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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.13 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.46 by root, Fri Mar 26 00:59:21 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <time.h> 25#include <time.h>
26#include <stdio.h> 26#include <stdio.h>
27#include <global.h> 27#include <global.h>
28#include <maze_gen.h>
29#include <room_gen.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32#include <sproto.h> 30#include <sproto.h>
33 31
32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
36
34void 37void
35dump_layout (char **layout, random_map_params *RP) 38dump_layout (Layout layout)
36{ 39{
37 { 40 for (int j = 0; j < layout->h; j++)
38 int i, j;
39
40 for (i = 0; i < RP->Xsize; i++)
41 { 41 {
42 for (j = 0; j < RP->Ysize; j++) 42 for (int i = 0; i < layout->w; i++)
43 { 43 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
44 if (layout[i][j] == 0) 44
45 layout[i][j] = ' '; 45 putc ('\n', stdout);
46 printf ("%c", layout[i][j]);
47 if (layout[i][j] == ' ')
48 layout[i][j] = 0;
49 }
50 printf ("\n");
51 } 46 }
52 }
53 printf ("\n");
54}
55 47
56extern FILE *logfile; 48 putc ('\n', stdout);
57
58maptile *
59generate_random_map (const char *OutFileName, random_map_params *RP)
60{
61 char **layout, buf[HUGE_BUF];
62 maptile *theMap;
63 int i;
64
65 /* pick a random seed, or use the one from the input file */
66 if (RP->random_seed == 0)
67 RP->random_seed = time (0);
68
69 SRANDOM (RP->random_seed);
70
71 write_map_parameters_to_string (buf, RP);
72
73 if (RP->difficulty == 0)
74 {
75 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
76
77 if (RP->difficulty_increase > 0.001)
78 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
79
80 if (RP->difficulty < 1)
81 RP->difficulty = 1;
82 }
83 else
84 RP->difficulty_given = 1;
85
86 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
87 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
88
89 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
90 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
91
92 if (RP->expand2x > 0)
93 {
94 RP->Xsize /= 2;
95 RP->Ysize /= 2;
96 }
97
98 layout = layoutgen (RP);
99
100#ifdef RMAP_DEBUG
101 dump_layout (layout, RP);
102#endif
103
104 /* increment these for the current map */
105 RP->dungeon_level += 1;
106 /* allow constant-difficulty maps. */
107 /* difficulty+=1; */
108
109 /* rotate the layout randomly */
110 layout = rotate_layout (layout, RANDOM () % 4, RP);
111#ifdef RMAP_DEBUG
112 dump_layout (layout, RP);
113#endif
114
115 /* allocate the map and set the floor */
116 theMap = make_map_floor (layout, RP->floorstyle, RP);
117
118 /* set the name of the map. */
119 theMap->path = OutFileName;
120
121 /* set region */
122 theMap->region = RP->region;
123
124 /* create walls unless the wallstyle is "none" */
125 if (strcmp (RP->wallstyle, "none"))
126 {
127 make_map_walls (theMap, layout, RP->wallstyle, RP);
128
129 /* place doors unless doorstyle or wallstyle is "none" */
130 if (strcmp (RP->doorstyle, "none"))
131 put_doors (theMap, layout, RP->doorstyle, RP);
132
133 }
134
135 /* create exits unless the exitstyle is "none" */
136 if (strcmp (RP->exitstyle, "none"))
137 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
138
139 place_specials_in_map (theMap, layout, RP);
140
141 /* create monsters unless the monsterstyle is "none" */
142 if (strcmp (RP->monsterstyle, "none"))
143 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
144
145 /* treasures needs to have a proper difficulty set for the map. */
146 theMap->difficulty = theMap->estimate_difficulty ();
147
148 /* create treasure unless the treasurestyle is "none" */
149 if (strcmp (RP->treasurestyle, "none"))
150 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
151
152 /* create decor unless the decorstyle is "none" */
153 if (strcmp (RP->decorstyle, "none"))
154 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
155
156 /* generate treasures, etc. */
157 theMap->fix_auto_apply ();
158
159 unblock_exits (theMap, layout, RP);
160
161 /* free the layout */
162 for (i = 0; i < RP->Xsize; i++)
163 free (layout[i]);
164
165 free (layout);
166
167 theMap->msg = strdup (buf);
168 theMap->in_memory = MAP_IN_MEMORY;
169
170 return theMap;
171} 49}
172 50
173/* function selects the layout function and gives it whatever
174 arguments it needs. */
175char **
176layoutgen (random_map_params *RP)
177{
178 char **maze = 0;
179 int oxsize = RP->Xsize, oysize = RP->Ysize;
180
181 if (RP->symmetry == SYMMETRY_RANDOM)
182 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
183 else
184 RP->symmetry_used = RP->symmetry;
185
186 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
187 RP->Ysize = RP->Ysize / 2 + 1;
188 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
189 RP->Xsize = RP->Xsize / 2 + 1;
190
191 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
192 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
193 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
194 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
195 RP->map_layout_style = 0;
196
197 /* Redo this - there was a lot of redundant code of checking for preset
198 * layout style and then random layout style. Instead, figure out
199 * the numeric layoutstyle, so there is only one area that actually
200 * calls the code to make the maps.
