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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.51 by root, Sat Jun 26 22:10:18 2010 UTC

1/* 1/*
2 * static char *rcsid_random_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: random_map.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <time.h> 25#include <time.h>
30#include <stdio.h> 26#include <stdio.h>
31#include <global.h> 27#include <global.h>
32#include <maze_gen.h>
33#include <room_gen.h>
34#include <random_map.h> 28#include <random_map.h>
35#include <rproto.h> 29#include <rproto.h>
36#include <sproto.h> 30#include <sproto.h>
37 31
38void dump_layout(char **layout,RMParms *RP) { 32#define CEDE coroapi::cede_to_tick ()
39 { int i,j; 33
40 for(i=0;i<RP->Xsize;i++) { 34static void symmetrize_layout (Layout maze, random_map_params *RP);
41 for(j=0;j<RP->Ysize;j++) { 35static void rotate_layout (Layout maze, int rotation);
42 if(layout[i][j]==0) layout[i][j]=' '; 36
43 printf("%c",layout[i][j]); 37const_utf8_string
44 if(layout[i][j]==' ') layout[i][j]=0; 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
58void
59dump_layout (Layout layout)
60{
61 for (int j = 0; j < layout->h; j++)
45 } 62 {
46 printf("\n"); 63 for (int i = 0; i < layout->w; i++)
64 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
65
66 putc ('\n', stdout);
47 }} 67 }
48 printf("\n");
49}
50EXTERN FILE *logfile;
51mapstruct *generate_random_map(const char *OutFileName, RMParms *RP) {
52 char **layout, buf[HUGE_BUF];
53 mapstruct *theMap;
54 int i;
55 68
56 /* pick a random seed, or use the one from the input file */ 69 putc ('\n', stdout);
57 if(RP->random_seed == 0)
58 RP->random_seed=time(0);
59
60 SRANDOM(RP->random_seed);
61
62 write_map_parameters_to_string(buf, RP);
63
64 if(RP->difficulty==0) {
65 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
66 if (RP->difficulty_increase > 0.001) {
67 RP->difficulty = (int)((float)RP->dungeon_level * RP->difficulty_increase);
68 if (RP->difficulty < 1) RP->difficulty=1;
69 }
70 }
71 else
72 RP->difficulty_given=1;
73
74 if(RP->Xsize<MIN_RANDOM_MAP_SIZE) RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5;
75 if(RP->Ysize<MIN_RANDOM_MAP_SIZE) RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM()%25 + 5;
76
77 if(RP->expand2x > 0) {
78 RP->Xsize /=2;
79 RP->Ysize /=2;
80 }
81
82 layout = layoutgen(RP);
83
84#ifdef RMAP_DEBUG
85 dump_layout(layout,RP);
86#endif
87
88 /* increment these for the current map */
89 RP->dungeon_level+=1;
90 /* allow constant-difficulty maps. */
91 /* difficulty+=1; */
92
93 /* rotate the layout randomly */
94 layout=rotate_layout(layout,RANDOM()%4,RP);
95#ifdef RMAP_DEBUG
96 dump_layout(layout,RP);
97#endif
98
99 /* allocate the map and set the floor */
100 theMap = make_map_floor(layout,RP->floorstyle,RP);
101
102 /* set the name of the map. */
103 strcpy(theMap->path,OutFileName);
104
105 /* set region */
106 theMap->region=RP->region;
107
108 /* create walls unless the wallstyle is "none" */
109 if (strcmp (RP->wallstyle, "none")) {
110 make_map_walls(theMap,layout,RP->wallstyle,RP);
111
112 /* place doors unless doorstyle or wallstyle is "none"*/
113 if (strcmp (RP->doorstyle, "none"))
114 put_doors(theMap,layout,RP->doorstyle,RP);
115
116 }
117
118 /* create exits unless the exitstyle is "none" */
119 if (strcmp (RP->exitstyle, "none"))
120 place_exits(theMap,layout,RP->exitstyle,RP->orientation,RP);
121
122 place_specials_in_map(theMap,layout,RP);
123
124 /* create monsters unless the monsterstyle is "none" */
125 if (strcmp (RP->monsterstyle, "none"))
126 place_monsters(theMap,RP->monsterstyle,RP->difficulty,RP);
127
128 /* treasures needs to have a proper difficulty set for the map. */
129 theMap->difficulty=calculate_difficulty(theMap);
130
131 /* create treasure unless the treasurestyle is "none" */
132 if (strcmp (RP->treasurestyle, "none"))
133 place_treasure(theMap,layout,RP->treasurestyle,RP->treasureoptions,RP);
134
135 /* create decor unless the decorstyle is "none" */
136 if (strcmp (RP->decorstyle, "none"))
137 put_decor(theMap,layout,RP->decorstyle,RP->decoroptions,RP);
138
139 /* generate treasures, etc. */
140 fix_auto_apply(theMap);
141
142 unblock_exits(theMap,layout,RP);
143
144 /* free the layout */
145 for(i=0;i<RP->Xsize;i++)
146 free(layout[i]);
147 free(layout);
148
149 theMap->msg = strdup_local(buf);
150
151 return theMap;
152} 70}
153 71
154
155/* function selects the layout function and gives it whatever
156 arguments it needs. */
157char **layoutgen(RMParms *RP) {
158 char **maze=0;
159 int oxsize= RP->Xsize, oysize=RP->Ysize;
160
161 if(RP->symmetry == RANDOM_SYM)
162 RP->symmetry_used = (RANDOM() % ( XY_SYM))+1;
163 else RP->symmetry_used = RP->symmetry;
164
165 if(RP->symmetry_used==Y_SYM||RP->symmetry_used==XY_SYM) RP->Ysize = RP->Ysize/2+1;
166 if(RP->symmetry_used==X_SYM||RP->symmetry_used==XY_SYM) RP->Xsize = RP->Xsize/2+1;
167
168 if(RP->Xsize<MIN_RANDOM_MAP_SIZE) RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM()%5;
169 if(RP->Ysize<MIN_RANDOM_MAP_SIZE) RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM()%5;
170 RP->map_layout_style = 0;
171
172 /* Redo this - there was a lot of redundant code of checking for preset
173 * layout style and then random layout style. Instead, figure out
174 * the numeric layoutstyle, so there is only one area that actually
175 * calls the code to make the maps.
