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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.5 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.44 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <time.h> 25#include <time.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <global.h> 27#include <global.h>
27#include <maze_gen.h>
28#include <room_gen.h>
29#include <random_map.h> 28#include <random_map.h>
30#include <rproto.h> 29#include <rproto.h>
31#include <sproto.h> 30#include <sproto.h>
32 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
33void 37void
34dump_layout (char **layout, RMParms * RP) 38dump_layout (Layout layout)
35{ 39{
36 { 40 for (int j = 0; j < layout->h; j++)
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 { 41 {
41 for (j = 0; j < RP->Ysize; j++) 42 for (int i = 0; i < layout->w; i++)
42 { 43 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43 if (layout[i][j] == 0) 44
44 layout[i][j] = ' '; 45 putc ('\n', stdout);
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 } 46 }
51 }
52 printf ("\n");
53}
54EXTERN FILE *logfile;
55maptile *
56generate_random_map (const char *OutFileName, RMParms * RP)
57{
58 char **layout, buf[HUGE_BUF];
59 maptile *theMap;
60 int i;
61 47
62 /* pick a random seed, or use the one from the input file */ 48 putc ('\n', stdout);
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 if (RP->difficulty_increase > 0.001)
74 {
75 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
76 if (RP->difficulty < 1)
77 RP->difficulty = 1;
78 }
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 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
86 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
87
88 if (RP->expand2x > 0)
89 {
90 RP->Xsize /= 2;
91 RP->Ysize /= 2;
92 }
93
94 layout = layoutgen (RP);
95
96#ifdef RMAP_DEBUG
97 dump_layout (layout, RP);
98#endif
99
100 /* increment these for the current map */
101 RP->dungeon_level += 1;
102 /* allow constant-difficulty maps. */
103 /* difficulty+=1; */
104
105 /* rotate the layout randomly */
106 layout = rotate_layout (layout, RANDOM () % 4, RP);
107#ifdef RMAP_DEBUG
108 dump_layout (layout, RP);
109#endif
110
111 /* allocate the map and set the floor */
112 theMap = make_map_floor (layout, RP->floorstyle, RP);
113
114 /* set the name of the map. */
115 strcpy (theMap->path, OutFileName);
116
117 /* set region */
118 theMap->region = RP->region;
119
120 /* create walls unless the wallstyle is "none" */
121 if (strcmp (RP->wallstyle, "none"))
122 {
123 make_map_walls (theMap, layout, RP->wallstyle, RP);
124
125 /* place doors unless doorstyle or wallstyle is "none" */
126 if (strcmp (RP->doorstyle, "none"))
127 put_doors (theMap, layout, RP->doorstyle, RP);
128
129 }
130
131 /* create exits unless the exitstyle is "none" */
132 if (strcmp (RP->exitstyle, "none"))
133 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
134
135 place_specials_in_map (theMap, layout, RP);
136
137 /* create monsters unless the monsterstyle is "none" */
138 if (strcmp (RP->monsterstyle, "none"))
139 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
140
141 /* treasures needs to have a proper difficulty set for the map. */
142 theMap->difficulty = calculate_difficulty (theMap);
143
144 /* create treasure unless the treasurestyle is "none" */
145 if (strcmp (RP->treasurestyle, "none"))
146 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
147
148 /* create decor unless the decorstyle is "none" */
149 if (strcmp (RP->decorstyle, "none"))
150 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
151
152 /* generate treasures, etc. */
153 fix_auto_apply (theMap);
154
155 unblock_exits (theMap, layout, RP);
156
157 /* free the layout */
158 for (i = 0; i < RP->Xsize; i++)
159 free (layout[i]);
160 free (layout);
161
162 theMap->msg = strdup_local (buf);
163
164 return theMap;
165} 49}
166 50
167
168/* function selects the layout function and gives it whatever
169 arguments it needs. */
170char **
171layoutgen (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 51/* takes a map and makes it symmetric: adjusts Xsize and
296Ysize to produce a symmetric map. */ 52 * Ysize to produce a symmetric map.
