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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.10 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.52 by root, Sat Jun 26 23:53:31 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <time.h> 25#include <time.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <global.h> 27#include <global.h>
27#include <maze_gen.h>
28#include <room_gen.h>
29#include <random_map.h> 28#include <random_map.h>
30#include <rproto.h> 29#include <rproto.h>
31#include <sproto.h> 30#include <sproto.h>
32 31
32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
36
37const_utf8_string
38random_map_params::get_str (const_utf8_string option, const_utf8_string fallback) const
39{
40 SV **he = hv_fetch (hv, option, strlen (option), 0);
41
42 return he ? cfSvPVutf8_nolen (*he) : fallback;
43}
44
45IV
46random_map_params::get_iv (const char *option, IV fallback) const
47{
48 SV **he = hv_fetch (hv, option, strlen (option), 0);
49
50 return he ? SvIV (*he) : fallback;
51}
52
53random_map_params::~random_map_params ()
54{
55 SvREFCNT_dec (hv);
56}
57
33void 58void
34dump_layout (char **layout, RMParms * RP) 59Layout::print ()
35{ 60{
36 { 61 for (int j = 0; j < ptr->h; j++)
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 { 62 {
41 for (j = 0; j < RP->Ysize; j++) 63 for (int i = 0; i < ptr->w; i++)
42 { 64 {
43 if (layout[i][j] == 0) 65 putc (ptr->col[i][j] ? ptr->col[i][j] : ' ', stdout);
44 layout[i][j] = ' '; 66 putc (ptr->col[i][j] ? ptr->col[i][j] : ' ', stdout);
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 } 67 }
49 printf ("\n"); 68
69 putc ('\n', stdout);
50 } 70 }
51 }
52 printf ("\n");
53}
54 71
55extern FILE *logfile; 72 putc ('\n', stdout);
56
57maptile *
58generate_random_map (const char *OutFileName, RMParms * RP)
59{
60 char **layout, buf[HUGE_BUF];
61 maptile *theMap;
62 int i;
63
64 /* pick a random seed, or use the one from the input file */
65 if (RP->random_seed == 0)
66 RP->random_seed = time (0);
67
68 SRANDOM (RP->random_seed);
69
70 write_map_parameters_to_string (buf, RP);
71
72 if (RP->difficulty == 0)
73 {
74 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
75
76 if (RP->difficulty_increase > 0.001)
77 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
78
79 if (RP->difficulty < 1)
80 RP->difficulty = 1;
81 }
82 else
83 RP->difficulty_given = 1;
84
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
87
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
90
91 if (RP->expand2x > 0)
92 {
93 RP->Xsize /= 2;
94 RP->Ysize /= 2;
95 }
96
97 layout = layoutgen (RP);
98
99#ifdef RMAP_DEBUG
100 dump_layout (layout, RP);
101#endif
102
103 /* increment these for the current map */
104 RP->dungeon_level += 1;
105 /* allow constant-difficulty maps. */
106 /* difficulty+=1; */
107
108 /* rotate the layout randomly */
109 layout = rotate_layout (layout, RANDOM () % 4, RP);
110#ifdef RMAP_DEBUG
111 dump_layout (layout, RP);
112#endif
113
114 /* allocate the map and set the floor */
115 theMap = make_map_floor (layout, RP->floorstyle, RP);
116
117 /* set the name of the map. */
118 theMap->path = OutFileName;
119
120 /* set region */
121 theMap->region = RP->region;
122
123 /* create walls unless the wallstyle is "none" */
124 if (strcmp (RP->wallstyle, "none"))
125 {
126 make_map_walls (theMap, layout, RP->wallstyle, RP);
127
128 /* place doors unless doorstyle or wallstyle is "none" */
129 if (strcmp (RP->doorstyle, "none"))
130 put_doors (theMap, layout, RP->doorstyle, RP);
131
132 }
133
134 /* create exits unless the exitstyle is "none" */
135 if (strcmp (RP->exitstyle, "none"))
136 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
137
138 place_specials_in_map (theMap, layout, RP);
139
140 /* create monsters unless the monsterstyle is "none" */
141 if (strcmp (RP->monsterstyle, "none"))
142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143
144 /* treasures needs to have a proper difficulty set for the map. */
145 theMap->difficulty = theMap->estimate_difficulty ();
146
147 /* create treasure unless the treasurestyle is "none" */
148 if (strcmp (RP->treasurestyle, "none"))
149 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
150
151 /* create decor unless the decorstyle is "none" */
152 if (strcmp (RP->decorstyle, "none"))
153 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154
155 /* generate treasures, etc. */
156 fix_auto_apply (theMap);
157
158 unblock_exits (theMap, layout, RP);
159
160 /* free the layout */
161 for (i = 0; i < RP->Xsize; i++)
162 free (layout[i]);
163 free (layout);
164
165 theMap->msg = strdup (buf);
166
167 return theMap;
168} 73}
169 74
170/* function selects the layout function and gives it whatever
171 arguments it needs. */
172char **
173layoutgen (RMParms * RP)
174{
175 char **maze = 0;
176 int oxsize = RP->Xsize, oysize = RP->Ysize;
177
178 if (RP->symmetry == RANDOM_SYM)
179 RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1;
180 else
181 RP->symmetry_used = RP->symmetry;
182
183 if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM)
184 RP->Ysize = RP->Ysize / 2 + 1;
185 if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM)
186 RP->Xsize = RP->Xsize / 2 + 1;
187
188 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
189 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
191 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
192 RP->map_layout_style = 0;
193
194 /* Redo this - there was a lot of redundant code of checking for preset
195 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps.
