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Revision: 1.45
Committed: Sat Nov 7 18:30:05 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92, rel-2_93
Changes since 1.44: +1 -1 lines
Log Message:
lots of cleanups

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.31 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.20 *
4 root 1.32 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.30 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.20 *
8 root 1.42 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.20 *
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 root 1.30 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 pippijn 1.20 * GNU General Public License for more details.
17     *
18 root 1.42 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.30 *
22 root 1.31 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.20 */
24 elmex 1.1
25     #include <time.h>
26     #include <stdio.h>
27     #include <global.h>
28     #include <random_map.h>
29     #include <rproto.h>
30     #include <sproto.h>
31    
32 root 1.39 #define CEDE coroapi::cede_to_tick ()
33 root 1.22
34 root 1.34 static void symmetrize_layout (Layout maze, random_map_params *RP);
35     static void rotate_layout (Layout maze, int rotation);
36 root 1.33
37 root 1.3 void
38 root 1.34 dump_layout (Layout layout)
39 root 1.3 {
40 root 1.36 for (int j = 0; j < layout->h; j++)
41 root 1.34 {
42 root 1.36 for (int i = 0; i < layout->w; i++)
43 root 1.34 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
44    
45     putc ('\n', stdout);
46     }
47 root 1.3
48 root 1.34 putc ('\n', stdout);
49 elmex 1.1 }
50 root 1.8
51 root 1.34 /* takes a map and makes it symmetric: adjusts Xsize and
52     * Ysize to produce a symmetric map.
53     */
54 root 1.33 static void
55 root 1.34 symmetrize_layout (Layout layout, random_map_params *RP)
56 root 1.3 {
57 root 1.33 if (RP->symmetry_used == SYMMETRY_NONE)
58     return;
59 root 1.32
60 root 1.34 Layout sym_layout (
61     RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
62     RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 root 1.33 );
64 root 1.32
65 root 1.33 if (RP->symmetry_used == SYMMETRY_X)
66 root 1.34 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
67     for (int j = 0; j < sym_layout->h; j++)
68 root 1.3 {
69 root 1.34 sym_layout[i ][j] =
70     sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
71 root 1.32 }
72    
73 root 1.33 if (RP->symmetry_used == SYMMETRY_Y)
74 root 1.34 for (int i = 0; i < sym_layout->w; i++)
75     for (int j = 0; j < sym_layout->h / 2 + 1; j++)
76 root 1.3 {
77 root 1.34 sym_layout[i][j ] =
78     sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
79 root 1.3 }
80 root 1.32
81 root 1.33 if (RP->symmetry_used == SYMMETRY_XY)
82 root 1.34 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
83     for (int j = 0; j < sym_layout->h / 2 + 1; j++)
84 root 1.3 {
85 root 1.34 sym_layout[i ][j ] =
86     sym_layout[i ][sym_layout->h - j - 1] =
87     sym_layout[sym_layout->w - i - 1][j ] =
88     sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
89 root 1.3 }
90 root 1.32
91 root 1.34 layout.swap (sym_layout);
92     sym_layout.free ();
93 root 1.32
94 elmex 1.1 /* reconnect disjointed spirals */
95 root 1.34 /* reconnect disjointed nethacklayouts: the routine for
96 root 1.3 spirals will do the trick? */
97 root 1.33 if (RP->map_layout_style == LAYOUT_SPIRAL
98     || RP->map_layout_style == LAYOUT_ROGUELIKE)
99 root 1.34 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
100 elmex 1.1 }
101    
102     /* takes a map and rotates it. This completes the
103     onion layouts, making them possibly centered on any wall.