297 53 */
298char ** 54static void
299symmetrize_layout (char **maze, int sym, RMParms * RP) 55symmetrize_layout (Layout layout, random_map_params *RP)
300{ 56{
301 int i, j; 57 if (RP->symmetry_used == SYMMETRY_NONE)
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; 58 return;
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 59
318 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 60 Layout sym_layout (
319 for (i = 0; i < RP->Xsize; i++) 61 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
320 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 );
321 64
322 if (sym == X_SYM) 65 if (RP->symmetry_used == SYMMETRY_X)
323 for (i = 0; i < RP->Xsize / 2 + 1; i++) 66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
324 for (j = 0; j < RP->Ysize; j++) 67 for (int j = 0; j < sym_layout->h; j++)
325 { 68 {
326 sym_maze[i][j] = maze[i][j]; 69 sym_layout[i ][j] =
327 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
328 }; 71 }
329 if (sym == Y_SYM) 72
330 for (i = 0; i < RP->Xsize; i++) 73 if (RP->symmetry_used == SYMMETRY_Y)
74 for (int i = 0; i < sym_layout->w; i++)
331 for (j = 0; j < RP->Ysize / 2 + 1; j++) 75 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
332 {
333 sym_maze[i][j] = maze[i][j];
334 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
335 } 76 {
336 if (sym == XY_SYM) 77 sym_layout[i][j ] =
337 for (i = 0; i < RP->Xsize / 2 + 1; i++) 78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
338 for (j = 0; j < RP->Ysize / 2 + 1; j++)
339 { 79 }
340 sym_maze[i][j] = maze[i][j]; 80
341 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 81 if (RP->symmetry_used == SYMMETRY_XY)
342 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 82 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
343 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++)
344 } 84 {
345 /* delete the old maze */ 85 sym_layout[i ][j ] =
346 for (i = 0; i < Xsize_orig; i++) 86 sym_layout[i ][sym_layout->h - j - 1] =
347 free (maze[i]); 87 sym_layout[sym_layout->w - i - 1][j ] =
348 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
349 /* reconnect disjointed spirals */ 94 /* 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 95 /* reconnect disjointed nethacklayouts: the routine for
353 spirals will do the trick? */ 96 spirals will do the trick? */
354 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 97 if (RP->map_layout_style == LAYOUT_SPIRAL
355 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
356 99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
357 return sym_maze;
358} 100}
359
360 101
361/* takes a map and rotates it. This completes the 102/* takes a map and rotates it. This completes the
362 onion layouts, making them possibly centered on any wall. 103 onion layouts, making them possibly centered on any wall.
363 It'll modify Xsize and Ysize if they're swapped. 104 It'll modify Xsize and Ysize if they're swapped.
364*/ 105*/
365 106static void
366char ** 107rotate_layout (Layout layout, int rotation)
367rotate_layout (char **maze, int rotation, RMParms * RP)
368{ 108{
369 char **new_maze; 109 int w = layout->w;
370 int i, j; 110 int h = layout->h;
371 111
372 switch (rotation) 112 switch (rotation)
373 { 113 {
374 case 0:
375 return maze;
376 break;
377 case 2: /* a reflection */ 114 case 2: /* a reflection */
378 { 115 {
379 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 116 Layout new_layout (w, h);
380 117
381 for (i = 0; i < RP->Xsize; i++) 118 for (int i = 0; i < w; i++) /* copy a reflection back */
382 { /* make a copy */
383 for (j = 0; j < RP->Ysize; j++) 119 for (int j = 0; j < h; j++)
384 { 120 new_layout[i][j] = layout[w - i - 1][h - j - 1];
385 newmaze[i * RP->Ysize + j] = maze[i][j]; 121
386 } 122 layout.swap (new_layout);
387 } 123 new_layout.free ();
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 } 124 }
125 break;
126
399 case 1: 127 case 1:
400 case 3: 128 case 3:
401 { 129 {
402 int swap; 130 Layout new_layout (h, w);
403 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 131
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 */ 132 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++) 133 for (int i = 0; i < w; i++)
422 free (maze[i]); 134 for (int j = 0; j < h; j++)
423 free (maze); 135 new_layout[j][i] = layout[i][j];
424 136
425 swap = RP->Ysize; 137 if (rotation == 3) /* swap x and y */
426 RP->Ysize = RP->Xsize; 138 for (int i = 0; i < w; i++)
427 RP->Xsize = swap; 139 for (int j = 0; j < h; j++)
428 return new_maze; 140 new_layout[j][i] = layout[w - i - 1][h - j - 1];
429 break; 141
142 layout.swap (new_layout);
143 new_layout.free ();
430 } 144 }
431 } 145 break;
432 return NULL;
433}
434
435/* take a layout and make some rooms in it.
