--- deliantra/server/random_maps/random_map.C 2007/01/19 22:24:10 1.25 +++ deliantra/server/random_maps/random_map.C 2010/07/04 22:12:26 1.71 @@ -1,1008 +1,370 @@ /* - * CrossFire, A Multiplayer game for X-windows + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2001 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * 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 * - * 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. + * 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 + * 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 + * 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 */ #include #include #include -#include -#include #include #include #include -#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); +#define CEDE coroapi::cede_to_tick () -void -dump_layout (char **layout, random_map_params *RP) +random_map_params::random_map_params () { - { - int i, j; - - for (i = 0; i < RP->Xsize; i++) - { - for (j = 0; j < RP->Ysize; j++) - { - if (layout[i][j] == 0) - layout[i][j] = ' '; - printf ("%c", layout[i][j]); - if (layout[i][j] == ' ') - layout[i][j] = 0; - } - printf ("\n"); - } - } - printf ("\n"); + hv = newHV (); } -bool -maptile::generate_random_map (random_map_params *RP) +random_map_params::random_map_params (random_map_params *RP) { - char **layout, buf[16384]; - int i; + *this = *RP; - RP->Xsize = RP->xsize; - RP->Ysize = RP->ysize; - - /* pick a random seed, or use the one from the input file */ - RP->random_seed = RP->random_seed - ? RP->random_seed + RP->dungeon_level - : time (0); - CEDE; + HV *copy = newHV (); - write_map_parameters_to_string (buf, RP); + hv_iterinit (hv); - if (RP->difficulty == 0) + // does not work for utf-8 keys + while (HE *he = hv_iternext (hv)) { - 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; + STRLEN klen; const char *key = HePV (he, klen); + hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he)); } - else - RP->difficulty_given = 1; - - if (RP->Xsize < MIN_RANDOM_MAP_SIZE) - RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; - - if (RP->Ysize < MIN_RANDOM_MAP_SIZE) - RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; - - if (RP->symmetry == SYMMETRY_RANDOM) - RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; - else - RP->symmetry_used = RP->symmetry; - - if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) - RP->Ysize = RP->Ysize / 2 + 1; - - if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) - RP->Xsize = RP->Xsize / 2 + 1; - - if (RP->expand2x > 0) - { - RP->Xsize /= 2; - RP->Ysize /= 2; - } - - RP->map_layout_style = LAYOUT_NONE; - /* 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 = LAYOUT_ONION; - - if (strstr (RP->layoutstyle, "maze")) - RP->map_layout_style = LAYOUT_MAZE; - - if (strstr (RP->layoutstyle, "spiral")) - RP->map_layout_style = LAYOUT_SPIRAL; - - if (strstr (RP->layoutstyle, "rogue")) - RP->map_layout_style = LAYOUT_ROGUELIKE; - - if (strstr (RP->layoutstyle, "snake")) - RP->map_layout_style = LAYOUT_SNAKE; - - if (strstr (RP->layoutstyle, "squarespiral")) - RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; - - /* No style found - choose one randomly */ - if (RP->map_layout_style == LAYOUT_NONE) - RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; + hv = copy; +} - layout = layoutgen (RP); +random_map_params::random_map_params (HV *hv) +{ + this->hv = (HV *)SvREFCNT_inc_NN ((SV *)hv); -#ifdef RMAP_DEBUG - dump_layout (layout, RP); -#endif + assign (wall_name, get_str ("wall_name")); - /* increment these for the current map */ - RP->dungeon_level += 1; - /* allow constant-difficulty maps. */ - /* difficulty+=1; */ - - /* rotate the layout randomly */ - layout = rotate_layout (layout, rndm (4), RP); -#ifdef RMAP_DEBUG - dump_layout (layout, RP); -#endif + 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"); +} - /* allocate the map and set the floor */ - make_map_floor (layout, RP->floorstyle, RP); +random_map_params::~random_map_params () +{ + SvREFCNT_dec (hv); +} - /* set region */ - region = RP->region; +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); - CEDE; + dynbuf_text buf; + hv_iterinit (hv); - /* create walls unless the wallstyle is "none" */ - if (strcmp (RP->wallstyle, "none")) + // does not work