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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.11 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.35 by root, Tue Apr 15 14:21:04 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <time.h> 24#include <time.h>
25#include <stdio.h> 25#include <stdio.h>
26#include <global.h> 26#include <global.h>
27#include <maze_gen.h>
28#include <room_gen.h>
29#include <random_map.h> 27#include <random_map.h>
30#include <rproto.h> 28#include <rproto.h>
31#include <sproto.h> 29#include <sproto.h>
32 30
31#define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__);
32
33static void symmetrize_layout (Layout maze, random_map_params *RP);
34static void rotate_layout (Layout maze, int rotation);
35
33void 36void
34dump_layout (char **layout, random_map_params * RP) 37dump_layout (Layout layout)
35{ 38{
36 { 39 for (int i = 0; i < layout->w; i++)
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 { 40 {
41 for (j = 0; j < RP->Ysize; j++) 41 for (int j = 0; j < layout->h; j++)
42 { 42 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43 if (layout[i][j] == 0) 43
44 layout[i][j] = ' '; 44 putc ('\n', stdout);
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 } 45 }
51 }
52 printf ("\n");
53}
54 46
55extern FILE *logfile; 47 putc ('\n', stdout);
48}
56 49
57maptile * 50bool
58generate_random_map (const char *OutFileName, random_map_params * RP) 51maptile::generate_random_map (random_map_params *RP)
59{ 52{
60 char **layout, buf[HUGE_BUF]; 53 char buf[16384];
61 maptile *theMap;
62 int i; 54 int i;
63 55
56 RP->Xsize = RP->xsize;
57 RP->Ysize = RP->ysize;
58
64 /* pick a random seed, or use the one from the input file */ 59 /* pick a random seed, or use the one from the input file */
65 if (RP->random_seed == 0) 60 RP->random_seed = RP->random_seed
66 RP->random_seed = time (0); 61 ? RP->random_seed + RP->dungeon_level
67 62 : time (0);
68 SRANDOM (RP->random_seed); 63 CEDE;
69 64
70 write_map_parameters_to_string (buf, RP); 65 write_map_parameters_to_string (buf, RP);
71 66
72 if (RP->difficulty == 0) 67 if (RP->difficulty == 0)
73 { 68 {
81 } 76 }
82 else 77 else
83 RP->difficulty_given = 1; 78 RP->difficulty_given = 1;
84 79
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 80 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 81 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
87 82
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 83 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 84 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
85
86 if (RP->symmetry == SYMMETRY_RANDOM)
87 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
88 else
89 RP->symmetry_used = RP->symmetry;
90
91 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
92 RP->Ysize = RP->Ysize / 2 + 1;
93
94 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
95 RP->Xsize = RP->Xsize / 2 + 1;
90 96
91 if (RP->expand2x > 0) 97 if (RP->expand2x > 0)
92 { 98 {
93 RP->Xsize /= 2; 99 RP->Xsize /= 2;
94 RP->Ysize /= 2; 100 RP->Ysize /= 2;
95 } 101 }
96 102
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 theMap->fix_auto_apply ();
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}
169
170/* function selects the layout function and gives it whatever
171 arguments it needs. */
172char **
173layoutgen (random_map_params * RP)
174{
175 char **maze = 0;
176 int oxsize = RP->Xsize, oysize = RP->Ysize;
177
178 if (RP->symmetry == SYMMETRY_RANDOM)
179 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
180 else
181 RP->symmetry_used = RP->symmetry;
182
183 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
184 RP->Ysize = RP->Ysize / 2 + 1;
185 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
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; 103 RP->map_layout_style = LAYOUT_NONE;
193 104
194 /* Redo this - there was a lot of redundant code of checking for preset 105 /* Redo this - there was a lot of redundant code of checking for preset
195 * layout style and then random layout style. Instead, figure out 106 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually 107 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps. 108 * calls the code to make the maps.