176 */
177 if(strstr(RP->layoutstyle,"onion")) {
178 RP->map_layout_style = ONION_LAYOUT;
179 }
180
181 if(strstr(RP->layoutstyle,"maze")) {
182 RP->map_layout_style = MAZE_LAYOUT;
183 }
184
185 if(strstr(RP->layoutstyle,"spiral")) {
186 RP->map_layout_style = SPIRAL_LAYOUT;
187 }
188
189 if(strstr(RP->layoutstyle,"rogue")) {
190 RP->map_layout_style = ROGUELIKE_LAYOUT;
191 }
192
193 if(strstr(RP->layoutstyle,"snake")) {
194 RP->map_layout_style = SNAKE_LAYOUT;
195 }
196
197 if(strstr(RP->layoutstyle,"squarespiral")) {
198 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
199 }
200 /* No style found - choose one ranomdly */
201 if (RP->map_layout_style == 0) {
202 RP->map_layout_style = (RANDOM() % NROFLAYOUTS) + 1;
203 }
204
205 switch(RP->map_layout_style) {
206
207 case ONION_LAYOUT:
208 maze = map_gen_onion(RP->Xsize,RP->Ysize,RP->layoutoptions1,RP->layoutoptions2);
209 if(!(RANDOM()%3)&& !(RP->layoutoptions1 & OPT_WALLS_ONLY)) roomify_layout(maze,RP);
210 break;
211
212 case MAZE_LAYOUT:
213 maze = maze_gen(RP->Xsize,RP->Ysize,RANDOM()%2);
214 if(!(RANDOM()%2)) doorify_layout(maze,RP);
215 break;
216
217 case SPIRAL_LAYOUT:
218 maze = map_gen_spiral(RP->Xsize,RP->Ysize,RP->layoutoptions1);
219 if(!(RANDOM()%2)) doorify_layout(maze,RP);
220 break;
221
222 case ROGUELIKE_LAYOUT:
223 /* Don't put symmetry in rogue maps. There isn't much reason to
224 * do so in the first place (doesn't make it any more interesting),
225 * but more importantly, the symmetry code presumes we are symmetrizing
226 * spirals, or maps with lots of passages - making a symmetric rogue
227 * map fails because its likely that the passages the symmetry process
228 * creates may not connect the rooms.
229 */
230 RP->symmetry_used = NO_SYM;
231 RP->Ysize = oysize;
232 RP->Xsize = oxsize;
233 maze = roguelike_layout_gen(RP->Xsize,RP->Ysize,RP->layoutoptions1);
234 /* no doorifying... done already */
235 break;
236
237 case SNAKE_LAYOUT:
238 maze = make_snake_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1);
239 if(RANDOM()%2) roomify_layout(maze,RP);
240 break;
241
242 case SQUARE_SPIRAL_LAYOUT:
243 maze = make_square_spiral_layout(RP->Xsize,RP->Ysize,RP->layoutoptions1);
244 if(RANDOM()%2) roomify_layout(maze,RP);
245 break;
246 }
247
248 maze = symmetrize_layout(maze, RP->symmetry_used,RP);
249#ifdef RMAP_DEBUG
250 dump_layout(maze,RP);
251#endif
252 if(RP->expand2x) {
253 maze = expand2x(maze,RP->Xsize,RP->Ysize);
254 RP->Xsize = RP->Xsize * 2 -1;
255 RP->Ysize = RP->Ysize * 2 -1;
256 }
257 return maze;
258}
259
260
261/* takes a map and makes it symmetric: adjusts Xsize and 72/* takes a map and makes it symmetric: adjusts Xsize and
262Ysize to produce a symmetric map. */ 73 * Ysize to produce a symmetric map.
263 74 */
264char **symmetrize_layout(char **maze, int sym,RMParms *RP) { 75static void
265 int i,j; 76symmetrize_layout (Layout layout, random_map_params *RP)
266 char **sym_maze; 77{
267 int Xsize_orig,Ysize_orig; 78 if (RP->symmetry_used == SYMMETRY_NONE)
268 Xsize_orig = RP->Xsize;
269 Ysize_orig = RP->Ysize;
270 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used.*/
271 if(sym == NO_SYM) {
272 RP->Xsize = Xsize_orig;
273 RP->Ysize = Ysize_orig;
274 return maze; 79 return;
275 }
276 /* pick new sizes */
277 RP->Xsize = ((sym==X_SYM||sym==XY_SYM)?RP->Xsize*2-3:RP->Xsize);
278 RP->Ysize = ((sym==Y_SYM||sym==XY_SYM)?RP->Ysize*2-3:RP->Ysize);
279 80
280 sym_maze = (char **)calloc(sizeof(char*),RP->Xsize); 81 Layout sym_layout (
281 for(i=0;i<RP->Xsize;i++) 82 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
282 sym_maze[i] = (char *)calloc(sizeof(char),RP->Ysize); 83 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
84 );
283 85
284 if(sym==X_SYM) 86 if (RP->symmetry_used == SYMMETRY_X)
285 for(i=0;i<RP->Xsize/2+1;i++) 87 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
286 for(j=0;j<RP->Ysize;j++) { 88 for (int j = 0; j < sym_layout->h; j++)
287 sym_maze[i][j] = maze[i][j]; 89 {
288 sym_maze[RP->Xsize - i-1][j] = maze[i][j]; 90 sym_layout[i ][j] =
289 }; 91 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
290 if(sym==Y_SYM)
291 for(i=0;i<RP->Xsize;i++)
292 for(j=0;j<RP->Ysize/2+1;j++) {
293 sym_maze[i][j] = maze[i][j];
294 sym_maze[i][RP->Ysize-j-1] = maze[i][j];
295 } 92 }
296 if(sym==XY_SYM) 93