for utf-8 keys + while (HE *he = hv_iternext (hv)) { - make_map_walls (this, layout, RP->wallstyle, RP); + STRLEN klen; const char *key = HePV (he, klen); + STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen); - /* place doors unless doorstyle or wallstyle is "none" */ - if (strcmp (RP->doorstyle, "none")) - put_doors (this, layout, RP->doorstyle, RP); + buf.fadd (key, klen); + buf << ' '; + buf.fadd (value, vlen); + buf << '\n'; } - CEDE; - - /* create exits unless the exitstyle is "none" */ - if (strcmp (RP->exitstyle, "none")) - place_exits (this, layout, RP->exitstyle, RP->orientation, RP); - - CEDE; - - place_specials_in_map (this, layout, RP); - - CEDE; - - /* create monsters unless the monsterstyle is "none" */ - if (strcmp (RP->monsterstyle, "none")) - place_monsters (this, RP->monsterstyle, RP->difficulty, RP); - - CEDE; - - /* treasures needs to have a proper difficulty set for the map. */ - difficulty = estimate_difficulty (); - - CEDE; - - /* create treasure unless the treasurestyle is "none" */ - if (strcmp (RP->treasurestyle, "none")) - place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); - - CEDE; - - /* create decor unless the decorstyle is "none" */ - if (strcmp (RP->decorstyle, "none")) - put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); - - CEDE; - - /* generate treasures, etc. */ - fix_auto_apply (); - - CEDE; - - unblock_exits (this, layout, RP); - - /* free the layout */ - for (i = 0; i < RP->Xsize; i++) - free (layout[i]); - - free (layout); - - msg = strdup (buf); - in_memory = MAP_IN_MEMORY; - - CEDE; - - return 1; + return shstr (buf); } -/* function selects the layout function and gives it whatever - arguments it needs. */ -char ** -layoutgen (random_map_params *RP) +noinline SV * +random_map_params::get_sv (const char *option) const { - char **maze = 0; - int oxsize = RP->Xsize, oysize = RP->Ysize; + SV **he = hv_fetch (hv, option, strlen (option), 0); - switch (RP->map_layout_style) - { - case LAYOUT_ONION: - maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); - if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) - roomify_layout (maze, RP); - break; - - case LAYOUT_MAZE: - maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2)); - if (!(rndm (2))) - doorify_layout (maze, RP); - break; - - case LAYOUT_SPIRAL: - maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); - if (!(rndm (2))) - doorify_layout (maze, RP); - break; - - case LAYOUT_ROGUELIKE: - /* 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 = SYMMETRY_NONE; - RP->Ysize = oysize; - RP->Xsize = oxsize; - maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); - /* no doorifying... done already */ - break; - - case LAYOUT_SNAKE: - maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); - if (rndm (2)) - roomify_layout (maze, RP); - break; - - case LAYOUT_SQUARE_SPIRAL: - maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); - if (rndm (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; + return he ? *he : 0; } -/* takes a map and makes it symmetric: adjusts Xsize and -Ysize to produce a symmetric map. */ -char ** -symmetrize_layout (char **maze, int sym, random_map_params *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 == SYMMETRY_NONE) - { - RP->Xsize = Xsize_orig; - RP->Ysize = Ysize_orig; - return maze; - } - /* pick new sizes */ - RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize); - RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize); - - sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); - for (i = 0; i < RP->Xsize; i++) - sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); - - if (sym == SYMMETRY_X) - for (i = 0; i < RP->Xsize / 2 + 1; i++) - for (j = 0; j < RP->Ysize; j++) - { - sym_maze[i][j] = maze[i][j]; - sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; - }; - if (sym == SYMMETRY_Y) - for (i = 0; i < RP->Xsize; i++) - for (j = 0; j < RP->Ysize / 2 + 1; j++) - { - sym_maze[i][j] = maze[i][j]; - sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; - } - if (sym == SYMMETRY_XY) - for (i = 0; i < RP->Xsize / 2 + 1; i++) - for (j = 0; j < RP->Ysize / 2 + 1; j++) - { - sym_maze[i][j] = maze[i][j]; - sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; - sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; - sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; - } - /* delete