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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.20 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.26 by root, Thu Jan 25 03:54:45 2007 UTC

29#include <room_gen.h> 29#include <room_gen.h>
30#include <random_map.h> 30#include <random_map.h>
31#include <rproto.h> 31#include <rproto.h>
32#include <sproto.h> 32#include <sproto.h>
33 33
34#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__);
35
34void 36void
35dump_layout (char **layout, random_map_params *RP) 37dump_layout (char **layout, random_map_params *RP)
36{ 38{
37 { 39 {
38 int i, j; 40 int i, j;
57maptile::generate_random_map (random_map_params *RP) 59maptile::generate_random_map (random_map_params *RP)
58{ 60{
59 char **layout, buf[16384]; 61 char **layout, buf[16384];
60 int i; 62 int i;
61 63
64 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize;
66
62 /* pick a random seed, or use the one from the input file */ 67 /* pick a random seed, or use the one from the input file */
63 SRANDOM (RP->random_seed ? RP->random_seed + RP->dungeon_level : time (0)); 68 RP->random_seed = RP->random_seed
69 ? RP->random_seed + RP->dungeon_level
70 : time (0);
71 CEDE;
64 72
65 write_map_parameters_to_string (buf, RP); 73 write_map_parameters_to_string (buf, RP);
66 74
67 if (RP->difficulty == 0) 75 if (RP->difficulty == 0)
68 { 76 {
76 } 84 }
77 else 85 else
78 RP->difficulty_given = 1; 86 RP->difficulty_given = 1;
79 87
80 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 88 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
81 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 89 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
82 90
83 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
84 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 92 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
85
86 if (RP->expand2x > 0)
87 {
88 RP->Xsize /= 2;
89 RP->Ysize /= 2;
90 }
91
92 layout = layoutgen (RP);
93
94#ifdef RMAP_DEBUG
95 dump_layout (layout, RP);
96#endif
97
98 /* increment these for the current map */
99 RP->dungeon_level += 1;
100 /* allow constant-difficulty maps. */
101 /* difficulty+=1; */
102
103 /* rotate the layout randomly */
104 layout = rotate_layout (layout, RANDOM () % 4, RP);
105#ifdef RMAP_DEBUG
106 dump_layout (layout, RP);
107#endif
108
109 /* allocate the map and set the floor */
110 make_map_floor (layout, RP->floorstyle, RP);
111
112 /* set region */
113 region = RP->region;
114
115 coroapi::cede ();
116
117 /* create walls unless the wallstyle is "none" */
118 if (strcmp (RP->wallstyle, "none"))
119 {
120 make_map_walls (this, layout, RP->wallstyle, RP);
121
122 /* place doors unless doorstyle or wallstyle is "none" */
123 if (strcmp (RP->doorstyle, "none"))
124 put_doors (this, layout, RP->doorstyle, RP);
125
126 }
127
128 coroapi::cede ();
129
130 /* create exits unless the exitstyle is "none" */
131 if (strcmp (RP->exitstyle, "none"))
132 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
133
134 coroapi::cede ();
135
136 place_specials_in_map (this, layout, RP);
137
138 coroapi::cede ();
139
140 /* create monsters unless the monsterstyle is "none" */
141 if (strcmp (RP->monsterstyle, "none"))
142 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
143
144 coroapi::cede ();
145
146 /* treasures needs to have a proper difficulty set for the map. */
147 difficulty = estimate_difficulty ();
148
149 coroapi::cede ();
150
151 /* create treasure unless the treasurestyle is "none" */
152 if (strcmp (RP->treasurestyle, "none"))
153 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
154
155 coroapi::cede ();
156
157 /* create decor unless the decorstyle is "none" */
158 if (strcmp (RP->decorstyle, "none"))
159 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
160
161 coroapi::cede ();
162
163 /* generate treasures, etc. */
164 fix_auto_apply ();
165
166 coroapi::cede ();
167 unblock_exits (this, layout, RP);
168
169 /* free the layout */
170 for (i = 0; i < RP->Xsize; i++)
171 free (layout[i]);
172
173 free (layout);
174
175 msg = strdup (buf);
176 in_memory = MAP_IN_MEMORY;
177
178 return 1;
179}
180
181/* function selects the layout function and gives it whatever
182 arguments it needs. */
183char **
184layoutgen (random_map_params *RP)