104     It'll modify Xsize and Ysize if they're swapped.
105     */
106 root 1.33 static void
107 root 1.34 rotate_layout (Layout layout, int rotation)
108 root 1.3 {
109 root 1.34 int w = layout->w;
110     int h = layout->h;
111    
112 root 1.3 switch (rotation)
113     {
114 root 1.13 case 2: /* a reflection */
115 root 1.11 {
116 root 1.34 Layout new_layout (w, h);
117 root 1.32
118 root 1.34 for (int i = 0; i < w; i++) /* copy a reflection back */
119     for (int j = 0; j < h; j++)
120     new_layout[i][j] = layout[w - i - 1][h - j - 1];
121 root 1.11
122 root 1.34 layout.swap (new_layout);
123     new_layout.free ();
124 root 1.11 }
125 root 1.34 break;
126 root 1.32
127 root 1.11 case 1:
128     case 3:
129     {
130 root 1.34 Layout new_layout (h, w);
131 root 1.32
132 root 1.13 if (rotation == 1) /* swap x and y */
133 root 1.34 for (int i = 0; i < w; i++)
134     for (int j = 0; j < h; j++)
135     new_layout[j][i] = layout[i][j];
136 root 1.3
137 root 1.32 if (rotation == 3) /* swap x and y */
138 root 1.34 for (int i = 0; i < w; i++)
139     for (int j = 0; j < h; j++)
140     new_layout[j][i] = layout[w - i - 1][h - j - 1];
141 root 1.33
142 root 1.34 layout.swap (new_layout);
143     new_layout.free ();
144 root 1.11 }
145 root 1.34 break;
146 elmex 1.1 }
147     }
148    
149     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
150     (or vertical, dir == 1)
151     here which ends up on other walls sensibly. */
152 root 1.44 static int
153 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
154 root 1.3 {
155 elmex 1.1 int i1;
156 root 1.3 int length = 0;
157 elmex 1.1
158     /* dont make walls if we're on the edge. */
159 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
160     return -1;
161 elmex 1.1
162     /* don't make walls if we're ON a wall. */
163 root 1.3 if (maze[dx][dy] != 0)
164     return -1;
165 elmex 1.1
166 root 1.3 if (dir == 0) /* horizontal */
167 elmex 1.1 {
168     int y = dy;
169 root 1.3
170     for (i1 = dx - 1; i1 > 0; i1--)
171     {
172     int sindex = surround_flag2 (maze, i1, y, RP);
173    
174     if (sindex == 1)
175     break;
176     if (sindex != 0)
177     return -1; /* can't make horiz. wall here */
178     if (maze[i1][y] != 0)
179     return -1; /* can't make horiz. wall here */
180     length++;
181     }
182    
183     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
184     {
185     int sindex = surround_flag2 (maze, i1, y, RP);
186    
187     if (sindex == 2)
188     break;
189     if (sindex != 0)
190     return -1; /* can't make horiz. wall here */
191     if (maze[i1][y] != 0)
192     return -1; /* can't make horiz. wall here */
193     length++;
194     }
195 elmex 1.1 return length;
196     }
197 root 1.3 else
198     { /* vertical */
199     int x = dx;
200    
201     for (i1 = dy - 1; i1 > 0; i1--)
202     {
203     int sindex = surround_flag2 (maze, x, i1, RP);
204    
205     if (sindex == 4)
206     break;
207     if (sindex != 0)
208     return -1; /* can't make vert. wall here */
209     if (maze[x][i1] != 0)
210     return -1; /* can't make horiz. wall here */
211     length++;
212     }
213    
214     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
215     {
216 root 1.43 int sindex = surround_flag2 (maze, x, i1, RP);
217    
218     if (sindex == 8)
219     break;
220     if (sindex != 0)
221     return -1; /* can't make verti. wall here */
222     if (maze[x][i1] != 0)
223     return -1; /* can't make horiz. wall here */
224     length++;
225     }
226    
227     return length;
228     }
229    
230     return -1;
231     }
232    
233     /* take a layout and make some rooms in it.
