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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.26 by root, Thu Jan 25 03:54:45 2007 UTC vs.
Revision 1.67 by root, Sat Jul 3 12:23:27 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <time.h> 25#include <time.h>
26#include <stdio.h> 26#include <stdio.h>
27#include <global.h> 27#include <global.h>
28#include <maze_gen.h>
29#include <room_gen.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32#include <sproto.h> 30#include <sproto.h>
33 31
34#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__); 32#define CEDE coroapi::cede_to_tick ()
33
34random_map_params::random_map_params ()
35{
36 hv = newHV ();
37}
38
39random_map_params::random_map_params (random_map_params *RP)
40{
41 *this = *RP;
42
43 HV *copy = newHV ();
44
45 hv_iterinit (hv);
46
47 // does not work for utf-8 keys
48 while (HE *he = hv_iternext (hv))
49 {
50 STRLEN klen; const char *key = HePV (he, klen);
51 hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he));
52 }
53
54 hv = copy;
55}
56
57random_map_params::random_map_params (HV *hv)
58{
59 this->hv = (HV *)SvREFCNT_inc_NN ((SV *)hv);
60
61 assign (wall_name, get_str ("wall_name"));
62
63 xsize = get_iv ("xsize");
64 ysize = get_iv ("ysize");
65 expand2x = get_iv ("expand2x");
66 layoutoptions1 = get_iv ("layoutoptions1");
67 layoutoptions2 = get_iv ("layoutoptions2");
68 layoutoptions3 = get_iv ("layoutoptions3");
69 symmetry = get_iv ("symmetry");
70 difficulty = get_iv ("difficulty");
71 difficulty_given = get_iv ("difficulty_given");
72 difficulty_increase = get_nv ("difficulty_increase");
73 dungeon_level = get_iv ("dungeon_level");
74 dungeon_depth = get_iv ("dungeon_depth");
75 orientation = get_iv ("orientation");
76 random_seed = get_uv ("random_seed");
77 total_map_hp = get_nv ("total_map_hp"); // actually val64, but I am too lazy
78 symmetry_used = get_iv ("symmetry_used");
79}
80
81random_map_params::~random_map_params ()
82{
83 SvREFCNT_dec (hv);
84}
85
86shstr_tmp
87random_map_params::as_shstr () const
88{
89 set ("xsize" , xsize);
90 set ("ysize" , ysize);
91 set ("layoutoptions1" , layoutoptions1);
92 set ("layoutoptions2" , layoutoptions2);
93 set ("layoutoptions3" , layoutoptions3);
94 set ("symmetry" , symmetry);
95 set ("dungeon_depth" , dungeon_depth);
96 set ("orientation" , orientation);
97 set ("random_seed" , (UV)random_seed);
98 set ("difficulty" , difficulty && difficulty_given ? difficulty : 0);
99 set ("difficulty_increase", difficulty_increase);
100 set ("dungeon_level" , dungeon_level);
101
102 dynbuf_text buf;
103 hv_iterinit (hv);
104
105 // does not work for utf-8 keys
106 while (HE *he = hv_iternext (hv))
107 {
108 STRLEN klen; const char *key = HePV (he, klen);
109 STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen);
110
111 buf.fadd (key, klen);
112 buf << ' ';
113 buf.fadd (value, vlen);
114 buf << '\n';
115 }
116
117 return shstr (buf);
118}
119
120noinline SV *
121random_map_params::get_sv (const char *option) const
122{
123 SV **he = hv_fetch (hv, option, strlen (option), 0);
124
125 return he ? *he : 0;
126}
127
128noinline const_utf8_string
129random_map_params::get_str (const char *option, const_utf8_string fallback) const
130{
131 SV *sv = get_sv (option);
132 return sv ? cfSvPVutf8_nolen (sv) : fallback;
133}
134
135noinline IV
136random_map_params::get_iv (const char *option, IV fallback) const
137{
138 SV *sv = get_sv (option);
139 return sv ? SvIV (sv) : fallback;
140}
141
142noinline UV
143random_map_params::get_uv (const char *option, UV fallback) const
144{
145 SV *sv = get_sv (option);
146 return sv ? SvUV (sv) : fallback;
147}
148
149noinline NV
150random_map_params::get_nv (const char *option, NV fallback) const
151{
