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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 1.43 by root, Fri Nov 6 12:49:19 2009 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 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
33void 37void
34dump_layout (char **layout, random_map_params * RP) 38dump_layout (Layout layout)
35{ 39{
36 { 40 for (int j = 0; j < layout->h; j++)
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 { 41 {
41 for (j = 0; j < RP->Ysize; j++) 42 for (int i = 0; i < layout->w; i++)
42 { 43 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43 if (layout[i][j] == 0) 44
44 layout[i][j] = ' '; 45 putc ('\n', stdout);
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 } 46 }
51 }
52 printf ("\n");
53}
54 47
55extern FILE *logfile; 48 putc ('\n', stdout);
56
57maptile *
58generate_random_map (const char *OutFileName, random_map_params * 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 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} 49}
169 50
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;
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 RP->map_layout_style = LAYOUT_ONION;
201
202 if (strstr (RP->layoutstyle, "maze"))
203 RP->map_layout_style = LAYOUT_MAZE;
204
205 if (strstr (RP->layoutstyle, "spiral"))
206 RP->map_layout_style = LAYOUT_SPIRAL;
207
208 if (strstr (RP->layoutstyle, "rogue"))
209 RP->map_layout_style = LAYOUT_ROGUELIKE;
210
211 if (strstr (RP->layoutstyle, "snake"))
212 RP->map_layout_style = LAYOUT_SNAKE;
213
214 if (strstr (RP->layoutstyle, "squarespiral"))
215 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
216
217 /* No style found - choose one ranomdly */
218 if (RP->map_layout_style == LAYOUT_NONE)
219 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
220
221 switch (RP->map_layout_style)
222 {
223 case LAYOUT_ONION:
224 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
225 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
226 roomify_layout (maze, RP);
227 break;
228
229 case LAYOUT_MAZE:
230 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
231 if (!(RANDOM () % 2))
232 doorify_layout (maze, RP);
233 break;
234
235 case LAYOUT_SPIRAL:
236 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
237 if (!(RANDOM () % 2))
238 doorify_layout (maze, RP);
239 break;
240
241 case LAYOUT_ROGUELIKE:
242 /* 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),
244 * but more importantly, the symmetry code presumes we are symmetrizing
245 * spirals, or maps with lots of passages - making a symmetric rogue
246 * map fails because its likely that the passages the symmetry process
247 * creates may not connect the rooms.
248 */
249 RP->symmetry_used = SYMMETRY_NONE;
250 RP->Ysize = oysize;
251 RP->Xsize = oxsize;
252 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
253 /* no doorifying... done already */
254 break;
255
256 case LAYOUT_SNAKE:
257 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
258 if (RANDOM () % 2)
259 roomify_layout (maze, RP);
260 break;
261
262 case LAYOUT_SQUARE_SPIRAL:
263 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
264 if (RANDOM () % 2)
265 roomify_layout (maze, RP);
266 break;
267 }
268
269 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
270
271#ifdef RMAP_DEBUG
272 dump_layout (maze, RP);
273#endif
274
275 if (RP->expand2x)
276 {
277 maze = expand2x (maze, RP->Xsize, RP->Ysize);
278 RP->Xsize = RP->Xsize * 2 - 1;
279 RP->Ysize = RP->Ysize * 2 - 1;
280 }
281
282 return maze;
283}
284
285/* takes a map and makes it symmetric: adjusts Xsize and 51/* takes a map and makes it symmetric: adjusts Xsize and
286Ysize to produce a symmetric map. */ 52 * Ysize to produce a symmetric map.
