--- deliantra/server/random_maps/random_map.C 2008/05/02 21:01:53 1.37
+++ deliantra/server/random_maps/random_map.C 2010/07/04 22:12:26 1.71
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 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
*
- * Deliantra 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 3 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
* 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, see .
+ * 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
*/
@@ -28,967 +29,342 @@
#include
#include
-#define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__);
+#define CEDE coroapi::cede_to_tick ()
-static void symmetrize_layout (Layout maze, random_map_params *RP);
-static void rotate_layout (Layout maze, int rotation);
-
-void
-dump_layout (Layout layout)
+random_map_params::random_map_params ()
{
- for (int j = 0; j < layout->h; j++)
- {
- for (int i = 0; i < layout->w; i++)
- putc (layout[i][j] ? layout[i][j] : ' ', stdout);
-
- putc ('\n', stdout);
- }
-
- putc ('\n', stdout);
+ hv = newHV ();
}
-bool
-maptile::generate_random_map (random_map_params *RP)
+random_map_params::random_map_params (random_map_params *RP)
{
- char buf[16384];
- int i;
-
- RP->Xsize = RP->xsize;
- RP->Ysize = RP->ysize;
+ *this = *RP;
- /* 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 = rndm (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;
- else if (strstr (RP->layoutstyle, "maze"))
- RP->map_layout_style = LAYOUT_MAZE;
- else if (strstr (RP->layoutstyle, "spiral"))
- RP->map_layout_style = LAYOUT_SPIRAL;
- else if (strstr (RP->layoutstyle, "rogue"))
- RP->map_layout_style = LAYOUT_ROGUELIKE;
- else if (strstr (RP->layoutstyle, "snake"))
- RP->map_layout_style = LAYOUT_SNAKE;
- else if (strstr (RP->layoutstyle, "squarespiral"))
- RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
- else if (RP->map_layout_style == LAYOUT_NONE)
- RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
- else
- abort ();
- Layout layout = layoutgen (RP);
+ hv = copy;
+}
-#ifdef RMAP_DEBUG
- dump_layout (layout);
-#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;
+ assign (wall_name, get_str ("wall_name"));
- // need to patch RP becasue following code doesn't use the Layout object
- RP->Xsize = layout->w;
- RP->Ysize = layout->h;
+ 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 */
- default_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);
-
- msg = strdup (buf);
- in_memory = MAP_ACTIVE;
-
- CEDE;
-
- return 1;
+ return shstr (buf);
}
-/* function selects the layout function and gives it whatever
- arguments it needs. */
-Layout
-layoutgen (random_map_params *RP)
+noinline SV *
+random_map_params::get_sv (const char *option) const
{
- Layout layout (RP);
-
- switch (RP->map_layout_style)
- {
- case LAYOUT_ONION:
- map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
-
- if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
- roomify_layout (layout, RP);
-
- break;
-
- case LAYOUT_MAZE:
- maze_gen (layout, rndm (2));
-
- if (!(rndm (2)))
- doorify_layout (layout, RP);
-
- break;
+ SV **he = hv_fetch (hv, option, strlen (option), 0);
- case LAYOUT_SPIRAL:
- map_gen_spiral (layout, RP->layoutoptions1);
-
- if (!(rndm (2)))
- doorify_layout (layout, 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;
- roguelike_layout_gen (layout, RP->layoutoptions1);
- /* no doorifying... done already */
- break;
-
- case LAYOUT_SNAKE:
- make_snake_layout (layout, RP->layoutoptions1);
-
- if (rndm (2))
- roomify_layout (layout, RP);
-
- break;
-
- case LAYOUT_SQUARE_SPIRAL:
- make_square_spiral_layout (layout, RP->layoutoptions1);
-
- if (rndm (2))
- roomify_layout (layout, RP);
-
- break;
-
- default:
- abort ();
- }
-
- /* rotate the layout randomly */
- rotate_layout (layout, rndm (4));
-
- symmetrize_layout (layout, RP);
-
-#ifdef RMAP_DEBUG
- dump_layout (layout);
-#endif
-
- if (RP->expand2x)
- expand2x (layout);
-
- return layout;
+ return he ? *he : 0;
}
-/* takes a map and makes it symmetric: adjusts Xsize and
- * Ysize to produce a symmetric map.
- */
-static void
-symmetrize_layout (Layout layout, random_map_params *RP)
+noinline const_utf8_string
+random_map_params::get_str (const char *option, const_utf8_string fallback) const
{
- if (RP->symmetry_used == SYMMETRY_NONE)
- return;
+ SV *sv = get_sv (option);
+ return sv ? cfSvPVutf8_nolen (sv) : fallback;
+}
- Layout sym_layout (
- RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
- RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
- );
-
- if (RP->symmetry_used == SYMMETRY_X)
- for (int i = 0; i < sym_layout->w / 2 + 1; i++)
- for (int j = 0; j < sym_layout->h; j++)
- {
- sym_layout[i ][j] =
- sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
- }
-
- if (RP->symmetry_used == SYMMETRY_Y)
- for (int i = 0; i < sym_layout->w; i++)
- for (int j = 0; j < sym_layout->h / 2 + 1; j++)
- {
- sym_layout[i][j ] =
- sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
- }
-
- if (RP->symmetry_used == SYMMETRY_XY)
- for (int i = 0; i < sym_layout->w / 2 + 1; i++)
- for (int j = 0; j < sym_layout->h / 2 + 1; j++)
- {
- sym_layout[i ][j ] =
- sym_layout[i ][sym_layout->h - j - 1] =
- sym_layout[sym_layout->w - i - 1][j ] =
- sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
- }
-
- layout.swap (sym_layout);
- sym_layout.free ();
-
- /* reconnect disjointed spirals */
- /* reconnect disjointed nethacklayouts: the routine for
- spirals will do the trick? */
- if (RP->map_layout_style == LAYOUT_SPIRAL
- || RP->map_layout_style == LAYOUT_ROGUELIKE)
- connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
-}
-
-/* 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.
-*/
-static void
-rotate_layout (Layout layout, int rotation)
+noinline IV
+random_map_params::get_iv (const char *option, IV fallback) const
{
- int w = layout->w;
- int h = layout->h;
-
- switch (rotation)
- {
- case 2: /* a reflection */
- {
- Layout new_layout (w, h);
-
- for (int i = 0; i < w; i++) /* copy a reflection back */
- for (int j = 0; j < h; j++)
- new_layout[i][j] = layout[w - i - 1][h - j - 1];
-
- layout.swap (new_layout);
- new_layout.free ();
- }
- break;
-
- case 1:
- case 3:
- {
- Layout new_layout (h, w);
-
- if (rotation == 1) /* swap x and y */
- for (int i = 0; i < w; i++)
- for (int j = 0; j < h; j++)
- new_layout[j][i] = layout[i][j];
-
- if (rotation == 3) /* swap x and y */
- for (int i = 0; i < w; i++)
- for (int j = 0; j < h; j++)
- new_layout[j][i] = layout[w - i - 1][h - j - 1];
-
- layout.swap (new_layout);
- new_layout.free ();
- }
- break;
- }
+ 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 = rndm (RP->Xsize);
- dy = rndm (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. */
- int doorlocs = 0; /* # of available doorlocations */
- int i, j;
-
- char *doorlist_x = salloc (RP->Xsize * RP->Ysize);
- char *doorlist_y = salloc (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 = rndm (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];
- }
-
- sfree (doorlist_x, RP->Xsize * RP->Ysize);
- sfree (doorlist_y, RP->Xsize * RP->Ysize);
+ 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);
-
- 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.length ())
- {
- sprintf (small_buf, "final_map %s\n", &RP->final_map);
- strcat (buf, small_buf);
- }
+ set (option, newSVuv (value));
+}
- 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);
- }
+void
+random_map_params::set (const char *option, NV value) const
+{
+ set (option, newSVnv (value));
+}
- if (RP->this_map.length ())
- {
- sprintf (small_buf, "origin_map %s\n", &RP->this_map);
- strcat (buf, small_buf);
- }
+bool
+maptile::generate_random_map (random_map_params *RP)
+{
+ RP->Xsize = RP->xsize;
+ RP->Ysize = RP->ysize;
- if (RP->expand2x)
- {
- sprintf (small_buf, "expand2x %d\n", RP->expand2x);
- strcat (buf, small_buf);
- }
+ max_it (RP->dungeon_level, 1);
- if (RP->layoutoptions1)
- {
- sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
- 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->layoutoptions2)
- {
- sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
- strcat (buf, small_buf);
- }
+ // we run "single-threaded"
+ rmg_rndm.seed (RP->random_seed);
+ rmg_rndm.seed (RP->random_seed + pticks);//D