198 */ 109 */
199 if (strstr (RP->layoutstyle, "onion")) 110 if (strstr (RP->layoutstyle, "onion"))
200 RP->map_layout_style = LAYOUT_ONION; 111 RP->map_layout_style = LAYOUT_ONION;
201
202 if (strstr (RP->layoutstyle, "maze")) 112 else if (strstr (RP->layoutstyle, "maze"))
203 RP->map_layout_style = LAYOUT_MAZE; 113 RP->map_layout_style = LAYOUT_MAZE;
204
205 if (strstr (RP->layoutstyle, "spiral")) 114 else if (strstr (RP->layoutstyle, "spiral"))
206 RP->map_layout_style = LAYOUT_SPIRAL; 115 RP->map_layout_style = LAYOUT_SPIRAL;
207
208 if (strstr (RP->layoutstyle, "rogue")) 116 else if (strstr (RP->layoutstyle, "rogue"))
209 RP->map_layout_style = LAYOUT_ROGUELIKE; 117 RP->map_layout_style = LAYOUT_ROGUELIKE;
210
211 if (strstr (RP->layoutstyle, "snake")) 118 else if (strstr (RP->layoutstyle, "snake"))
212 RP->map_layout_style = LAYOUT_SNAKE; 119 RP->map_layout_style = LAYOUT_SNAKE;
213
214 if (strstr (RP->layoutstyle, "squarespiral")) 120 else if (strstr (RP->layoutstyle, "squarespiral"))
215 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 121 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
216
217 /* No style found - choose one ranomdly */
218 if (RP->map_layout_style == LAYOUT_NONE) 122 else if (RP->map_layout_style == LAYOUT_NONE)
219 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; 123 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
124 else
125 abort ();
126
127 Layout layout = layoutgen (RP);
128
129#ifdef RMAP_DEBUG
130 dump_layout (layout, RP);
131#endif
132
133 /* increment these for the current map */
134 RP->dungeon_level += 1;
135 /* allow constant-difficulty maps. */
136 /* difficulty+=1; */
137
138 // need to patch RP becasue following code doesn't use the Layout object
139 RP->Xsize = layout->w;
140 RP->Ysize = layout->h;
141
142 /* allocate the map and set the floor */
143 make_map_floor (layout, RP->floorstyle, RP);
144
145 /* set region */
146 default_region = RP->region;
147
148 CEDE;
149
150 /* create walls unless the wallstyle is "none" */
151 if (strcmp (RP->wallstyle, "none"))
152 {
153 make_map_walls (this, layout, RP->wallstyle, RP);
154
155 /* place doors unless doorstyle or wallstyle is "none" */
156 if (strcmp (RP->doorstyle, "none"))
157 put_doors (this, layout, RP->doorstyle, RP);
158 }
159
160 CEDE;
161
162 /* create exits unless the exitstyle is "none" */
163 if (strcmp (RP->exitstyle, "none"))
164 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
165
166 CEDE;
167
168 place_specials_in_map (this, layout, RP);
169
170 CEDE;
171
172 /* create monsters unless the monsterstyle is "none" */
173 if (strcmp (RP->monsterstyle, "none"))
174 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
175
176 CEDE;
177
178 /* treasures needs to have a proper difficulty set for the map. */
179 difficulty = estimate_difficulty ();
180
181 CEDE;
182
183 /* create treasure unless the treasurestyle is "none" */
184 if (strcmp (RP->treasurestyle, "none"))
185 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
186
187 CEDE;
188
189 /* create decor unless the decorstyle is "none" */
190 if (strcmp (RP->decorstyle, "none"))
191 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
192
193 CEDE;
194
195 /* generate treasures, etc. */
196 fix_auto_apply ();
197
198 CEDE;
199
200 unblock_exits (this, layout, RP);
201
202 msg = strdup (buf);
203 in_memory = MAP_ACTIVE;
204
205 CEDE;
206
207 return 1;
208}
209
210/* function selects the layout function and gives it whatever
211 arguments it needs. */
212Layout
213layoutgen (random_map_params *RP)
214{
215 Layout layout (RP);