234     --works best on onions.*/
235 root 1.44 static void
236 root 1.43 roomify_layout (char **maze, random_map_params *RP)
237     {
238     int tries = RP->Xsize * RP->Ysize / 30;
239     int ti;
240    
241     for (ti = 0; ti < tries; ti++)
242     {
243     int dx, dy; /* starting location for looking at creating a door */
244     int cx, cy; /* results of checking on creating walls. */
245    
246     dx = rmg_rndm (RP->Xsize);
247     dy = rmg_rndm (RP->Ysize);
248    
249     cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
250     cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
251     if (cx == -1)
252     {
253     if (cy != -1)
254     make_wall (maze, dx, dy, 1);
255    
256     continue;
257     }
258    
259     if (cy == -1)
260     {
261     make_wall (maze, dx, dy, 0);
262     continue;
263     }
264 root 1.3
265 root 1.43 if (cx < cy)
266     make_wall (maze, dx, dy, 0);
267     else
268     make_wall (maze, dx, dy, 1);
269 elmex 1.1 }
270     }
271    
272 root 1.3 int
273     make_wall (char **maze, int x, int y, int dir)
274     {
275     maze[x][y] = 'D'; /* mark a door */
276     switch (dir)
277 elmex 1.1 {
278 root 1.13 case 0: /* horizontal */
279     {
280     int i1;
281 root 1.3
282 root 1.13 for (i1 = x - 1; maze[i1][y] == 0; i1--)
283     maze[i1][y] = '#';
284     for (i1 = x + 1; maze[i1][y] == 0; i1++)
285     maze[i1][y] = '#';
286     break;
287     }
288     case 1: /* vertical */
289     {
290     int i1;
291 root 1.3
292 root 1.13 for (i1 = y - 1; maze[x][i1] == 0; i1--)
293     maze[x][i1] = '#';
294     for (i1 = y + 1; maze[x][i1] == 0; i1++)
295     maze[x][i1] = '#';
296     break;
297     }
298 elmex 1.1 }
299    
300     return 0;
301     }
302    
303     /* puts doors at appropriate locations in a layout. */
304 root 1.44 static void
305 root 1.13 doorify_layout (char **maze, random_map_params *RP)
306 root 1.3 {
307     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
308     int doorlocs = 0; /* # of available doorlocations */
309    
310 root 1.41 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
311     uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
312 elmex 1.1
313     /* make a list of possible door locations */
314 root 1.41 for (int i = 1; i < RP->Xsize - 1; i++)
315     for (int j = 1; j < RP->Ysize - 1; j++)
316 root 1.3 {
317     int sindex = surround_flag (maze, i, j, RP);
318    
319     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
320     {
321     doorlist_x[doorlocs] = i;
322     doorlist_y[doorlocs] = j;
323     doorlocs++;
324     }
325     }
326 root 1.12
327 root 1.3 while (ndoors > 0 && doorlocs > 0)
328     {
329 root 1.41 int di = rmg_rndm (doorlocs);
330     int i = doorlist_x[di];
331     int j = doorlist_y[di];
332     int sindex = surround_flag (maze, i, j, RP);
333 root 1.27
334 root 1.3 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
335     {
336     maze[i][j] = 'D';
337     ndoors--;
338 elmex 1.1 }
339 root 1.27
340 root 1.3 /* reduce the size of the list */
341     doorlocs--;
342     doorlist_x[di] = doorlist_x[doorlocs];
343     doorlist_y[di] = doorlist_y[doorlocs];
344 elmex 1.1 }
345 root 1.12
346 root 1.32 sfree (doorlist_x, RP->Xsize * RP->Ysize);
347     sfree (doorlist_y, RP->Xsize * RP->Ysize);
348 elmex 1.1 }
349    
350 root 1.3 void
351 root 1.13 write_map_parameters_to_string (char *buf, random_map_params *RP)
352 root 1.3 {
353 root 1.18 char small_buf[16384];
354 elmex 1.1
355 root 1.24 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
356 root 1.3
357     if (RP->wallstyle[0])
358     {
359     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
360     strcat (buf, small_buf);
361     }
362    
363     if (RP->floorstyle[0])
364     {
365     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
366     strcat (buf, small_buf);
367     }
368    
369     if (RP->monsterstyle[0])
370     {
371     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
372     strcat (buf, small_buf);
373     }
374 elmex 1.1
375 root 1.3 if (RP->treasurestyle[0])
376     {
377     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
378     strcat (buf, small_buf);
379     }
380 elmex 1.1
381 root 1.3 if (RP->layoutstyle[0])
382     {
383     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
384     strcat (buf, small_buf);
385     }
386 elmex 1.1
387 root 1.3 if (RP->decorstyle[0])
388     {
389     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
390     strcat (buf, small_buf);
391     }
392 elmex 1.1
393 root 1.3 if (RP->doorstyle[0])
394     {
395     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
396     strcat (buf, small_buf);