287char ** 53 */
54static void
288symmetrize_layout (char **maze, int sym, random_map_params * RP) 55symmetrize_layout (Layout layout, random_map_params *RP)
289{ 56{
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) 57 if (RP->symmetry_used == SYMMETRY_NONE)
298 {
299 RP->Xsize = Xsize_orig;
300 RP->Ysize = Ysize_orig;
301 return maze; 58 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 59
307 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 60 Layout sym_layout (
308 for (i = 0; i < RP->Xsize; i++) 61 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); 62 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 );
310 64
311 if (sym == SYMMETRY_X) 65 if (RP->symmetry_used == SYMMETRY_X)
312 for (i = 0; i < RP->Xsize / 2 + 1; i++) 66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
313 for (j = 0; j < RP->Ysize; j++) 67 for (int j = 0; j < sym_layout->h; j++)
314 { 68 {
315 sym_maze[i][j] = maze[i][j]; 69 sym_layout[i ][j] =
316 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
317 }; 71 }
72
318 if (sym == SYMMETRY_Y) 73 if (RP->symmetry_used == SYMMETRY_Y)
319 for (i = 0; i < RP->Xsize; i++) 74 for (int i = 0; i < sym_layout->w; i++)
320 for (j = 0; j < RP->Ysize / 2 + 1; j++) 75 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 } 76 {
325 if (sym == SYMMETRY_XY) 77 sym_layout[i][j ] =
326 for (i = 0; i < RP->Xsize / 2 + 1; i++) 78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
327 for (j = 0; j < RP->Ysize / 2 + 1; j++)
328 { 79 }
329 sym_maze[i][j] = maze[i][j]; 80
330 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 81 if (RP->symmetry_used == SYMMETRY_XY)
331 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 82 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]; 83 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
333 } 84 {
334 /* delete the old maze */ 85 sym_layout[i ][j ] =
335 for (i = 0; i < Xsize_orig; i++) 86 sym_layout[i ][sym_layout->h - j - 1] =
336 free (maze[i]); 87 sym_layout[sym_layout->w - i - 1][j ] =
337 free (maze); 88 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
89 }
90
91 layout.swap (sym_layout);
92 sym_layout.free ();
93
338 /* reconnect disjointed spirals */ 94 /* 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 95 /* reconnect disjointed nethacklayouts: the routine for
342 spirals will do the trick? */ 96 spirals will do the trick? */
97 if (RP->map_layout_style == LAYOUT_SPIRAL
343 if (RP->map_layout_style == LAYOUT_ROGUELIKE) 98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
344 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
345
346 return sym_maze;
347} 100}
348
349 101
350/* takes a map and rotates it. This completes the 102/* takes a map and rotates it. This completes the
351 onion layouts, making them possibly centered on any wall. 103 onion layouts, making them possibly centered on any wall.
352 It'll modify Xsize and Ysize if they're swapped. 104 It'll modify Xsize and Ysize if they're swapped.
353*/ 105*/
354 106static void
355char ** 107rotate_layout (Layout layout, int rotation)
356rotate_layout (char **maze, int rotation, random_map_params * RP)
357{ 108{
358 char **new_maze; 109 int w = layout->w;
359 int i, j; 110 int h = layout->h;
360 111
361 switch (rotation) 112 switch (rotation)
362 { 113 {
363 case 0: 114 case 2: /* a reflection */
364 return maze; 115 {
116 Layout new_layout (w, h);
117
118 for (int i = 0; i < w; i++) /* copy a reflection back */
119 for (int j = 0; j < h; j++)
120 new_layout[i][j] = layout[w - i - 1][h - j - 1];
121
122 layout.swap (new_layout);
123 new_layout.free ();
124 }
365 break; 125 break;
366 case 2: /* a reflection */
367 {
368 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
369 126
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: 127 case 1:
389 case 3: 128 case 3:
390 { 129 {
391 int swap; 130 Layout new_layout (h, w);
392 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 131
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 */ 132 if (rotation == 1) /* swap x and y */
398 for (i = 0; i < RP->Xsize; i++) 133 for (int i = 0; i < w; i++)
399 for (j = 0; j < RP->Ysize; j++) 134 for (int j = 0; j < h; j++)
400 new_maze[j][i] = maze[i][j]; 135 new_layout[j][i] = layout[i][j];
401 136
402 if (rotation == 3) 137 if (rotation == 3) /* swap x and y */
403 { /* swap x and y */
404 for (i = 0; i < RP->Xsize; i++) 138 for (int i = 0; i < w; i++)
405 for (j = 0; j < RP->Ysize; j++) 139 for (int j = 0; j < h; j++)
406 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; 140 new_layout[j][i] = layout[w - i - 1][h - j - 1];
141
142 layout.swap (new_layout);
143 new_layout.free ();
407 } 144 }
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; 145 break;
419 }
420 }
421 return NULL;
422}
423
424/* take a layout and make some rooms in it.