220 216
221 switch (RP->map_layout_style) 217 switch (RP->map_layout_style)
222 { 218 {
223 case LAYOUT_ONION: 219 case LAYOUT_ONION:
224 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 220 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
221
225 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 222 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
226 roomify_layout (maze, RP); 223 roomify_layout (layout, RP);
224
227 break; 225 break;
228 226
229 case LAYOUT_MAZE: 227 case LAYOUT_MAZE:
230 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 228 maze_gen (layout, rndm (2));
231 if (!(RANDOM () % 2)) 229
230 if (!(rndm (2)))
232 doorify_layout (maze, RP); 231 doorify_layout (layout, RP);
232
233 break; 233 break;
234 234
235 case LAYOUT_SPIRAL: 235 case LAYOUT_SPIRAL:
236 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 236 map_gen_spiral (layout, RP->layoutoptions1);
237 if (!(RANDOM () % 2)) 237
238 if (!(rndm (2)))
238 doorify_layout (maze, RP); 239 doorify_layout (layout, RP);
240
239 break; 241 break;
240 242
241 case LAYOUT_ROGUELIKE: 243 case LAYOUT_ROGUELIKE:
242 /* Don't put symmetry in rogue maps. There isn't much reason to 244 /* Don't put symmetry in rogue maps. There isn't much reason to
243 * do so in the first place (doesn't make it any more interesting), 245 * do so in the first place (doesn't make it any more interesting),
245 * spirals, or maps with lots of passages - making a symmetric rogue 247 * spirals, or maps with lots of passages - making a symmetric rogue
246 * map fails because its likely that the passages the symmetry process 248 * map fails because its likely that the passages the symmetry process
247 * creates may not connect the rooms. 249 * creates may not connect the rooms.
248 */ 250 */
249 RP->symmetry_used = SYMMETRY_NONE; 251 RP->symmetry_used = SYMMETRY_NONE;
250 RP->Ysize = oysize;
251 RP->Xsize = oxsize;
252 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); 252 roguelike_layout_gen (layout, RP->layoutoptions1);
253 /* no doorifying... done already */ 253 /* no doorifying... done already */
254 break; 254 break;
255 255
256 case LAYOUT_SNAKE: 256 case LAYOUT_SNAKE:
257 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 257 make_snake_layout (layout, RP->layoutoptions1);
258 if (RANDOM () % 2) 258
259 if (rndm (2))
259 roomify_layout (maze, RP); 260 roomify_layout (layout, RP);
261
260 break; 262 break;
261 263
262 case LAYOUT_SQUARE_SPIRAL: 264 case LAYOUT_SQUARE_SPIRAL:
263 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 265 make_square_spiral_layout (layout, RP->layoutoptions1);
264 if (RANDOM () % 2) 266
267 if (rndm (2))
265 roomify_layout (maze, RP); 268 roomify_layout (layout, RP);
269
266 break; 270 break;
267 }
268 271
269 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 272 default:
273 abort ();
274 }
275
276 /* rotate the layout randomly */
277 rotate_layout (layout, rndm (4));
278
279 symmetrize_layout (layout, RP);
270 280
271#ifdef RMAP_DEBUG 281#ifdef RMAP_DEBUG
272 dump_layout (maze, RP); 282 dump_layout (layout);
273#endif 283#endif
274 284
275 if (RP->expand2x) 285 if (RP->expand2x)
276 { 286 expand2x (layout);
277 maze = expand2x (maze, RP->Xsize, RP->Ysize);
278 RP->Xsize = RP->Xsize * 2 - 1;
279 RP->Ysize = RP->Ysize * 2 - 1;
280 }
281 287
282 return maze; 288 return layout;
283} 289}
284 290
285/* takes a map and makes it symmetric: adjusts Xsize and 291/* takes a map and makes it symmetric: adjusts Xsize and
286Ysize to produce a symmetric map. */ 292 * Ysize to produce a symmetric map.