198 */
199 if (strstr (RP->layoutstyle, "onion"))
200 {
201 RP->map_layout_style = ONION_LAYOUT;
202 }
203
204 if (strstr (RP->layoutstyle, "maze"))
205 {
206 RP->map_layout_style = MAZE_LAYOUT;
207 }
208
209 if (strstr (RP->layoutstyle, "spiral"))
210 {
211 RP->map_layout_style = SPIRAL_LAYOUT;
212 }
213
214 if (strstr (RP->layoutstyle, "rogue"))
215 {
216 RP->map_layout_style = ROGUELIKE_LAYOUT;
217 }
218
219 if (strstr (RP->layoutstyle, "snake"))
220 {
221 RP->map_layout_style = SNAKE_LAYOUT;
222 }
223
224 if (strstr (RP->layoutstyle, "squarespiral"))
225 {
226 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
227 }
228 /* No style found - choose one ranomdly */
229 if (RP->map_layout_style == 0)
230 {
231 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1;
232 }
233
234 switch (RP->map_layout_style)
235 {
236
237 case ONION_LAYOUT:
238 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
239 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY))
240 roomify_layout (maze, RP);
241 break;
242
243 case MAZE_LAYOUT:
244 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
245 if (!(RANDOM () % 2))
246 doorify_layout (maze, RP);
247 break;
248
249 case SPIRAL_LAYOUT:
250 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
251 if (!(RANDOM () % 2))
252 doorify_layout (maze, RP);
253 break;
254
255 case ROGUELIKE_LAYOUT:
256 /* Don't put symmetry in rogue maps. There isn't much reason to
257 * do so in the first place (doesn't make it any more interesting),
258 * but more importantly, the symmetry code presumes we are symmetrizing
259 * spirals, or maps with lots of passages - making a symmetric rogue
260 * map fails because its likely that the passages the symmetry process
261 * creates may not connect the rooms.
262 */
263 RP->symmetry_used = NO_SYM;
264 RP->Ysize = oysize;
265 RP->Xsize = oxsize;
266 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 /* no doorifying... done already */
268 break;
269
270 case SNAKE_LAYOUT:
271 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
272 if (RANDOM () % 2)
273 roomify_layout (maze, RP);
274 break;
275
276 case SQUARE_SPIRAL_LAYOUT:
277 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
278 if (RANDOM () % 2)
279 roomify_layout (maze, RP);
280 break;
281 }
282
283 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
284#ifdef RMAP_DEBUG
285 dump_layout (maze, RP);
286#endif
287 if (RP->expand2x)
288 {
289 maze = expand2x (maze, RP->Xsize, RP->Ysize);
290 RP->Xsize = RP->Xsize * 2 - 1;
291 RP->Ysize = RP->Ysize * 2 - 1;
292 }
293 return maze;
294}
295
296
297/* takes a map and makes it symmetric: adjusts Xsize and 75/* takes a map and makes it symmetric: adjusts Xsize and
298Ysize to produce a symmetric map. */ 76 * Ysize to produce a symmetric map.
299 77 */
300char ** 78static void
301symmetrize_layout (char **maze, int sym, RMParms * RP) 79symmetrize_layout (Layout layout, random_map_params *RP)
302{ 80{
303 int i, j; 81 if (RP->symmetry_used == SYMMETRY_NONE)
304 char **sym_maze;
305 int Xsize_orig, Ysize_orig;
306
307 Xsize_orig = RP->Xsize;
308 Ysize_orig = RP->Ysize;
309 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
310 if (sym == NO_SYM)
311 {
312 RP->Xsize = Xsize_orig;
313 RP->Ysize = Ysize_orig;
314 return maze; 82 return;
315 }
316 /* pick new sizes */
317 RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize);
318 RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize);
319 83
320 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 84 Layout sym_layout (
321 for (i = 0; i < RP->Xsize; i++) 85 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
322 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 86 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
87 );
323 88
324 if (sym == X_SYM) 89 if (RP->symmetry_used == SYMMETRY_X)
325 for (i = 0; i < RP->Xsize / 2 + 1; i++) 90 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
326 for (j = 0; j < RP->Ysize; j++) 91 for (int j = 0; j < sym_layout->h; j++)
327 { 92 {
328 sym_maze[i][j] = maze[i][j]; 93 sym_layout[i ][j] =
329 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 94 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
330 }; 95 }
331 if (sym == Y_SYM) 96
332 for (i = 0; i < RP->Xsize; i++) 97 if (RP->symmetry_used == SYMMETRY_Y)
98 for (int i = 0; i < sym_layout->w; i++)
333 for (j = 0; j < RP->Ysize / 2 + 1; j++) 99 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
334 {
335 sym_maze[i][j] = maze[i][j];
336 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
337 } 100 {
338 if (sym == XY_SYM) 101 sym_layout[i][j ] =
339 for (i = 0; i < RP->Xsize / 2 + 1; i++) 102 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
340 for (j = 0; j < RP->Ysize / 2 + 1; j++)
341 { 103 }
342 sym_maze[i][j] = maze[i][j]; 104
343 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 105 if (RP->symmetry_used == SYMMETRY_XY)
344 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 106 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
345 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; 107 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
346 } 108 {
347 /* delete the old maze */ 109 sym_layout[i ][j ] =
348 for (i = 0; i < Xsize_orig; i++) 110 sym_layout[i ][sym_layout->h - j - 1] =
349 free (maze[i]); 111 sym_layout[sym_layout->w - i - 1][j ] =
350 free (maze); 112 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
113 }
114
115 layout.swap (sym_layout);
116 sym_layout.free ();
117
351 /* reconnect disjointed spirals */ 118 /* reconnect disjointed spirals */
352 if (RP->map_layout_style == SPIRAL_LAYOUT)
353 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
354 /* reconnect disjointed nethackmazes: the routine for 119 /* reconnect disjointed nethacklayouts: the routine for
355 spirals will do the trick? */ 120 spirals will do the trick? */
356 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 121 if (RP->map_layout_style == LAYOUT_SPIRAL
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 122 || RP->map_layout_style == LAYOUT_ROGUELIKE)
358 123 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
359 return sym_maze;
360} 124}
361
362 125
363/* takes a map and rotates it. This completes the 126/* takes a map and rotates it. This completes the
364 onion layouts, making them possibly centered on any wall. 127 onion layouts, making them possibly centered on any wall.
365 It'll modify Xsize and Ysize if they're swapped. 128 It'll modify Xsize and Ysize if they're swapped.
366*/ 129*/
367 130static void
368char ** 131rotate_layout (Layout layout, int rotation)
369rotate_layout (char **maze, int rotation, RMParms * RP)
370{ 132{
371 char **new_maze; 133 int w = layout->w;
372 int i, j; 134 int h = layout->h;
373 135
374 switch (rotation) 136 switch (rotation)
375 { 137 {
376 case 0:
377 return maze;
378 break;
379 case 2: /* a reflection */ 138 case 2: /* a reflection */
380 { 139 {
381 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 140 Layout new_layout (w, h);
382 141
383 for (i = 0; i < RP->Xsize; i++) 142 for (int i = 0; i < w; i++) /* copy a reflection back */
384 { /* make a copy */
385 for (j = 0; j < RP->Ysize; j++) 143 for (int j = 0; j < h; j++)
386 { 144 new_layout[i][j] = layout[w - i - 1][h - j - 1];
387 newmaze[i * RP->Ysize + j] = maze[i][j]; 145
388 } 146 layout.swap (new_layout);
389 } 147 new_layout.free ();
390 for (i = 0; i < RP->Xsize; i++)
391 { /* copy a reflection back */
392 for (j = 0; j < RP->Ysize; j++)
393 {
394 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
395 }
396 }
397 free (newmaze);
398 return maze;
399 break;
400 } 148 }
149 break;
150
401 case 1: 151 case 1:
402 case 3: 152 case 3:
403 { 153 {
404 int swap; 154 Layout new_layout (h, w);
405 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 155
406 for (i = 0; i < RP->Ysize; i++)
407 {
408 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
409 }
410 if (rotation == 1) /* swap x and y */ 156 if (rotation == 1) /* swap x and y */
411 for (i = 0; i < RP->Xsize; i++)
412 for (j = 0; j < RP->Ysize; j++)
413 new_maze[j][i] = maze[i][j];
414
415 if (rotation == 3)
416 { /* swap x and y */
417 for (i = 0; i < RP->Xsize; i++)
418 for (j = 0; j < RP->Ysize; j++)
419 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
420 }
421
422 /* delete the old layout */
423 for (i = 0; i < RP->Xsize; i++) 157 for (int i = 0; i < w; i++)
424 free (maze[i]); 158 for (int j = 0; j < h; j++)
425 free (maze); 159 new_layout[j][i] = layout[i][j];
426 160
427 swap = RP->Ysize; 161 if (rotation == 3) /* swap x and y */
428 RP->Ysize = RP->Xsize; 162 for (int i = 0; i < w; i++)
429 RP->Xsize = swap; 163 for (int j = 0; j < h; j++)
430 return new_maze; 164 new_layout[j][i] = layout[w - i - 1][h - j - 1];
431 break; 165
166 layout.swap (new_layout);
167 new_layout.free ();
432 } 168 }
433 } 169 break;
434 return NULL;
435}
436
437/* take a layout and make some rooms in it.
438 --works best on onions.*/
439void
440roomify_layout (char **maze, RMParms * RP)
441{
442 int tries = RP->Xsize * RP->Ysize / 30;
443 int ti;
444
445 for (ti = 0; ti < tries; ti++)
446 {
447 int dx, dy; /* starting location for looking at creating a door */
448 int cx, cy; /* results of checking on creating walls. */
449
450 dx = RANDOM () % RP->Xsize;
451 dy = RANDOM () % RP->Ysize;
452 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
453 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
454 if (cx == -1)
455 {
456 if (cy != -1)
457 make_wall (maze, dx, dy, 1);
458 continue;
459 }
460 if (cy == -1)
461 {
462 make_wall (maze, dx, dy, 0);
463 continue;
464 }
465 if (cx < cy)
466 make_wall (maze, dx, dy, 0);
467 else
468 make_wall (maze, dx, dy, 1);
469 } 170 }
470} 171}
471 172
472/* checks the layout to see if I can stick a horizontal(dir = 0) wall 173/* checks the layout to see if I can stick a horizontal(dir = 0) wall
473 (or vertical, dir == 1) 174 (or vertical, dir == 1)
474 here which ends up on other walls sensibly. */ 175 here which ends up on other walls sensibly. */
475 176static int
476int
477can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 177can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
478{ 178{
479 int i1; 179 int i1;
480 int length = 0; 180 int length = 0;
481 181
482 /* dont make walls if we're on the edge. */ 182 /* dont make walls if we're on the edge. */
545 return -1; /* can't make verti. wall here */ 245 return -1; /* can't make verti. wall here */
546 if (maze[x][i1] != 0) 246 if (maze[x][i1] != 0)
547 return -1; /* can't make horiz. wall here */ 247 return -1; /* can't make horiz. wall here */
548 length++; 248 length++;
549 } 249 }
250
550 return length; 251 return length;
551 } 252 }
253
552 return -1; 254 return -1;
553} 255}
554 256
257/* take a layout and make some rooms in it.
258 --works best on onions.*/
259static void
260roomify_layout (char **maze, random_map_params *RP)
261{
262 int tries = RP->Xsize * RP->Ysize / 30;
263
264 for (int ti = 0; ti < tries; ti++)
265 {
266 /* starting location for looking at creating a door */
267 int dx = rmg_rndm (RP->Xsize);
268 int dy = rmg_rndm (RP->Ysize);
269
270 /* results of checking on creating walls. */
271 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
272 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
273
274 if (cx == -1)
275 {
276 if (cy != -1)
277 make_wall (maze, dx, dy, 1);
278
279 continue;
280 }
281
282 if (cy == -1)
283 {
284 make_wall (maze, dx, dy, 0);
285 continue;
286 }
287
288 if (cx < cy)
289 make_wall (maze, dx, dy, 0);
290 else
291 make_wall (maze, dx, dy, 1);
292 }
293}
555 294
556int 295int
557make_wall (char **maze, int x, int y, int dir) 296make_wall (char **maze, int x, int y, int dir)
558{ 297{
559 maze[x][y] = 'D'; /* mark a door */ 298 maze[x][y] = 'D'; /* mark a door */
299
560 switch (dir) 300 switch (dir)
561 { 301 {
562 case 0: /* horizontal */ 302 case 0: /* horizontal */
563 { 303 {
564 int i1;
565
566 for (i1 = x - 1; maze[i1][y] == 0; i1--) 304 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
567 maze[i1][y] = '#';
568 for (i1 = x + 1; maze[i1][y] == 0; i1++) 305 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
569 maze[i1][y] = '#';
570 break; 306 break;
571 } 307 }
572 case 1: /* vertical */ 308 case 1: /* vertical */
573 { 309 {
574 int i1;
575
576 for (i1 = y - 1; maze[x][i1] == 0; i1--) 310 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
577 maze[x][i1] = '#';
578 for (i1 = y + 1; maze[x][i1] == 0; i1++) 311 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
579 maze[x][i1] = '#';
580 break; 312 break;
581 } 313 }
582 } 314 }
583 315
584 return 0; 316 return 0;
585} 317}
586 318
587/* puts doors at appropriate locations in a layout. */ 319/* puts doors at appropriate locations in a layout. */
588 320static void
589void
590doorify_layout (char **maze, RMParms * RP) 321doorify_layout (char **maze, random_map_params *RP)
591{ 322{
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 323 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 char *doorlist_x;
594 char *doorlist_y;
595 int doorlocs = 0; /* # of available doorlocations */ 324 int doorlocs = 0; /* # of available doorlocations */
596 int i, j;
597 325
598 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 326 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
599 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 327 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
600
601 328
602 /* make a list of possible door locations */ 329 /* make a list of possible door locations */
603 for (i = 1; i < RP->Xsize - 1; i++) 330 for (int i = 1; i < RP->Xsize - 1; i++)
604 for (j = 1; j < RP->Ysize - 1; j++) 331 for (int j = 1; j < RP->Ysize - 1; j++)
605 { 332 {
606 int sindex = surround_flag (maze, i, j, RP); 333 int sindex = surround_flag (maze, i, j, RP);
607 334
608 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 335 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609 { 336 {
610 doorlist_x[doorlocs] = i; 337 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j; 338 doorlist_y[doorlocs] = j;
612 doorlocs++; 339 doorlocs++;
613 } 340 }
614 } 341 }
342
615 while (ndoors > 0 && doorlocs > 0) 343 while (ndoors > 0 && doorlocs > 0)
616 { 344 {
617 int di; 345 int di = rmg_rndm (doorlocs);
618 int sindex;
619
620 di = RANDOM () % doorlocs;
621 i = doorlist_x[di]; 346 int i = doorlist_x[di];
622 j = doorlist_y[di]; 347 int j = doorlist_y[di];
623 sindex = surround_flag (maze, i, j, RP); 348 int sindex = surround_flag (maze, i, j, RP);
349
624 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 350 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
625 { 351 {
626 maze[i][j] = 'D'; 352 maze[i][j] = 'D';
627 ndoors--; 353 ndoors--;
628 } 354 }
355
629 /* reduce the size of the list */ 356 /* reduce the size of the list */
630 doorlocs--; 357 doorlocs--;
631 doorlist_x[di] = doorlist_x[doorlocs]; 358 doorlist_x[di] = doorlist_x[doorlocs];
632 doorlist_y[di] = doorlist_y[doorlocs]; 359 doorlist_y[di] = doorlist_y[doorlocs];
633 } 360 }
634 free (doorlist_x);
635 free (doorlist_y);
636}
637 361
362 sfree (doorlist_x, RP->Xsize * RP->Ysize);
363 sfree (doorlist_y, RP->Xsize * RP->Ysize);
364}
638 365
639void 366void
640write_map_parameters_to_string (char *buf, RMParms * RP) 367write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
641{ 368{
369 hv_iterinit (RP->hv);
642 370
643 char small_buf[256]; 371 while (HE *he = hv_iternext (RP->hv))
372 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
644 373
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 374 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
646 375
647 if (RP->wallstyle[0]) 376 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
648 { 377 if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle);
649 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 378 if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle);
650 strcat (buf, small_buf); 379 if (RP->decorstyle[0] ) buf.printf ("decorstyle %s\n", RP->decorstyle);
380 if (RP->doorstyle[0] ) buf.printf ("doorstyle %s\n", RP->doorstyle);
381 if (RP->final_map.length () ) buf.printf ("final_map %s\n", &RP->final_map);
382 if (RP->exit_on_final_map[0]) buf.printf ("exit_on_final_map %s\n", RP->exit_on_final_map);
383 if (RP->this_map.length () ) buf.printf ("origin_map %s\n", &RP->this_map);
384 if (RP->expand2x ) buf.printf ("expand2x %d\n", RP->expand2x);
385 if (RP->layoutoptions1 ) buf.printf ("layoutoptions1 %d\n", RP->layoutoptions1);
386 if (RP->layoutoptions2 ) buf.printf ("layoutoptions2 %d\n", RP->layoutoptions2);
387 if (RP->layoutoptions3 ) buf.printf ("layoutoptions3 %d\n", RP->layoutoptions3);
388 if (RP->symmetry ) buf.printf ("symmetry %d\n", RP->symmetry);
389
390 if (RP->difficulty && RP->difficulty_given)
391 buf.printf ("difficulty %d\n", RP->difficulty);
392
393 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
394 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
395
396 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
397
398 if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth);
399 if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions);
400 if (RP->orientation ) buf.printf ("orientation %d\n", RP->orientation);
401 if (RP->origin_x ) buf.printf ("origin_x %d\n", RP->origin_x);
402 if (RP->origin_y ) buf.printf ("origin_y %d\n", RP->origin_y);
403 if (RP->treasureoptions ) buf.printf ("treasureoptions %d\n", RP->treasureoptions);
404 if (RP->random_seed ) buf.printf ("random_seed %u\n", RP->random_seed);
405}
406
407/////////////////////////////////////////////////////////////////////////////
408
409LayoutData::LayoutData (int w, int h)
410: w(w), h(h)
411{
412 int size = (sizeof (char *) + sizeof (char) * h) * w;
413
414 col = (char **)salloc<char> (size);
415
416 char *data = (char *)(col + w);
417
418 for (int x = w; x--; )
419 col [x] = data + x * h;
420}
421
422LayoutData::~LayoutData ()
423{
424 int size = (sizeof (char *) + sizeof (char) * h) * w;
425
426 sfree ((char *)col, size);
427}
428
429void LayoutData::clear (char fill)
430{
431 memset (col [0], fill, w * h);
432}
433
434void LayoutData::border (char fill)
435{
436 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
437 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
438}
439
440/* function selects the layout function and gives it whatever
441 arguments it needs. */
442static Layout
443layoutgen (random_map_params *RP)
444{
445 Layout layout (RP);
446
447 switch (RP->map_layout_style)
651 } 448 {
449 case LAYOUT_ONION:
450 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
652 451
653 if (RP->floorstyle[0]) 452 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
453 roomify_layout (layout, RP);
454
455 break;
456