the old maze */ - for (i = 0; i < Xsize_orig; i++) - free (maze[i]); - free (maze); - /* reconnect disjointed spirals */ - if (RP->map_layout_style == LAYOUT_SPIRAL) - 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 == LAYOUT_ROGUELIKE) - connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); - - return sym_maze; +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; } - -/* 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, random_map_params *RP) +noinline IV +random_map_params::get_iv (const char *option, IV fallback) const { - char **new_maze; - int i, j; - - switch (rotation) - { - case 0: - return maze; - break; - case 2: /* a reflection */ - { - char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); - - for (i = 0; i < RP->Xsize; i++) - { /* make a copy */ - for (j = 0; j < RP->Ysize; j++) - { - newmaze[i * RP->Ysize + j] = maze[i][j]; - } - } - for (i = 0; i < RP->Xsize; i++) - { /* copy a reflection back */ - for (j = 0; j < RP->Ysize; j++) - { - maze[i][j] = 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; i < RP->Ysize; i++) - { - new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); - } - if (rotation == 1) /* swap x and y */ - for (i = 0; i < RP->Xsize; i++) - for (j = 0; j < RP->Ysize; j++) - new_maze[j][i] = maze[i][j]; - - if (rotation == 3) - { /* swap x and y */ - for (i = 0; i < RP->Xsize; i++) - for (j = 0; j < RP->Ysize; j++) - new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; - } - - /* delete the old layout */ - for (i = 0; i < RP->Xsize; i++) - free (maze[i]); - free (maze); - - swap = RP->Ysize; - RP->Ysize = RP->Xsize; - RP->Xsize = swap; - return new_maze; - break; - } - } - return NULL; + SV *sv = get_sv (option); + return sv ? SvIV (sv) : fallback; } -/* take a layout and make some rooms in it. - --works best on onions.*/ -void -roomify_layout (char **maze, random_map_params *RP) +noinline UV +random_map_params::get_uv (const char *option, UV fallback) const { - int tries = RP->Xsize * RP->Ysize / 30; - int ti; - - for (ti = 0; ti < tries; ti++) - { - int dx, dy; /* starting location for looking at creating a door */ - int cx, cy; /* results of checking on creating walls. */ - - dx = RANDOM () % RP->Xsize; - dy = RANDOM () % RP->Ysize; - cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ - cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ - if (cx == -1) - { - if (cy != -1) - make_wall (maze, dx, dy, 1); - continue; - } - if (cy == -1) - { - make_wall (maze, dx, dy, 0); - continue; - } - if (cx < cy) - make_wall (maze, dx, dy, 0); - else - make_wall (maze, dx, dy, 1); - } + SV *sv = get_sv (option); + return sv ? SvUV (sv) : fallback; } -/* 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, random_map_params *RP) +noinline NV +random_map_params::get_nv (const char *option, NV fallback) const { - int i1; - int length = 0; - - /* dont make walls if we're on the edge. */ - if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) - return -1; - - /* don't make walls if we're ON a wall. */ - if (maze[dx][dy] != 0) - return -1; + SV *sv = get_sv (option); + return sv ? SvNV (sv) : fallback; +} - if (dir == 0) /* horizontal */ - { - int y = dy; +noinline void +random_map_params::set (const char *option, SV *value) const +{ + int len = strlen (option); - for (i1 = dx - 1; i1 > 0; i1--) - { - int sindex = surround_flag2 (maze, i1, y, RP); - - if (sindex == 1) - break; - if (sindex != 0) - return -1; /* can't make horiz. wall here */ - if (maze[i1][y] != 0) - return -1; /* can't make horiz. wall here */ - length++; - } - - for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) - { - int sindex = surround_flag2 (maze, i1, y, RP); - - if (sindex == 2) - break; - if (sindex != 0) - return -1; /* can't make horiz. wall here */ - if (maze[i1][y] != 0) - return -1; /* can't make horiz. wall here */ - length++; - } - return length; - } + if (value) + hv_store (hv, option, len, value, 0); else - { /* vertical */ - int x = dx; - - for (i1 = dy - 1; i1 > 0; i1--) - { - int sindex = surround_flag2 (maze, x, i1, RP); - - if (sindex == 4) - break; - if (sindex != 0) - return -1; /* can't make vert. wall