287char ** 293 */
294static void
288symmetrize_layout (char **maze, int sym, random_map_params * RP) 295symmetrize_layout (Layout layout, random_map_params *RP)
289{ 296{
290 int i, j;
291 char **sym_maze;
292 int Xsize_orig, Ysize_orig;
293
294 Xsize_orig = RP->Xsize;
295 Ysize_orig = RP->Ysize;
296 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
297 if (sym == SYMMETRY_NONE) 297 if (RP->symmetry_used == SYMMETRY_NONE)
298 {
299 RP->Xsize = Xsize_orig;
300 RP->Ysize = Ysize_orig;
301 return maze; 298 return;
302 }
303 /* pick new sizes */
304 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
305 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
306 299
307 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 300 Layout sym_layout (
308 for (i = 0; i < RP->Xsize; i++) 301 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
309 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 302 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
303 );
310 304
311 if (sym == SYMMETRY_X) 305 if (RP->symmetry_used == SYMMETRY_X)
312 for (i = 0; i < RP->Xsize / 2 + 1; i++) 306 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
313 for (j = 0; j < RP->Ysize; j++) 307 for (int j = 0; j < sym_layout->h; j++)
314 { 308 {
315 sym_maze[i][j] = maze[i][j]; 309 sym_layout[i ][j] =
316 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 310 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
317 }; 311 }
312
318 if (sym == SYMMETRY_Y) 313 if (RP->symmetry_used == SYMMETRY_Y)
319 for (i = 0; i < RP->Xsize; i++) 314 for (int i = 0; i < sym_layout->w; i++)
320 for (j = 0; j < RP->Ysize / 2 + 1; j++) 315 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
321 {
322 sym_maze[i][j] = maze[i][j];
323 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
324 } 316 {
325 if (sym == SYMMETRY_XY) 317 sym_layout[i][j ] =
326 for (i = 0; i < RP->Xsize / 2 + 1; i++) 318 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
327 for (j = 0; j < RP->Ysize / 2 + 1; j++)
328 { 319 }
329 sym_maze[i][j] = maze[i][j]; 320
330 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 321 if (RP->symmetry_used == SYMMETRY_XY)
331 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 322 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
332 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; 323 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
333 } 324 {
334 /* delete the old maze */ 325 sym_layout[i ][j ] =
335 for (i = 0; i < Xsize_orig; i++) 326 sym_layout[i ][sym_layout->h - j - 1] =
336 free (maze[i]); 327 sym_layout[sym_layout->w - i - 1][j ] =
337 free (maze); 328 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
329 }
330
331 layout.swap (sym_layout);
332 sym_layout.free ();
333
338 /* reconnect disjointed spirals */ 334 /* reconnect disjointed spirals */
339 if (RP->map_layout_style == LAYOUT_SPIRAL)
340 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
341 /* reconnect disjointed nethackmazes: the routine for 335 /* reconnect disjointed nethacklayouts: the routine for
342 spirals will do the trick? */ 336 spirals will do the trick? */
337 if (RP->map_layout_style == LAYOUT_SPIRAL
343 if (RP->map_layout_style == LAYOUT_ROGUELIKE) 338 || RP->map_layout_style == LAYOUT_ROGUELIKE)
344 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 339 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
345
346 return sym_maze;
347} 340}
348
349 341
350/* takes a map and rotates it. This completes the 342/* takes a map and rotates it. This completes the
351 onion layouts, making them possibly centered on any wall. 343 onion layouts, making them possibly centered on any wall.