297 for(i=0;i<RP->Xsize/2+1;i++) 94 if (RP->symmetry_used == SYMMETRY_Y)
298 for(j=0;j<RP->Ysize/2+1;j++) { 95 for (int i = 0; i < sym_layout->w; i++)
299 sym_maze[i][j] = maze[i][j]; 96 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
300 sym_maze[i][RP->Ysize-j-1] = maze[i][j]; 97 {
301 sym_maze[RP->Xsize - i-1][j] = maze[i][j]; 98 sym_layout[i][j ] =
302 sym_maze[RP->Xsize - i-1][RP->Ysize-j-1] = maze[i][j]; 99 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
303 } 100 }
304 /* delete the old maze */ 101
305 for(i=0;i<Xsize_orig;i++) 102 if (RP->symmetry_used == SYMMETRY_XY)
306 free(maze[i]); 103 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
307 free(maze); 104 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
105 {
106 sym_layout[i ][j ] =
107 sym_layout[i ][sym_layout->h - j - 1] =
108 sym_layout[sym_layout->w - i - 1][j ] =
109 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
110 }
111
112 layout.swap (sym_layout);
113 sym_layout.free ();
114
308 /* reconnect disjointed spirals */ 115 /* reconnect disjointed spirals */
309 if(RP->map_layout_style==SPIRAL_LAYOUT)
310 connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze);
311 /* reconnect disjointed nethackmazes: the routine for 116 /* reconnect disjointed nethacklayouts: the routine for
312 spirals will do the trick?*/ 117 spirals will do the trick? */
313 if(RP->map_layout_style==ROGUELIKE_LAYOUT) 118 if (RP->map_layout_style == LAYOUT_SPIRAL
314 connect_spirals(RP->Xsize,RP->Ysize,sym,sym_maze); 119 || RP->map_layout_style == LAYOUT_ROGUELIKE)
315 120 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
316 return sym_maze;
317} 121}
318
319 122
320/* takes a map and rotates it. This completes the 123/* takes a map and rotates it. This completes the
321 onion layouts, making them possibly centered on any wall. 124 onion layouts, making them possibly centered on any wall.
322 It'll modify Xsize and Ysize if they're swapped. 125 It'll modify Xsize and Ysize if they're swapped.
323*/ 126*/
127static void
128rotate_layout (Layout layout, int rotation)
129{
130 int w = layout->w;
131 int h = layout->h;
324 132
325char ** rotate_layout(char **maze,int rotation,RMParms *RP) {
326 char **new_maze;
327 int i,j;
328
329 switch(rotation) { 133 switch (rotation)
330 case 0:
331 return maze;
332 break;
333 case 2: /* a reflection */
334 { 134 {
335 char *newmaze= (char *) malloc(sizeof(char) * RP->Xsize*RP->Ysize); 135 case 2: /* a reflection */
336 for(i=0;i<RP->Xsize;i++) { /* make a copy */
337 for(j=0;j<RP->Ysize;j++) {
338 newmaze[i * RP->Ysize + j] = maze[i][j];
339 } 136 {
137 Layout new_layout (w, h);
138
139 for (int i = 0; i < w; i++) /* copy a reflection back */
140 for (int j = 0; j < h; j++)
141 new_layout[i][j] = layout[w - i - 1][h - j - 1];
142
143 layout.swap (new_layout);
144 new_layout.free ();
340 } 145 }
341 for(i=0;i<RP->Xsize;i++) { /* copy a reflection back */
342 for(j=0;j<RP->Ysize;j++) {
343 maze[i][j]= newmaze[(RP->Xsize-i-1)*RP->Ysize + RP->Ysize-j-1];
344 }
345 }
346 free(newmaze);
347 return maze;
348 break; 146 break;
349 } 147
350 case 1: 148 case 1:
351 case 3: 149 case 3:
352 { int swap; 150 {
353 new_maze = (char **) calloc(sizeof(char *),RP->Ysize); 151 Layout new_layout (h, w);
354 for(i=0;i<RP->Ysize;i++) { 152
355 new_maze[i] = (char *) calloc(sizeof(char),RP->Xsize);
356 }
357 if(rotation == 1) /* swap x and y */ 153 if (rotation == 1) /* swap x and y */
358 for(i=0;i<RP->Xsize;i++) 154 for (int i = 0; i < w; i++)
359 for(j=0;j<RP->Ysize;j++) 155 for (int j = 0; j < h; j++)
360 new_maze[j][i] = maze[i][j]; 156 new_layout[j][i] = layout[i][j];
361 157
362 if(rotation == 3) { /* swap x and y */ 158 if (rotation == 3) /* swap x and y */
363 for(i=0;i<RP->Xsize;i++) 159 for (int i = 0; i < w; i++)
364 for(j=0;j<RP->Ysize;j++) 160 for (int j = 0; j < h; j++)
365 new_maze[j][i] = maze[RP->Xsize -i-1][RP->Ysize - j-1]; 161 new_layout[j][i] = layout[w - i - 1][h - j - 1];
366 }
367 162
368 /* delete the old layout */ 163 layout.swap (new_layout);
369 for(i=0;i<RP->Xsize;i++) 164 new_layout.free ();
370 free(maze[i]); 165 }
371 free(maze);
372
373 swap = RP->Ysize;
374 RP->Ysize = RP->Xsize;
375 RP->Xsize = swap;
376 return new_maze;
377 break; 166 break;
378 }
379 } 167 }
380 return NULL;
381}
382
383/* take a layout and make some rooms in it.
384 --works best on onions.*/
385void roomify_layout(char **maze,RMParms *RP) {
386 int tries = RP->Xsize*RP->Ysize/30;
387 int ti;
388
389 for(ti=0;ti<tries;ti++) {
390 int dx,dy; /* starting location for looking at creating a door */
391 int cx,cy; /* results of checking on creating walls. */
392 dx = RANDOM() % RP->Xsize;
393 dy = RANDOM() % RP->Ysize;
394 cx = can_make_wall(maze,dx,dy,0,RP); /* horizontal */
395 cy = can_make_wall(maze,dx,dy,1,RP); /* vertical */
396 if(cx == -1) {
397 if(cy != -1)
398 make_wall(maze,dx,dy,1);
399 continue;
400 }
401 if(cy == -1) {
402 make_wall(maze,dx,dy,0);
403 continue;
404 }
405 if(cx < cy) make_wall(maze,dx,dy,0);
406 else make_wall(maze,dx,dy,1);
407 }
408} 168}
409 169
410/* checks the layout to see if I can stick a horizontal(dir = 0) wall 170/* checks the layout to see if I can stick a horizontal(dir = 0) wall
411 (or vertical, dir == 1) 171 (or vertical, dir == 1)
412 here which ends up on other walls sensibly. */ 172 here which ends up on other walls sensibly. */
413 173static int
414int can_make_wall(char **maze,int dx,int dy,int dir,RMParms *RP) { 174can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
175{
415 int i1; 176 int i1;
416 int length=0; 177 int length = 0;
417 178
418 /* dont make walls if we're on the edge. */ 179 /* dont make walls if we're on the edge. */
419 if(dx == 0 || dx == (RP->Xsize -1) || dy == 0 || dy == (RP->Ysize-1)) return -1; 180 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
181 return -1;
420 182
421 /* don't make walls if we're ON a wall. */ 183 /* don't make walls if we're ON a wall. */
422 if(maze[dx][dy]!=0) return -1; 184 if (maze[dx][dy] != 0)
185 return -1;
423 186
424 if(dir==0) /* horizontal */ 187 if (dir == 0) /* horizontal */
425 { 188 {
426 int y = dy; 189 int y = dy;
190
427 for(i1=dx-1;i1>0;i1--) { 191 for (i1 = dx - 1; i1 > 0; i1--)
192 {
428 int sindex=surround_flag2(maze,i1,y,RP); 193 int sindex = surround_flag2 (maze, i1, y, RP);
194
429 if(sindex == 1) break; 195 if (sindex == 1)
196 break;
197 if (sindex != 0)
430 if(sindex != 0) return -1; /* can't make horiz. wall here */ 198 return -1; /* can't make horiz. wall here */
199 if (maze[i1][y] != 0)
431 if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */ 200 return -1; /* can't make horiz. wall here */
432 length++; 201 length++;
202 }
203
204 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
205 {
206 int sindex = surround_flag2 (maze, i1, y, RP);
207
208 if (sindex == 2)
209 break;
210 if (sindex != 0)
211 return -1; /* can't make horiz. wall here */
212 if (maze[i1][y] != 0)
213 return -1; /* can't make horiz. wall here */
214 length++;
215 }
216 return length;
217 }
218 else
219 { /* vertical */
220 int x = dx;
221
222 for (i1 = dy - 1; i1 > 0; i1--)
223 {
224 int sindex = surround_flag2 (maze, x, i1, RP);
225
226 if (sindex == 4)
227 break;
228 if (sindex != 0)
229 return -1; /* can't make vert. wall here */
230 if (maze[x][i1] != 0)
231 return -1; /* can't make horiz. wall here */
232 length++;
233 }
234
235 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
236 {
237 int sindex = surround_flag2 (maze, x, i1, RP);
238
239 if (sindex == 8)
240 break;
241 if (sindex != 0)
242 return -1; /* can't make verti. wall here */
243 if (maze[x][i1] != 0)
244 return -1; /* can't make horiz. wall here */
245 length++;
246 }
247
248 return length;
249 }
250
251 return -1;
252}
253
254/* take a layout and make some rooms in it.
255 --works best on onions.*/
256static void
257roomify_layout (char **maze, random_map_params *RP)
258{
259 int tries = RP->Xsize * RP->Ysize / 30;
260
261 for (int ti = 0; ti < tries; ti++)
262 {
263 /* starting location for looking at creating a door */
264 int dx = rmg_rndm (RP->Xsize);
265 int dy = rmg_rndm (RP->Ysize);
266
267 /* results of checking on creating walls. */
268 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
269 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
270
271 if (cx == -1)
272 {
273 if (cy != -1)
274 make_wall (maze, dx, dy, 1);
275
276 continue;
277 }
278
279 if (cy == -1)
280 {
281 make_wall (maze, dx, dy, 0);
282 continue;
283 }
284
285 if (cx < cy)
286 make_wall (maze, dx, dy, 0);
287 else
288 make_wall (maze, dx, dy, 1);
289 }
290}
291
292int
293make_wall (char **maze, int x, int y, int dir)
294{
295 maze[x][y] = 'D'; /* mark a door */
296
297 switch (dir)
298 {
299 case 0: /* horizontal */
300 {
301 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
302 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
303 break;
304 }
305 case 1: /* vertical */
306 {
307 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
308 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
309 break;
310 }
311 }
312
313 return 0;
314}
315
316/* puts doors at appropriate locations in a layout. */
317static void
318doorify_layout (char **maze, random_map_params *RP)
319{
320 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
321 int doorlocs = 0; /* # of available doorlocations */
322
323 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
324 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