397     }
398 elmex 1.1
399 root 1.3 if (RP->exitstyle[0])
400     {
401     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
402     strcat (buf, small_buf);
403     }
404 elmex 1.1
405 root 1.14 if (RP->final_map.length ())
406 root 1.3 {
407 root 1.14 sprintf (small_buf, "final_map %s\n", &RP->final_map);
408 root 1.3 strcat (buf, small_buf);
409     }
410 elmex 1.1
411 root 1.3 if (RP->exit_on_final_map[0])
412     {
413     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
414     strcat (buf, small_buf);
415     }
416 elmex 1.1
417 root 1.14 if (RP->this_map.length ())
418 root 1.3 {
419 root 1.14 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
420 root 1.3 strcat (buf, small_buf);
421     }
422 elmex 1.1
423 root 1.3 if (RP->expand2x)
424     {
425     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
426     strcat (buf, small_buf);
427     }
428 elmex 1.1
429 root 1.3 if (RP->layoutoptions1)
430     {
431     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
432     strcat (buf, small_buf);
433     }
434 elmex 1.1
435 root 1.3 if (RP->layoutoptions2)
436     {
437     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
438     strcat (buf, small_buf);
439     }
440 elmex 1.1
441 root 1.3 if (RP->layoutoptions3)
442     {
443     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
444     strcat (buf, small_buf);
445     }
446 elmex 1.1
447 root 1.3 if (RP->symmetry)
448     {
449     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
450     strcat (buf, small_buf);
451     }
452 elmex 1.1
453 root 1.3 if (RP->difficulty && RP->difficulty_given)
454     {
455     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
456     strcat (buf, small_buf);
457     }
458 elmex 1.1
459 root 1.45 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
460 root 1.3 {
461     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
462     strcat (buf, small_buf);
463     }
464 elmex 1.1
465 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
466     strcat (buf, small_buf);
467 elmex 1.1
468 root 1.3 if (RP->dungeon_depth)
469     {
470     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
471     strcat (buf, small_buf);
472     }
473 elmex 1.1
474 root 1.3 if (RP->decoroptions)
475     {
476     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
477     strcat (buf, small_buf);
478     }
479 elmex 1.1
480 root 1.3 if (RP->orientation)
481     {
482     sprintf (small_buf, "orientation %d\n", RP->orientation);
483     strcat (buf, small_buf);
484     }
485 elmex 1.1
486 root 1.3 if (RP->origin_x)
487     {
488     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
489     strcat (buf, small_buf);
490     }
491 elmex 1.1
492 root 1.3 if (RP->origin_y)
493     {
494     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
495     strcat (buf, small_buf);
496     }
497 root 1.11
498 root 1.3 if (RP->treasureoptions)
499     {
500     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
501     strcat (buf, small_buf);
502     }
503 root 1.14
504     if (RP->random_seed)
505     {
506 root 1.25 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
507 root 1.14 strcat (buf, small_buf);
508     }
509 root 1.18
510     if (RP->custom)
511     {
512     sprintf (small_buf, "custom %s\n", RP->custom);
513     strcat (buf, small_buf);
514     }
515 elmex 1.1 }
516    
517 root 1.3 void
518     write_parameters_to_string (char *buf,
519     int xsize_n,
520     int ysize_n,
521 root 1.28 const char *wallstyle_n,
522     const char *floorstyle_n,
523     const char *monsterstyle_n,
524     const char *treasurestyle_n,
525     const char *layoutstyle_n,
526     const char *decorstyle_n,
527     const char *doorstyle_n,
528     const char *exitstyle_n,
529     const char *final_map_n,
530     const char *exit_on_final_map_n,
531     const char *this_map_n,
532 root 1.3 int layoutoptions1_n,
533     int layoutoptions2_n,
534     int layoutoptions3_n,
535     int symmetry_n,
536     int dungeon_depth_n,
537     int dungeon_level_n,
538     int difficulty_n,
539     int difficulty_given_n,
540     int decoroptions_n,
541     int orientation_n,
542 root 1.28 int origin_x_n,
543     int origin_y_n,
544     uint32_t random_seed_n,
545     int treasureoptions_n,
546     float difficulty_increase)
547 elmex 1.1 {
548 root 1.18 char small_buf[16384];
549 elmex 1.1
550 root 1.3 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
551    
552     if (wallstyle_n && wallstyle_n[0])
553     {
554     sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
555     strcat (buf, small_buf);
556     }
557    
558     if (floorstyle_n && floorstyle_n[0])
559     {
