[0])
861 {
862 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
863 strcat (buf, small_buf);
864 }
865
866 if (decorstyle_n && decorstyle_n[0])
867 {
868 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
869 strcat (buf, small_buf);
870 }
871
872 if (doorstyle_n && doorstyle_n[0])
873 {
874 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
875 strcat (buf, small_buf);
876 }
877
878 if (exitstyle_n && exitstyle_n[0])
879 {
880 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
881 strcat (buf, small_buf);
882 }
883
884 if (final_map_n && final_map_n[0])
885 {
886 sprintf (small_buf, "final_map %s\n", final_map_n);
887 strcat (buf, small_buf);
888 }
889
890 if (exit_on_final_map_n && exit_on_final_map_n[0])
891 {
892 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
893 strcat (buf, small_buf);
894 }
895
896 if (this_map_n && this_map_n[0])
897 {
898 sprintf (small_buf, "origin_map %s\n", this_map_n);
899 strcat (buf, small_buf);
900 }
901
902 if (layoutoptions1_n)
903 {
904 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
905 strcat (buf, small_buf);
906 }
907
908
909 if (layoutoptions2_n)
910 {
911 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
912 strcat (buf, small_buf);
913 }
914
915
916 if (layoutoptions3_n)
917 {
918 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
919 strcat (buf, small_buf);
920 }
921
922 if (symmetry_n)
923 {
924 sprintf (small_buf, "symmetry %d\n", symmetry_n);
925 strcat (buf, small_buf);
926 }
927
928
929 if (difficulty_n && difficulty_given_n)
930 {
931 sprintf (small_buf, "difficulty %d\n", difficulty_n);
932 strcat (buf, small_buf);
933 }
934
935 if (difficulty_increase > 0.001)
936 {
937 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
938 strcat (buf, small_buf);
939 }
940
941 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
942 strcat (buf, small_buf);
943
944 if (dungeon_depth_n)
945 {
946 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
947 strcat (buf, small_buf);
948 }
949
950 if (decoroptions_n)
951 {
952 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
953 strcat (buf, small_buf);
954 }
955
956 if (orientation_n)
957 {
958 sprintf (small_buf, "orientation %d\n", orientation_n);
959 strcat (buf, small_buf);
960 }
961
962 if (origin_x_n)
963 {
964 sprintf (small_buf, "origin_x %d\n", origin_x_n);
965 strcat (buf, small_buf);
966 }
967
968 if (origin_y_n)
969 {
970 sprintf (small_buf, "origin_y %d\n", origin_y_n);
971 strcat (buf, small_buf);
972 }
973 if (random_seed_n)
974 {
975 /* Add one so that the next map is a bit different */
976 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
977 strcat (buf, small_buf);
978 }
979
980 if (treasureoptions_n)
981 {
982 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
983 strcat (buf, small_buf);
984 }
985
986
987 }
988
989 /* copy an object with an inventory... i.e., duplicate the inv too. */
990 void
991 copy_object_with_inv (object *src_ob, object *dest_ob)
992 {
993 object *walk, *tmp;
994
995 src_ob->copy_to (dest_ob);
996
997 for (walk = src_ob->inv; walk != NULL; walk = walk->below)
998 {
999 tmp = object::create ();
1000 walk->copy_to (tmp);
1001 insert_ob_in_ob (tmp, dest_ob);
1002 }
1003 }