457 case LAYOUT_MAZE:
458 maze_gen (layout, rmg_rndm (2));
459
460 if (!(rmg_rndm (2)))
461 doorify_layout (layout, RP);
462
463 break;
464
465 case LAYOUT_SPIRAL:
466 map_gen_spiral (layout, RP->layoutoptions1);
467
468 if (!(rmg_rndm (2)))
469 doorify_layout (layout, RP);
470
471 break;
472
473 case LAYOUT_ROGUELIKE:
474 /* Don't put symmetry in rogue maps. There isn't much reason to
475 * do so in the first place (doesn't make it any more interesting),
476 * but more importantly, the symmetry code presumes we are symmetrizing
477 * spirals, or maps with lots of passages - making a symmetric rogue
478 * map fails because its likely that the passages the symmetry process
479 * creates may not connect the rooms.
480 */
481 RP->symmetry_used = SYMMETRY_NONE;
482 roguelike_layout_gen (layout, RP->layoutoptions1);
483 /* no doorifying... done already */
484 break;
485
486 case LAYOUT_SNAKE:
487 make_snake_layout (layout, RP->layoutoptions1);
488
489 if (rmg_rndm (2))
490 roomify_layout (layout, RP);
491
492 break;
493
494 case LAYOUT_SQUARE_SPIRAL:
495 make_square_spiral_layout (layout, RP->layoutoptions1);
496
497 if (rmg_rndm (2))
498 roomify_layout (layout, RP);
499
500 break;
501
502 default:
503 abort ();
654 { 504 }
655 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656 strcat (buf, small_buf);
657 }
658 505
659 if (RP->monsterstyle[0]) 506 /* rotate the layout randomly */
660 { 507 rotate_layout (layout, rmg_rndm (4));
661 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
662 strcat (buf, small_buf);
663 }
664 508
665 if (RP->treasurestyle[0]) 509 symmetrize_layout (layout, RP);
666 {
667 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
668 strcat (buf, small_buf);
669 }
670 510
671 if (RP->layoutstyle[0]) 511#ifdef RMAP_DEBUG
672 { 512 dump_layout (layout);
673 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); 513#endif
674 strcat (buf, small_buf);
675 }
676
677 if (RP->decorstyle[0])
678 {
679 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
680 strcat (buf, small_buf);
681 }
682
683 if (RP->doorstyle[0])
684 {
685 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
686 strcat (buf, small_buf);
687 }
688
689 if (RP->exitstyle[0])
690 {
691 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692 strcat (buf, small_buf);
693 }
694
695 if (RP->final_map[0])
696 {
697 sprintf (small_buf, "final_map %s\n", RP->final_map);
698 strcat (buf, small_buf);
699 }
700
701 if (RP->exit_on_final_map[0])
702 {
703 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704 strcat (buf, small_buf);
705 }
706
707 if (RP->this_map[0])
708 {
709 sprintf (small_buf, "origin_map %s\n", RP->this_map);
710 strcat (buf, small_buf);
711 }
712 514
713 if (RP->expand2x) 515 if (RP->expand2x)
714 { 516 expand2x (layout);
715 sprintf (small_buf, "expand2x %d\n", RP->expand2x); 517
716 strcat (buf, small_buf); 518 return layout;
519}
520
521bool
522maptile::generate_random_map (random_map_params *RP)
523{
524 int i;
525
526 RP->Xsize = RP->xsize;
527 RP->Ysize = RP->ysize;
528
529 /* pick a random seed, or use the one from the input file */
530 RP->random_seed = RP->random_seed
531 ? RP->random_seed + RP->dungeon_level
532 : time (0);
533
534 // we run "single-threaded"
535 rmg_rndm.seed (RP->random_seed);
536
537 dynbuf_text buf;
538 write_map_parameters_to_string (buf, RP);
539
540 if (RP->difficulty == 0)
717 } 541 {
542 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
718 543
719 if (RP->layoutoptions1)
720 {
721 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722 strcat (buf, small_buf);
723 }
724
725
726 if (RP->layoutoptions2)
727 {
728 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729 strcat (buf, small_buf);
730 }
731
732
733 if (RP->layoutoptions3)
734 {
735 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
736 strcat (buf, small_buf);
737 }
738
739 if (RP->symmetry)
740 {
741 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
742 strcat (buf, small_buf);
743 }
744
745
746 if (RP->difficulty && RP->difficulty_given)
747 {
748 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
749 strcat (buf, small_buf);
750 }
751
752 if (RP->difficulty_increase != 1.0)
753 {
754 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
755 strcat (buf, small_buf);
756 }
757
758 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
759 strcat (buf, small_buf);
760
761 if (RP->dungeon_depth)
762 {
763 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
764 strcat (buf, small_buf);
765 }
766
767 if (RP->decoroptions)
768 {
769 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
770 strcat (buf, small_buf);
771 }
772
773 if (RP->orientation)
774 {
775 sprintf (small_buf, "orientation %d\n", RP->orientation);
776 strcat (buf, small_buf);
777 }
778
779 if (RP->origin_x)
780 {
781 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
782 strcat (buf, small_buf);
783 }
784
785 if (RP->origin_y)
786 {