560     sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
561     strcat (buf, small_buf);
562     }
563 elmex 1.1
564 root 1.3 if (monsterstyle_n && monsterstyle_n[0])
565     {
566     sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
567     strcat (buf, small_buf);
568     }
569 elmex 1.1
570 root 1.3 if (treasurestyle_n && treasurestyle_n[0])
571     {
572     sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
573     strcat (buf, small_buf);
574     }
575 elmex 1.1
576 root 1.3 if (layoutstyle_n && layoutstyle_n[0])
577     {
578     sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
579     strcat (buf, small_buf);
580     }
581 elmex 1.1
582 root 1.3 if (decorstyle_n && decorstyle_n[0])
583     {
584     sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
585     strcat (buf, small_buf);
586     }
587 elmex 1.1
588 root 1.3 if (doorstyle_n && doorstyle_n[0])
589     {
590     sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
591     strcat (buf, small_buf);
592     }
593 elmex 1.1
594 root 1.3 if (exitstyle_n && exitstyle_n[0])
595     {
596     sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
597     strcat (buf, small_buf);
598     }
599 elmex 1.1
600 root 1.3 if (final_map_n && final_map_n[0])
601     {
602     sprintf (small_buf, "final_map %s\n", final_map_n);
603     strcat (buf, small_buf);
604     }
605 elmex 1.1
606 root 1.3 if (exit_on_final_map_n && exit_on_final_map_n[0])
607     {
608     sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
609     strcat (buf, small_buf);
610     }
611 elmex 1.1
612 root 1.3 if (this_map_n && this_map_n[0])
613     {
614     sprintf (small_buf, "origin_map %s\n", this_map_n);
615     strcat (buf, small_buf);
616     }
617 elmex 1.1
618 root 1.3 if (layoutoptions1_n)
619     {
620     sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
621     strcat (buf, small_buf);
622     }
623 elmex 1.1
624 root 1.3 if (layoutoptions2_n)
625     {
626     sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
627     strcat (buf, small_buf);
628     }
629 elmex 1.1
630    
631 root 1.3 if (layoutoptions3_n)
632     {
633     sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
634     strcat (buf, small_buf);
635     }
636 elmex 1.1
637 root 1.3 if (symmetry_n)
638     {
639     sprintf (small_buf, "symmetry %d\n", symmetry_n);
640     strcat (buf, small_buf);
641     }
642 elmex 1.1
643    
644 root 1.3 if (difficulty_n && difficulty_given_n)
645     {
646     sprintf (small_buf, "difficulty %d\n", difficulty_n);
647     strcat (buf, small_buf);
648     }
649 elmex 1.1
650 root 1.3 if (difficulty_increase > 0.001)
651     {
652     sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
653     strcat (buf, small_buf);
654     }
655 elmex 1.1
656 root 1.3 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
657     strcat (buf, small_buf);
658 elmex 1.1
659 root 1.3 if (dungeon_depth_n)
660     {
661     sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
662     strcat (buf, small_buf);
663     }
664 elmex 1.1
665 root 1.3 if (decoroptions_n)
666     {
667     sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
668     strcat (buf, small_buf);
669     }
670 elmex 1.1
671 root 1.3 if (orientation_n)
672     {
673     sprintf (small_buf, "orientation %d\n", orientation_n);
674     strcat (buf, small_buf);
675     }
676 elmex 1.1
677 root 1.3 if (origin_x_n)
678     {
679     sprintf (small_buf, "origin_x %d\n", origin_x_n);
680     strcat (buf, small_buf);
681     }
682 elmex 1.1
683 root 1.3 if (origin_y_n)
684     {
685     sprintf (small_buf, "origin_y %d\n", origin_y_n);
686     strcat (buf, small_buf);
687     }
688 root 1.11
689 root 1.3 if (random_seed_n)
690     {
691     /* Add one so that the next map is a bit different */
692 root 1.25 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
693 root 1.3 strcat (buf, small_buf);
694     }
695 elmex 1.1
696 root 1.3 if (treasureoptions_n)
697     {
698     sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
699     strcat (buf, small_buf);
700     }
701 elmex 1.1 }
702    
703 root 1.34 /////////////////////////////////////////////////////////////////////////////
704    
705     LayoutData::LayoutData (int w, int h)
706 root 1.33 : w(w), h(h)
707 root 1.32 {
708 root 1.33 int size = (sizeof (char *) + sizeof (char) * h) * w;
709 root 1.32
710 root 1.33 col = (char **)salloc<char> (size);
711 root 1.32
712 root 1.33 char *data = (char *)(col + w);
713 root 1.32
714 root 1.33 for (int x = w; x--; )
715     col [x] = data + x * h;
716 root 1.32 }
717    
718 root 1.34 LayoutData::~LayoutData ()
719 root 1.32 {
720 root 1.33 int size = (sizeof (char *) + sizeof (char) * h) * w;