352 It'll modify Xsize and Ysize if they're swapped. 344 It'll modify Xsize and Ysize if they're swapped.
353*/ 345*/
354 346static void
355char ** 347rotate_layout (Layout layout, int rotation)
356rotate_layout (char **maze, int rotation, random_map_params * RP)
357{ 348{
358 char **new_maze; 349 int w = layout->w;
359 int i, j; 350 int h = layout->h;
360 351
361 switch (rotation) 352 switch (rotation)
362 { 353 {
363 case 0: 354 case 2: /* a reflection */
364 return maze; 355 {
356 Layout new_layout (w, h);
357
358 for (int i = 0; i < w; i++) /* copy a reflection back */
359 for (int j = 0; j < h; j++)
360 new_layout[i][j] = layout[w - i - 1][h - j - 1];
361
362 layout.swap (new_layout);
363 new_layout.free ();
364 }
365 break; 365 break;
366 case 2: /* a reflection */
367 {
368 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
369 366
370 for (i = 0; i < RP->Xsize; i++)
371 { /* make a copy */
372 for (j = 0; j < RP->Ysize; j++)
373 {
374 newmaze[i * RP->Ysize + j] = maze[i][j];
375 }
376 }
377 for (i = 0; i < RP->Xsize; i++)
378 { /* copy a reflection back */
379 for (j = 0; j < RP->Ysize; j++)
380 {
381 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
382 }
383 }
384 free (newmaze);
385 return maze;
386 break;
387 }
388 case 1: 367 case 1:
389 case 3: 368 case 3:
390 { 369 {
391 int swap; 370 Layout new_layout (h, w);
392 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 371
393 for (i = 0; i < RP->Ysize; i++)
394 {
395 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
396 }
397 if (rotation == 1) /* swap x and y */ 372 if (rotation == 1) /* swap x and y */
398 for (i = 0; i < RP->Xsize; i++) 373 for (int i = 0; i < w; i++)
399 for (j = 0; j < RP->Ysize; j++) 374 for (int j = 0; j < h; j++)
400 new_maze[j][i] = maze[i][j]; 375 new_layout[j][i] = layout[i][j];
401 376
402 if (rotation == 3) 377 if (rotation == 3) /* swap x and y */
403 { /* swap x and y */
404 for (i = 0; i < RP->Xsize; i++) 378 for (int i = 0; i < w; i++)
405 for (j = 0; j < RP->Ysize; j++) 379 for (int j = 0; j < h; j++)
406 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; 380 new_layout[j][i] = layout[w - i - 1][h - j - 1];
381
382 layout.swap (new_layout);
383 new_layout.free ();
407 } 384 }
408
409 /* delete the old layout */
410 for (i = 0; i < RP->Xsize; i++)
411 free (maze[i]);
412 free (maze);
413
414 swap = RP->Ysize;
415 RP->Ysize = RP->Xsize;
416 RP->Xsize = swap;
417 return new_maze;
418 break; 385 break;
419 }
420 } 386 }
421 return NULL;
422} 387}
423 388
424/* take a layout and make some rooms in it. 389/* take a layout and make some rooms in it.
425 --works best on onions.*/ 390 --works best on onions.*/
426void 391void
427roomify_layout (char **maze, random_map_params * RP) 392roomify_layout (char **maze, random_map_params *RP)
428{ 393{
429 int tries = RP->Xsize * RP->Ysize / 30; 394 int tries = RP->Xsize * RP->Ysize / 30;
430 int ti; 395 int ti;
431 396
432 for (ti = 0; ti < tries; ti++) 397 for (ti = 0; ti < tries; ti++)
433 { 398 {
434 int dx, dy; /* starting location for looking at creating a door */ 399 int dx, dy; /* starting location for looking at creating a door */
435 int cx, cy; /* results of checking on creating walls. */ 400 int cx, cy; /* results of checking on creating walls. */
436 401
437 dx = RANDOM () % RP->Xsize; 402 dx = rndm (RP->Xsize);
438 dy = RANDOM () % RP->Ysize; 403 dy = rndm (RP->Ysize);
404
439 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 405 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
440 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 406 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
441 if (cx == -1) 407 if (cx == -1)
442 { 408 {
443 if (cy != -1) 409 if (cy != -1)
444 make_wall (maze, dx, dy, 1); 410 make_wall (maze, dx, dy, 1);
411
445 continue; 412 continue;
446 } 413 }
414
447 if (cy == -1) 415 if (cy == -1)
448 { 416 {
449 make_wall (maze, dx, dy, 0); 417 make_wall (maze, dx, dy, 0);
450 continue; 418 continue;
451 } 419 }
420
452 if (cx < cy) 421 if (cx < cy)
453 make_wall (maze, dx, dy, 0); 422 make_wall (maze, dx, dy, 0);
454 else 423 else
455 make_wall (maze, dx, dy, 1); 424 make_wall (maze, dx, dy, 1);