325
326 /* make a list of possible door locations */
327 for (int i = 1; i < RP->Xsize - 1; i++)
328 for (int j = 1; j < RP->Ysize - 1; j++)
329 {
330 int sindex = surround_flag (maze, i, j, RP);
331
332 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
333 {
334 doorlist_x[doorlocs] = i;
335 doorlist_y[doorlocs] = j;
336 doorlocs++;
337 }
433 } 338 }
434 339
435 for(i1=dx+1;i1<RP->Xsize-1;i1++) { 340 while (ndoors > 0 && doorlocs > 0)
436 int sindex=surround_flag2(maze,i1,y,RP);
437 if(sindex == 2) break;
438 if(sindex != 0) return -1; /* can't make horiz. wall here */
439 if(maze[i1][y]!=0) return -1; /* can't make horiz. wall here */
440 length++;
441 }
442 return length;
443 } 341 {
444 else { /* vertical */ 342 int di = rmg_rndm (doorlocs);
445 int x = dx; 343 int i = doorlist_x[di];
446 for(i1=dy-1;i1>0;i1--) { 344 int j = doorlist_y[di];
447 int sindex=surround_flag2(maze,x,i1,RP);
448 if(sindex == 4) break;
449 if(sindex != 0) return -1; /* can't make vert. wall here */
450 if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */
451 length++;
452 }
453
454 for(i1=dy+1;i1<RP->Ysize-1;i1++) {
455 int sindex=surround_flag2(maze,x,i1,RP);
456 if(sindex == 8) break;
457 if(sindex != 0) return -1; /* can't make verti. wall here */
458 if(maze[x][i1]!=0) return -1; /* can't make horiz. wall here */
459 length++;
460 }
461 return length;
462 }
463 return -1;
464}
465
466
467int make_wall(char **maze,int x, int y, int dir){
468 maze[x][y] = 'D'; /* mark a door */
469 switch(dir) {
470 case 0: /* horizontal */
471 {
472 int i1;
473 for(i1 = x-1;maze[i1][y]==0;i1--)
474 maze[i1][y]='#';
475 for(i1 = x+1;maze[i1][y]==0;i1++)
476 maze[i1][y]='#';
477 break;
478 }
479 case 1: /* vertical */
480 {
481 int i1;
482 for(i1 = y-1;maze[x][i1]==0;i1--)
483 maze[x][i1]='#';
484 for(i1 = y+1;maze[x][i1]==0;i1++)
485 maze[x][i1]='#';
486 break;
487 }
488 }
489
490 return 0;
491}
492
493/* puts doors at appropriate locations in a layout. */
494
495void doorify_layout(char **maze,RMParms *RP) {
496 int ndoors = RP->Xsize*RP->Ysize/60; /* reasonable number of doors. */
497 char *doorlist_x;
498 char *doorlist_y;
499 int doorlocs = 0; /* # of available doorlocations */
500 int i,j;
501
502 doorlist_x = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize);
503 doorlist_y = (char *) malloc(sizeof(int) * RP->Xsize*RP->Ysize);
504
505
506 /* make a list of possible door locations */
507 for(i=1;i<RP->Xsize-1;i++)
508 for(j=1;j<RP->Ysize-1;j++) {
509 int sindex = surround_flag(maze,i,j,RP); 345 int sindex = surround_flag (maze, i, j, RP);
346
510 if(sindex == 3 || sindex == 12) /* these are possible door sindex*/ 347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
511 {
512 doorlist_x[doorlocs]=i;
513 doorlist_y[doorlocs]=j;
514 doorlocs++;
515 } 348 {
516 }
517 while(ndoors > 0 && doorlocs > 0) {
518 int di;
519 int sindex;
520 di = RANDOM() % doorlocs;
521 i=doorlist_x[di];
522 j=doorlist_y[di];
523 sindex= surround_flag(maze,i,j,RP);
524 if(sindex == 3 || sindex == 12) /* these are possible door sindex*/
525 {
526 maze[i][j] = 'D'; 349 maze[i][j] = 'D';
527 ndoors--; 350 ndoors--;
528 } 351 }
352
529 /* reduce the size of the list */ 353 /* reduce the size of the list */
530 doorlocs--; 354 doorlocs--;
531 doorlist_x[di]=doorlist_x[doorlocs]; 355 doorlist_x[di] = doorlist_x[doorlocs];
532 doorlist_y[di]=doorlist_y[doorlocs]; 356 doorlist_y[di] = doorlist_y[doorlocs];
533 } 357 }
534 free(doorlist_x);
535 free(doorlist_y);
536}
537 358
359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
538 362
539void write_map_parameters_to_string(char *buf,RMParms *RP) { 363void
364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
365{
366 hv_iterinit (RP->hv);
540 367
541 char small_buf[256]; 368 while (HE *he = hv_iternext (RP->hv))
369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
370
542 sprintf(buf,"xsize %d\nysize %d\n",RP->Xsize,RP->Ysize); 371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
543 372
544 if(RP->wallstyle[0]) { 373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
545 sprintf(small_buf,"wallstyle %s\n",RP->wallstyle); 374 if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle);
546 strcat(buf,small_buf); 375 if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle);
547 } 376 if (RP->decorstyle[0] ) buf.printf ("decorstyle %s\n", RP->decorstyle);
377 if (RP->doorstyle[0] ) buf.printf ("doorstyle %s\n", RP->doorstyle);
378 if (RP->final_map.length () ) buf.printf ("final_map %s\n", &RP->final_map);
379 if (RP->exit_on_final_map[0]) buf.printf ("exit_on_final_map %s\n", RP->exit_on_final_map);
380 if (RP->this_map.length () ) buf.printf ("origin_map %s\n", &RP->this_map);
381 if (RP->expand2x ) buf.printf ("expand2x %d\n", RP->expand2x);
382 if (RP->layoutoptions1 ) buf.printf ("layoutoptions1 %d\n", RP->layoutoptions1);
383 if (RP->layoutoptions2 ) buf.printf ("layoutoptions2 %d\n", RP->layoutoptions2);
384 if (RP->layoutoptions3 ) buf.printf ("layoutoptions3 %d\n", RP->layoutoptions3);
385 if (RP->symmetry ) buf.printf ("symmetry %d\n", RP->symmetry);
