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29 | #include <room_gen.h> |
29 | #include <room_gen.h> |
30 | #include <random_map.h> |
30 | #include <random_map.h> |
31 | #include <rproto.h> |
31 | #include <rproto.h> |
32 | #include <sproto.h> |
32 | #include <sproto.h> |
33 | |
33 | |
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34 | #define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); |
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35 | |
34 | void |
36 | void |
35 | dump_layout (char **layout, random_map_params *RP) |
37 | dump_layout (char **layout, random_map_params *RP) |
36 | { |
38 | { |
37 | { |
39 | { |
38 | int i, j; |
40 | int i, j; |
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58 | { |
60 | { |
59 | char **layout, buf[16384]; |
61 | char **layout, buf[16384]; |
60 | int i; |
62 | int i; |
61 | |
63 | |
62 | /* pick a random seed, or use the one from the input file */ |
64 | /* pick a random seed, or use the one from the input file */ |
63 | SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0)); |
65 | RP->random_seed = RP->random_seed |
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66 | ? RP->random_seed + RP->dungeon_level |
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67 | : time (0); |
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68 | CEDE; |
64 | |
69 | |
65 | write_map_parameters_to_string (buf, RP); |
70 | write_map_parameters_to_string (buf, RP); |
66 | |
71 | |
67 | if (RP->difficulty == 0) |
72 | if (RP->difficulty == 0) |
68 | { |
73 | { |
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80 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
85 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
81 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
86 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
82 | |
87 | |
83 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
88 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
84 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
89 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; |
85 | |
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86 | if (RP->expand2x > 0) |
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87 | { |
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88 | RP->Xsize /= 2; |
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89 | RP->Ysize /= 2; |
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90 | } |
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91 | |
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92 | layout = layoutgen (RP); |
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93 | |
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94 | #ifdef RMAP_DEBUG |
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95 | dump_layout (layout, RP); |
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96 | #endif |
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97 | |
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98 | /* increment these for the current map */ |
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99 | RP->dungeon_level += 1; |
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100 | /* allow constant-difficulty maps. */ |
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101 | /* difficulty+=1; */ |
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102 | |
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103 | /* rotate the layout randomly */ |
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104 | layout = rotate_layout (layout, rndm (4), RP); |
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105 | #ifdef RMAP_DEBUG |
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106 | dump_layout (layout, RP); |
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107 | #endif |
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108 | |
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109 | /* allocate the map and set the floor */ |
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110 | make_map_floor (layout, RP->floorstyle, RP); |
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111 | |
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112 | /* set region */ |
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113 | region = RP->region; |
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114 | |
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115 | coroapi::cede (); |
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116 | |
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117 | /* create walls unless the wallstyle is "none" */ |
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118 | if (strcmp (RP->wallstyle, "none")) |
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119 | { |
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120 | make_map_walls (this, layout, RP->wallstyle, RP); |
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121 | |
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122 | /* place doors unless doorstyle or wallstyle is "none" */ |
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123 | if (strcmp (RP->doorstyle, "none")) |
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124 | put_doors (this, layout, RP->doorstyle, RP); |
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125 | |
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126 | } |
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127 | |
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128 | coroapi::cede (); |
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129 | |
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130 | /* create exits unless the exitstyle is "none" */ |
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131 | if (strcmp (RP->exitstyle, "none")) |
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132 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
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133 | |
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134 | coroapi::cede (); |
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135 | |
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136 | place_specials_in_map (this, layout, RP); |
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137 | |
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138 | coroapi::cede (); |
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139 | |
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140 | /* create monsters unless the monsterstyle is "none" */ |
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141 | if (strcmp (RP->monsterstyle, "none")) |
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142 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
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143 | |
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144 | coroapi::cede (); |
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145 | |
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146 | /* treasures needs to have a proper difficulty set for the map. */ |
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147 | difficulty = estimate_difficulty (); |
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148 | |
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149 | coroapi::cede (); |
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150 | |
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151 | /* create treasure unless the treasurestyle is "none" */ |
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152 | if (strcmp (RP->treasurestyle, "none")) |
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153 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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154 | |
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155 | coroapi::cede (); |
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156 | |
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157 | /* create decor unless the decorstyle is "none" */ |
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158 | if (strcmp (RP->decorstyle, "none")) |
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159 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
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160 | |
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161 | coroapi::cede (); |
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162 | |
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163 | /* generate treasures, etc. */ |
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164 | fix_auto_apply (); |
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165 | |
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166 | coroapi::cede (); |
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167 | unblock_exits (this, layout, RP); |
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168 | |
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169 | /* free the layout */ |
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170 | for (i = 0; i < RP->Xsize; i++) |
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171 | free (layout[i]); |
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172 | |
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173 | free (layout); |
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174 | |
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175 | msg = strdup (buf); |
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176 | in_memory = MAP_IN_MEMORY; |
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177 | |
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178 | return 1; |
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179 | } |
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180 | |
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181 | /* function selects the layout function and gives it whatever |
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182 | arguments it needs. */ |
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183 | char ** |
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184 | layoutgen (random_map_params *RP) |
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185 | { |
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186 | char **maze = 0; |
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187 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
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188 | |
90 | |
189 | if (RP->symmetry == SYMMETRY_RANDOM) |
91 | if (RP->symmetry == SYMMETRY_RANDOM) |
190 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
92 | RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; |
191 | else |