456 } 425 }
459/* checks the layout to see if I can stick a horizontal(dir = 0) wall 428/* checks the layout to see if I can stick a horizontal(dir = 0) wall
460 (or vertical, dir == 1) 429 (or vertical, dir == 1)
461 here which ends up on other walls sensibly. */ 430 here which ends up on other walls sensibly. */
462 431
463int 432int
464can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) 433can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
465{ 434{
466 int i1; 435 int i1;
467 int length = 0; 436 int length = 0;
468 437
469 /* dont make walls if we're on the edge. */ 438 /* dont make walls if we're on the edge. */
544make_wall (char **maze, int x, int y, int dir) 513make_wall (char **maze, int x, int y, int dir)
545{ 514{
546 maze[x][y] = 'D'; /* mark a door */ 515 maze[x][y] = 'D'; /* mark a door */
547 switch (dir) 516 switch (dir)
548 { 517 {
549 case 0: /* horizontal */ 518 case 0: /* horizontal */
550 { 519 {
551 int i1; 520 int i1;
552 521
553 for (i1 = x - 1; maze[i1][y] == 0; i1--) 522 for (i1 = x - 1; maze[i1][y] == 0; i1--)
554 maze[i1][y] = '#'; 523 maze[i1][y] = '#';
555 for (i1 = x + 1; maze[i1][y] == 0; i1++) 524 for (i1 = x + 1; maze[i1][y] == 0; i1++)
556 maze[i1][y] = '#'; 525 maze[i1][y] = '#';
557 break; 526 break;
558 } 527 }
559 case 1: /* vertical */ 528 case 1: /* vertical */
560 { 529 {
561 int i1; 530 int i1;
562 531
563 for (i1 = y - 1; maze[x][i1] == 0; i1--) 532 for (i1 = y - 1; maze[x][i1] == 0; i1--)
564 maze[x][i1] = '#'; 533 maze[x][i1] = '#';
565 for (i1 = y + 1; maze[x][i1] == 0; i1++) 534 for (i1 = y + 1; maze[x][i1] == 0; i1++)
566 maze[x][i1] = '#'; 535 maze[x][i1] = '#';
567 break; 536 break;
568 } 537 }
569 } 538 }
570 539
571 return 0; 540 return 0;
572} 541}
573 542
574/* puts doors at appropriate locations in a layout. */ 543/* puts doors at appropriate locations in a layout. */
575
576void 544void
577doorify_layout (char **maze, random_map_params * RP) 545doorify_layout (char **maze, random_map_params *RP)
578{ 546{
579 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 547 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
580 char *doorlist_x;
581 char *doorlist_y;
582 int doorlocs = 0; /* # of available doorlocations */ 548 int doorlocs = 0; /* # of available doorlocations */
583 int i, j; 549 int i, j;
584 550
585 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 551 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
586 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 552 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
587
588 553
589 /* make a list of possible door locations */ 554 /* make a list of possible door locations */
590 for (i = 1; i < RP->Xsize - 1; i++) 555 for (i = 1; i < RP->Xsize - 1; i++)
591 for (j = 1; j < RP->Ysize - 1; j++) 556 for (j = 1; j < RP->Ysize - 1; j++)
592 { 557 {
597 doorlist_x[doorlocs] = i; 562 doorlist_x[doorlocs] = i;
598 doorlist_y[doorlocs] = j; 563 doorlist_y[doorlocs] = j;
599 doorlocs++; 564 doorlocs++;
600 } 565 }
601 } 566 }
567
602 while (ndoors > 0 && doorlocs > 0) 568 while (ndoors > 0 && doorlocs > 0)
603 { 569 {
604 int di; 570 int di;
605 int sindex; 571 int sindex;
606 572
607 di = RANDOM () % doorlocs; 573 di = rndm (doorlocs);
608 i = doorlist_x[di]; 574 i = doorlist_x[di];
609 j = doorlist_y[di]; 575 j = doorlist_y[di];
610 sindex = surround_flag (maze, i, j, RP); 576 sindex = surround_flag (maze, i, j, RP);
577
611 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 578 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
612 { 579 {
613 maze[i][j] = 'D'; 580 maze[i][j] = 'D';
614 ndoors--; 581 ndoors--;
615 } 582 }
583
616 /* reduce the size of the list */ 584 /* reduce the size of the list */
617 doorlocs--; 585 doorlocs--;
618 doorlist_x[di] = doorlist_x[doorlocs]; 586 doorlist_x[di] = doorlist_x[doorlocs];
619 doorlist_y[di] = doorlist_y[doorlocs]; 587 doorlist_y[di] = doorlist_y[doorlocs];
620 } 588 }
621 free (doorlist_x);
622 free (doorlist_y);
623}
624 589
590 sfree (doorlist_x, RP->Xsize * RP->Ysize);
591 sfree (doorlist_y, RP->Xsize * RP->Ysize);
592}
625 593
626void 594void