185{
186 char **maze = 0;
187 int oxsize = RP->Xsize, oysize = RP->Ysize;
188 93
189 if (RP->symmetry == SYMMETRY_RANDOM) 94 if (RP->symmetry == SYMMETRY_RANDOM)
190 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; 95 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
191 else 96 else
192 RP->symmetry_used = RP->symmetry; 97 RP->symmetry_used = RP->symmetry;
193 98
194 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
195 RP->Ysize = RP->Ysize / 2 + 1; 100 RP->Ysize = RP->Ysize / 2 + 1;
101
196 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 102 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
197 RP->Xsize = RP->Xsize / 2 + 1; 103 RP->Xsize = RP->Xsize / 2 + 1;
198 104
199 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 105 if (RP->expand2x > 0)
200 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; 106 {
201 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 107 RP->Xsize /= 2;
202 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; 108 RP->Ysize /= 2;
109 }
110
203 RP->map_layout_style = 0; 111 RP->map_layout_style = LAYOUT_NONE;
204 112
205 /* Redo this - there was a lot of redundant code of checking for preset 113 /* Redo this - there was a lot of redundant code of checking for preset
206 * layout style and then random layout style. Instead, figure out 114 * layout style and then random layout style. Instead, figure out
207 * the numeric layoutstyle, so there is only one area that actually 115 * the numeric layoutstyle, so there is only one area that actually
208 * calls the code to make the maps. 116 * calls the code to make the maps.
223 RP->map_layout_style = LAYOUT_SNAKE; 131 RP->map_layout_style = LAYOUT_SNAKE;
224 132
225 if (strstr (RP->layoutstyle, "squarespiral")) 133 if (strstr (RP->layoutstyle, "squarespiral"))
226 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
227 135
228 /* No style found - choose one ranomdly */ 136 /* No style found - choose one randomly */
229 if (RP->map_layout_style == LAYOUT_NONE) 137 if (RP->map_layout_style == LAYOUT_NONE)
230 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; 138 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
231 139
140 layout = layoutgen (RP);
141
142#ifdef RMAP_DEBUG
143 dump_layout (layout, RP);
144#endif
145
146 /* increment these for the current map */
147 RP->dungeon_level += 1;
148 /* allow constant-difficulty maps. */
149 /* difficulty+=1; */
150
151 /* rotate the layout randomly */
152 layout = rotate_layout (layout, rndm (4), RP);
153#ifdef RMAP_DEBUG
154 dump_layout (layout, RP);
155#endif
156
157 /* allocate the map and set the floor */
158 make_map_floor (layout, RP->floorstyle, RP);
159
160 /* set region */
161 default_region = RP->region;
162
163 CEDE;
164
165 /* create walls unless the wallstyle is "none" */
166 if (strcmp (RP->wallstyle, "none"))
167 {
168 make_map_walls (this, layout, RP->wallstyle, RP);
169
170 /* place doors unless doorstyle or wallstyle is "none" */
171 if (strcmp (RP->doorstyle, "none"))
172 put_doors (this, layout, RP->doorstyle, RP);
173 }
174
175 CEDE;
176
177 /* create exits unless the exitstyle is "none" */
178 if (strcmp (RP->exitstyle, "none"))
179 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
180
181 CEDE;
182
183 place_specials_in_map (this, layout, RP);
184
185 CEDE;
186
187 /* create monsters unless the monsterstyle is "none" */
188 if (strcmp (RP->monsterstyle, "none"))
189 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
190
191 CEDE;
192
193 /* treasures needs to have a proper difficulty set for the map. */
194 difficulty = estimate_difficulty ();
195
196 CEDE;
197
198 /* create treasure unless the treasurestyle is "none" */
199 if (strcmp (RP->treasurestyle, "none"))
200 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
201
202 CEDE;
203
204 /* create decor unless the decorstyle is "none" */
205 if (strcmp (RP->decorstyle, "none"))
206 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
207
208 CEDE;
209
210 /* generate treasures, etc. */
211 fix_auto_apply ();
212
213 CEDE;
214
215 unblock_exits (this, layout, RP);
216
217 /* free the layout */
218 for (i = 0; i < RP->Xsize; i++)
219 free (layout[i]);
220
221 free (layout);
222
223 msg = strdup (buf);
224 in_memory = MAP_IN_MEMORY;
225
226 CEDE;
227
228 return 1;
229}