- if (RP->layoutoptions3)
- {
- sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
- strcat (buf, small_buf);
- }
+ shstr buf = RP->as_shstr ();
- if (RP->symmetry)
+ if (RP->difficulty == 0)
{
- sprintf (small_buf, "symmetry %d\n", RP->symmetry);
- strcat (buf, small_buf);
- }
+ RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
- if (RP->difficulty && RP->difficulty_given)
- {
- sprintf (small_buf, "difficulty %d\n", RP->difficulty);
- strcat (buf, small_buf);
- }
+ if (RP->difficulty_increase > 0.001f)
+ RP->difficulty = RP->dungeon_level * RP->difficulty_increase;
- if (RP->difficulty_increase != 1.0)
- {
- sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
- strcat (buf, small_buf);
+ if (RP->difficulty < 1)
+ RP->difficulty = 1;
}
+ else
+ RP->difficulty_given = 1;
- 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->Xsize < MIN_RANDOM_MAP_SIZE)
+ RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
- if (RP->decoroptions)
- {
- sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
- strcat (buf, small_buf);
- }
+ if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
+ RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
- if (RP->orientation)
- {
- sprintf (small_buf, "orientation %d\n", RP->orientation);
- strcat (buf, small_buf);
- }
+ min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE);
+ min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE);
- if (RP->origin_x)
- {
- sprintf (small_buf, "origin_x %d\n", RP->origin_x);
- strcat (buf, small_buf);
- }
+ int symmetry = RP->get_iv ("symmetry", SYMMETRY_NONE);
- if (RP->origin_y)
- {
- sprintf (small_buf, "origin_y %d\n", RP->origin_y);
- strcat (buf, small_buf);
- }
+ if (symmetry == SYMMETRY_RANDOM)
+ RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
+ else
+ RP->symmetry_used = symmetry;
- if (RP->treasureoptions)
- {
- sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
- strcat (buf, small_buf);
- }
+ if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
+ RP->Ysize = RP->Ysize / 2 + 1;
- if (RP->random_seed)
- {
- sprintf (small_buf, "random_seed %u\n", RP->random_seed);
- strcat (buf, small_buf);
- }
+ if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
+ RP->Xsize = RP->Xsize / 2 + 1;
- if (RP->custom)
+ if (RP->expand2x > 0)
{
- sprintf (small_buf, "custom %s\n", RP->custom);
- strcat (buf, small_buf);
+ RP->Xsize /= 2;
+ RP->Ysize /= 2;
}
-}
-void
-write_parameters_to_string (char *buf,
- int xsize_n,
- int ysize_n,
- const char *wallstyle_n,
- const char *floorstyle_n,
- const char *monsterstyle_n,
- const char *treasurestyle_n,
- const char *layoutstyle_n,
- const char *decorstyle_n,
- const char *doorstyle_n,
- const char *exitstyle_n,
- const char *final_map_n,
- const char *exit_on_final_map_n,
- const 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];
+ const char *layoutstyle = RP->get_str ("layoutstyle", "");
- 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 (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 (monsterstyle_n && monsterstyle_n[0])
- {
- sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
- strcat (buf, small_buf);
- }
+ layout maze (RP->Xsize, RP->Ysize);
+ maze.generate (RP);
- if (treasurestyle_n && treasurestyle_n[0])
- {
- sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
- strcat (buf, small_buf);
- }
+ if (RP->get_iv ("rotate", 1))
+ maze.rotate (rmg_rndm (4));
- if (layoutstyle_n && layoutstyle_n[0])
- {
- sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
- strcat (buf, small_buf);
- }
+ maze.symmetrize (RP->symmetry_used);
- if (decorstyle_n && decorstyle_n[0])
- {
- sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
- strcat (buf, small_buf);
- }
+ if (RP->expand2x)
+ maze.expand2x ();
- if (doorstyle_n && doorstyle_n[0])
- {
- sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
- strcat (buf, small_buf);
- }
+#if 0
+ maze.print ();//D
+#endif
- if (exitstyle_n && exitstyle_n[0])
- {
- sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
- strcat (buf, small_buf);
- }
+ /* increment these for the current map */
+ ++RP->dungeon_level;
- if (final_map_n && final_map_n[0])
- {
- sprintf (small_buf, "final_map %s\n", final_map_n);