201 */
202 if (strstr (RP->layoutstyle, "onion"))
203 RP->map_layout_style = LAYOUT_ONION;
204
205 if (strstr (RP->layoutstyle, "maze"))
206 RP->map_layout_style = LAYOUT_MAZE;
207
208 if (strstr (RP->layoutstyle, "spiral"))
209 RP->map_layout_style = LAYOUT_SPIRAL;
210
211 if (strstr (RP->layoutstyle, "rogue"))
212 RP->map_layout_style = LAYOUT_ROGUELIKE;
213
214 if (strstr (RP->layoutstyle, "snake"))
215 RP->map_layout_style = LAYOUT_SNAKE;
216
217 if (strstr (RP->layoutstyle, "squarespiral"))
218 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
219
220 /* No style found - choose one ranomdly */
221 if (RP->map_layout_style == LAYOUT_NONE)
222 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
223
224 switch (RP->map_layout_style)
225 {
226 case LAYOUT_ONION:
227 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
228 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
229 roomify_layout (maze, RP);
230 break;
231
232 case LAYOUT_MAZE:
233 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
234 if (!(RANDOM () % 2))
235 doorify_layout (maze, RP);
236 break;
237
238 case LAYOUT_SPIRAL:
239 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
240 if (!(RANDOM () % 2))
241 doorify_layout (maze, RP);
242 break;
243
244 case LAYOUT_ROGUELIKE:
245 /* Don't put symmetry in rogue maps. There isn't much reason to
246 * do so in the first place (doesn't make it any more interesting),
247 * but more importantly, the symmetry code presumes we are symmetrizing
248 * spirals, or maps with lots of passages - making a symmetric rogue
249 * map fails because its likely that the passages the symmetry process
250 * creates may not connect the rooms.
251 */
252 RP->symmetry_used = SYMMETRY_NONE;
253 RP->Ysize = oysize;
254 RP->Xsize = oxsize;
255 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
256 /* no doorifying... done already */
257 break;
258
259 case LAYOUT_SNAKE:
260 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
261 if (RANDOM () % 2)
262 roomify_layout (maze, RP);
263 break;
264
265 case LAYOUT_SQUARE_SPIRAL:
266 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 if (RANDOM () % 2)
268 roomify_layout (maze, RP);
269 break;
270 }
271
272 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
273
274#ifdef RMAP_DEBUG
275 dump_layout (maze, RP);
276#endif
277
278 if (RP->expand2x)
279 {
280 maze = expand2x (maze, RP->Xsize, RP->Ysize);
281 RP->Xsize = RP->Xsize * 2 - 1;
282 RP->Ysize = RP->Ysize * 2 - 1;
283 }
284
285 return maze;
286}
287
288/* takes a map and makes it symmetric: adjusts Xsize and 51/* takes a map and makes it symmetric: adjusts Xsize and
289Ysize to produce a symmetric map. */ 52 * Ysize to produce a symmetric map.
290char ** 53 */
54static void
291symmetrize_layout (char **maze, int sym, random_map_params *RP) 55symmetrize_layout (Layout layout, random_map_params *RP)
292{ 56{
293 int i, j;
294 char **sym_maze;
295 int Xsize_orig, Ysize_orig;
296
297 Xsize_orig = RP->Xsize;
298 Ysize_orig = RP->Ysize;
299 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
300 if (sym == SYMMETRY_NONE) 57 if (RP->symmetry_used == SYMMETRY_NONE)
301 {
302 RP->Xsize = Xsize_orig;
303 RP->Ysize = Ysize_orig;
304 return maze; 58 return;
305 }
306 /* pick new sizes */
307 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
308 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
309 59
310 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 60 Layout sym_layout (
311 for (i = 0; i < RP->Xsize; i++) 61 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
312 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 62 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 );
313 64
314 if (sym == SYMMETRY_X) 65 if (RP->symmetry_used == SYMMETRY_X)
315 for (i = 0; i < RP->Xsize / 2 + 1; i++) 66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
316 for (j = 0; j < RP->Ysize; j++) 67 for (int j = 0; j < sym_layout->h; j++)
317 { 68 {
318 sym_maze[i][j] = maze[i][j]; 69 sym_layout[i ][j] =
319 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
320 }; 71 }
72
321 if (sym == SYMMETRY_Y) 73 if (RP->symmetry_used == SYMMETRY_Y)
322 for (i = 0; i < RP->Xsize; i++) 74 for (int i = 0; i < sym_layout->w; i++)
323 for (j = 0; j < RP->Ysize / 2 + 1; j++) 75 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
324 {
325 sym_maze[i][j] = maze[i][j];
326 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
327 } 76 {
328 if (sym == SYMMETRY_XY) 77 sym_layout[i][j ] =
329 for (i = 0; i < RP->Xsize / 2 + 1; i++) 78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
330 for (j = 0; j < RP->Ysize / 2 + 1; j++)
331 { 79 }
332 sym_maze[i][j] = maze[i][j]; 80
333 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 81 if (RP->symmetry_used == SYMMETRY_XY)
334 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 82 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
335 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; 83 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
336 } 84 {
337 /* delete the old maze */ 85 sym_layout[i ][j ] =
338 for (i = 0; i < Xsize_orig; i++) 86 sym_layout[i ][sym_layout->h - j - 1] =
339 free (maze[i]); 87 sym_layout[sym_layout->w - i - 1][j ] =
340 free (maze); 88 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
89 }
90
91 layout.swap (sym_layout);
92 sym_layout.free ();
93
341 /* reconnect disjointed spirals */ 94 /* reconnect disjointed spirals */
342 if (RP->map_layout_style == LAYOUT_SPIRAL)
343 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
344 /* reconnect disjointed nethackmazes: the routine for 95 /* reconnect disjointed nethacklayouts: the routine for
345 spirals will do the trick? */ 96 spirals will do the trick? */
97 if (RP->map_layout_style == LAYOUT_SPIRAL
346 if (RP->map_layout_style == LAYOUT_ROGUELIKE) 98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
347 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
348
349 return sym_maze;
350} 100}
351
352 101
353/* takes a map and rotates it. This completes the 102/* takes a map and rotates it. This completes the
354 onion layouts, making them possibly centered on any wall. 103 onion layouts, making them possibly centered on any wall.
355 It'll modify Xsize and Ysize if they're swapped. 104 It'll modify Xsize and Ysize if they're swapped.
356*/ 105*/
357 106static void
358char ** 107rotate_layout (Layout layout, int rotation)
359rotate_layout (char **maze, int rotation, random_map_params *RP)
360{ 108{
361 char **new_maze; 109 int w = layout->w;
362 int i, j; 110 int h = layout->h;
363 111
364 switch (rotation) 112 switch (rotation)
365 { 113 {
366 case 0: 114 case 2: /* a reflection */
367 return maze; 115 {
116 Layout new_layout (w, h);
117
118 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
122 layout.swap (new_layout);
123 new_layout.free ();
124 }
368 break; 125 break;
369 case 2: /* a reflection */
370 {
371 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
372 126
373 for (i = 0; i < RP->Xsize; i++)
374 { /* make a copy */
375 for (j = 0; j < RP->Ysize; j++)
376 {
377 newmaze[i * RP->Ysize + j] = maze[i][j];
378 }
379 }
380 for (i = 0; i < RP->Xsize; i++)
381 { /* copy a reflection back */
382 for (j = 0; j < RP->Ysize; j++)
383 {
384 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
385 }
386 }
387 free (newmaze);
388 return maze;
389 break;
390 }
391 case 1: 127 case 1:
392 case 3: 128 case 3:
393 { 129 {
394 int swap; 130 Layout new_layout (h, w);
395 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 131
396 for (i = 0; i < RP->Ysize; i++)
397 {
398 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
399 }
400 if (rotation == 1) /* swap x and y */ 132 if (rotation == 1) /* swap x and y */
401 for (i = 0; i < RP->Xsize; i++) 133 for (int i = 0; i < w; i++)
402 for (j = 0; j < RP->Ysize; j++) 134 for (int j = 0; j < h; j++)
403 new_maze[j][i] = maze[i][j]; 135 new_layout[j][i] = layout[i][j];
404 136
405 if (rotation == 3) 137 if (rotation == 3) /* swap x and y */
406 { /* swap x and y */
407 for (i = 0; i < RP->Xsize; i++) 138 for (int i = 0; i < w; i++)
408 for (j = 0; j < RP->Ysize; j++) 139 for (int j = 0; j < h; j++)
409 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; 140 new_layout[j][i] = layout[w - i - 1][h - j - 1];
141
142 layout.swap (new_layout);
143 new_layout.free ();
410 } 144 }
411
412 /* delete the old layout */
413 for (i = 0; i < RP->Xsize; i++)
414 free (maze[i]);
415 free (maze);
416
417 swap = RP->Ysize;
418 RP->Ysize = RP->Xsize;
419 RP->Xsize = swap;
420 return new_maze;
421 break; 145 break;
422 }
423 }
424 return NULL;
425}
426
427/* take a layout and make some rooms in it.
428 --works best on onions.*/
429void
430roomify_layout (char **maze, random_map_params *RP)
431{
432 int tries = RP->Xsize * RP->Ysize / 30;
433 int ti;
434
435 for (ti = 0; ti < tries; ti++)
436 {
437 int dx, dy; /* starting location for looking at creating a door */
438 int cx, cy; /* results of checking on creating walls. */
439
440 dx = RANDOM () % RP->Xsize;
441 dy = RANDOM () % RP->Ysize;
442 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
443 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
444 if (cx == -1)
445 {
446 if (cy != -1)
447 make_wall (maze, dx, dy, 1);
448 continue;
449 }
450 if (cy == -1)
451 {
452 make_wall (maze, dx, dy, 0);
453 continue;
454 }
455 if (cx < cy)
456 make_wall (maze, dx, dy, 0);
457 else
458 make_wall (maze, dx, dy, 1);
459 } 146 }
460} 147}
461 148
462/* checks the layout to see if I can stick a horizontal(dir = 0) wall 149/* checks the layout to see if I can stick a horizontal(dir = 0) wall
463 (or vertical, dir == 1) 150 (or vertical, dir == 1)
464 here which ends up on other walls sensibly. */ 151 here which ends up on other walls sensibly. */
465 152static int
466int
467can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) 153can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
468{ 154{
469 int i1; 155 int i1;
470 int length = 0; 156 int length = 0;
471 157
535 return -1; /* can't make verti. wall here */ 221 return -1; /* can't make verti. wall here */
536 if (maze[x][i1] != 0) 222 if (maze[x][i1] != 0)
537 return -1; /* can't make horiz. wall here */ 223 return -1; /* can't make horiz. wall here */
538 length++; 224 length++;
539 } 225 }
226
540 return length; 227 return length;
541 } 228 }
229
542 return -1; 230 return -1;
543} 231}
544 232
233/* take a layout and make some rooms in it.
234 --works best on onions.*/
235static void
236roomify_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
265 if (cx < cy)
266 make_wall (maze, dx, dy, 0);
267 else
268 make_wall (maze, dx, dy, 1);
269 }
270}
545 271
546int 272int
547make_wall (char **maze, int x, int y, int dir) 273make_wall (char **maze, int x, int y, int dir)
548{ 274{
549 maze[x][y] = 'D'; /* mark a door */ 275 maze[x][y] = 'D'; /* mark a door */
573 299
574 return 0; 300 return 0;
575} 301}
576 302
577/* puts doors at appropriate locations in a layout. */ 303/* puts doors at appropriate locations in a layout. */
578void 304static void
579doorify_layout (char **maze, random_map_params *RP) 305doorify_layout (char **maze, random_map_params *RP)
580{ 306{
581 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 307 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
582 char *doorlist_x;
583 char *doorlist_y;
584 int doorlocs = 0; /* # of available doorlocations */ 308 int doorlocs = 0; /* # of available doorlocations */
585 int i, j;
586 309
587 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 310 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
588 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 311 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
589
590 312
591 /* make a list of possible door locations */ 313 /* make a list of possible door locations */
592 for (i = 1; i < RP->Xsize - 1; i++) 314 for (int i = 1; i < RP->Xsize - 1; i++)
593 for (j = 1; j < RP->Ysize - 1; j++) 315 for (int j = 1; j < RP->Ysize - 1; j++)
594 { 316 {
595 int sindex = surround_flag (maze, i, j, RP); 317 int sindex = surround_flag (maze, i, j, RP);
596 318
597 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 319 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
598 { 320 {
602 } 324 }
603 } 325 }
604 326
605 while (ndoors > 0 && doorlocs > 0) 327 while (ndoors > 0 && doorlocs > 0)
606 { 328 {
607 int di; 329 int di = rmg_rndm (doorlocs);
608 int sindex;
609
610 di = RANDOM () % doorlocs;
611 i = doorlist_x[di]; 330 int i = doorlist_x[di];
612 j = doorlist_y[di]; 331 int j = doorlist_y[di];
613 sindex = surround_flag (maze, i, j, RP); 332 int sindex = surround_flag (maze, i, j, RP);
333
614 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
615 { 335 {
616 maze[i][j] = 'D'; 336 maze[i][j] = 'D';
617 ndoors--; 337 ndoors--;
618 } 338 }
339
619 /* reduce the size of the list */ 340 /* reduce the size of the list */