721    
722 root 1.32 sfree ((char *)col, size);
723     }
724    
725 root 1.34 void LayoutData::clear (char fill)
726 root 1.33 {
727     memset (col [0], fill, w * h);
728     }
729    
730 root 1.34 void LayoutData::border (char fill)
731 root 1.33 {
732     for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
733     for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
734     }
735    
736 root 1.43 /* function selects the layout function and gives it whatever
737     arguments it needs. */
738 root 1.44 static Layout
739 root 1.43 layoutgen (random_map_params *RP)
740     {
741     Layout layout (RP);
742    
743     switch (RP->map_layout_style)
744     {
745     case LAYOUT_ONION:
746     map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
747    
748     if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
749     roomify_layout (layout, RP);
750    
751     break;
752    
753     case LAYOUT_MAZE:
754     maze_gen (layout, rmg_rndm (2));
755    
756     if (!(rmg_rndm (2)))
757     doorify_layout (layout, RP);
758    
759     break;
760    
761     case LAYOUT_SPIRAL:
762     map_gen_spiral (layout, RP->layoutoptions1);
763    
764     if (!(rmg_rndm (2)))
765     doorify_layout (layout, RP);
766    
767     break;
768    
769     case LAYOUT_ROGUELIKE:
770     /* Don't put symmetry in rogue maps. There isn't much reason to
771     * do so in the first place (doesn't make it any more interesting),
772     * but more importantly, the symmetry code presumes we are symmetrizing
773     * spirals, or maps with lots of passages - making a symmetric rogue
774     * map fails because its likely that the passages the symmetry process
775     * creates may not connect the rooms.
776     */
777     RP->symmetry_used = SYMMETRY_NONE;
778     roguelike_layout_gen (layout, RP->layoutoptions1);
779     /* no doorifying... done already */
780     break;
781    
782     case LAYOUT_SNAKE:
783     make_snake_layout (layout, RP->layoutoptions1);
784    
785     if (rmg_rndm (2))
786     roomify_layout (layout, RP);
787    
788     break;
789    
790     case LAYOUT_SQUARE_SPIRAL:
791     make_square_spiral_layout (layout, RP->layoutoptions1);
792    
793     if (rmg_rndm (2))
794     roomify_layout (layout, RP);
795    
796     break;
797    
798     default:
799     abort ();
800     }
801    
802     /* rotate the layout randomly */
803     rotate_layout (layout, rmg_rndm (4));
804    
805     symmetrize_layout (layout, RP);
806    
807     #ifdef RMAP_DEBUG
808     dump_layout (layout);
809     #endif
810    
811     if (RP->expand2x)
812     expand2x (layout);
813    
814     return layout;
815     }
816    
817     bool
818     maptile::generate_random_map (random_map_params *RP)
819     {
820     char buf[16384];
821     int i;
822    
823     RP->Xsize = RP->xsize;
824     RP->Ysize = RP->ysize;
825    
826     /* pick a random seed, or use the one from the input file */
827     RP->random_seed = RP->random_seed
828     ? RP->random_seed + RP->dungeon_level
829     : time (0);
830    
831     // we run "single-threaded"
832     rmg_rndm.seed (RP->random_seed);
833    
834     write_map_parameters_to_string (buf, RP);
835    
836     if (RP->difficulty == 0)
837     {
838     RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
839    
840     if (RP->difficulty_increase > 0.001)
841     RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
842    
843     if (RP->difficulty < 1)
844     RP->difficulty = 1;
845     }
846     else
847     RP->difficulty_given = 1;
848    
849     if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
850     RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
851    
852     if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
853     RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
854    
855     if (RP->symmetry == SYMMETRY_RANDOM)
856     RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
857     else
858     RP->symmetry_used = RP->symmetry;
859    
860     if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
861     RP->Ysize = RP->Ysize / 2 + 1;
862    
863     if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
864     RP->Xsize = RP->Xsize / 2 + 1;
865    
866     if (RP->expand2x > 0)
867     {
868     RP->Xsize /= 2;
869     RP->Ysize /= 2;
870     }
871    
872     RP->map_layout_style = LAYOUT_NONE;
873    
874     /* Redo this - there was a lot of redundant code of checking for preset
875     * layout style and then random layout style. Instead, figure out
876     * the numeric layoutstyle, so there is only one area that actually
877     * calls the code to make the maps.
