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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2013 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file random_maps/random_map.c
* Routines for random map generation.
*
* @todo
* Explain process, layout signs (#, C, <, >) and such. Use constants for
* common spot types.
*/
#include "global.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/time.h>
#include <time.h>
#include "maze_gen.h"
#include "random_map.h"
#include "room_gen.h"
#include "rproto.h"
#include "sproto.h"
/**
* Dumps specified layout using printf().
* @param layout
* layout to dump.
* @param RP
* layout parameters.
*/
void dump_layout(char **layout, RMParms *RP)
{
int i, j;
for (i = 0; i < RP->Xsize; i++) {
for (j = 0; j < RP->Ysize; j++) {
if (layout[i][j] == 0) {
layout[i][j] = ' ';
}
printf("%c", layout[i][j]);
if (layout[i][j] == ' ') {
layout[i][j] = 0;
}
}
printf("\n");
}
printf("\n");
}
/**
* Main random map routine. Generates a random map based on specified parameters.
* @param OutFileName
* the path the map should have.
* @param RP
* parameters for generation.
* @param use_layout
* if not NULL, this should be a suitable layout.
* @return
* Crossfire map, which should be free()d by caller.
*/
mapstruct *generate_random_map(const char *OutFileName, RMParms *RP, char **use_layout)
{
char **layout, *buf;
mapstruct *theMap;
int i;
/* pick a random seed, or use the one from the input file */
if (RP->random_seed == 0) {
RP->random_seed = time(NULL);
}
SRANDOM(RP->random_seed);
buf = stringbuffer_finish(write_map_parameters_to_string(RP));
if (RP->difficulty == 0) {
RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
if (RP->difficulty_increase > 0.001) {
RP->difficulty = (int)((float)RP->dungeon_level*RP->difficulty_increase);
if (RP->difficulty < 1) {
RP->difficulty = 1;
}
}
} else {
RP->difficulty_given = 1;
}
if (!use_layout) {
if (RP->Xsize < MIN_RANDOM_MAP_SIZE) {
RP->Xsize = MIN_RANDOM_MAP_SIZE+RANDOM()%25+5;
}
if (RP->Ysize < MIN_RANDOM_MAP_SIZE) {
RP->Ysize = MIN_RANDOM_MAP_SIZE+RANDOM()%25+5;
}
if (RP->expand2x > 0) {
RP->Xsize /= 2;
RP->Ysize /= 2;
}
layout = layoutgen(RP);
#ifdef RMAP_DEBUG
dump_layout(layout, RP);
#endif
/* rotate the layout randomly */
layout = rotate_layout(layout, RANDOM()%4, RP);
#ifdef RMAP_DEBUG
dump_layout(layout, RP);
#endif
} else {
layout = use_layout;
}
/* increment these for the current map */
RP->dungeon_level += 1;
/* allocate the map and set the floor */
theMap = make_map_floor(layout, RP->floorstyle, RP);
/* set the name of the map. */
safe_strncpy(theMap->path, OutFileName, sizeof(theMap->path));
/* set region */
theMap->region = RP->region;
/* create walls unless the wallstyle is "none" */
if (strcmp(RP->wallstyle, "none")) {
make_map_walls(theMap, layout, RP->wallstyle, RP);
/* place doors unless doorstyle or wallstyle is "none"*/
if (strcmp(RP->doorstyle, "none")) {
put_doors(theMap, layout, RP->doorstyle, RP);
}
}
/* create exits unless the exitstyle is "none" */
if (strcmp(RP->exitstyle, "none")) {
place_exits(theMap, layout, RP->exitstyle, RP->orientation, RP);
}
place_specials_in_map(theMap, layout, RP);
/* create monsters unless the monsterstyle is "none" */
if (strcmp(RP->monsterstyle, "none")) {
place_monsters(theMap, RP->monsterstyle, RP->difficulty, RP);
}
/* treasures needs to have a proper difficulty set for the map. */
theMap->difficulty = calculate_difficulty(theMap);
/* create treasure unless the treasurestyle is "none" */
if (strcmp(RP->treasurestyle, "none")) {
place_treasure(theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
}
/* create decor unless the decorstyle is "none" */
if (strcmp(RP->decorstyle, "none")) {
put_decor(theMap, layout, RP->decorstyle, RP->decoroptions, RP);
}
/* generate treasures, etc. */
apply_auto_fix(theMap);
unblock_exits(theMap, layout, RP);
/* free the layout unless it was given by caller */
if (!use_layout) {
for (i = 0; i < RP->Xsize; i++) {
free(layout[i]);
}
free(layout);
}
theMap->msg = buf;
/* We set the reset time at this, so town portal works on the map. */
theMap->last_reset_time = seconds();
return theMap;
}
/**
* This function builds the actual layout.