787 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
788 strcat (buf, small_buf);
789 }
790 if (RP->random_seed)
791 {
792 /* Add one so that the next map is a bit different */
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
794 strcat (buf, small_buf);
795 }
796
797 if (RP->treasureoptions)
798 {
799 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
800 strcat (buf, small_buf);
801 }
802
803
804}
805
806void
807write_parameters_to_string (char *buf,
808 int xsize_n,
809 int ysize_n,
810 char *wallstyle_n,
811 char *floorstyle_n,
812 char *monsterstyle_n,
813 char *treasurestyle_n,
814 char *layoutstyle_n,
815 char *decorstyle_n,
816 char *doorstyle_n,
817 char *exitstyle_n,
818 char *final_map_n,
819 char *exit_on_final_map_n,
820 char *this_map_n,
821 int layoutoptions1_n,
822 int layoutoptions2_n,
823 int layoutoptions3_n,
824 int symmetry_n,
825 int dungeon_depth_n,
826 int dungeon_level_n,
827 int difficulty_n,
828 int difficulty_given_n,
829 int decoroptions_n,
830 int orientation_n,
831 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
832{
833
834 char small_buf[256];
835
836 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837
838 if (wallstyle_n && wallstyle_n[0])
839 {
840 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (floorstyle_n && floorstyle_n[0])
845 {
846 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
847 strcat (buf, small_buf);
848 }
849
850 if (monsterstyle_n && monsterstyle_n[0])
851 {
852 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
853 strcat (buf, small_buf);
854 }
855
856 if (treasurestyle_n && treasurestyle_n[0])
857 {
858 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
859 strcat (buf, small_buf);
860 }
861
862 if (layoutstyle_n && layoutstyle_n[0])
863 {
864 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
865 strcat (buf, small_buf);
866 }
867
868 if (decorstyle_n && decorstyle_n[0])
869 {
870 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
871 strcat (buf, small_buf);
872 }
873
874 if (doorstyle_n && doorstyle_n[0])
875 {
876 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
877 strcat (buf, small_buf);
878 }
879
880 if (exitstyle_n && exitstyle_n[0])
881 {
882 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
883 strcat (buf, small_buf);
884 }
885
886 if (final_map_n && final_map_n[0])
887 {
888 sprintf (small_buf, "final_map %s\n", final_map_n);
889 strcat (buf, small_buf);
890 }
891
892 if (exit_on_final_map_n && exit_on_final_map_n[0])
893 {
894 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
895 strcat (buf, small_buf);
896 }
897
898 if (this_map_n && this_map_n[0])
899 {
900 sprintf (small_buf, "origin_map %s\n", this_map_n);
901 strcat (buf, small_buf);
902 }
903
904 if (layoutoptions1_n)
905 {
906 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907 strcat (buf, small_buf);
908 }
909
910
911 if (layoutoptions2_n)
912 {
913 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
914 strcat (buf, small_buf);
915 }
916
917
918 if (layoutoptions3_n)
919 {
920 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
921 strcat (buf, small_buf);
922 }
923
924 if (symmetry_n)
925 {
926 sprintf (small_buf, "symmetry %d\n", symmetry_n);
927 strcat (buf, small_buf);
928 }
929
930
931 if (difficulty_n && difficulty_given_n)
932 {
933 sprintf (small_buf, "difficulty %d\n", difficulty_n);
934 strcat (buf, small_buf);
935 }
936
937 if (difficulty_increase > 0.001) 544 if (RP->difficulty_increase > 0.001)
545 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
546
547 if (RP->difficulty < 1)
548 RP->difficulty = 1;
938 { 549 }
939 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); 550 else
940 strcat (buf, small_buf); 551 RP->difficulty_given = 1;
552
553 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
554 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
555
556 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
557 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
558
559 if (RP->symmetry == SYMMETRY_RANDOM)
560 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
561 else
562 RP->symmetry_used = RP->symmetry;
563
564 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
565 RP->Ysize = RP->Ysize / 2 + 1;
566
567 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
568 RP->Xsize = RP->Xsize / 2 + 1;
569
570 if (RP->expand2x > 0)
941 } 571 {
942 572 RP->Xsize /= 2;
943 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); 573 RP->Ysize /= 2;
944 strcat (buf, small_buf);
945
946 if (dungeon_depth_n)
947 { 574 }
948 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); 575
949 strcat (buf, small_buf); 576 RP->map_layout_style = LAYOUT_NONE;
577
578 /* Redo this - there was a lot of redundant code of checking for preset
579 * layout style and then random layout style. Instead, figure out
580 * the numeric layoutstyle, so there is only one area that actually
581 * calls the code to make the maps.