620 doorlocs--; 341 doorlocs--;
621 doorlist_x[di] = doorlist_x[doorlocs]; 342 doorlist_x[di] = doorlist_x[doorlocs];
622 doorlist_y[di] = doorlist_y[doorlocs]; 343 doorlist_y[di] = doorlist_y[doorlocs];
623 } 344 }
624 345
625 free (doorlist_x); 346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
626 free (doorlist_y); 347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
627} 348}
628 349
629void 350void
630write_map_parameters_to_string (char *buf, random_map_params *RP) 351write_map_parameters_to_string (char *buf, random_map_params *RP)
631{ 352{
632 char small_buf[256]; 353 char small_buf[16384];
633 354
634 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 355 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
635 356
636 if (RP->wallstyle[0]) 357 if (RP->wallstyle[0])
637 { 358 {
638 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 359 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
639 strcat (buf, small_buf); 360 strcat (buf, small_buf);
679 { 400 {
680 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); 401 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
681 strcat (buf, small_buf); 402 strcat (buf, small_buf);
682 } 403 }
683 404
684 if (RP->final_map[0]) 405 if (RP->final_map.length ())
685 { 406 {
686 sprintf (small_buf, "final_map %s\n", RP->final_map); 407 sprintf (small_buf, "final_map %s\n", &RP->final_map);
687 strcat (buf, small_buf); 408 strcat (buf, small_buf);
688 } 409 }
689 410
690 if (RP->exit_on_final_map[0]) 411 if (RP->exit_on_final_map[0])
691 { 412 {
692 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); 413 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
693 strcat (buf, small_buf); 414 strcat (buf, small_buf);
694 } 415 }
695 416
696 if (RP->this_map[0]) 417 if (RP->this_map.length ())
697 { 418 {
698 sprintf (small_buf, "origin_map %s\n", RP->this_map); 419 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
699 strcat (buf, small_buf); 420 strcat (buf, small_buf);
700 } 421 }
701 422
702 if (RP->expand2x) 423 if (RP->expand2x)
703 { 424 {
709 { 430 {
710 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); 431 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
711 strcat (buf, small_buf); 432 strcat (buf, small_buf);
712 } 433 }
713 434
714
715 if (RP->layoutoptions2) 435 if (RP->layoutoptions2)
716 { 436 {
717 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); 437 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
718 strcat (buf, small_buf); 438 strcat (buf, small_buf);
719 } 439 }
720 440
721
722 if (RP->layoutoptions3) 441 if (RP->layoutoptions3)
723 { 442 {
724 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); 443 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
725 strcat (buf, small_buf); 444 strcat (buf, small_buf);
726 } 445 }
729 { 448 {
730 sprintf (small_buf, "symmetry %d\n", RP->symmetry); 449 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
731 strcat (buf, small_buf); 450 strcat (buf, small_buf);
732 } 451 }
733 452
734
735 if (RP->difficulty && RP->difficulty_given) 453 if (RP->difficulty && RP->difficulty_given)
736 { 454 {
737 sprintf (small_buf, "difficulty %d\n", RP->difficulty); 455 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
738 strcat (buf, small_buf); 456 strcat (buf, small_buf);
739 } 457 }
740 458
741 if (RP->difficulty_increase != 1.0) 459 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
742 { 460 {
743 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); 461 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
744 strcat (buf, small_buf); 462 strcat (buf, small_buf);
745 } 463 }
746 464
775 { 493 {
776 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 494 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
777 strcat (buf, small_buf); 495 strcat (buf, small_buf);
778 } 496 }
779 497
498 if (RP->treasureoptions)
499 {
500 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
501 strcat (buf, small_buf);
502 }
503
780 if (RP->random_seed) 504 if (RP->random_seed)
781 { 505 {
782 /* Add one so that the next map is a bit different */
783 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 506 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