here */ - if (maze[x][i1] != 0) - return -1; /* can't make horiz. wall here */ - length++; - } - - for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) - { - int sindex = surround_flag2 (maze, x, i1, RP); - - if (sindex == 8) - break; - if (sindex != 0) - return -1; /* can't make verti. wall here */ - if (maze[x][i1] != 0) - return -1; /* can't make horiz. wall here */ - length++; - } - return length; - } - return -1; + hv_delete (hv, option, len, G_DISCARD); } - -int -make_wall (char **maze, int x, int y, int dir) +noinline void +random_map_params::set (const char *option, const_utf8_string value) const { - maze[x][y] = 'D'; /* mark a door */ - switch (dir) - { - case 0: /* horizontal */ - { - int i1; - - for (i1 = x - 1; maze[i1][y] == 0; i1--) - maze[i1][y] = '#'; - for (i1 = x + 1; maze[i1][y] == 0; i1++) - maze[i1][y] = '#'; - break; - } - case 1: /* vertical */ - { - int i1; - - for (i1 = y - 1; maze[x][i1] == 0; i1--) - maze[x][i1] = '#'; - for (i1 = y + 1; maze[x][i1] == 0; i1++) - maze[x][i1] = '#'; - break; - } - } - - return 0; + set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0); } -/* puts doors at appropriate locations in a layout. */ void -doorify_layout (char **maze, random_map_params *RP) +random_map_params::set (const char *option, IV value) const { - 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; i < RP->Xsize - 1; i++) - for (j = 1; j < RP->Ysize - 1; j++) - { - int sindex = surround_flag (maze, i, j, RP); - - if (sindex == 3 || sindex == 12) /* these are possible door sindex */ - { - doorlist_x[doorlocs] = i; - doorlist_y[doorlocs] = j; - doorlocs++; - } - } - - while (ndoors > 0 && doorlocs > 0) - { - int di; - int sindex; - - di = RANDOM () % doorlocs; - i = doorlist_x[di]; - j = doorlist_y[di]; - sindex = surround_flag (maze, i, j, RP); - if (sindex == 3 || sindex == 12) /* these are possible door sindex */ - { - maze[i][j] = 'D'; - ndoors--; - } - /* reduce the size of the list */ - doorlocs--; - doorlist_x[di] = doorlist_x[doorlocs]; - doorlist_y[di] = doorlist_y[doorlocs]; - } - - free (doorlist_x); - free (doorlist_y); + set (option, newSViv (value)); } void -write_map_parameters_to_string (char *buf, random_map_params *RP) +random_map_params::set (const char *option, UV value) const { - char small_buf[16384]; - - sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize); + set (option, newSVuv (value)); +} - if (RP->wallstyle[0]) - { - sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); - strcat (buf, small_buf); - } +void +random_map_params::set (const char *option, NV value) const +{ + set (option, newSVnv (value)); +} - if (RP->floorstyle[0]) - { - sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); - strcat (buf, small_buf); - } +bool +maptile::generate_random_map (random_map_params *RP) +{ + RP->Xsize = RP->xsize; + RP->Ysize = RP->ysize; - if (RP->monsterstyle[0]) - { - sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); - strcat (buf, small_buf); - } + max_it (RP->dungeon_level, 1); - if (RP->treasurestyle[0]) - { - sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); - strcat (buf, small_buf); - } + /* 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 (RP->layoutstyle[0]) - { - sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); - strcat (buf, small_buf); - } + // we run "single-threaded" + rmg_rndm.seed (RP->random_seed); + rmg_rndm.seed (RP->random_seed + pticks);//D - if (RP->decorstyle[0]) - { - sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); - strcat (buf, small_buf); - } + shstr buf = RP->as_shstr (); - if (RP->doorstyle[0]) + if (RP->difficulty == 0) { - sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); - strcat (buf, small_buf); - } + RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ - if (RP->exitstyle[0]) - { - sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); - strcat (buf, small_buf); - } + if (RP->difficulty_increase > 0.001f) + RP->difficulty = RP->dungeon_level * RP->difficulty_increase; - if (RP->final_map.length ()) - { - sprintf (small_buf, "final_map %s\n", &RP->final_map); - strcat (buf, small_buf); + if (RP->difficulty < 1) + RP->difficulty = 1; } + else + RP->difficulty_given = 1; - 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->Xsize < MIN_RANDOM_MAP_SIZE) + RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; - if (RP->this_map.length ()) - { - sprintf (small_buf, "origin_map %s\n", &RP->this_map); - strcat (buf, small_buf); - } + if (RP->Ysize < MIN_RANDOM_MAP_SIZE) + RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; - if (RP->expand2x) - { - sprintf (small_buf, "expand2x %d\n", RP->expand2x); - strcat (buf, small_buf); - } + min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE); + min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE); - if (RP->layoutoptions1) - { - sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); - strcat (buf, small_buf); - } + int symmetry = RP->get_iv ("symmetry", SYMMETRY_NONE); - if (RP->layoutoptions2) - { - sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); - strcat (buf, small_buf); - } + if (symmetry == SYMMETRY_RANDOM) + RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; + else + RP->symmetry_used = symmetry; - if (RP->layoutoptions3) - { - sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); - strcat (buf, small_buf); - } + if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) + RP->Ysize = RP->Ysize / 2 + 1; - if (RP->symmetry) - { - sprintf (small_buf, "symmetry %d\n", RP->symmetry); - strcat (buf, small_buf); - } + if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) + RP->Xsize = RP->Xsize / 2 + 1; - if (RP->difficulty && RP->difficulty_given) + if (RP->expand2x > 0) { - sprintf (small_buf, "difficulty %d\n", RP->difficulty); - strcat (buf, small_buf); + RP->Xsize /= 2; + RP->Ysize /= 2; } - if (RP->difficulty_increase != 1.0) - { - sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); - strcat (buf, small_buf); - } + const char *layoutstyle = RP->get_str ("layoutstyle", ""); - sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); - strcat (buf, small_buf); + 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 */ - if (RP->dungeon_depth) - { - sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); - strcat (buf, small_buf); - } + layout maze (RP->Xsize, RP->Ysize); + maze.generate (RP); - if (RP->decoroptions) - { - sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); - strcat (buf, small_buf); - } + if (RP->get_iv ("rotate", 1)) + maze.rotate (rmg_rndm (4)); - if (RP->orientation) - { - sprintf (small_buf, "orientation %d\n", RP->orientation); - strcat (buf, small_buf); - } + maze.symmetrize (RP->symmetry_used); - if (RP->origin_x) - { - sprintf (small_buf, "origin_x %d\n", RP->origin_x); - strcat (buf, small_buf); - } + if (RP->expand2x) + maze.expand2x (); - if (RP->origin_y) - { - sprintf (small_buf, "origin_y %d\n", RP->origin_y); - strcat (buf, small_buf); - } +#if 0 + maze.print ();//D +#endif - if (RP->treasureoptions) - { - sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); - strcat (buf, small_buf); - } + /* increment these for the current map */ + ++RP->dungeon_level; - if (RP->random_seed) - { - sprintf (small_buf, "random_seed %u\n", RP->random_seed); - strcat (buf, small_buf); - } + // need to patch RP becasue following code doesn't use the layout object + RP->Xsize = maze.w; + RP->Ysize = maze.h; - if (RP->custom) - { - sprintf (small_buf, "custom %s\n", RP->custom); - strcat (buf, small_buf); - } -} + /* allocate the map and set the floor */ + make_map_floor (maze, RP->get_str ("floorstyle", ""), RP); -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, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase) -{ - char small_buf[16384]; + /* set region */ + default_region = region::find (RP->get_str ("region", 0)); - sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); + CEDE; - if (wallstyle_n && wallstyle_n[0]) - { - sprintf (small_buf, "wallstyle %s\n", wallstyle_n); - strcat (buf, small_buf); - } + place_specials_in_map (this, maze, RP); - if (floorstyle_n && floorstyle_n[0]) - { - sprintf (small_buf, "floorstyle %s\n", floorstyle_n); - strcat (buf, small_buf); - } + CEDE; - if (monsterstyle_n && monsterstyle_n[0]) - { - sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); - strcat (buf, small_buf); - } + const char *wallstyle = RP->get_str ("wallstyle", ""); - if (treasurestyle_n && treasurestyle_n[0]) + /* create walls unless the wallstyle is "none" */ + if (strcmp (wallstyle, "none")) { - sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); - strcat (buf, small_buf); - } + make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP); - if (layoutstyle_n && layoutstyle_n[0]) - { - sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); - strcat (buf, small_buf); - } + const char *doorstyle = RP->get_str ("doorstyle", ""); - if (decorstyle_n && decorstyle_n[0]) - { - sprintf (small_buf, "decorstyle %s\n", decorstyle_n); - strcat (buf, small_buf); + /* place doors unless doorstyle or wallstyle is "none" */ + if (strcmp (doorstyle, "none")) + put_doors (this, maze, doorstyle, RP); } - if (doorstyle_n && doorstyle_n[0]) - { - sprintf (small_buf, "doorstyle %s\n", doorstyle_n); - strcat (buf, small_buf); - } + CEDE; - if (exitstyle_n && exitstyle_n[0]) - { - sprintf (small_buf, "exitstyle %s\n", exitstyle_n); - strcat (buf, small_buf); - } + const char *exitstyle = RP->get_str ("exitstyle", ""); - if (final_map_n && final_map_n[0]) - { - sprintf (small_buf, "final_map %s\n", final_map_n); - strcat (buf, small_buf); - } + /* create exits unless the exitstyle is "none" */ + if (strcmp (exitstyle, "none")) + place_exits (this, maze, exitstyle, RP->get_iv ("orientation", 0), RP); - 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); - } + CEDE; - if (this_map_n && this_map_n[0]) - { - sprintf (small_buf, "origin_map %s\n", this_map_n); - strcat (buf, small_buf); - } + const char *monsterstyle = RP->get_str ("monsterstyle", ""); - if (layoutoptions1_n) - { - sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); - strcat (buf, small_buf); - } + /* create monsters unless the monsterstyle is "none" */ + if (strcmp (monsterstyle, "none")) + place_monsters (this, monsterstyle, RP->difficulty, RP); - if (layoutoptions2_n) - { - sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); - strcat (buf, small_buf); - } + CEDE; + /* treasures needs to have a proper difficulty set for the map. */ + difficulty = estimate_difficulty (); - if (layoutoptions3_n) - { - sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); - strcat (buf, small_buf); - } + CEDE; - if (symmetry_n) - { - sprintf (small_buf, "symmetry %d\n", symmetry_n); - strcat (buf, small_buf); - } + const char *treasurestyle = RP->get_str ("treasurestyle", ""); + /* create treasure unless the treasurestyle is "none" */ + place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP); - if (difficulty_n && difficulty_given_n) - { - sprintf (small_buf, "difficulty %d\n", difficulty_n); - strcat (buf, small_buf); - } + CEDE; - if (difficulty_increase > 0.001) - { - sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); - strcat (buf, small_buf); - } + const char *decorstyle = RP->get_str ("treasurestyle", ""); - sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); - strcat (buf, small_buf); + /* create decor unless the decorstyle is "none" */ + if (strcmp (decorstyle, "none")) + put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP); - if (dungeon_depth_n) - { - sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); - strcat (buf, small_buf); - } + CEDE; - if (decoroptions_n) - { - sprintf (small_buf, "decoroptions %d\n", decoroptions_n); - strcat (buf, small_buf); - } + /* generate treasures, etc. */ + fix_auto_apply (); - if (orientation_n) - { - sprintf (small_buf, "orientation %d\n", orientation_n); - strcat (buf, small_buf); - } + CEDE; - if (origin_x_n) - { - sprintf (small_buf, "origin_x %d\n", origin_x_n); - strcat (buf, small_buf); - } + unblock_exits (this, maze); - if (origin_y_n) - { - sprintf (small_buf, "origin_y %d\n", origin_y_n); - strcat (buf, small_buf); - } + msg = buf; + in_memory = MAP_ACTIVE; - if (random_seed_n) - { - /* Add one so that the next map is a bit different */ - sprintf (small_buf, "random_seed %u\n", random_seed_n + 1); - strcat (buf, small_buf); - } + CEDE; - if (treasureoptions_n) - { - sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); - strcat (buf, small_buf); - } + return 1; } -/* 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; - - src_ob->copy_to (dest_ob); - - for (walk = src_ob->inv; walk; walk = walk->below) - { - tmp = object::create (); - - walk->copy_to (tmp); - insert_ob_in_ob (tmp, dest_ob); - } -}