436 --works best on onions.*/
437void
438roomify_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 } 146 }
468} 147}
469 148
470/* 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
471 (or vertical, dir == 1) 150 (or vertical, dir == 1)
472 here which ends up on other walls sensibly. */ 151 here which ends up on other walls sensibly. */
473 152static int
474int
475can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 153can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
476{ 154{
477 int i1; 155 int i1;
478 int length = 0; 156 int length = 0;
479 157
480 /* dont make walls if we're on the edge. */ 158 /* dont make walls if we're on the edge. */
543 return -1; /* can't make verti. wall here */ 221 return -1; /* can't make verti. wall here */
544 if (maze[x][i1] != 0) 222 if (maze[x][i1] != 0)
545 return -1; /* can't make horiz. wall here */ 223 return -1; /* can't make horiz. wall here */
546 length++; 224 length++;
547 } 225 }
226
548 return length; 227 return length;
549 } 228 }
229
550 return -1; 230 return -1;
551} 231}
552 232
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}
553 271
554int 272int
555make_wall (char **maze, int x, int y, int dir) 273make_wall (char **maze, int x, int y, int dir)
556{ 274{
557 maze[x][y] = 'D'; /* mark a door */ 275 maze[x][y] = 'D'; /* mark a door */
558 switch (dir) 276 switch (dir)
559 { 277 {
560 case 0: /* horizontal */ 278 case 0: /* horizontal */
561 { 279 {
562 int i1; 280 int i1;
563 281
564 for (i1 = x - 1; maze[i1][y] == 0; i1--) 282 for (i1 = x - 1; maze[i1][y] == 0; i1--)
565 maze[i1][y] = '#'; 283 maze[i1][y] = '#';
566 for (i1 = x + 1; maze[i1][y] == 0; i1++) 284 for (i1 = x + 1; maze[i1][y] == 0; i1++)
567 maze[i1][y] = '#'; 285 maze[i1][y] = '#';
568 break; 286 break;
569 } 287 }
570 case 1: /* vertical */ 288 case 1: /* vertical */
571 { 289 {
572 int i1; 290 int i1;
573 291
574 for (i1 = y - 1; maze[x][i1] == 0; i1--) 292 for (i1 = y - 1; maze[x][i1] == 0; i1--)
575 maze[x][i1] = '#'; 293 maze[x][i1] = '#';
576 for (i1 = y + 1; maze[x][i1] == 0; i1++) 294 for (i1 = y + 1; maze[x][i1] == 0; i1++)
577 maze[x][i1] = '#'; 295 maze[x][i1] = '#';
578 break; 296 break;
579 } 297 }
580 } 298 }
581 299
582 return 0; 300 return 0;
583} 301}
584 302
585/* puts doors at appropriate locations in a layout. */ 303/* puts doors at appropriate locations in a layout. */
586 304static void
587void
588doorify_layout (char **maze, RMParms * RP) 305doorify_layout (char **maze, random_map_params *RP)
589{ 306{
590 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 307 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 */ 308 int doorlocs = 0; /* # of available doorlocations */
594 int i, j;
595 309
596 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 310 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
597 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 311 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
598
599 312
600 /* make a list of possible door locations */ 313 /* make a list of possible door locations */
601 for (i = 1; i < RP->Xsize - 1; i++) 314 for (int i = 1; i < RP->Xsize - 1; i++)
602 for (j = 1; j < RP->Ysize - 1; j++) 315 for (int j = 1; j < RP->Ysize - 1; j++)
603 { 316 {
604 int sindex = surround_flag (maze, i, j, RP); 317 int sindex = surround_flag (maze, i, j, RP);
605 318
606 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 319 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
607 { 320 {
608 doorlist_x[doorlocs] = i; 321 doorlist_x[doorlocs] = i;
609 doorlist_y[doorlocs] = j; 322 doorlist_y[doorlocs] = j;
610 doorlocs++; 323 doorlocs++;
611 } 324 }
612 } 325 }
326
613 while (ndoors > 0 && doorlocs > 0) 327 while (ndoors > 0 && doorlocs > 0)
614 { 328 {
615 int di; 329 int di = rmg_rndm (doorlocs);
616 int sindex;
617
618 di = RANDOM () % doorlocs;
619 i = doorlist_x[di]; 330 int i = doorlist_x[di];
620 j = doorlist_y[di]; 331 int j = doorlist_y[di];
621 sindex = surround_flag (maze, i, j, RP); 332 int sindex = surround_flag (maze, i, j, RP);
333
622 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
623 { 335 {