784 strcat (buf, small_buf); 507 strcat (buf, small_buf);
785 }
786
787 if (RP->treasureoptions)
788 { 508 }
789 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 509
510 if (RP->custom)
511 {
512 sprintf (small_buf, "custom %s\n", RP->custom);
790 strcat (buf, small_buf); 513 strcat (buf, small_buf);
791 } 514 }
792} 515}
793 516
794void 517void
795write_parameters_to_string (char *buf, 518write_parameters_to_string (char *buf,
796 int xsize_n, 519 int xsize_n,
797 int ysize_n, 520 int ysize_n,
798 char *wallstyle_n, 521 const char *wallstyle_n,
799 char *floorstyle_n, 522 const char *floorstyle_n,
800 char *monsterstyle_n, 523 const char *monsterstyle_n,
801 char *treasurestyle_n, 524 const char *treasurestyle_n,
802 char *layoutstyle_n, 525 const char *layoutstyle_n,
803 char *decorstyle_n, 526 const char *decorstyle_n,
804 char *doorstyle_n, 527 const char *doorstyle_n,
805 char *exitstyle_n, 528 const char *exitstyle_n,
806 char *final_map_n, 529 const char *final_map_n,
807 char *exit_on_final_map_n, 530 const char *exit_on_final_map_n,
808 char *this_map_n, 531 const char *this_map_n,
809 int layoutoptions1_n, 532 int layoutoptions1_n,
810 int layoutoptions2_n, 533 int layoutoptions2_n,
811 int layoutoptions3_n, 534 int layoutoptions3_n,
812 int symmetry_n, 535 int symmetry_n,
813 int dungeon_depth_n, 536 int dungeon_depth_n,
814 int dungeon_level_n, 537 int dungeon_level_n,
815 int difficulty_n, 538 int difficulty_n,
816 int difficulty_given_n, 539 int difficulty_given_n,
817 int decoroptions_n, 540 int decoroptions_n,
818 int orientation_n, 541 int orientation_n,
819 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) 542 int origin_x_n,
543 int origin_y_n,
544 uint32_t random_seed_n,
545 int treasureoptions_n,
546 float difficulty_increase)
820{ 547{
821
822 char small_buf[256]; 548 char small_buf[16384];
823 549
824 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 550 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
825 551
826 if (wallstyle_n && wallstyle_n[0]) 552 if (wallstyle_n && wallstyle_n[0])
827 { 553 {
961 } 687 }
962 688
963 if (random_seed_n) 689 if (random_seed_n)
964 { 690 {
965 /* Add one so that the next map is a bit different */ 691 /* Add one so that the next map is a bit different */
966 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 692 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
967 strcat (buf, small_buf); 693 strcat (buf, small_buf);
968 } 694 }
969 695
970 if (treasureoptions_n) 696 if (treasureoptions_n)
971 { 697 {
972 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); 698 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
973 strcat (buf, small_buf); 699 strcat (buf, small_buf);
974 } 700 }
975
976
977} 701}
978 702
979/* copy an object with an inventory... i.e., duplicate the inv too. */ 703/////////////////////////////////////////////////////////////////////////////
980void
981copy_object_with_inv (object *src_ob, object *dest_ob)
982{
983 object *walk, *tmp;
984 704
985 src_ob->copy_to (dest_ob); 705LayoutData::LayoutData (int w, int h)
706: w(w), h(h)
707{
708 int size = (sizeof (char *) + sizeof (char) * h) * w;
986 709
987 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 710 col = (char **)salloc<char> (size);
988 {
989 tmp = object::create ();
990 711
991 walk->copy_to (tmp); 712 char *data = (char *)(col + w);
992 insert_ob_in_ob (tmp, dest_ob); 713
714 for (int x = w; x--; )
715 col [x] = data + x * h;
716}
717
718LayoutData::~LayoutData ()
719{
720 int size = (sizeof (char *) + sizeof (char) * h) * w;
721
722 sfree ((char *)col, size);
723}
724
725void LayoutData::clear (char fill)
726{
727 memset (col [0], fill, w * h);
728}
729
730void LayoutData::border (char fill)
731{
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/* function selects the layout function and gives it whatever
737 arguments it needs. */
738static Layout
739layoutgen (random_map_params *RP)
740{
741 Layout layout (RP);
742
743 switch (RP->map_layout_style)
993 } 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;
994} 815}
816
817bool
818maptile::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

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