* Selects the layout based on parameters and gives it whatever
* arguments it needs.
* @param RP
* random map parameters.
* @return
* layout, must be free()d be caller.
* @todo
* use an array for name/style mapping. Refactor to call only one function for each
* (will make it easier to override later on).
*/
char **layoutgen(RMParms *RP)
{
char **maze = NULL;
int oxsize = RP->Xsize, oysize = RP->Ysize;
if (RP->symmetry == RANDOM_SYM) {
RP->symmetry_used = (RANDOM()%(XY_SYM))+1;
} else {
RP->symmetry_used = RP->symmetry;
}
if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) {
RP->Ysize = RP->Ysize/2+1;
}
if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) {
RP->Xsize = RP->Xsize/2+1;
}
if (RP->Xsize < MIN_RANDOM_MAP_SIZE) {
RP->Xsize = MIN_RANDOM_MAP_SIZE+RANDOM()%5;
}
if (RP->Ysize < MIN_RANDOM_MAP_SIZE) {
RP->Ysize = MIN_RANDOM_MAP_SIZE+RANDOM()%5;
}
RP->map_layout_style = 0;
/* Redo this - there was a lot of redundant code of checking for preset
* layout style and then random layout style. Instead, figure out
* the numeric layoutstyle, so there is only one area that actually
* calls the code to make the maps.
*/
if (strstr(RP->layoutstyle, "onion")) {
RP->map_layout_style = ONION_LAYOUT;
}
if (strstr(RP->layoutstyle, "maze")) {
RP->map_layout_style = MAZE_LAYOUT;
}
if (strstr(RP->layoutstyle, "spiral")) {
RP->map_layout_style = SPIRAL_LAYOUT;
}
if (strstr(RP->layoutstyle, "rogue")) {
RP->map_layout_style = ROGUELIKE_LAYOUT;
}
if (strstr(RP->layoutstyle, "snake")) {
RP->map_layout_style = SNAKE_LAYOUT;
}
if (strstr(RP->layoutstyle, "squarespiral")) {
RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
}
/* No style found - choose one ranomdly */
if (RP->map_layout_style == 0) {
RP->map_layout_style = (RANDOM()%NROFLAYOUTS)+1;
}
switch (RP->map_layout_style) {
case ONION_LAYOUT:
maze = map_gen_onion(RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
if (!(RANDOM()%3) && !(RP->layoutoptions1&OPT_WALLS_ONLY)) {
roomify_layout(maze, RP);
}
break;
case MAZE_LAYOUT:
maze = maze_gen(RP->Xsize, RP->Ysize, RANDOM()%2,/* unused: */0);
if (!(RANDOM()%2)) {
doorify_layout(maze, RP);
}
break;
case SPIRAL_LAYOUT:
maze = map_gen_spiral(RP->Xsize, RP->Ysize, RP->layoutoptions1,/* unused: */0);
if (!(RANDOM()%2)) {
doorify_layout(maze, RP);
}
break;
case ROGUELIKE_LAYOUT:
/* Don't put symmetry in rogue maps. There isn't much reason to
* do so in the first place (doesn't make it any more interesting),
* but more importantly, the symmetry code presumes we are symmetrizing
* spirals, or maps with lots of passages - making a symmetric rogue
* map fails because its likely that the passages the symmetry process
* creates may not connect the rooms.