548 386
549 if(RP->floorstyle[0]) {
550 sprintf(small_buf,"floorstyle %s\n",RP->floorstyle);
551 strcat(buf,small_buf);
552 }
553
554 if(RP->monsterstyle[0]) {
555 sprintf(small_buf,"monsterstyle %s\n",RP->monsterstyle);
556 strcat(buf,small_buf);
557 }
558
559 if(RP->treasurestyle[0]) {
560 sprintf(small_buf,"treasurestyle %s\n",RP->treasurestyle);
561 strcat(buf,small_buf);
562 }
563
564 if(RP->layoutstyle[0]) {
565 sprintf(small_buf,"layoutstyle %s\n",RP->layoutstyle);
566 strcat(buf,small_buf);
567 }
568
569 if(RP->decorstyle[0]) {
570 sprintf(small_buf,"decorstyle %s\n",RP->decorstyle);
571 strcat(buf,small_buf);
572 }
573
574 if(RP->doorstyle[0]) {
575 sprintf(small_buf,"doorstyle %s\n",RP->doorstyle);
576 strcat(buf,small_buf);
577 }
578
579 if(RP->exitstyle[0]) {
580 sprintf(small_buf,"exitstyle %s\n",RP->exitstyle);
581 strcat(buf,small_buf);
582 }
583
584 if(RP->final_map[0]) {
585 sprintf(small_buf,"final_map %s\n",RP->final_map);
586 strcat(buf,small_buf);
587 }
588
589 if(RP->exit_on_final_map[0]) {
590 sprintf(small_buf,"exit_on_final_map %s\n",RP->exit_on_final_map);
591 strcat(buf,small_buf);
592 }
593
594 if(RP->this_map[0]) {
595 sprintf(small_buf,"origin_map %s\n",RP->this_map);
596 strcat(buf,small_buf);
597 }
598
599 if(RP->expand2x) {
600 sprintf(small_buf,"expand2x %d\n",RP->expand2x);
601 strcat(buf,small_buf);
602 }
603
604 if(RP->layoutoptions1) {
605 sprintf(small_buf,"layoutoptions1 %d\n",RP->layoutoptions1);
606 strcat(buf,small_buf);
607 }
608
609
610 if(RP->layoutoptions2) {
611 sprintf(small_buf,"layoutoptions2 %d\n",RP->layoutoptions2);
612 strcat(buf,small_buf);
613 }
614
615
616 if(RP->layoutoptions3) {
617 sprintf(small_buf,"layoutoptions3 %d\n",RP->layoutoptions3);
618 strcat(buf,small_buf);
619 }
620
621 if(RP->symmetry) {
622 sprintf(small_buf,"symmetry %d\n",RP->symmetry);
623 strcat(buf,small_buf);
624 }
625
626
627 if(RP->difficulty && RP->difficulty_given ) { 387 if (RP->difficulty && RP->difficulty_given)
628 sprintf(small_buf,"difficulty %d\n",RP->difficulty); 388 buf.printf ("difficulty %d\n", RP->difficulty);
629 strcat(buf,small_buf);
630 }
631 389
632 if(RP->difficulty_increase != 1.0 ) { 390 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
633 sprintf(small_buf,"difficulty_increase %f\n",RP->difficulty_increase); 391 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
634 strcat(buf,small_buf);
635 }
636 392
637 sprintf(small_buf,"dungeon_level %d\n",RP->dungeon_level); 393 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
638 strcat(buf,small_buf);
639 394
640 if(RP->dungeon_depth) { 395 if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth);
641 sprintf(small_buf,"dungeon_depth %d\n",RP->dungeon_depth); 396 if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions);
642 strcat(buf,small_buf); 397 if (RP->orientation ) buf.printf ("orientation %d\n", RP->orientation);
398 if (RP->origin_x ) buf.printf ("origin_x %d\n", RP->origin_x);
399 if (RP->origin_y ) buf.printf ("origin_y %d\n", RP->origin_y);
400 if (RP->treasureoptions ) buf.printf ("treasureoptions %d\n", RP->treasureoptions);
401 if (RP->random_seed ) buf.printf ("random_seed %u\n", RP->random_seed);
402}
403
404/////////////////////////////////////////////////////////////////////////////
405
406LayoutData::LayoutData (int w, int h)
407: w(w), h(h)
408{
409 int size = (sizeof (char *) + sizeof (char) * h) * w;
410
411 col = (char **)salloc<char> (size);
412
413 char *data = (char *)(col + w);
414
415 for (int x = w; x--; )
416 col [x] = data + x * h;
417}
418
419LayoutData::~LayoutData ()
420{
421 int size = (sizeof (char *) + sizeof (char) * h) * w;
422
423 sfree ((char *)col, size);
424}
425
426void LayoutData::clear (char fill)
427{
428 memset (col [0], fill, w * h);
429}
430
431void LayoutData::border (char fill)
432{
433 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
434 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
435}
436
437/* function selects the layout function and gives it whatever
438 arguments it needs. */
439static Layout
440layoutgen (random_map_params *RP)
441{
442 Layout layout (RP);
443
444 switch (RP->map_layout_style)
445 {
446 case LAYOUT_ONION:
447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
448
449 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
450 roomify_layout (layout, RP);
451
452 break;
453
454 case LAYOUT_MAZE:
455 maze_gen (layout, rmg_rndm (2));
456
457 if (!(rmg_rndm (2)))
458 doorify_layout (layout, RP);
459
460 break;
461
462 case LAYOUT_SPIRAL:
463 map_gen_spiral (layout, RP->layoutoptions1);
464
465 if (!(rmg_rndm (2)))
466 doorify_layout (layout, RP);
467
468 break;
469
470 case LAYOUT_ROGUELIKE:
471 /* Don't put symmetry in rogue maps. There isn't much reason to
472 * do so in the first place (doesn't make it any more interesting),
473 * but more importantly, the symmetry code presumes we are symmetrizing
474 * spirals, or maps with lots of passages - making a symmetric rogue
475 * map fails because its likely that the passages the symmetry process
476 * creates may not connect the rooms.