425 --works best on onions.*/
426void
427roomify_layout (char **maze, random_map_params * RP)
428{
429 int tries = RP->Xsize * RP->Ysize / 30;
430 int ti;
431
432 for (ti = 0; ti < tries; ti++)
433 {
434 int dx, dy; /* starting location for looking at creating a door */
435 int cx, cy; /* results of checking on creating walls. */
436
437 dx = RANDOM () % RP->Xsize;
438 dy = RANDOM () % RP->Ysize;
439 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
440 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
441 if (cx == -1)
442 {
443 if (cy != -1)
444 make_wall (maze, dx, dy, 1);
445 continue;
446 }
447 if (cy == -1)
448 {
449 make_wall (maze, dx, dy, 0);
450 continue;
451 }
452 if (cx < cy)
453 make_wall (maze, dx, dy, 0);
454 else
455 make_wall (maze, dx, dy, 1);
456 } 146 }
457} 147}
458 148
459/* checks the layout to see if I can stick a horizontal(dir = 0) wall 149/* checks the layout to see if I can stick a horizontal(dir = 0) wall
460 (or vertical, dir == 1) 150 (or vertical, dir == 1)
461 here which ends up on other walls sensibly. */ 151 here which ends up on other walls sensibly. */
462
463int 152int
464can_make_wall (char **maze, int dx, int dy, int dir, random_map_params * RP) 153can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
465{ 154{
466 int i1; 155 int i1;
467 int length = 0; 156 int length = 0;
468 157
469 /* dont make walls if we're on the edge. */ 158 /* dont make walls if we're on the edge. */
532 return -1; /* can't make verti. wall here */ 221 return -1; /* can't make verti. wall here */
533 if (maze[x][i1] != 0) 222 if (maze[x][i1] != 0)
534 return -1; /* can't make horiz. wall here */ 223 return -1; /* can't make horiz. wall here */
535 length++; 224 length++;
536 } 225 }
226
537 return length; 227 return length;
538 } 228 }
229
539 return -1; 230 return -1;
540} 231}
541 232
233/* take a layout and make some rooms in it.
234 --works best on onions.*/
235void
236roomify_layout (char **maze, random_map_params *RP)
237{
238 int tries = RP->Xsize * RP->Ysize / 30;
239 int ti;
240
241 for (ti = 0; ti < tries; ti++)
242 {
243 int dx, dy; /* starting location for looking at creating a door */
244 int cx, cy; /* results of checking on creating walls. */
245
246 dx = rmg_rndm (RP->Xsize);
247 dy = rmg_rndm (RP->Ysize);
248
249 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
250 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
251 if (cx == -1)
252 {
253 if (cy != -1)
254 make_wall (maze, dx, dy, 1);
255
256 continue;
257 }
258
259 if (cy == -1)
260 {
261 make_wall (maze, dx, dy, 0);
262 continue;
263 }
264
265 if (cx < cy)
266 make_wall (maze, dx, dy, 0);
267 else
268 make_wall (maze, dx, dy, 1);
269 }
270}
542 271
543int 272int
544make_wall (char **maze, int x, int y, int dir) 273make_wall (char **maze, int x, int y, int dir)
545{ 274{
546 maze[x][y] = 'D'; /* mark a door */ 275 maze[x][y] = 'D'; /* mark a door */
547 switch (dir) 276 switch (dir)
548 { 277 {
549 case 0: /* horizontal */ 278 case 0: /* horizontal */
550 { 279 {
551 int i1; 280 int i1;
552 281
553 for (i1 = x - 1; maze[i1][y] == 0; i1--) 282 for (i1 = x - 1; maze[i1][y] == 0; i1--)
554 maze[i1][y] = '#'; 283 maze[i1][y] = '#';
555 for (i1 = x + 1; maze[i1][y] == 0; i1++) 284 for (i1 = x + 1; maze[i1][y] == 0; i1++)
556 maze[i1][y] = '#'; 285 maze[i1][y] = '#';
557 break; 286 break;
558 } 287 }
559 case 1: /* vertical */ 288 case 1: /* vertical */
560 { 289 {
561 int i1; 290 int i1;
562 291
563 for (i1 = y - 1; maze[x][i1] == 0; i1--) 292 for (i1 = y - 1; maze[x][i1] == 0; i1--)
564 maze[x][i1] = '#'; 293 maze[x][i1] = '#';
565 for (i1 = y + 1; maze[x][i1] == 0; i1++) 294 for (i1 = y + 1; maze[x][i1] == 0; i1++)
566 maze[x][i1] = '#'; 295 maze[x][i1] = '#';
567 break; 296 break;
568 } 297 }
569 } 298 }
570 299