93 | else |
192 | RP->symmetry_used = RP->symmetry; |
94 | RP->symmetry_used = RP->symmetry; |
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194 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
96 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
195 | RP->Ysize = RP->Ysize / 2 + 1; |
97 | RP->Ysize = RP->Ysize / 2 + 1; |
196 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
98 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
197 | RP->Xsize = RP->Xsize / 2 + 1; |
99 | RP->Xsize = RP->Xsize / 2 + 1; |
198 | |
100 | |
199 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
101 | if (RP->expand2x > 0) |
200 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (5); |
102 | { |
201 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
103 | RP->Xsize /= 2; |
202 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (5); |
104 | RP->Ysize /= 2; |
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105 | } |
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106 | |
203 | RP->map_layout_style = 0; |
107 | RP->map_layout_style = LAYOUT_NONE; |
204 | |
108 | |
205 | /* Redo this - there was a lot of redundant code of checking for preset |
109 | /* Redo this - there was a lot of redundant code of checking for preset |
206 | * layout style and then random layout style. Instead, figure out |
110 | * layout style and then random layout style. Instead, figure out |
207 | * the numeric layoutstyle, so there is only one area that actually |
111 | * the numeric layoutstyle, so there is only one area that actually |
208 | * calls the code to make the maps. |
112 | * calls the code to make the maps. |
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223 | RP->map_layout_style = LAYOUT_SNAKE; |
127 | RP->map_layout_style = LAYOUT_SNAKE; |
224 | |
128 | |
225 | if (strstr (RP->layoutstyle, "squarespiral")) |
129 | if (strstr (RP->layoutstyle, "squarespiral")) |
226 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
130 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
227 | |
131 | |
228 | /* No style found - choose one ranomdly */ |
132 | /* No style found - choose one randomly */ |
229 | if (RP->map_layout_style == LAYOUT_NONE) |
133 | if (RP->map_layout_style == LAYOUT_NONE) |
230 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
134 | RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; |
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135 | |
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136 | layout = layoutgen (RP); |
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137 | |
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138 | #ifdef RMAP_DEBUG |
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139 | dump_layout (layout, RP); |
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140 | #endif |
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141 | |
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142 | /* increment these for the current map */ |
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143 | RP->dungeon_level += 1; |
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144 | /* allow constant-difficulty maps. */ |
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145 | /* difficulty+=1; */ |
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146 | |
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147 | /* rotate the layout randomly */ |
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148 | layout = rotate_layout (layout, rndm (4), RP); |
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149 | #ifdef RMAP_DEBUG |
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150 | dump_layout (layout, RP); |
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151 | #endif |
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152 | |
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153 | /* allocate the map and set the floor */ |
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154 | make_map_floor (layout, RP->floorstyle, RP); |
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155 | |
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156 | /* set region */ |
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157 | region = RP->region; |
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158 | |
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159 | CEDE; |
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160 | |
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161 | /* create walls unless the wallstyle is "none" */ |
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162 | if (strcmp (RP->wallstyle, "none")) |
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163 | { |
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164 | make_map_walls (this, layout, RP->wallstyle, RP); |
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165 | |
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166 | /* place doors unless doorstyle or wallstyle is "none" */ |
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167 | if (strcmp (RP->doorstyle, "none")) |
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168 | put_doors (this, layout, RP->doorstyle, RP); |
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169 | |
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170 | } |
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171 | |
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172 | CEDE; |
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173 | |
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174 | /* create exits unless the exitstyle is "none" */ |
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175 | if (strcmp (RP->exitstyle, "none")) |
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176 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
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177 | |
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178 | CEDE; |
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179 | |
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180 | place_specials_in_map (this, layout, RP); |
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181 | |
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182 | CEDE; |
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183 | |
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184 | /* create monsters unless the monsterstyle is "none" */ |
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185 | if (strcmp (RP->monsterstyle, "none")) |
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186 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
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187 | |
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188 | CEDE; |
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189 | |
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190 | /* treasures needs to have a proper difficulty set for the map. */ |
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191 | difficulty = estimate_difficulty (); |
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192 | |
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193 | CEDE; |
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194 | |
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195 | /* create treasure unless the treasurestyle is "none" */ |
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196 | if (strcmp (RP->treasurestyle, "none")) |
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197 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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198 | |
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199 | CEDE; |
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200 | |
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201 | /* create decor unless the decorstyle is "none" */ |
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202 | if (strcmp (RP->decorstyle, "none")) |
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203 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
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204 | |
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205 | CEDE; |
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206 | |
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207 | /* generate treasures, etc. */ |
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208 | fix_auto_apply (); |
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209 | |
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210 | CEDE; |
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211 | |
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212 | unblock_exits (this, layout, RP); |
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213 | |
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214 | /* free the layout */ |
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215 | for (i = 0; i < RP->Xsize; i++) |
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216 | free (layout[i]); |
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217 | |
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218 | free (layout); |
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219 | |
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220 | msg = strdup (buf); |
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221 | in_memory = MAP_IN_MEMORY; |
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222 | |
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223 | CEDE; |
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224 | |
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225 | return 1; |
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226 | } |
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227 | |
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228 | /* function selects the layout function and gives it whatever |
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229 | arguments it needs. */ |
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230 | char ** |
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231 | layoutgen (random_map_params *RP) |
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232 | { |
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233 | char **maze = 0; |
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234 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
231 | |
235 | |
232 | switch (RP->map_layout_style) |
236 | switch (RP->map_layout_style) |
233 | { |
237 | { |
234 | case LAYOUT_ONION: |
238 | case LAYOUT_ONION: |
235 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
239 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |