--- deliantra/server/random_maps/random_map.C 2006/08/13 17:16:03 1.1 +++ deliantra/server/random_maps/random_map.C 2010/07/04 22:12:26 1.71 @@ -1,852 +1,370 @@ /* - * static char *rcsid_random_map_c = - * "$Id: random_map.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - #include #include #include -#include -#include #include #include #include -void dump_layout(char **layout,RMParms *RP) { - { int i,j; - for(i=0;iXsize;i++) { - for(j=0;jYsize;j++) { - if(layout[i][j]==0) layout[i][j]=' '; - printf("%c",layout[i][j]); - if(layout[i][j]==' ') layout[i][j]=0; - } - printf("\n"); - }} - printf("\n"); -} -EXTERN FILE *logfile; -mapstruct *generate_random_map(const char *OutFileName, RMParms *RP) { - char **layout, buf[HUGE_BUF]; - mapstruct *theMap; - int i; - - /* pick a random seed, or use the one from the input file */ - if(RP->random_seed == 0) - RP->random_seed=time(0); - - SRANDOM(RP->random_seed); - - write_map_parameters_to_string(buf, RP); - - if(RP->difficulty==0) { - RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ - if (RP->difficulty_increase > 0.001) { - RP->difficulty = (int)((float)RP->dungeon_level * RP->difficulty_increase); - if (RP->difficulty < 1) RP->difficulty=1; - } - } - else - RP->difficulty_given=1; +#define CEDE coroapi::cede_to_tick () + +random_map_params::random_map_params () +{ + hv = newHV (); +} + +random_map_params::random_map_params (random_map_params *RP) +{ + *this = *RP; + + HV *copy = newHV (); - if(RP->XsizeXsize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; - if(RP->YsizeYsize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5; + hv_iterinit (hv); - if(RP->expand2x > 0) { - RP->Xsize /=2; - RP->Ysize /=2; + // does not work for utf-8 keys + while (HE *he = hv_iternext (hv)) + { + STRLEN klen; const char *key = HePV (he, klen); + hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he)); } - layout = layoutgen(RP); + hv = copy; +} -#ifdef RMAP_DEBUG - dump_layout(layout,RP); -#endif +random_map_params::random_map_params (HV *hv) +{ + this->hv = (HV *)SvREFCNT_inc_NN ((SV *)hv); - /* increment these for the current map */ - RP->dungeon_level+=1; - /* allow constant-difficulty maps. */ - /* difficulty+=1; */ - - /* rotate the layout randomly */ - layout=rotate_layout(layout,RANDOM()%4,RP); -#ifdef RMAP_DEBUG - dump_layout(layout,RP); -#endif + assign (wall_name, get_str ("wall_name")); - /* allocate the map and set the floor */ - theMap = make_map_floor(layout,RP->floorstyle,RP); + xsize = get_iv ("xsize"); + ysize = get_iv ("ysize"); + expand2x = get_iv ("expand2x"); + layoutoptions1 = get_iv ("layoutoptions1"); + layoutoptions2 = get_iv ("layoutoptions2"); + layoutoptions3 = get_iv ("layoutoptions3"); + difficulty = get_iv ("difficulty"); + difficulty_given = get_iv ("difficulty_given"); + difficulty_increase = get_nv ("difficulty_increase"); + dungeon_level = get_iv ("dungeon_level"); + dungeon_depth = get_iv ("dungeon_depth"); + random_seed = get_uv ("random_seed"); + total_map_hp = get_nv ("total_map_hp"); // actually val64, but I am too lazy + symmetry_used = get_iv ("symmetry_used"); +} - /* set the name of the map. */ - strcpy(theMap->path,OutFileName); +random_map_params::~random_map_params () +{ + SvREFCNT_dec (hv); +} + +shstr_tmp +random_map_params::as_shstr () const +{ + set ("xsize" , xsize); + set ("ysize" , ysize); + set ("layoutoptions1" , layoutoptions1); + set ("layoutoptions2" , layoutoptions2); + set ("layoutoptions3" , layoutoptions3); + set ("dungeon_depth" , dungeon_depth); + set ("random_seed" , (UV)random_seed); + set ("difficulty" , difficulty && difficulty_given ? difficulty : 0); + set ("difficulty_increase", difficulty_increase); + set ("dungeon_level" , dungeon_level); + + dynbuf_text buf; + hv_iterinit (hv); + + // does not work for utf-8 keys + while (HE *he = hv_iternext (hv)) + { + STRLEN klen; const char *key = HePV (he, klen); + STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen); - /* set region */ - theMap->region=RP->region; - - /* create walls unless the wallstyle is "none" */ - if (strcmp (RP->wallstyle, "none")) { - make_map_walls(theMap,layout,RP->wallstyle,RP); - - /* place doors unless doorstyle or wallstyle is "none"*/ - if (strcmp (RP->doorstyle, "none")) - put_doors(theMap,layout,RP->doorstyle,RP); - + buf.fadd (key, klen); + buf << ' '; + buf.fadd (value, vlen); + buf << '\n'; } - /* create exits unless the exitstyle is "none" */ - if (strcmp (RP->exitstyle, "none")) - place_exits(theMap,layout,RP->exitstyle,RP->orientation,RP); + return shstr (buf); +} - place_specials_in_map(theMap,layout,RP); +noinline SV * +random_map_params::get_sv (const char *option) const +{ + SV **he = hv_fetch (hv, option, strlen (option), 0); - /* create monsters unless the monsterstyle is "none" */ - if (strcmp (RP->monsterstyle, "none")) - place_monsters(theMap,RP->monsterstyle,RP->difficulty,RP); + return he ? *he : 0; +} - /* treasures needs to have a proper difficulty set for the map. */ - theMap->difficulty=calculate_difficulty(theMap); +noinline const_utf8_string +random_map_params::get_str (const char *option, const_utf8_string fallback) const +{ + SV *sv = get_sv (option); + return sv ? cfSvPVutf8_nolen (sv) : fallback; +} - /* create treasure unless the treasurestyle is "none" */ - if (strcmp (RP->treasurestyle, "none")) - place_treasure(theMap,layout,RP->treasurestyle,RP->treasureoptions,RP); +noinline IV +random_map_params::get_iv (const char *option, IV fallback) const +{ + SV *sv = get_sv (option); + return sv ? SvIV (sv) : fallback; +} - /* create decor unless the decorstyle is "none" */ - if (strcmp (RP->decorstyle, "none")) - put_decor(theMap,layout,RP->decorstyle,RP->decoroptions,RP); +noinline UV +random_map_params::get_uv (const char *option, UV fallback) const +{ + SV *sv = get_sv (option); + return sv ? SvUV (sv) : fallback; +} - /* generate treasures, etc. */ - fix_auto_apply(theMap); +noinline NV +random_map_params::get_nv (const char *option, NV fallback) const +{ + SV *sv = get_sv (option); + return sv ? SvNV (sv) : fallback; +} - unblock_exits(theMap,layout,RP); +noinline void +random_map_params::set (const char *option, SV *value) const +{ + int len = strlen (option); - /* free the layout */ - for(i=0;iXsize;i++) - free(layout[i]); - free(layout); + if (value) + hv_store (hv, option, len, value, 0); + else + hv_delete (hv, option, len, G_DISCARD); +} - theMap->msg = strdup_local(buf); - - return theMap; +noinline void +random_map_params::set (const char *option, const_utf8_string value) const +{ + set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0); } +void +random_map_params::set (const char *option, IV value) const +{ + set (option, newSViv (value)); +} -/* function selects the layout function and gives it whatever - arguments it needs. */ -char **layoutgen(RMParms *RP) { - char **maze=0; - int oxsize= RP->Xsize, oysize=RP->Ysize; +void +random_map_params::set (const char *option, UV value) const +{ + set (option, newSVuv (value)); +} - if(RP->symmetry == RANDOM_SYM) - RP->symmetry_used = (RANDOM() % ( XY_SYM))+1; - else RP->symmetry_used = RP->symmetry; +void +random_map_params::set (const char *option, NV value) const +{ + set (option, newSVnv (value)); +} - if(RP->symmetry_used==Y_SYM||RP->symmetry_used==XY_SYM) RP->Ysize = RP->Ysize/2+1; - if(RP->symmetry_used==X_SYM||RP->symmetry_used==XY_SYM) RP->Xsize = RP->Xsize/2+1; +bool +maptile::generate_random_map (random_map_params *RP) +{ + RP->Xsize = RP->xsize; + RP->Ysize = RP->ysize; - if(RP->XsizeXsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; - if(RP->YsizeYsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5; - RP->map_layout_style = 0; + max_it (RP->dungeon_level, 1); - /* Redo this - there was a lot of redundant code of checking for preset - * layout style and then random layout style. Instead, figure out - * the numeric layoutstyle, so there is only one area that actually - * calls the code to make the maps. - */ - if(strstr(RP->layoutstyle,"onion")) { - RP->map_layout_style = ONION_LAYOUT; - } + /* pick a random seed, or use the one from the input file */ + RP->random_seed = RP->random_seed + ? RP->random_seed + RP->dungeon_level + : pticks; - if(strstr(RP->layoutstyle,"maze")) { - RP->map_layout_style = MAZE_LAYOUT; - } + // we run "single-threaded" + rmg_rndm.seed (RP->random_seed); + rmg_rndm.seed (RP->random_seed + pticks);//D - if(strstr(RP->layoutstyle,"spiral")) { - RP->map_layout_style = SPIRAL_LAYOUT; - } + shstr buf = RP->as_shstr (); - if(strstr(RP->layoutstyle,"rogue")) { - RP->map_layout_style = ROGUELIKE_LAYOUT; - } + if (RP->difficulty == 0) + { + RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ - if(strstr(RP->layoutstyle,"snake")) { - RP->map_layout_style = SNAKE_LAYOUT; - } + if (RP->difficulty_increase > 0.001f) + RP->difficulty = RP->dungeon_level * RP->difficulty_increase; - if(strstr(RP->layoutstyle,"squarespiral")) { - RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; - } - /* No style found - choose one ranomdly */ - if (RP->map_layout_style == 0) { - RP->map_layout_style = (RANDOM() % NROFLAYOUTS) + 1; + if (RP->difficulty < 1) + RP->difficulty = 1; } + else + RP->difficulty_given = 1; - switch(RP->map_layout_style) { + if (RP->Xsize < MIN_RANDOM_MAP_SIZE) + RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; - case ONION_LAYOUT: - maze = map_gen_onion(RP->Xsize,RP->Ysize,RP->layoutoptions1,RP->layoutoptions2); - if(!(RANDOM()%3)&& !(RP->layoutoptions1 & OPT_WALLS_ONLY)) roomify_layout(maze,RP); - break; - - case MAZE_LAYOUT: - maze = maze_gen(RP->Xsize,RP->Ysize,RANDOM()%2); - if(!(RANDOM()%2)) doorify_layout(maze,RP); - break; - - case SPIRAL_LAYOUT: - maze = map_gen_spiral(RP->Xsize,RP->Ysize,RP->layoutoptions1); - if(!(RANDOM()%2)) doorify_layout(maze,RP); - break; - - case ROGUELIKE_LAYOUT: - /* Don't put symmetry in rogue maps. There isn't much reason to - * do so in the first place (doesn't make it any more interesting), - * but more importantly, the symmetry code presumes we are symmetrizing - * spirals, or maps with lots of passages - making a symmetric rogue - * map fails because its likely that the passages the symmetry process - * creates may not connect the rooms. - */ - RP->symmetry_used = NO_SYM; - RP->Ysize = oysize; - RP->Xsize = oxsize; - maze = roguelike_layout_gen(RP->Xsize,RP->Ysize,RP->layoutoptions1); - /* no doorifying... done already */ - break; - - case SNAKE_LAYOUT: - maze = make_snake_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); - if(RANDOM()%2) roomify_layout(maze,RP); - break; - - case SQUARE_SPIRAL_LAYOUT: - maze = make_square_spiral_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1); - if(RANDOM()%2) roomify_layout(maze,RP); - break; - } - - maze = symmetrize_layout(maze, RP->symmetry_used,RP); -#ifdef