571 return 0; 300 return 0;
572} 301}
573 302
574/* puts doors at appropriate locations in a layout. */ 303/* puts doors at appropriate locations in a layout. */
575
576void 304void
577doorify_layout (char **maze, random_map_params * RP) 305doorify_layout (char **maze, random_map_params *RP)
578{ 306{
579 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 307 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 */ 308 int doorlocs = 0; /* # of available doorlocations */
583 int i, j;
584 309
585 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 310 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
586 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 311 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
587
588 312
589 /* make a list of possible door locations */ 313 /* make a list of possible door locations */
590 for (i = 1; i < RP->Xsize - 1; i++) 314 for (int i = 1; i < RP->Xsize - 1; i++)
591 for (j = 1; j < RP->Ysize - 1; j++) 315 for (int j = 1; j < RP->Ysize - 1; j++)
592 { 316 {
593 int sindex = surround_flag (maze, i, j, RP); 317 int sindex = surround_flag (maze, i, j, RP);
594 318
595 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 319 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
596 { 320 {
597 doorlist_x[doorlocs] = i; 321 doorlist_x[doorlocs] = i;
598 doorlist_y[doorlocs] = j; 322 doorlist_y[doorlocs] = j;
599 doorlocs++; 323 doorlocs++;
600 } 324 }
601 } 325 }
326
602 while (ndoors > 0 && doorlocs > 0) 327 while (ndoors > 0 && doorlocs > 0)
603 { 328 {
604 int di; 329 int di = rmg_rndm (doorlocs);
605 int sindex;
606
607 di = RANDOM () % doorlocs;
608 i = doorlist_x[di]; 330 int i = doorlist_x[di];
609 j = doorlist_y[di]; 331 int j = doorlist_y[di];
610 sindex = surround_flag (maze, i, j, RP); 332 int sindex = surround_flag (maze, i, j, RP);
333
611 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
612 { 335 {
613 maze[i][j] = 'D'; 336 maze[i][j] = 'D';
614 ndoors--; 337 ndoors--;
615 } 338 }
339
616 /* reduce the size of the list */ 340 /* reduce the size of the list */
617 doorlocs--; 341 doorlocs--;
618 doorlist_x[di] = doorlist_x[doorlocs]; 342 doorlist_x[di] = doorlist_x[doorlocs];
619 doorlist_y[di] = doorlist_y[doorlocs]; 343 doorlist_y[di] = doorlist_y[doorlocs];
620 } 344 }
621 free (doorlist_x);
622 free (doorlist_y);
623}
624 345
346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
348}
625 349
626void 350void
627write_map_parameters_to_string (char *buf, random_map_params * RP) 351write_map_parameters_to_string (char *buf, random_map_params *RP)
628{ 352{
629 char small_buf[256]; 353 char small_buf[16384];
630 354
631 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 355 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
632 356
633 if (RP->wallstyle[0]) 357 if (RP->wallstyle[0])
634 { 358 {
635 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 359 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
636 strcat (buf, small_buf); 360 strcat (buf, small_buf);
676 { 400 {
677 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); 401 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
678 strcat (buf, small_buf); 402 strcat (buf, small_buf);
679 } 403 }
680 404
681 if (RP->final_map[0]) 405 if (RP->final_map.length ())
682 { 406 {
683 sprintf (small_buf, "final_map %s\n", RP->final_map); 407 sprintf (small_buf, "final_map %s\n", &RP->final_map);
684 strcat (buf, small_buf); 408 strcat (buf, small_buf);
685 } 409 }
686 410
687 if (RP->exit_on_final_map[0]) 411 if (RP->exit_on_final_map[0])
688 { 412 {
689 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); 413 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
690 strcat (buf, small_buf); 414 strcat (buf, small_buf);
691 } 415 }
692 416
693 if (RP->this_map[0]) 417 if (RP->this_map.length ())
694 { 418 {