624 maze[i][j] = 'D'; 336 maze[i][j] = 'D';
625 ndoors--; 337 ndoors--;
626 } 338 }
339
627 /* reduce the size of the list */ 340 /* reduce the size of the list */
628 doorlocs--; 341 doorlocs--;
629 doorlist_x[di] = doorlist_x[doorlocs]; 342 doorlist_x[di] = doorlist_x[doorlocs];
630 doorlist_y[di] = doorlist_y[doorlocs]; 343 doorlist_y[di] = doorlist_y[doorlocs];
631 } 344 }
632 free (doorlist_x);
633 free (doorlist_y);
634}
635 345
346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
348}
636 349
637void 350void
638write_map_parameters_to_string (char *buf, RMParms * RP) 351write_map_parameters_to_string (char *buf, random_map_params *RP)
639{ 352{
640
641 char small_buf[256]; 353 char small_buf[16384];
642 354
643 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 355 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
644 356
645 if (RP->wallstyle[0]) 357 if (RP->wallstyle[0])
646 { 358 {
647 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 359 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
648 strcat (buf, small_buf); 360 strcat (buf, small_buf);
688 { 400 {
689 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); 401 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
690 strcat (buf, small_buf); 402 strcat (buf, small_buf);
691 } 403 }
692 404
693 if (RP->final_map[0]) 405 if (RP->final_map.length ())
694 { 406 {
695 sprintf (small_buf, "final_map %s\n", RP->final_map); 407 sprintf (small_buf, "final_map %s\n", &RP->final_map);
696 strcat (buf, small_buf); 408 strcat (buf, small_buf);
697 } 409 }
698 410
699 if (RP->exit_on_final_map[0]) 411 if (RP->exit_on_final_map[0])
700 { 412 {
701 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);
702 strcat (buf, small_buf); 414 strcat (buf, small_buf);
703 } 415 }
704 416
705 if (RP->this_map[0]) 417 if (RP->this_map.length ())
706 { 418 {
707 sprintf (small_buf, "origin_map %s\n", RP->this_map); 419 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
708 strcat (buf, small_buf); 420 strcat (buf, small_buf);
709 } 421 }
710 422
711 if (RP->expand2x) 423 if (RP->expand2x)
712 { 424 {
718 { 430 {
719 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); 431 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
720 strcat (buf, small_buf); 432 strcat (buf, small_buf);
721 } 433 }
722 434
723
724 if (RP->layoutoptions2) 435 if (RP->layoutoptions2)
725 { 436 {
726 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); 437 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
727 strcat (buf, small_buf); 438 strcat (buf, small_buf);
728 } 439 }
729 440
730
731 if (RP->layoutoptions3) 441 if (RP->layoutoptions3)
732 { 442 {
733 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); 443 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
734 strcat (buf, small_buf); 444 strcat (buf, small_buf);
735 } 445 }
737 if (RP->symmetry) 447 if (RP->symmetry)
738 { 448 {
739 sprintf (small_buf, "symmetry %d\n", RP->symmetry); 449 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
740 strcat (buf, small_buf); 450 strcat (buf, small_buf);
741 } 451 }
742
743 452
744 if (RP->difficulty && RP->difficulty_given) 453 if (RP->difficulty && RP->difficulty_given)
745 { 454 {
746 sprintf (small_buf, "difficulty %d\n", RP->difficulty); 455 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
747 strcat (buf, small_buf); 456 strcat (buf, small_buf);
783 if (RP->origin_y) 492 if (RP->origin_y)
784 { 493 {
785 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 494 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
786 strcat (buf, small_buf); 495 strcat (buf, small_buf);
787 } 496 }
497
498 if (RP->treasureoptions)
499 {
500 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
501 strcat (buf, small_buf);
502 }
503
788 if (RP->random_seed) 504 if (RP->random_seed)
789 { 505 {
790 /* Add one so that the next map is a bit different */
791 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 506 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
792 strcat (buf, small_buf); 507 strcat (buf, small_buf);
793 }
794
795 if (RP->treasureoptions)
796 { 508 }