582 */
583 if (strstr (RP->layoutstyle, "onion"))
584 RP->map_layout_style = LAYOUT_ONION;
585 else if (strstr (RP->layoutstyle, "maze"))
586 RP->map_layout_style = LAYOUT_MAZE;
587 else if (strstr (RP->layoutstyle, "spiral"))
588 RP->map_layout_style = LAYOUT_SPIRAL;
589 else if (strstr (RP->layoutstyle, "rogue"))
590 RP->map_layout_style = LAYOUT_ROGUELIKE;
591 else if (strstr (RP->layoutstyle, "snake"))
592 RP->map_layout_style = LAYOUT_SNAKE;
593 else if (strstr (RP->layoutstyle, "squarespiral"))
594 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
595 else if (RP->map_layout_style == LAYOUT_NONE)
596 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
597 else
598 abort ();
599
600 Layout layout = layoutgen (RP);
601
602#ifdef RMAP_DEBUG
603 dump_layout (layout);
604#endif
605
606 /* increment these for the current map */
607 ++RP->dungeon_level;
608
609 // need to patch RP becasue following code doesn't use the Layout object
610 RP->Xsize = layout->w;
611 RP->Ysize = layout->h;
612
613 /* allocate the map and set the floor */
614 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
615
616 /* set region */
617 default_region = RP->region;
618
619 CEDE;
620
621 place_specials_in_map (this, layout, RP);
622
623 CEDE;
624
625 const char *wallstyle = RP->get_str ("wallstyle", 0);
626
627 /* create walls unless the wallstyle is "none" */
628 if (strcmp (wallstyle, "none"))
950 } 629 {
630 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
951 631
952 if (decoroptions_n) 632 /* place doors unless doorstyle or wallstyle is "none" */
633 if (strcmp (RP->doorstyle, "none"))
634 put_doors (this, layout, RP->doorstyle, RP);
953 { 635 }
954 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
955 strcat (buf, small_buf);
956 }
957 636
958 if (orientation_n) 637 CEDE;
959 {
960 sprintf (small_buf, "orientation %d\n", orientation_n);
961 strcat (buf, small_buf);
962 }
963 638
964 if (origin_x_n) 639 const char *exitstyle = RP->get_str ("exitstyle", "");
965 {
966 sprintf (small_buf, "origin_x %d\n", origin_x_n);
967 strcat (buf, small_buf);
968 }
969 640
970 if (origin_y_n) 641 /* create exits unless the exitstyle is "none" */
971 { 642 if (strcmp (exitstyle, "none"))
972 sprintf (small_buf, "origin_y %d\n", origin_y_n); 643 place_exits (this, layout, exitstyle, RP->orientation, RP);
973 strcat (buf, small_buf);
974 }
975 if (random_seed_n)
976 {
977 /* Add one so that the next map is a bit different */
978 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979 strcat (buf, small_buf);
980 }
981 644
982 if (treasureoptions_n) 645 CEDE;
983 {
984 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985 strcat (buf, small_buf);
986 }
987 646
647 /* create monsters unless the monsterstyle is "none" */
648 if (strcmp (RP->monsterstyle, "none"))
649 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
988 650
989} 651 CEDE;
990 652
991/* copy an object with an inventory... i.e., duplicate the inv too. */ 653 /* treasures needs to have a proper difficulty set for the map. */
992void 654 difficulty = estimate_difficulty ();
993copy_object_with_inv (object *src_ob, object *dest_ob)
994{
995 object *walk, *tmp;
996 655
997 src_ob->copy_to (dest_ob); 656 CEDE;
998 657
999 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 658 /* create treasure unless the treasurestyle is "none" */
1000 { 659 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
1001 tmp = object::create (); 660
1002 walk->copy_to (tmp); 661 CEDE;
1003 insert_ob_in_ob (tmp, dest_ob); 662
1004 } 663 /* create decor unless the decorstyle is "none" */
664 if (strcmp (RP->decorstyle, "none"))
665 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
666
667 CEDE;
668
669 /* generate treasures, etc. */
670 fix_auto_apply ();
671
672 CEDE;
673
674 unblock_exits (this, layout, RP);
675
676 msg = buf;
677 in_memory = MAP_ACTIVE;
678
679 CEDE;
680
681 return 1;
1005} 682}
683

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