*/
RP->symmetry_used = NO_SYM;
RP->Ysize = oysize;
RP->Xsize = oxsize;
maze = roguelike_layout_gen(RP->Xsize, RP->Ysize, RP->layoutoptions1, 0/*unused*/);
/* no doorifying... done already */
break;
case SNAKE_LAYOUT:
maze = make_snake_layout(RP->Xsize, RP->Ysize,/* unused: */0,0);
if (RANDOM()%2) {
roomify_layout(maze, RP);
}
break;
case SQUARE_SPIRAL_LAYOUT:
maze = make_square_spiral_layout(RP->Xsize, RP->Ysize,/* unused: */0,0);
if (RANDOM()%2) {
roomify_layout(maze, RP);
}
break;
}
maze = symmetrize_layout(maze, RP->symmetry_used, RP);
#ifdef RMAP_DEBUG
dump_layout(maze, RP);
#endif
if (RP->expand2x) {
maze = expand2x(maze, RP->Xsize, RP->Ysize);
RP->Xsize = RP->Xsize*2-1;
RP->Ysize = RP->Ysize*2-1;
}
return maze;
}
/**
* Takes a map and makes it symmetric: adjusts Xsize and
* Ysize to produce a symmetric map.
* @param maze
* layout to symmetrize. Will be free()d by this function.
* @param sym
* how to make symetric, a @ref SYM_xxx value.
* @param RP
* map parameters.
* @return
* new layout, must be free()d by caller.
*/
char **symmetrize_layout(char **maze, int sym, RMParms *RP)
{
int i, j;
char **sym_maze;
int Xsize_orig, Ysize_orig;
Xsize_orig = RP->Xsize;
Ysize_orig = RP->Ysize;
RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used.*/
if (sym == NO_SYM) {
RP->Xsize = Xsize_orig;
RP->Ysize = Ysize_orig;
return maze;
}
/* pick new sizes */
RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize*2-3 : RP->Xsize);
RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize*2-3 : RP->Ysize);
sym_maze = (char **)calloc(sizeof(char *), RP->Xsize);
for (i = 0; i < RP->Xsize; i++) {
sym_maze[i] = (char *)calloc(sizeof(char), RP->Ysize);
}
if (sym == X_SYM)
for (i = 0; i < RP->Xsize/2+1; i++)
for (j = 0; j < RP->Ysize; j++) {
sym_maze[i][j] = maze[i][j];
sym_maze[RP->Xsize-i-1][j] = maze[i][j];
};
if (sym == Y_SYM)
for (i = 0; i < RP->Xsize; i++)
for (j = 0; j < RP->Ysize/2+1; j++) {
sym_maze[i][j] = maze[i][j];
sym_maze[i][RP->Ysize-j-1] = maze[i][j];
}
if (sym == XY_SYM)
for (i = 0; i < RP->Xsize/2+1; i++)
for (j = 0; j < RP->Ysize/2+1; j++) {
sym_maze[i][j] = maze[i][j];
sym_maze[i][RP->Ysize-j-1] = maze[i][j];
sym_maze[RP->Xsize-i-1][j] = maze[i][j];
sym_maze[RP->Xsize-i-1][RP->Ysize-j-1] = maze[i][j];
}
/* delete the old maze */
for (i = 0; i < Xsize_orig; i++) {
free(maze[i]);
}
free(maze);
/* reconnect disjointed spirals */
if (RP->map_layout_style == SPIRAL_LAYOUT) {
connect_spirals(RP->Xsize, RP->Ysize, sym, sym_maze);
}
/* reconnect disjointed nethackmazes: the routine for
* spirals will do the trick?
*/
if (RP->map_layout_style == ROGUELIKE_LAYOUT) {
connect_spirals(RP->Xsize, RP->Ysize, sym, sym_maze);
}
return sym_maze;
}
/**
* Takes a map and rotates it. This completes the
* onion layouts, making them possibly centered on any wall.
* It'll modify Xsize and Ysize if they're swapped.
* @param maze
* layout to rotate, will be free()d by this function.
* @param rotation
* how to rotate:
* - 0: don't do anything.
* - 1: rotate 90 deg clockwise.
* - 2: rotate 180 deg.
* - 3: rotate 90 deg counter-clockwise.
* @param RP
* random map parameters.
* @return
* new layout, must be free()d be caller. NULL if invalid rotation.
*/
char **rotate_layout(char **maze, int rotation, RMParms *RP)
{
char **new_maze;
int i, j;
switch (rotation) {
case 0:
return maze;
break;
case 2: { /* a reflection */
char *new = malloc(sizeof(char)*RP->Xsize*RP->Ysize);
for (i = 0; i < RP->Xsize; i++) { /* make a copy */
for (j = 0; j < RP->Ysize; j++) {
new[i*RP->Ysize+j] = maze[i][j];
}
}
for (i = 0; i < RP->Xsize; i++) { /* copy a reflection back */
for (j = 0; j < RP->Ysize; j++) {
maze[i][j] = new[(RP->Xsize-i-1)*RP->Ysize+RP->Ysize-j-1];
}
}
free(new);
return maze;
break;
}
case 1:
case 3: {
int swap;
new_maze = (char **)calloc(sizeof(char *), RP->Ysize);
for (i = 0; i < RP->Ysize; i++) {
new_maze[i] = (char *)calloc(sizeof(char), RP->Xsize);
}
if (rotation == 1) /* swap x and y */
for (i = 0; i < RP->Xsize; i++)
for (j = 0; j < RP->Ysize; j++) {
new_maze[j][i] = maze[i][j];
}
if (rotation == 3) { /* swap x and y */
for (i = 0; i < RP->Xsize; i++)
for (j = 0; j < RP->Ysize; j++) {
new_maze[j][i] = maze[RP->Xsize-i-1][RP->Ysize-j-1];
}
}
/* delete the old layout */
for (i = 0; i < RP->Xsize; i++) {
free(maze[i]);
}
free(maze);
swap = RP->Ysize;
RP->Ysize = RP->Xsize;
RP->Xsize = swap;
return new_maze;
break;
}
}
return NULL;
}
/**
* Take a layout and make some rooms in it. Works best on onions.
* @param maze
* layout to alter.
* @param RP
* map parameters.
*/
void roomify_layout(char **maze, RMParms *RP)
{
int tries = RP->Xsize*RP->Ysize/30;
int ti;
for (ti = 0; ti < tries; ti++) {
int dx, dy; /* starting location for looking at creating a door */
int cx, cy; /* results of checking on creating walls. */
dx = RANDOM()%RP->Xsize;
dy = RANDOM()%RP->Ysize;
cx = can_make_wall(maze, dx, dy, 0, RP); /* horizontal */
cy = can_make_wall(maze, dx, dy, 1, RP); /* vertical */
if (cx == -1) {
if (cy != -1) {
make_wall(maze, dx, dy, 1);
}
continue;
}
if (cy == -1) {
make_wall(maze, dx, dy, 0);
continue;
}
if (cx < cy) {
make_wall(maze, dx, dy, 0);
} else {
make_wall(maze, dx, dy, 1);
}
}
}
/**
* Checks the layout to see if we can stick a horizontal (dir = 0) wall
* (or vertical, dir == 1) here which ends up on other walls sensibly.
* @param maze
* layout.
* @param dx
* @param dy
* coordinates to check
* @param dir
* direction:
* - 0: horizontally.
* - 1: vertically.
* @param RP
* random map parameters.
* @return
* -1 if wall can't be made, possibly wall length else.
*/
int can_make_wall(char **maze, int dx, int dy, int dir, RMParms *RP)
{
int i1;
int length = 0;
/* dont make walls if we're on the edge. */
if (dx == 0 || dx == (RP->Xsize-1) || dy == 0 || dy == (RP->Ysize-1)) {
return -1;
}
/* don't make walls if we're ON a wall. */
if (maze[dx][dy] != 0) {
return -1;
}
if (dir == 0) {
/* horizontal */
int y = dy;
for (i1 = dx-1; i1 > 0; i1--) {
int sindex = surround_flag2(maze, i1, y, RP);
if (sindex == 1) {
break;
}
if (sindex != 0) {
return -1; /* can't make horiz. wall here */
}
if (maze[i1][y] != 0) {
return -1; /* can't make horiz. wall here */
}
length++;
}
for (i1 = dx+1; i1 < RP->Xsize-1; i1++) {
int sindex = surround_flag2(maze, i1, y, RP);
if (sindex == 2) {
break;
}
if (sindex != 0) {
return -1; /* can't make horiz. wall here */
}
if (maze[i1][y] != 0) {
return -1; /* can't make horiz. wall here */
}
length++;
}
return length;
} else {
/* vertical */
int x = dx;
for (i1 = dy-1; i1 > 0; i1--) {
int sindex = surround_flag2(maze, x, i1, RP);
if (sindex == 4) {
break;
}
if (sindex != 0) {
return -1; /* can't make vert. wall here */
}
if (maze[x][i1] != 0) {
return -1; /* can't make horiz. wall here */
}
length++;
}
for (i1 = dy+1; i1 < RP->Ysize-1; i1++) {
int sindex = surround_flag2(maze, x, i1, RP);
if (sindex == 8) {
break;
}
if (sindex != 0) {
return -1; /* can't make verti. wall here */
}
if (maze[x][i1] != 0) {
return -1; /* can't make horiz. wall here */
}
length++;
}
return length;
}
}
/**
* Cuts the layout horizontally or vertically by a wall with a door.
* @param maze
* layout.
* @param x
* @param y
* where to put the door.
* @param dir
* wall direction:
* - 0: horizontally.
* - 1: vertically.
* @return
* 0
*/
int make_wall(char **maze, int x, int y, int dir)
{
maze[x][y] = 'D'; /* mark a door */
switch (dir) {
case 0: { /* horizontal */
int i1;
for (i1 = x-1; maze[i1][y] == 0; i1--) {
maze[i1][y] = '#';
}
for (i1 = x+1; maze[i1][y] == 0; i1++) {
maze[i1][y] = '#';
}
break;
}
case 1: { /* vertical */
int i1;
for (i1 = y-1; maze[x][i1] == 0; i1--) {
maze[x][i1] = '#';
}
for (i1 = y+1; maze[x][i1] == 0; i1++) {
maze[x][i1] = '#';
}
break;
}
}
return 0;
}
/**
* Puts doors at appropriate locations in a layout.
* @param maze
* layout.
* @param RP
* map parameters.
*/
void doorify_layout(char **maze, RMParms *RP)
{
int ndoors = RP->Xsize*RP->Ysize/60; /* reasonable number of doors. */
int *doorlist_x;
int *doorlist_y;
int doorlocs = 0; /* # of available doorlocations */
int i, j;
doorlist_x = malloc(sizeof(int)*RP->Xsize*RP->Ysize);
doorlist_y = malloc(sizeof(int)*RP->Xsize*RP->Ysize);
/* make a list of possible door locations */
for (i = 1; i < RP->Xsize-1; i++)
for (j = 1; j < RP->Ysize-1; j++) {
int sindex = surround_flag(maze, i, j, RP);
if (sindex == 3 || sindex == 12) {
/* these are possible door sindex*/
doorlist_x[doorlocs] = i;
doorlist_y[doorlocs] = j;
doorlocs++;
}
}
while (ndoors > 0 && doorlocs > 0) {
int di;
int sindex;
di = RANDOM()%doorlocs;
i = doorlist_x[di];
j = doorlist_y[di];
sindex = surround_flag(maze, i, j, RP);
if (sindex == 3 || sindex == 12) { /* these are possible door sindex*/
maze[i][j] = 'D';
ndoors--;
}
/* reduce the size of the list */
doorlocs--;
doorlist_x[di] = doorlist_x[doorlocs];
doorlist_y[di] = doorlist_y[doorlocs];
}
free(doorlist_x);
free(doorlist_y);
}
/**
* Creates a suitable message for exit from RP.
* @param RP
* parameters to convert to message.
* @return
* new StringBuffer containing the message.
*/
StringBuffer *write_map_parameters_to_string(const RMParms *RP)
{
StringBuffer *buf;
buf = stringbuffer_new();
stringbuffer_append_printf(buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize);
if (RP->wallstyle[0]) {
stringbuffer_append_printf(buf, "wallstyle %s\n", RP->wallstyle);
}
if (RP->floorstyle[0]) {
stringbuffer_append_printf(buf, "floorstyle %s\n", RP->floorstyle);
}
if (RP->monsterstyle[0]) {
stringbuffer_append_printf(buf, "monsterstyle %s\n", RP->monsterstyle);
}
if (RP->treasurestyle[0]) {
stringbuffer_append_printf(buf, "treasurestyle %s\n", RP->treasurestyle);
}
if (RP->layoutstyle[0]) {
stringbuffer_append_printf(buf, "layoutstyle %s\n", RP->layoutstyle);
}
if (RP->decorstyle[0]) {
stringbuffer_append_printf(buf, "decorstyle %s\n", RP->decorstyle);
}
if (RP->doorstyle[0]) {
stringbuffer_append_printf(buf, "doorstyle %s\n", RP->doorstyle);
}
if (RP->exitstyle[0]) {
stringbuffer_append_printf(buf, "exitstyle %s\n", RP->exitstyle);
}
if (RP->cheststyle[0]) {
stringbuffer_append_printf(buf, "cheststyle %s\n", RP->cheststyle);
}
if (RP->final_map[0]) {
stringbuffer_append_printf(buf, "final_map %s\n", RP->final_map);
}
if (RP->final_exit_archetype[0]) {
stringbuffer_append_printf(buf, "final_exit_archetype %s\n", RP->final_exit_archetype);
}
if (RP->exit_on_final_map[0]) {
stringbuffer_append_printf(buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
}
if (RP->this_map[0]) {
stringbuffer_append_printf(buf, "origin_map %s\n", RP->this_map);
}
if (RP->expand2x) {
stringbuffer_append_printf(buf, "expand2x %d\n", RP->expand2x);
}
if (RP->layoutoptions1) {
stringbuffer_append_printf(buf, "layoutoptions1 %d\n", RP->layoutoptions1);
}
if (RP->layoutoptions2) {
stringbuffer_append_printf(buf, "layoutoptions2 %d\n", RP->layoutoptions2);
}
if (RP->symmetry) {
stringbuffer_append_printf(buf, "symmetry %d\n", RP->symmetry);
}
if (RP->difficulty && RP->difficulty_given) {
stringbuffer_append_printf(buf, "difficulty %d\n", RP->difficulty);
}
if (RP->difficulty_increase != 1.0) {
stringbuffer_append_printf(buf, "difficulty_increase %f\n", RP->difficulty_increase);
}
stringbuffer_append_printf(buf, "dungeon_level %d\n", RP->dungeon_level);
if (RP->dungeon_depth) {
stringbuffer_append_printf(buf, "dungeon_depth %d\n", RP->dungeon_depth);
}
if (RP->dungeon_name[0]) {
stringbuffer_append_printf(buf, "dungeon_name %s\n", RP->dungeon_name);
}
if (RP->decoroptions) {
stringbuffer_append_printf(buf, "decoroptions %d\n", RP->decoroptions);
}
if (RP->orientation) {
stringbuffer_append_printf(buf, "orientation %d\n", RP->orientation);
}
if (RP->origin_x) {
stringbuffer_append_printf(buf, "origin_x %d\n", RP->origin_x);
}
if (RP->origin_y) {
stringbuffer_append_printf(buf, "origin_y %d\n", RP->origin_y);
}
if (RP->random_seed) {
/* Add one so that the next map is a bit different */
stringbuffer_append_printf(buf, "random_seed %d\n", RP->random_seed+1);
}
if (RP->treasureoptions) {
stringbuffer_append_printf(buf, "treasureoptions %d\n", RP->treasureoptions);
}
if (RP->multiple_floors) {
stringbuffer_append_printf(buf, "multiple_floors %d\n", RP->multiple_floors);
}
return buf;
}
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