878     */
879     if (strstr (RP->layoutstyle, "onion"))
880     RP->map_layout_style = LAYOUT_ONION;
881     else if (strstr (RP->layoutstyle, "maze"))
882     RP->map_layout_style = LAYOUT_MAZE;
883     else if (strstr (RP->layoutstyle, "spiral"))
884     RP->map_layout_style = LAYOUT_SPIRAL;
885     else if (strstr (RP->layoutstyle, "rogue"))
886     RP->map_layout_style = LAYOUT_ROGUELIKE;
887     else if (strstr (RP->layoutstyle, "snake"))
888     RP->map_layout_style = LAYOUT_SNAKE;
889     else if (strstr (RP->layoutstyle, "squarespiral"))
890     RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
891     else if (RP->map_layout_style == LAYOUT_NONE)
892     RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
893     else
894     abort ();
895    
896     Layout layout = layoutgen (RP);
897    
898     #ifdef RMAP_DEBUG
899     dump_layout (layout);
900     #endif
901    
902     /* increment these for the current map */
903     ++RP->dungeon_level;
904    
905     // need to patch RP becasue following code doesn't use the Layout object
906     RP->Xsize = layout->w;
907     RP->Ysize = layout->h;
908    
909     /* allocate the map and set the floor */
910     make_map_floor (layout, RP->floorstyle, RP);
911    
912     /* set region */
913     default_region = RP->region;
914    
915     CEDE;
916    
917     place_specials_in_map (this, layout, RP);
918    
919     CEDE;
920    
921     /* create walls unless the wallstyle is "none" */
922     if (strcmp (RP->wallstyle, "none"))
923     {
924     make_map_walls (this, layout, RP->wallstyle, RP);
925    
926     /* place doors unless doorstyle or wallstyle is "none" */
927     if (strcmp (RP->doorstyle, "none"))
928     put_doors (this, layout, RP->doorstyle, RP);
929     }
930    
931     CEDE;
932    
933     /* create exits unless the exitstyle is "none" */
934     if (strcmp (RP->exitstyle, "none"))
935     place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
936    
937     CEDE;
938    
939     /* create monsters unless the monsterstyle is "none" */
940     if (strcmp (RP->monsterstyle, "none"))
941     place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
942    
943     CEDE;
944    
945     /* treasures needs to have a proper difficulty set for the map. */
946     difficulty = estimate_difficulty ();
947    
948     CEDE;
949    
950     /* create treasure unless the treasurestyle is "none" */
951     place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
952    
953     CEDE;
954    
955     /* create decor unless the decorstyle is "none" */
956     if (strcmp (RP->decorstyle, "none"))
957     put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
958    
959     CEDE;
960    
961     /* generate treasures, etc. */
962     fix_auto_apply ();
963    
964     CEDE;
965    
966     unblock_exits (this, layout, RP);
967    
968     msg = strdup (buf);
969     in_memory = MAP_ACTIVE;
970    
971     CEDE;
972    
973     return 1;
974     }
975