797 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 509
798 strcat (buf, small_buf); 510 if (RP->custom)
799 } 511 {
800 512 sprintf (small_buf, "custom %s\n", RP->custom);
801 513 strcat (buf, small_buf);
514 }
802} 515}
803 516
804void 517void
805write_parameters_to_string (char *buf, 518write_parameters_to_string (char *buf,
806 int xsize_n, 519 int xsize_n,
807 int ysize_n, 520 int ysize_n,
808 char *wallstyle_n, 521 const char *wallstyle_n,
809 char *floorstyle_n, 522 const char *floorstyle_n,
810 char *monsterstyle_n, 523 const char *monsterstyle_n,
811 char *treasurestyle_n, 524 const char *treasurestyle_n,
812 char *layoutstyle_n, 525 const char *layoutstyle_n,
813 char *decorstyle_n, 526 const char *decorstyle_n,
814 char *doorstyle_n, 527 const char *doorstyle_n,
815 char *exitstyle_n, 528 const char *exitstyle_n,
816 char *final_map_n, 529 const char *final_map_n,
817 char *exit_on_final_map_n, 530 const char *exit_on_final_map_n,
818 char *this_map_n, 531 const char *this_map_n,
819 int layoutoptions1_n, 532 int layoutoptions1_n,
820 int layoutoptions2_n, 533 int layoutoptions2_n,
821 int layoutoptions3_n, 534 int layoutoptions3_n,
822 int symmetry_n, 535 int symmetry_n,
823 int dungeon_depth_n, 536 int dungeon_depth_n,
824 int dungeon_level_n, 537 int dungeon_level_n,
825 int difficulty_n, 538 int difficulty_n,
826 int difficulty_given_n, 539 int difficulty_given_n,
827 int decoroptions_n, 540 int decoroptions_n,
828 int orientation_n, 541 int orientation_n,
829 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)
830{ 547{
831
832 char small_buf[256]; 548 char small_buf[16384];
833 549
834 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 550 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
835 551
836 if (wallstyle_n && wallstyle_n[0]) 552 if (wallstyle_n && wallstyle_n[0])
837 { 553 {
902 if (layoutoptions1_n) 618 if (layoutoptions1_n)
903 { 619 {
904 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); 620 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
905 strcat (buf, small_buf); 621 strcat (buf, small_buf);
906 } 622 }
907
908 623
909 if (layoutoptions2_n) 624 if (layoutoptions2_n)
910 { 625 {
911 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); 626 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
912 strcat (buf, small_buf); 627 strcat (buf, small_buf);
968 if (origin_y_n) 683 if (origin_y_n)
969 { 684 {
970 sprintf (small_buf, "origin_y %d\n", origin_y_n); 685 sprintf (small_buf, "origin_y %d\n", origin_y_n);
971 strcat (buf, small_buf); 686 strcat (buf, small_buf);
972 } 687 }
688
973 if (random_seed_n) 689 if (random_seed_n)
974 { 690 {
975 /* Add one so that the next map is a bit different */ 691 /* Add one so that the next map is a bit different */
976 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 692 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
977 strcat (buf, small_buf); 693 strcat (buf, small_buf);
978 } 694 }
979 695
980 if (treasureoptions_n) 696 if (treasureoptions_n)
981 { 697 {
982 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); 698 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
983 strcat (buf, small_buf); 699 strcat (buf, small_buf);
984 } 700 }
985
986
987} 701}
988 702
989/* copy an object with an inventory... i.e., duplicate the inv too. */ 703/////////////////////////////////////////////////////////////////////////////
990void
991copy_object_with_inv (object *src_ob, object *dest_ob)
992{
993 object *walk, *tmp;
994 704
995 copy_object (src_ob, dest_ob); 705LayoutData::LayoutData (int w, int h)
706: w(w), h(h)
707{
708 int size = (sizeof (char *) + sizeof (char) * h) * w;
996 709
997 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 710 col = (char **)salloc<char> (size);
998 { 711
999 tmp = get_object (); 712 char *data = (char *)(col + w);
1000 copy_object (walk, tmp); 713
1001 insert_ob_in_ob (tmp, dest_ob); 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)
1002 } 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;
1003} 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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