477 */
478 RP->symmetry_used = SYMMETRY_NONE;
479 roguelike_layout_gen (layout, RP->layoutoptions1);
480 /* no doorifying... done already */
481 break;
482
483 case LAYOUT_SNAKE:
484 make_snake_layout (layout, RP->layoutoptions1);
485
486 if (rmg_rndm (2))
487 roomify_layout (layout, RP);
488
489 break;
490
491 case LAYOUT_SQUARE_SPIRAL:
492 make_square_spiral_layout (layout, RP->layoutoptions1);
493
494 if (rmg_rndm (2))
495 roomify_layout (layout, RP);
496
497 break;
498
499 default:
500 abort ();
643 } 501 }
644 502
645 if(RP->decoroptions) { 503 /* rotate the layout randomly */
646 sprintf(small_buf,"decoroptions %d\n",RP->decoroptions); 504 rotate_layout (layout, rmg_rndm (4));
647 strcat(buf,small_buf);
648 }
649 505
650 if(RP->orientation) { 506 symmetrize_layout (layout, RP);
651 sprintf(small_buf,"orientation %d\n",RP->orientation);
652 strcat(buf,small_buf);
653 }
654 507
655 if(RP->origin_x) { 508#ifdef RMAP_DEBUG
656 sprintf(small_buf,"origin_x %d\n",RP->origin_x); 509 dump_layout (layout);
657 strcat(buf,small_buf); 510#endif
658 }
659 511
660 if(RP->origin_y) { 512 if (RP->expand2x)
661 sprintf(small_buf,"origin_y %d\n",RP->origin_y); 513 expand2x (layout);
662 strcat(buf,small_buf);
663 }
664 if(RP->random_seed) {
665 /* Add one so that the next map is a bit different */
666 sprintf(small_buf,"random_seed %d\n",RP->random_seed + 1);
667 strcat(buf,small_buf);
668 }
669 514
670 if(RP->treasureoptions) { 515 return layout;
671 sprintf(small_buf,"treasureoptions %d\n",RP->treasureoptions);
672 strcat(buf,small_buf);
673 }
674
675
676} 516}
677 517
518bool
519maptile::generate_random_map (random_map_params *RP)
520{
521 int i;
522
523 RP->Xsize = RP->xsize;
524 RP->Ysize = RP->ysize;
525
526 /* pick a random seed, or use the one from the input file */
527 RP->random_seed = RP->random_seed
528 ? RP->random_seed + RP->dungeon_level
529 : time (0);
530
531 // we run "single-threaded"
532 rmg_rndm.seed (RP->random_seed);
533
534 dynbuf_text buf;
678void write_parameters_to_string(char *buf, 535 write_map_parameters_to_string (buf, RP);
679 int xsize_n,
680 int ysize_n,
681 char *wallstyle_n,
682 char *floorstyle_n,
683 char *monsterstyle_n,
684 char *treasurestyle_n,
685 char *layoutstyle_n,
686 char *decorstyle_n,
687 char *doorstyle_n,
688 char *exitstyle_n,
689 char *final_map_n,
690 char *exit_on_final_map_n,
691 char *this_map_n,
692 int layoutoptions1_n,
693 int layoutoptions2_n,
694 int layoutoptions3_n,
695 int symmetry_n,
696 int dungeon_depth_n,
697 int dungeon_level_n,
698 int difficulty_n,
699 int difficulty_given_n,
700 int decoroptions_n,
701 int orientation_n,
702 int origin_x_n,
703 int origin_y_n,
704 int random_seed_n,
705 int treasureoptions_n,
706 float difficulty_increase)
707{
708 536
709 char small_buf[256]; 537 if (RP->difficulty == 0)
710 sprintf(buf,"xsize %d\nysize %d\n",xsize_n,ysize_n); 538 {
539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
711 540
712 if(wallstyle_n && wallstyle_n[0]) {
713 sprintf(small_buf,"wallstyle %s\n",wallstyle_n);
714 strcat(buf,small_buf);
715 }
716
717 if(floorstyle_n && floorstyle_n[0]) {
718 sprintf(small_buf,"floorstyle %s\n",floorstyle_n);
719 strcat(buf,small_buf);
720 }
721
722 if(monsterstyle_n && monsterstyle_n[0]) {
723 sprintf(small_buf,"monsterstyle %s\n",monsterstyle_n);
724 strcat(buf,small_buf);
725 }
726
727 if(treasurestyle_n && treasurestyle_n[0]) {
728 sprintf(small_buf,"treasurestyle %s\n",treasurestyle_n);
729 strcat(buf,small_buf);
730 }
731
732 if(layoutstyle_n &&layoutstyle_n[0]) {
733 sprintf(small_buf,"layoutstyle %s\n",layoutstyle_n);
734 strcat(buf,small_buf);
735 }
736
737 if(decorstyle_n && decorstyle_n[0]) {
738 sprintf(small_buf,"decorstyle %s\n",decorstyle_n);
739 strcat(buf,small_buf);
740 }
741
742 if(doorstyle_n && doorstyle_n[0]) {
743 sprintf(small_buf,"doorstyle %s\n",doorstyle_n);
744 strcat(buf,small_buf);
745 }
746
747 if(exitstyle_n && exitstyle_n[0]) {
748 sprintf(small_buf,"exitstyle %s\n",exitstyle_n);
749 strcat(buf,small_buf);
750 }
751
752 if(final_map_n && final_map_n[0]) {
753 sprintf(small_buf,"final_map %s\n",final_map_n);
754 strcat(buf,small_buf);
755 }
756
757 if(exit_on_final_map_n && exit_on_final_map_n[0]) {
758 sprintf(small_buf,"exit_on_final_map %s\n",exit_on_final_map_n);
759 strcat(buf,small_buf);
760 }
761
762 if(this_map_n && this_map_n[0]) {
763 sprintf(small_buf,"origin_map %s\n",this_map_n);
764 strcat(buf,small_buf);
765 }
766
767 if(layoutoptions1_n) {
768 sprintf(small_buf,"layoutoptions1 %d\n",layoutoptions1_n);
769 strcat(buf,small_buf);
770 }
771
772
773 if(layoutoptions2_n) {
774 sprintf(small_buf,"layoutoptions2 %d\n",layoutoptions2_n);
775 strcat(buf,small_buf);
776 }
777
778
779 if(layoutoptions3_n) {
780 sprintf(small_buf,"layoutoptions3 %d\n",layoutoptions3_n);
781 strcat(buf,small_buf);
782 }
783
784 if(symmetry_n) {
785 sprintf(small_buf,"symmetry %d\n",symmetry_n);
786 strcat(buf,small_buf);
787 }
788
789
790 if(difficulty_n && difficulty_given_n ) {
791 sprintf(small_buf,"difficulty %d\n",difficulty_n);
792 strcat(buf,small_buf);
793 }
794
795 if(difficulty_increase > 0.001 ) { 541 if (RP->difficulty_increase > 0.001)
796 sprintf(small_buf,"difficulty_increase %f\n",difficulty_increase); 542 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
797 strcat(buf,small_buf); 543
544 if (RP->difficulty < 1)
545 RP->difficulty = 1;
798 } 546 }
547 else
548 RP->difficulty_given = 1;
799 549
800 sprintf(small_buf,"dungeon_level %d\n",dungeon_level_n); 550 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
801 strcat(buf,small_buf); 551 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
802 552
803 if(dungeon_depth_n) { 553 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
804 sprintf(small_buf,"dungeon_depth %d\n",dungeon_depth_n); 554 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
805 strcat(buf,small_buf); 555
556 if (RP->symmetry == SYMMETRY_RANDOM)
557 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
558 else
559 RP->symmetry_used = RP->symmetry;
560
561 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
562 RP->Ysize = RP->Ysize / 2 + 1;
563
564 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
565 RP->Xsize = RP->Xsize / 2 + 1;
566
567 if (RP->expand2x > 0)
568 {
569 RP->Xsize /= 2;
570 RP->Ysize /= 2;
806 } 571 }
807 572
808 if(decoroptions_n) { 573 RP->map_layout_style = LAYOUT_NONE;
809 sprintf(small_buf,"decoroptions %d\n",decoroptions_n); 574
810 strcat(buf,small_buf); 575 /* Redo this - there was a lot of redundant code of checking for preset
576 * layout style and then random layout style. Instead, figure out
577 * the numeric layoutstyle, so there is only one area that actually
578 * calls the code to make the maps.