627write_map_parameters_to_string (char *buf, random_map_params * RP) 595write_map_parameters_to_string (char *buf, random_map_params *RP)
628{ 596{
629 char small_buf[256]; 597 char small_buf[16384];
630 598
631 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 599 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
632 600
633 if (RP->wallstyle[0]) 601 if (RP->wallstyle[0])
634 { 602 {
635 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 603 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
636 strcat (buf, small_buf); 604 strcat (buf, small_buf);
676 { 644 {
677 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); 645 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
678 strcat (buf, small_buf); 646 strcat (buf, small_buf);
679 } 647 }
680 648
681 if (RP->final_map[0]) 649 if (RP->final_map.length ())
682 { 650 {
683 sprintf (small_buf, "final_map %s\n", RP->final_map); 651 sprintf (small_buf, "final_map %s\n", &RP->final_map);
684 strcat (buf, small_buf); 652 strcat (buf, small_buf);
685 } 653 }
686 654
687 if (RP->exit_on_final_map[0]) 655 if (RP->exit_on_final_map[0])
688 { 656 {
689 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); 657 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
690 strcat (buf, small_buf); 658 strcat (buf, small_buf);
691 } 659 }
692 660
693 if (RP->this_map[0]) 661 if (RP->this_map.length ())
694 { 662 {
695 sprintf (small_buf, "origin_map %s\n", RP->this_map); 663 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
696 strcat (buf, small_buf); 664 strcat (buf, small_buf);
697 } 665 }
698 666
699 if (RP->expand2x) 667 if (RP->expand2x)
700 { 668 {
706 { 674 {
707 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); 675 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
708 strcat (buf, small_buf); 676 strcat (buf, small_buf);
709 } 677 }
710 678
711
712 if (RP->layoutoptions2) 679 if (RP->layoutoptions2)
713 { 680 {
714 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); 681 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715 strcat (buf, small_buf); 682 strcat (buf, small_buf);
716 } 683 }
717 684
718
719 if (RP->layoutoptions3) 685 if (RP->layoutoptions3)
720 { 686 {
721 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); 687 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
722 strcat (buf, small_buf); 688 strcat (buf, small_buf);
723 } 689 }
725 if (RP->symmetry) 691 if (RP->symmetry)
726 { 692 {
727 sprintf (small_buf, "symmetry %d\n", RP->symmetry); 693 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
728 strcat (buf, small_buf); 694 strcat (buf, small_buf);
729 } 695 }
730
731 696
732 if (RP->difficulty && RP->difficulty_given) 697 if (RP->difficulty && RP->difficulty_given)
733 { 698 {
734 sprintf (small_buf, "difficulty %d\n", RP->difficulty); 699 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
735 strcat (buf, small_buf); 700 strcat (buf, small_buf);
772 { 737 {
773 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 738 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
774 strcat (buf, small_buf); 739 strcat (buf, small_buf);
775 } 740 }
776 741
742 if (RP->treasureoptions)
743 {
744 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
745 strcat (buf, small_buf);
746 }
747
777 if (RP->random_seed) 748 if (RP->random_seed)
778 { 749 {
779 /* Add one so that the next map is a bit different */
780 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 750 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
781 strcat (buf, small_buf); 751 strcat (buf, small_buf);
782 }
783
784 if (RP->treasureoptions)
785 { 752 }
786 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 753
754 if (RP->custom)
755 {
756 sprintf (small_buf, "custom %s\n", RP->custom);
787 strcat (buf, small_buf); 757 strcat (buf, small_buf);
788 } 758 }
789} 759}
790 760
791void 761void
792write_parameters_to_string (char *buf, 762write_parameters_to_string (char *buf,
793 int xsize_n, 763 int xsize_n,
794 int ysize_n, 764 int ysize_n,
795 char *wallstyle_n, 765 const char *wallstyle_n,
796 char *floorstyle_n, 766 const char *floorstyle_n,
797 char *monsterstyle_n, 767 const char *monsterstyle_n,