695 sprintf (small_buf, "origin_map %s\n", RP->this_map); 419 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
696 strcat (buf, small_buf); 420 strcat (buf, small_buf);
697 } 421 }
698 422
699 if (RP->expand2x) 423 if (RP->expand2x)
700 { 424 {
706 { 430 {
707 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); 431 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
708 strcat (buf, small_buf); 432 strcat (buf, small_buf);
709 } 433 }
710 434
711
712 if (RP->layoutoptions2) 435 if (RP->layoutoptions2)
713 { 436 {
714 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); 437 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
715 strcat (buf, small_buf); 438 strcat (buf, small_buf);
716 } 439 }
717 440
718
719 if (RP->layoutoptions3) 441 if (RP->layoutoptions3)
720 { 442 {
721 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); 443 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
722 strcat (buf, small_buf); 444 strcat (buf, small_buf);
723 } 445 }
725 if (RP->symmetry) 447 if (RP->symmetry)
726 { 448 {
727 sprintf (small_buf, "symmetry %d\n", RP->symmetry); 449 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
728 strcat (buf, small_buf); 450 strcat (buf, small_buf);
729 } 451 }
730
731 452
732 if (RP->difficulty && RP->difficulty_given) 453 if (RP->difficulty && RP->difficulty_given)
733 { 454 {
734 sprintf (small_buf, "difficulty %d\n", RP->difficulty); 455 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
735 strcat (buf, small_buf); 456 strcat (buf, small_buf);
772 { 493 {
773 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 494 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
774 strcat (buf, small_buf); 495 strcat (buf, small_buf);
775 } 496 }
776 497
498 if (RP->treasureoptions)
499 {
500 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
501 strcat (buf, small_buf);
502 }
503
777 if (RP->random_seed) 504 if (RP->random_seed)
778 { 505 {
779 /* Add one so that the next map is a bit different */
780 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 506 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
781 strcat (buf, small_buf); 507 strcat (buf, small_buf);
782 }
783
784 if (RP->treasureoptions)
785 { 508 }
786 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 509
510 if (RP->custom)
511 {
512 sprintf (small_buf, "custom %s\n", RP->custom);
787 strcat (buf, small_buf); 513 strcat (buf, small_buf);
788 } 514 }
789} 515}
790 516
791void 517void
792write_parameters_to_string (char *buf, 518write_parameters_to_string (char *buf,
793 int xsize_n, 519 int xsize_n,
794 int ysize_n, 520 int ysize_n,
795 char *wallstyle_n, 521 const char *wallstyle_n,
796 char *floorstyle_n, 522 const char *floorstyle_n,
797 char *monsterstyle_n, 523 const char *monsterstyle_n,
798 char *treasurestyle_n, 524 const char *treasurestyle_n,
799 char *layoutstyle_n, 525 const char *layoutstyle_n,
800 char *decorstyle_n, 526 const char *decorstyle_n,
801 char *doorstyle_n, 527 const char *doorstyle_n,
802 char *exitstyle_n, 528 const char *exitstyle_n,
803 char *final_map_n, 529 const char *final_map_n,
804 char *exit_on_final_map_n, 530 const char *exit_on_final_map_n,
805 char *this_map_n, 531 const char *this_map_n,
806 int layoutoptions1_n, 532 int layoutoptions1_n,
807 int layoutoptions2_n, 533 int layoutoptions2_n,
808 int layoutoptions3_n, 534 int layoutoptions3_n,
809 int symmetry_n, 535 int symmetry_n,
810 int dungeon_depth_n, 536 int dungeon_depth_n,
811 int dungeon_level_n, 537 int dungeon_level_n,
812 int difficulty_n, 538 int difficulty_n,
813 int difficulty_given_n, 539 int difficulty_given_n,
814 int decoroptions_n, 540 int decoroptions_n,
815 int orientation_n, 541 int orientation_n,
816 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) 542 int origin_x_n,
543 int origin_y_n,
544 uint32_t random_seed_n,
545 int treasureoptions_n,
546 float difficulty_increase)
817{ 547{
818
819 char small_buf[256]; 548 char small_buf[16384];
820 549
821 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 550 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
822 551
823 if (wallstyle_n && wallstyle_n[0]) 552 if (wallstyle_n && wallstyle_n[0])
824 { 553 {
889 if (layoutoptions1_n) 618 if (layoutoptions1_n)
890 { 619 {
891 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); 620 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
892 strcat (buf, small_buf); 621 strcat (buf, small_buf);
893 } 622 }
894
895 623
896 if (layoutoptions2_n) 624 if (layoutoptions2_n)
897 { 625 {
898 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); 626 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
899 strcat (buf, small_buf); 627 strcat (buf, small_buf);
959 } 687 }
960 688
961 if (random_seed_n) 689 if (random_seed_n)
962 { 690 {
963 /* Add one so that the next map is a bit different */ 691 /* Add one so that the next map is a bit different */
964 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 692 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
965 strcat (buf, small_buf); 693 strcat (buf, small_buf);
966 } 694 }
967 695
968 if (treasureoptions_n) 696 if (treasureoptions_n)
969 { 697 {
970 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); 698 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
971 strcat (buf, small_buf); 699 strcat (buf, small_buf);
972 } 700 }
973
974
975} 701}
976 702
977/* copy an object with an inventory... i.e., duplicate the inv too. */ 703/////////////////////////////////////////////////////////////////////////////
978void
979copy_object_with_inv (object *src_ob, object *dest_ob)
980{
981 object *walk, *tmp;
982 704
983 src_ob->copy_to (dest_ob); 705LayoutData::LayoutData (int w, int h)
706: w(w), h(h)
707{
708 int size = (sizeof (char *) + sizeof (char) * h) * w;
984 709
985 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 710 col = (char **)salloc<char> (size);
986 { 711
987 tmp = object::create (); 712 char *data = (char *)(col + w);
988 walk->copy_to (tmp); 713
989 insert_ob_in_ob (tmp, dest_ob); 714 for (int x = w; x--; )
715 col [x] = data + x * h;
716}
717
718LayoutData::~LayoutData ()
719{
720 int size = (sizeof (char *) + sizeof (char) * h) * w;
721
722 sfree ((char *)col, size);
723}
724
725void LayoutData::clear (char fill)
726{
727 memset (col [0], fill, w * h);
728}
729
730void LayoutData::border (char fill)
731{
732 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
733 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
734}
735
736/* function selects the layout function and gives it whatever
737 arguments it needs. */
738Layout
739layoutgen (random_map_params *RP)
740{
741 Layout layout (RP);
742
743 switch (RP->map_layout_style)
990 } 744 {
745 case LAYOUT_ONION:
746 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
747
748 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
749 roomify_layout (layout, RP);
750
751 break;
752
753 case LAYOUT_MAZE:
754 maze_gen (layout, rmg_rndm (2));
755
756 if (!(rmg_rndm (2)))
757 doorify_layout (layout, RP);
758
759 break;
760
761 case LAYOUT_SPIRAL:
762 map_gen_spiral (layout, RP->layoutoptions1);
763
764 if (!(rmg_rndm (2)))
765 doorify_layout (layout, RP);
766
767 break;
768
769 case LAYOUT_ROGUELIKE:
770 /* Don't put symmetry in rogue maps. There isn't much reason to
771 * do so in the first place (doesn't make it any more interesting),
772 * but more importantly, the symmetry code presumes we are symmetrizing
773 * spirals, or maps with lots of passages - making a symmetric rogue
774 * map fails because its likely that the passages the symmetry process
775 * creates may not connect the rooms.