RMAP_DEBUG - dump_layout(maze,RP); -#endif - if(RP->expand2x) { - maze = expand2x(maze,RP->Xsize,RP->Ysize); - RP->Xsize = RP->Xsize * 2 -1; - RP->Ysize = RP->Ysize * 2 -1; - } - return maze; -} + if (RP->Ysize < MIN_RANDOM_MAP_SIZE) + RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; + + min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE); + min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE); + + int symmetry = RP->get_iv ("symmetry", SYMMETRY_NONE); + if (symmetry == SYMMETRY_RANDOM) + RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; + else + RP->symmetry_used = symmetry; -/* takes a map and makes it symmetric: adjusts Xsize and -Ysize to produce a symmetric map. */ + if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) + RP->Ysize = RP->Ysize / 2 + 1; -char **symmetrize_layout(char **maze, int sym,RMParms *RP) { - int i,j; - char **sym_maze; - int Xsize_orig,Ysize_orig; - Xsize_orig = RP->Xsize; - Ysize_orig = RP->Ysize; - RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used.*/ - if(sym == NO_SYM) { - RP->Xsize = Xsize_orig; - RP->Ysize = Ysize_orig; - return maze; - } - /* pick new sizes */ - RP->Xsize = ((sym==X_SYM||sym==XY_SYM)?RP->Xsize*2-3:RP->Xsize); - RP->Ysize = ((sym==Y_SYM||sym==XY_SYM)?RP->Ysize*2-3:RP->Ysize); - - sym_maze = (char **)calloc(sizeof(char*),RP->Xsize); - for(i=0;iXsize;i++) - sym_maze[i] = (char *)calloc(sizeof(char),RP->Ysize); - - if(sym==X_SYM) - for(i=0;iXsize/2+1;i++) - for(j=0;jYsize;j++) { - sym_maze[i][j] = maze[i][j]; - sym_maze[RP->Xsize - i-1][j] = maze[i][j]; - }; - if(sym==Y_SYM) - for(i=0;iXsize;i++) - for(j=0;jYsize/2+1;j++) { - sym_maze[i][j] = maze[i][j]; - sym_maze[i][RP->Ysize-j-1] = maze[i][j]; - } - if(sym==XY_SYM) - for(i=0;iXsize/2+1;i++) - for(j=0;jYsize/2+1;j++) { - sym_maze[i][j] = maze[i][j]; - sym_maze[i][RP->Ysize-j-1] = maze[i][j]; - sym_maze[RP->Xsize - i-1][j] = maze[i][j]; - sym_maze[RP->Xsize - i-1][RP->Ysize-j-1] = maze[i][j]; - } - /* delete the old maze */ - for(i=0;imap_layout_style==SPIRAL_LAYOUT) - connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); - /* reconnect disjointed nethackmazes: the routine for - spirals will do the trick?*/ - if(RP->map_layout_style==ROGUELIKE_LAYOUT) - connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); - - return sym_maze; -} - - -/* takes a map and rotates it. This completes the - onion layouts, making them possibly centered on any wall. - It'll modify Xsize and Ysize if they're swapped. -*/ - -char ** rotate_layout(char **maze,int rotation,RMParms *RP) { - char **new_maze; - int i,j; - - switch(rotation) { - case 0: - return maze; - break; - case 2: /* a reflection */ + if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) + RP->Xsize = RP->Xsize / 2 + 1; + + if (RP->expand2x > 0) { - char *newmaze= (char *) malloc(sizeof(char) * RP->Xsize*RP->Ysize); - for(i=0;iXsize;i++) { /* make a copy */ - for(j=0;jYsize;j++) { - newmaze[i * RP->Ysize + j] = maze[i][j]; - } - } - for(i=0;iXsize;i++) { /* copy a reflection back */ - for(j=0;jYsize;j++) { - maze[i][j]= newmaze[(RP->Xsize-i-1)*RP->Ysize + RP->Ysize-j-1]; - } - } - free(newmaze); - return maze; - break; - } - case 1: - case 3: - { int swap; - new_maze = (char **) calloc(sizeof(char *),RP->Ysize); - for(i=0;iYsize;i++) { - new_maze[i] = (char *) calloc(sizeof(char),RP->Xsize); - } - if(rotation == 1) /* swap x and y */ - for(i=0;iXsize;i++) - for(j=0;jYsize;j++) - new_maze[j][i] = maze[i][j]; - - if(rotation == 3) { /* swap x and y */ - for(i=0;iXsize;i++) - for(j=0;jYsize;j++) - new_maze[j][i] = maze[RP->Xsize -i-1][RP->Ysize - j-1]; + RP->Xsize /= 2; + RP->Ysize /= 2; } - /* delete the old layout */ - for(i=0;iXsize;i++) - free(maze[i]); - free(maze); - - swap = RP->Ysize; - RP->Ysize = RP->Xsize; - RP->Xsize = swap; - return new_maze; - break; - } - } - return NULL; -} + const char *layoutstyle = RP->get_str ("layoutstyle", ""); -/* take a layout and make some rooms in it. - --works best on onions.