230
231/* function selects the layout function and gives it whatever
232 arguments it needs. */
233char **
234layoutgen (random_map_params *RP)
235{
236 char **maze = 0;
237 int oxsize = RP->Xsize, oysize = RP->Ysize;
238
232 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
233 { 240 {
234 case LAYOUT_ONION: 241 case LAYOUT_ONION:
235 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 242 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
236 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 243 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
237 roomify_layout (maze, RP); 244 roomify_layout (maze, RP);
238 break; 245 break;
239 246
240 case LAYOUT_MAZE: 247 case LAYOUT_MAZE:
241 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 248 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
242 if (!(RANDOM () % 2)) 249 if (!(rndm (2)))
243 doorify_layout (maze, RP); 250 doorify_layout (maze, RP);
244 break; 251 break;
245 252
246 case LAYOUT_SPIRAL: 253 case LAYOUT_SPIRAL:
247 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 254 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
248 if (!(RANDOM () % 2)) 255 if (!(rndm (2)))
249 doorify_layout (maze, RP); 256 doorify_layout (maze, RP);
250 break; 257 break;
251 258
252 case LAYOUT_ROGUELIKE: 259 case LAYOUT_ROGUELIKE:
253 /* Don't put symmetry in rogue maps. There isn't much reason to 260 /* Don't put symmetry in rogue maps. There isn't much reason to
264 /* no doorifying... done already */ 271 /* no doorifying... done already */
265 break; 272 break;
266 273
267 case LAYOUT_SNAKE: 274 case LAYOUT_SNAKE:
268 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
269 if (RANDOM () % 2) 276 if (rndm (2))
270 roomify_layout (maze, RP); 277 roomify_layout (maze, RP);
271 break; 278 break;
272 279
273 case LAYOUT_SQUARE_SPIRAL: 280 case LAYOUT_SQUARE_SPIRAL:
274 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 281 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
275 if (RANDOM () % 2) 282 if (rndm (2))
276 roomify_layout (maze, RP); 283 roomify_layout (maze, RP);
277 break; 284 break;
278 } 285 }
279 286
280 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 287 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
637void 644void
638write_map_parameters_to_string (char *buf, random_map_params *RP) 645write_map_parameters_to_string (char *buf, random_map_params *RP)
639{ 646{
640 char small_buf[16384]; 647 char small_buf[16384];
641 648
642 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 649 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
643 650
644 if (RP->wallstyle[0]) 651 if (RP->wallstyle[0])
645 { 652 {
646 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 653 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
647 strcat (buf, small_buf); 654 strcat (buf, small_buf);
788 strcat (buf, small_buf); 795 strcat (buf, small_buf);
789 } 796 }
790 797
791 if (RP->random_seed) 798 if (RP->random_seed)
792 { 799 {
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed); 800 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
794 strcat (buf, small_buf); 801 strcat (buf, small_buf);
795 } 802 }
796 803
797 if (RP->custom) 804 if (RP->custom)
798 { 805 {
824 int dungeon_level_n, 831 int dungeon_level_n,
825 int difficulty_n, 832 int difficulty_n,
826 int difficulty_given_n, 833 int difficulty_given_n,
827 int decoroptions_n, 834 int decoroptions_n,
828 int orientation_n, 835 int orientation_n,
829 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) 836 int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase)
830{ 837{
831 char small_buf[16384]; 838 char small_buf[16384];
832 839
833 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 840 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
834 841
970 } 977 }
971 978
972 if (random_seed_n) 979 if (random_seed_n)
973 { 980 {
974 /* Add one so that the next map is a bit different */ 981 /* Add one so that the next map is a bit different */
975 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 982 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
976 strcat (buf, small_buf); 983 strcat (buf, small_buf);
977 } 984 }
978 985
979 if (treasureoptions_n) 986 if (treasureoptions_n)
980 { 987 {

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