798 char *treasurestyle_n, 768 const char *treasurestyle_n,
799 char *layoutstyle_n, 769 const char *layoutstyle_n,
800 char *decorstyle_n, 770 const char *decorstyle_n,
801 char *doorstyle_n, 771 const char *doorstyle_n,
802 char *exitstyle_n, 772 const char *exitstyle_n,
803 char *final_map_n, 773 const char *final_map_n,
804 char *exit_on_final_map_n, 774 const char *exit_on_final_map_n,
805 char *this_map_n, 775 const char *this_map_n,
806 int layoutoptions1_n, 776 int layoutoptions1_n,
807 int layoutoptions2_n, 777 int layoutoptions2_n,
808 int layoutoptions3_n, 778 int layoutoptions3_n,
809 int symmetry_n, 779 int symmetry_n,
810 int dungeon_depth_n, 780 int dungeon_depth_n,
811 int dungeon_level_n, 781 int dungeon_level_n,
812 int difficulty_n, 782 int difficulty_n,
813 int difficulty_given_n, 783 int difficulty_given_n,
814 int decoroptions_n, 784 int decoroptions_n,
815 int orientation_n, 785 int orientation_n,
816 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) 786 int origin_x_n,
787 int origin_y_n,
788 uint32_t random_seed_n,
789 int treasureoptions_n,
790 float difficulty_increase)
817{ 791{
818
819 char small_buf[256]; 792 char small_buf[16384];
820 793
821 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 794 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
822 795
823 if (wallstyle_n && wallstyle_n[0]) 796 if (wallstyle_n && wallstyle_n[0])
824 { 797 {
889 if (layoutoptions1_n) 862 if (layoutoptions1_n)
890 { 863 {
891 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); 864 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
892 strcat (buf, small_buf); 865 strcat (buf, small_buf);
893 } 866 }
894
895 867
896 if (layoutoptions2_n) 868 if (layoutoptions2_n)
897 { 869 {
898 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); 870 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
899 strcat (buf, small_buf); 871 strcat (buf, small_buf);
959 } 931 }
960 932
961 if (random_seed_n) 933 if (random_seed_n)
962 { 934 {
963 /* Add one so that the next map is a bit different */ 935 /* Add one so that the next map is a bit different */
964 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 936 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
965 strcat (buf, small_buf); 937 strcat (buf, small_buf);
966 } 938 }
967 939
968 if (treasureoptions_n) 940 if (treasureoptions_n)
969 { 941 {
970 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); 942 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
971 strcat (buf, small_buf); 943 strcat (buf, small_buf);
972 } 944 }
973
974
975} 945}
976 946
977/* copy an object with an inventory... i.e., duplicate the inv too. */ 947/* copy an object with an inventory... i.e., duplicate the inv too. */
978void 948void
979copy_object_with_inv (object *src_ob, object *dest_ob) 949copy_object_with_inv (object *src_ob, object *dest_ob)
980{ 950{
981 object *walk, *tmp; 951 object *walk, *tmp;
982 952
983 src_ob->copy_to (dest_ob); 953 src_ob->copy_to (dest_ob);
984 954
985 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 955 for (walk = src_ob->inv; walk; walk = walk->below)
986 { 956 {
987 tmp = object::create (); 957 tmp = object::create ();
958
988 walk->copy_to (tmp); 959 walk->copy_to (tmp);
989 insert_ob_in_ob (tmp, dest_ob); 960 insert_ob_in_ob (tmp, dest_ob);
990 } 961 }
991} 962}
963
964/////////////////////////////////////////////////////////////////////////////
965
966LayoutData::LayoutData (int w, int h)
967: w(w), h(h)
968{
969 int size = (sizeof (char *) + sizeof (char) * h) * w;
970
971 col = (char **)salloc<char> (size);
972
973 char *data = (char *)(col + w);
974
975 for (int x = w; x--; )
976 col [x] = data + x * h;
977}
978
979LayoutData::~LayoutData ()
980{
981 int size = (sizeof (char *) + sizeof (char) * h) * w;
982
983 sfree ((char *)col, size);
984}
985
986void LayoutData::clear (char fill)
987{
988 memset (col [0], fill, w * h);
989}
990
991void LayoutData::border (char fill)
992{
993 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
994 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
995}
996

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