*/ -void roomify_layout(char **maze,RMParms *RP) { - int tries = RP->Xsize*RP->Ysize/30; - int ti; - - for(ti=0;tiXsize; - dy = RANDOM() % RP->Ysize; - cx = can_make_wall(maze,dx,dy,0,RP); /* horizontal */ - cy = can_make_wall(maze,dx,dy,1,RP); /* vertical */ - if(cx == -1) { - if(cy != -1) - make_wall(maze,dx,dy,1); - continue; - } - if(cy == -1) { - make_wall(maze,dx,dy,0); - continue; - } - if(cx < cy) make_wall(maze,dx,dy,0); - else make_wall(maze,dx,dy,1); - } -} - -/* checks the layout to see if I can stick a horizontal(dir = 0) wall - (or vertical, dir == 1) - here which ends up on other walls sensibly. */ - -int can_make_wall(char **maze,int dx,int dy,int dir,RMParms *RP) { - int i1; - int length=0; + if (strstr (layoutstyle, "onion")) + RP->map_layout_style = LAYOUT_ONION; + else if (strstr (layoutstyle, "maze")) + RP->map_layout_style = LAYOUT_MAZE; + else if (strstr (layoutstyle, "spiral")) + RP->map_layout_style = LAYOUT_SPIRAL; + else if (strstr (layoutstyle, "rogue")) + RP->map_layout_style = LAYOUT_ROGUELIKE; + else if (strstr (layoutstyle, "snake")) + RP->map_layout_style = LAYOUT_SNAKE; + else if (strstr (layoutstyle, "squarespiral")) + RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; + else if (strstr (layoutstyle, "cave")) + RP->map_layout_style = LAYOUT_CAVE; + else if (strstr (layoutstyle, "castle")) + RP->map_layout_style = LAYOUT_CASTLE; + else if (strstr (layoutstyle, "multiple")) + RP->map_layout_style = LAYOUT_MULTIPLE; + else + RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ + + layout maze (RP->Xsize, RP->Ysize); + maze.generate (RP); + + if (RP->get_iv ("rotate", 1)) + maze.rotate (rmg_rndm (4)); - /* dont make walls if we're on the edge. */ - if(dx == 0 || dx == (RP->Xsize -1) || dy == 0 || dy == (RP->Ysize-1)) return -1; + maze.symmetrize (RP->symmetry_used); - /* don't make walls if we're ON a wall. */ - if(maze[dx][dy]!=0) return -1; + if (RP->expand2x) + maze.expand2x (); - if(dir==0) /* horizontal */ - { - int y = dy; - for(i1=dx-1;i1>0;i1--) { - int sindex=surround_flag2(maze,i1,y,RP); - if(sindex == 1) break; - if(sindex != 0) return -1; /* can't make horiz. wall here */ - if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ - length++; - } - - for(i1=dx+1;i1Xsize-1;i1++) { - int sindex=surround_flag2(maze,i1,y,RP); - if(sindex == 2) break; - if(sindex != 0) return -1; /* can't make horiz. wall here */ - if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ - length++; - } - return length; - } - else { /* vertical */ - int x = dx; - for(i1=dy-1;i1>0;i1--) { - int sindex=surround_flag2(maze,x,i1,RP); - if(sindex == 4) break; - if(sindex != 0) return -1; /* can't make vert. wall here */ - if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ - length++; - } - - for(i1=dy+1;i1Ysize-1;i1++) { - int sindex=surround_flag2(maze,x,i1,RP); - if(sindex == 8) break; - if(sindex != 0) return -1; /* can't make verti. wall here */ - if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */ - length++; - } - return length; - } - return -1; -} +#if 0 + maze.print ();//D +#endif + /* increment these for the current map */ + ++RP->dungeon_level; -int make_wall(char **maze,int x, int y, int dir){ - maze[x][y] = 