- 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 (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);
- }
+ /* allocate the map and set the floor */
+ make_map_floor (maze, RP->get_str ("floorstyle", ""), RP);
- if (this_map_n && this_map_n[0])
- {
- sprintf (small_buf, "origin_map %s\n", this_map_n);
- strcat (buf, small_buf);
- }
+ /* set region */
+ default_region = region::find (RP->get_str ("region", 0));
- if (layoutoptions1_n)
- {
- sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
- strcat (buf, small_buf);
- }
+ CEDE;
- if (layoutoptions2_n)
- {
- sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
- strcat (buf, small_buf);
- }
+ place_specials_in_map (this, maze, RP);
+ CEDE;
- if (layoutoptions3_n)
- {
- sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
- strcat (buf, small_buf);
- }
+ const char *wallstyle = RP->get_str ("wallstyle", "");
- if (symmetry_n)
+ /* create walls unless the wallstyle is "none" */
+ if (strcmp (wallstyle, "none"))
{
- sprintf (small_buf, "symmetry %d\n", symmetry_n);
- strcat (buf, small_buf);
- }
-
+ make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP);
- if (difficulty_n && difficulty_given_n)
- {
- sprintf (small_buf, "difficulty %d\n", difficulty_n);
- strcat (buf, small_buf);
- }
+ const char *doorstyle = RP->get_str ("doorstyle", "");
- if (difficulty_increase > 0.001)
- {
- sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
- strcat (buf, small_buf);
+ /* place doors unless doorstyle or wallstyle is "none" */
+ if (strcmp (doorstyle, "none"))
+ put_doors (this, maze, doorstyle, RP);
}
- sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
- strcat (buf, small_buf);
+ CEDE;
- if (dungeon_depth_n)
- {
- sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
- strcat (buf, small_buf);
- }
+ const char *exitstyle = RP->get_str ("exitstyle", "");
- if (decoroptions_n)
- {
- sprintf (small_buf, "decoroptions %d\n", decoroptions_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 (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);
- }
+ const char *monsterstyle = RP->get_str ("monsterstyle", "");
- if (origin_y_n)
- {
- sprintf (small_buf, "origin_y %d\n", origin_y_n);
- strcat (buf, small_buf);
- }
+ /* create monsters unless the monsterstyle is "none" */
+ if (strcmp (monsterstyle, "none"))
+ place_monsters (this, monsterstyle, RP->difficulty, RP);
- 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);
- }
-}
+ /* treasures needs to have a proper difficulty set for the map. */
+ difficulty = estimate_difficulty ();
-/* copy an object with an inventory... i.e., duplicate the inv too. */
-void
-copy_object_with_inv (object *src_ob, object *dest_ob)//TODO, replace by clone
-{
- object *walk, *tmp;
+ CEDE;
- src_ob->copy_to (dest_ob);
+ const char *treasurestyle = RP->get_str ("treasurestyle", "");
- for (walk = src_ob->inv; walk; walk = walk->below)
- {
- tmp = object::create ();
+ /* create treasure unless the treasurestyle is "none" */
+ place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP);
- walk->copy_to (tmp);
- insert_ob_in_ob (tmp, dest_ob);
- }
-}
+ CEDE;
-/////////////////////////////////////////////////////////////////////////////
+ const char *decorstyle = RP->get_str ("treasurestyle", "");
-LayoutData::LayoutData (int w, int h)
-: w(w), h(h)
-{
- int size = (sizeof (char *) + sizeof (char) * h) * w;
+ /* create decor unless the decorstyle is "none" */
+ if (strcmp (decorstyle, "none"))
+ put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP);
- col = (char **)salloc (size);
+ CEDE;
- char *data = (char *)(col + w);
+ /* generate treasures, etc. */
+ fix_auto_apply ();
- for (int x = w; x--; )
- col [x] = data + x * h;
-}
+ CEDE;
-LayoutData::~LayoutData ()
-{
- int size = (sizeof (char *) + sizeof (char) * h) * w;
+ unblock_exits (this, maze);
- sfree ((char *)col, size);
-}
+ msg = buf;
+ in_memory = MAP_ACTIVE;
-void LayoutData::clear (char fill)
-{
- memset (col [0], fill, w * h);
-}
+ CEDE;
-void LayoutData::border (char fill)
-{
- for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
- for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
+ return 1;
}