776 */
777 RP->symmetry_used = SYMMETRY_NONE;
778 roguelike_layout_gen (layout, RP->layoutoptions1);
779 /* no doorifying... done already */
780 break;
781
782 case LAYOUT_SNAKE:
783 make_snake_layout (layout, RP->layoutoptions1);
784
785 if (rmg_rndm (2))
786 roomify_layout (layout, RP);
787
788 break;
789
790 case LAYOUT_SQUARE_SPIRAL:
791 make_square_spiral_layout (layout, RP->layoutoptions1);
792
793 if (rmg_rndm (2))
794 roomify_layout (layout, RP);
795
796 break;
797
798 default:
799 abort ();
800 }
801
802 /* rotate the layout randomly */
803 rotate_layout (layout, rmg_rndm (4));
804
805 symmetrize_layout (layout, RP);
806
807#ifdef RMAP_DEBUG
808 dump_layout (layout);
809#endif
810
811 if (RP->expand2x)
812 expand2x (layout);
813
814 return layout;
991} 815}
816
817bool
818maptile::generate_random_map (random_map_params *RP)
819{
820 char buf[16384];
821 int i;
822
823 RP->Xsize = RP->xsize;
824 RP->Ysize = RP->ysize;
825
826 /* pick a random seed, or use the one from the input file */
827 RP->random_seed = RP->random_seed
828 ? RP->random_seed + RP->dungeon_level
829 : time (0);
830
831 // we run "single-threaded"
832 rmg_rndm.seed (RP->random_seed);
833
834 write_map_parameters_to_string (buf, RP);
835
836 if (RP->difficulty == 0)
837 {
838 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
839
840 if (RP->difficulty_increase > 0.001)
841 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
842
843 if (RP->difficulty < 1)
844 RP->difficulty = 1;
845 }
846 else
847 RP->difficulty_given = 1;
848
849 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
850 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
851
852 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
853 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
854
855 if (RP->symmetry == SYMMETRY_RANDOM)
856 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
857 else
858 RP->symmetry_used = RP->symmetry;
859
860 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
861 RP->Ysize = RP->Ysize / 2 + 1;
862
863 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
864 RP->Xsize = RP->Xsize / 2 + 1;
865
866 if (RP->expand2x > 0)
867 {
868 RP->Xsize /= 2;
869 RP->Ysize /= 2;
870 }
871
872 RP->map_layout_style = LAYOUT_NONE;
873
874 /* Redo this - there was a lot of redundant code of checking for preset
875 * layout style and then random layout style. Instead, figure out
876 * the numeric layoutstyle, so there is only one area that actually
877 * calls the code to make the maps.
878 */
879 if (strstr (RP->layoutstyle, "onion"))
880 RP->map_layout_style = LAYOUT_ONION;
881 else if (strstr (RP->layoutstyle, "maze"))
882 RP->map_layout_style = LAYOUT_MAZE;
883 else if (strstr (RP->layoutstyle, "spiral"))
884 RP->map_layout_style = LAYOUT_SPIRAL;
885 else if (strstr (RP->layoutstyle, "rogue"))
886 RP->map_layout_style = LAYOUT_ROGUELIKE;
887 else if (strstr (RP->layoutstyle, "snake"))
888 RP->map_layout_style = LAYOUT_SNAKE;
889 else if (strstr (RP->layoutstyle, "squarespiral"))
890 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
891 else if (RP->map_layout_style == LAYOUT_NONE)
892 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
893 else
894 abort ();
895
896 Layout layout = layoutgen (RP);
897
898#ifdef RMAP_DEBUG
899 dump_layout (layout);
900#endif
901
902 /* increment these for the current map */
903 ++RP->dungeon_level;
904
905 // need to patch RP becasue following code doesn't use the Layout object
906 RP->Xsize = layout->w;
907 RP->Ysize = layout->h;
908
909 /* allocate the map and set the floor */
910 make_map_floor (layout, RP->floorstyle, RP);
911
912 /* set region */
913 default_region = RP->region;
914
915 CEDE;
916
917 place_specials_in_map (this, layout, RP);
918
919 CEDE;
920
921 /* create walls unless the wallstyle is "none" */
922 if (strcmp (RP->wallstyle, "none"))
923 {
924 make_map_walls (this, layout, RP->wallstyle, RP);
925
926 /* place doors unless doorstyle or wallstyle is "none" */
927 if (strcmp (RP->doorstyle, "none"))
928 put_doors (this, layout, RP->doorstyle, RP);
929 }
930
931 CEDE;
932
933 /* create exits unless the exitstyle is "none" */
934 if (strcmp (RP->exitstyle, "none"))
935 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
936
937 CEDE;
938
939 /* create monsters unless the monsterstyle is "none" */
940 if (strcmp (RP->monsterstyle, "none"))
941 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
942
943 CEDE;
944
945 /* treasures needs to have a proper difficulty set for the map. */
946 difficulty = estimate_difficulty ();
947
948 CEDE;
949
950 /* create treasure unless the treasurestyle is "none" */
951 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
952
953 CEDE;
954
955 /* create decor unless the decorstyle is "none" */
956 if (strcmp (RP->decorstyle, "none"))
957 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
958
959 CEDE;
960
961 /* generate treasures, etc. */
962 fix_auto_apply ();
963
964 CEDE;
965
966 unblock_exits (this, layout, RP);
967
968 msg = strdup (buf);
969 in_memory = MAP_ACTIVE;
970
971 CEDE;
972
973 return 1;
974}
975

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