'D'; /* mark a door */ - switch(dir) { - case 0: /* horizontal */ - { - int i1; - for(i1 = x-1;maze[i1][y]==0;i1--) - maze[i1][y]='#'; - for(i1 = x+1;maze[i1][y]==0;i1++) - maze[i1][y]='#'; - break; - } - case 1: /* vertical */ + // need to patch RP becasue following code doesn't use the layout object + RP->Xsize = maze.w; + RP->Ysize = maze.h; + + /* allocate the map and set the floor */ + make_map_floor (maze, RP->get_str ("floorstyle", ""), RP); + + /* set region */ + default_region = region::find (RP->get_str ("region", 0)); + + CEDE; + + place_specials_in_map (this, maze, RP); + + CEDE; + + const char *wallstyle = RP->get_str ("wallstyle", ""); + + /* create walls unless the wallstyle is "none" */ + if (strcmp (wallstyle, "none")) { - int i1; - for(i1 = y-1;maze[x][i1]==0;i1--) - maze[x][i1]='#'; - for(i1 = y+1;maze[x][i1]==0;i1++) - maze[x][i1]='#'; - break; + make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP); + + const char *doorstyle = RP->get_str ("doorstyle", ""); + + /* place doors unless doorstyle or wallstyle is "none" */ + if (strcmp (doorstyle, "none")) + put_doors (this, maze, doorstyle, RP); } - } - return 0; -} + CEDE; -/* puts doors at appropriate locations in a layout. */ + const char *exitstyle = RP->get_str ("exitstyle", ""); -void doorify_layout(char **maze,RMParms *RP) { - int ndoors = RP->Xsize*RP->Ysize/60; /* reasonable number of doors. */ - char *doorlist_x; - char *doorlist_y; - int doorlocs = 0; /* # of available doorlocations */ - int i,j; - - doorlist_x = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); - doorlist_y = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize); - - - /* make a list of possible door locations */ - for(i=1;iXsize-1;i++) - for(j=1;jYsize-1;j++) { - int sindex = surround_flag(maze,i,j,RP); - if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ - { - doorlist_x[doorlocs]=i; - doorlist_y[doorlocs]=j; - doorlocs++; - } - } - while(ndoors > 0 && doorlocs > 0) { - int di; - int sindex; - di = RANDOM() % doorlocs; - i=doorlist_x[di]; - j=doorlist_y[di]; - sindex= surround_flag(maze,i,j,RP); - if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ - { - maze[i][j] = 'D'; - ndoors--; - } - /* reduce the size of the list */ - doorlocs--; - doorlist_x[di]=doorlist_x[doorlocs]; - doorlist_y[di]=doorlist_y[doorlocs]; - } - free(doorlist_x); - free(doorlist_y); -} - - -void write_map_parameters_to_string(char *buf,RMParms *RP) { - - char small_buf[256]; - sprintf(buf,"xsize %d\nysize %d\n",RP->Xsize,RP->Ysize); - - if(RP->wallstyle[0]) { - sprintf(small_buf,"wallstyle %s\n",RP->wallstyle); - strcat(buf,small_buf); - } - - if(RP->floorstyle[0]) { - sprintf(small_buf,"floorstyle %s\n",RP->floorstyle); - strcat(buf,small_buf); - } - - if(RP->monsterstyle[0]) { - sprintf(small_buf,"monsterstyle %s\n",RP->monsterstyle); - strcat(buf,small_buf); - } - - if(RP->treasurestyle[0]) { - sprintf(small_buf,"treasurestyle %s\n",RP->treasurestyle); - strcat(buf,small_buf); - } - - if(RP->layoutstyle[0]) { - sprintf(small_buf,"layoutstyle %s\n",RP->layoutstyle); - strcat(buf,small_buf); - } - - if(RP->decorstyle[0]) { - sprintf(small_buf,"decorstyle %s\n",RP->decorstyle); - strcat(buf,small_buf); - } - - if(RP->doorstyle[0]) { - sprintf(small_buf,"doorstyle %s\n",RP->doorstyle); - strcat(buf,small_buf); - } - - if(RP->exitstyle[0]) { - sprintf(small_buf,"exitstyle %s\n",RP->exitstyle); - strcat(buf,small_buf); - } - - if(RP->final_map[0]) { - sprintf(small_buf,"final_map %s\n",RP->final_map); - strcat(buf,small_buf); - } - - if(RP->exit_on_final_map[0]) { - sprintf(small_buf,"exit_on_final_map %s\n",RP->exit_on_final_map); - strcat(buf,small_buf); - } - - if(RP->this_map[0]) { - sprintf(small_buf,"origin_map %s\n",RP->this_map); - strcat(buf,small_buf); - } - - if(RP->expand2x) { - sprintf(small_buf,"expand2x %d\n",RP->expand2x); - strcat(buf,small_buf); - } - - if(RP->layoutoptions1) { - sprintf(small_buf,"layoutoptions1 %d\n",RP->layoutoptions1); - strcat(buf,small_buf); - } - - - if(RP->layoutoptions2) { - sprintf(small_buf,"layoutoptions2 %d\n",RP->layoutoptions2); - strcat(buf,small_buf); - } - - - if(RP->layoutoptions3) { - sprintf(small_buf,"layoutoptions3 %d\n",RP->layoutoptions3); - strcat(buf,small_buf); - } - - if(RP->symmetry) { - sprintf(small_buf,"symmetry %d\n",RP->symmetry); - strcat(buf,small_buf); - } - - - if(RP->difficulty && RP->difficulty_given ) { - sprintf(small_buf,"difficulty %d\n",RP->difficulty); - strcat(buf,small_buf); - } - - if(RP->difficulty_increase != 1.0 ) { - sprintf(small_buf,"difficulty_increase %f\n",RP->difficulty_increase); - strcat(buf,small_buf); - } - - sprintf(small_buf,"dungeon_level %d\n",RP->dungeon_level); - strcat(buf,small_buf); - - if(RP->dungeon_depth) { - sprintf(small_buf,"dungeon_depth %d\n",RP->dungeon_depth); - strcat(buf,small_buf); - } - - if(RP->decoroptions) { - sprintf(small_buf,"decoroptions %d\n",RP->decoroptions); - strcat(buf,small_buf); - } - - if(RP->orientation) { - sprintf(small_buf,"orientation %d\n",RP->orientation); - strcat(buf,small_buf); - } - - if(RP->origin_x) { - sprintf(small_buf,"origin_x %d\n",RP->origin_x); - strcat(buf,small_buf); - } - - if(RP->origin_y) { - sprintf(small_buf,"origin_y %d\n",RP->origin_y); - strcat(buf,small_buf); - } - if(RP->random_seed) { - /* Add one so that the next map is a bit different */ - sprintf(small_buf,"random_seed %d\n",RP->random_seed + 1); - strcat(buf,small_buf); - } - - if(RP->treasureoptions) { - sprintf(small_buf,"treasureoptions %d\n",RP->treasureoptions); - strcat(buf,small_buf); - } - - -} - -void write_parameters_to_string(char *buf, - int xsize_n, - int ysize_n, - char *wallstyle_n, - char *floorstyle_n, - char *monsterstyle_n, - char *treasurestyle_n, - char *layoutstyle_n, - char *decorstyle_n, - char *doorstyle_n, - char *exitstyle_n, - char *final_map_n, - char *exit_on_final_map_n, - char *this_map_n, - int layoutoptions1_n, - int layoutoptions2_n, - int layoutoptions3_n, - int symmetry_n, - int dungeon_depth_n, - int dungeon_level_n, - int difficulty_n, - int difficulty_given_n, - int decoroptions_n, - int orientation_n, - int origin_x_n, - int origin_y_n, - int random_seed_n, - int treasureoptions_n, - float difficulty_increase) -{ - - char small_buf[256]; - sprintf(buf,"xsize %d\nysize %d\n",xsize_n,ysize_n); - - if(wallstyle_n && wallstyle_n[0]) { - sprintf(small_buf,"wallstyle %s\n",wallstyle_n); - strcat(buf,small_buf); - } - - if(floorstyle_n && floorstyle_n[0]) { - sprintf(small_buf,"floorstyle %s\n",floorstyle_n); - strcat(buf,small_buf); - } - - if(monsterstyle_n && monsterstyle_n[0]) { - sprintf(small_buf,"monsterstyle %s\n",monsterstyle_n); - strcat(buf,small_buf); - } - - if(treasurestyle_n && treasurestyle_n[0]) { - sprintf(small_buf,"treasurestyle %s\n",treasurestyle_n); - strcat(buf,small_buf); - } - - if(layoutstyle_n &&layoutstyle_n[0]) { - sprintf(small_buf,"layoutstyle %s\n",layoutstyle_n); - strcat(buf,small_buf); - } - - if(decorstyle_n && decorstyle_n[0]) { - sprintf(small_buf,"decorstyle %s\n",decorstyle_n); - strcat(buf,small_buf); - } - - if(doorstyle_n && doorstyle_n[0]) { - sprintf(small_buf,"doorstyle %s\n",doorstyle_n); - strcat(buf,small_buf); - } - - if(exitstyle_n && exitstyle_n[0]) { - sprintf(small_buf,"exitstyle %s\n",exitstyle_n); - strcat(buf,small_buf); - } - - if(final_map_n && final_map_n[0]) { - sprintf(small_buf,"final_map %s\n",final_map_n); - strcat(buf,small_buf); - } - - if(exit_on_final_map_n && exit_on_final_map_n[0]) { - sprintf(small_buf,"exit_on_final_map %s\n",exit_on_final_map_n); - strcat(buf,small_buf); - } - - if(this_map_n && this_map_n[0]) { - sprintf(small_buf,"origin_map %s\n",this_map_n); - strcat(buf,small_buf); - } - - if(layoutoptions1_n) { - sprintf(small_buf,"layoutoptions1 %d\n",layoutoptions1_n); - strcat(buf,small_buf); - } - - - if(layoutoptions2_n) { - sprintf(small_buf,"layoutoptions2 %d\n",layoutoptions2_n); - strcat(buf,small_buf); - } - - - if(layoutoptions3_n) { - sprintf(small_buf,"layoutoptions3 %d\n",layoutoptions3_n); - strcat(buf,small_buf); - } - - if(symmetry_n) { - sprintf(small_buf,"symmetry %d\n",symmetry_n); - strcat(buf,small_buf); - } - - - if(difficulty_n && difficulty_given_n ) { - sprintf(small_buf,"difficulty %d\n",difficulty_n); - strcat(buf,small_buf); - } - - if(difficulty_increase > 0.001 ) { - sprintf(small_buf,"difficulty_increase %f\n",difficulty_increase); - strcat(buf,small_buf); - } - - sprintf(small_buf,"dungeon_level %d\n",dungeon_level_n); - strcat(buf,small_buf); - - if(dungeon_depth_n) { - sprintf(small_buf,"dungeon_depth %d\n",dungeon_depth_n); - strcat(buf,small_buf); - } - - if(decoroptions_n) { - sprintf(small_buf,"decoroptions %d\n",decoroptions_n); - strcat(buf,small_buf); - } - - if(orientation_n) { - sprintf(small_buf,"orientation %d\n",orientation_n); - strcat(buf,small_buf); - } - - if(origin_x_n) { - sprintf(small_buf,"origin_x %d\n",origin_x_n); - strcat(buf,small_buf); - } - - if(origin_y_n) { - sprintf(small_buf,"origin_y %d\n",origin_y_n); - strcat(buf,small_buf); - } - if(random_seed_n) { - /* Add one so that the next map is a bit different */ - sprintf(small_buf,"random_seed %d\n",random_seed_n + 1); - strcat(buf,small_buf); - } - - if(treasureoptions_n) { - sprintf(small_buf,"treasureoptions %d\n",treasureoptions_n); - strcat(buf,small_buf); - } - - -} - -/* copy an object with an inventory... i.e., duplicate the inv too. */ -void copy_object_with_inv(object *src_ob, object *dest_ob) { - object *walk,*tmp; - - copy_object(src_ob,dest_ob); - - for(walk=src_ob->inv;walk!=NULL;walk=walk->below) { - tmp=get_object(); - copy_object(walk,tmp); - insert_ob_in_ob(tmp,dest_ob); - } + /* create exits unless the exitstyle is "none" */ + if (strcmp (exitstyle, "none")) + place_exits (this, maze, exitstyle, RP->get_iv ("orientation", 0), RP); + + CEDE; + + const char *monsterstyle = RP->get_str ("monsterstyle", ""); + + /* create monsters unless the monsterstyle is "none" */ + if (strcmp (monsterstyle, "none")) + place_monsters (this, monsterstyle, RP->difficulty, RP); + + CEDE; + + /* treasures needs to have a proper difficulty set for the map. */ + difficulty = estimate_difficulty (); + + CEDE; + + const char *treasurestyle = RP->get_str ("treasurestyle", ""); + + /* create treasure unless the treasurestyle is "none" */ + place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP); + + CEDE; + + const char *decorstyle = RP->get_str ("treasurestyle", ""); + + /* create decor unless the decorstyle is "none" */ + if (strcmp (decorstyle, "none")) + put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP); + + CEDE; + + /* generate treasures, etc. */ + fix_auto_apply (); + + CEDE; + + unblock_exits (this, maze); + + msg = buf; + in_memory = MAP_ACTIVE; + + CEDE; + + return 1; } +