579 */
580 if (strstr (RP->layoutstyle, "onion"))
581 RP->map_layout_style = LAYOUT_ONION;
582 else if (strstr (RP->layoutstyle, "maze"))
583 RP->map_layout_style = LAYOUT_MAZE;
584 else if (strstr (RP->layoutstyle, "spiral"))
585 RP->map_layout_style = LAYOUT_SPIRAL;
586 else if (strstr (RP->layoutstyle, "rogue"))
587 RP->map_layout_style = LAYOUT_ROGUELIKE;
588 else if (strstr (RP->layoutstyle, "snake"))
589 RP->map_layout_style = LAYOUT_SNAKE;
590 else if (strstr (RP->layoutstyle, "squarespiral"))
591 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
592 else if (RP->map_layout_style == LAYOUT_NONE)
593 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
594 else
595 abort ();
596
597 Layout layout = layoutgen (RP);
598
599#ifdef RMAP_DEBUG
600 dump_layout (layout);
601#endif
602
603 /* increment these for the current map */
604 ++RP->dungeon_level;
605
606 // need to patch RP becasue following code doesn't use the Layout object
607 RP->Xsize = layout->w;
608 RP->Ysize = layout->h;
609
610 /* allocate the map and set the floor */
611 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
612
613 /* set region */
614 default_region = RP->region;
615
616 CEDE;
617
618 place_specials_in_map (this, layout, RP);
619
620 CEDE;
621
622 const char *wallstyle = RP->get_str ("wallstyle", 0);
623
624 /* create walls unless the wallstyle is "none" */
625 if (strcmp (wallstyle, "none"))
626 {
627 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
628
629 /* place doors unless doorstyle or wallstyle is "none" */
630 if (strcmp (RP->doorstyle, "none"))
631 put_doors (this, layout, RP->doorstyle, RP);
811 } 632 }
812 633
813 if(orientation_n) { 634 CEDE;
814 sprintf(small_buf,"orientation %d\n",orientation_n);
815 strcat(buf,small_buf);
816 }
817 635
818 if(origin_x_n) { 636 const char *exitstyle = RP->get_str ("exitstyle", "");
819 sprintf(small_buf,"origin_x %d\n",origin_x_n);
820 strcat(buf,small_buf);
821 }
822 637
823 if(origin_y_n) { 638 /* create exits unless the exitstyle is "none" */
824 sprintf(small_buf,"origin_y %d\n",origin_y_n); 639 if (strcmp (exitstyle, "none"))
825 strcat(buf,small_buf); 640 place_exits (this, layout, exitstyle, RP->orientation, RP);
826 }
827 if(random_seed_n) {
828 /* Add one so that the next map is a bit different */
829 sprintf(small_buf,"random_seed %d\n",random_seed_n + 1);
830 strcat(buf,small_buf);
831 }
832 641
833 if(treasureoptions_n) { 642 CEDE;
834 sprintf(small_buf,"treasureoptions %d\n",treasureoptions_n);
835 strcat(buf,small_buf);
836 }
837 643
644 /* create monsters unless the monsterstyle is "none" */
645 if (strcmp (RP->monsterstyle, "none"))
646 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
838 647
839} 648 CEDE;
840 649
841/* copy an object with an inventory... i.e., duplicate the inv too. */ 650 /* treasures needs to have a proper difficulty set for the map. */
842void copy_object_with_inv(object *src_ob, object *dest_ob) { 651 difficulty = estimate_difficulty ();
843 object *walk,*tmp;
844 652
845 copy_object(src_ob,dest_ob); 653 CEDE;
846 654
847 for(walk=src_ob->inv;walk!=NULL;walk=walk->below) { 655 /* create treasure unless the treasurestyle is "none" */
848 tmp=get_object(); 656 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
849 copy_object(walk,tmp); 657
850 insert_ob_in_ob(tmp,dest_ob); 658 CEDE;
851 } 659
660 /* create decor unless the decorstyle is "none" */
661 if (strcmp (RP->decorstyle, "none"))
662 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
663
664 CEDE;
665
666 /* generate treasures, etc. */
667 fix_auto_apply ();
668
669 CEDE;
670
671 unblock_exits (this, layout, RP);
672
673 msg = buf;
674 in_memory = MAP_ACTIVE;
675
676 CEDE;
677
678 return 1;
852} 679}
680

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