152 SV *sv = get_sv (option);
153 return sv ? SvNV (sv) : fallback;
154}
155
156noinline void
157random_map_params::set (const char *option, SV *value) const
158{
159 int len = strlen (option);
160
161 if (value)
162 hv_store (hv, option, len, value, 0);
163 else
164 hv_delete (hv, option, len, G_DISCARD);
165}
166
167noinline void
168random_map_params::set (const char *option, const_utf8_string value) const
169{
170 set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0);
171}
35 172
36void 173void
37dump_layout (char **layout, random_map_params *RP) 174random_map_params::set (const char *option, IV value) const
38{ 175{
39 { 176 set (option, newSViv (value));
40 int i, j; 177}
41 178
42 for (i = 0; i < RP->Xsize; i++) 179void
43 { 180random_map_params::set (const char *option, UV value) const
44 for (j = 0; j < RP->Ysize; j++) 181{
45 { 182 set (option, newSVuv (value));
46 if (layout[i][j] == 0) 183}
47 layout[i][j] = ' '; 184
48 printf ("%c", layout[i][j]); 185void
49 if (layout[i][j] == ' ') 186random_map_params::set (const char *option, NV value) const
50 layout[i][j] = 0; 187{
51 } 188 set (option, newSVnv (value));
52 printf ("\n");
53 }
54 }
55 printf ("\n");
56} 189}
57 190
58bool 191bool
59maptile::generate_random_map (random_map_params *RP) 192maptile::generate_random_map (random_map_params *RP)
60{ 193{
61 char **layout, buf[16384];
62 int i;
63
64 RP->Xsize = RP->xsize; 194 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize; 195 RP->Ysize = RP->ysize;
66 196
67 /* pick a random seed, or use the one from the input file */ 197 /* pick a random seed, or use the one from the input file */
68 RP->random_seed = RP->random_seed 198 RP->random_seed = RP->random_seed
69 ? RP->random_seed + RP->dungeon_level 199 ? RP->random_seed + RP->dungeon_level
70 : time (0); 200 : pticks;
71 CEDE;
72 201
73 write_map_parameters_to_string (buf, RP); 202 // we run "single-threaded"
203 rmg_rndm.seed (RP->random_seed);
204
205 shstr buf = RP->as_shstr ();
74 206
75 if (RP->difficulty == 0) 207 if (RP->difficulty == 0)
76 { 208 {
77 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ 209 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
78 210
79 if (RP->difficulty_increase > 0.001) 211 if (RP->difficulty_increase > 0.001f)
80 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); 212 RP->difficulty = RP->dungeon_level * RP->difficulty_increase;
81 213
82 if (RP->difficulty < 1) 214 if (RP->difficulty < 1)
83 RP->difficulty = 1; 215 RP->difficulty = 1;
84 } 216 }
85 else 217 else
86 RP->difficulty_given = 1; 218 RP->difficulty_given = 1;
87 219
88 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 220 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
89 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 221 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
90 222
91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 223 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
92 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5; 224 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
225
226 min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE);
227 min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE);
93 228
94 if (RP->symmetry == SYMMETRY_RANDOM) 229 if (RP->symmetry == SYMMETRY_RANDOM)
95 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; 230 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
96 else 231 else
97 RP->symmetry_used = RP->symmetry; 232 RP->symmetry_used = RP->symmetry;
98 233
99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 234 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
100 RP->Ysize = RP->Ysize / 2 + 1; 235 RP->Ysize = RP->Ysize / 2 + 1;
106 { 241 {
107 RP->Xsize /= 2; 242 RP->Xsize /= 2;
108 RP->Ysize /= 2; 243 RP->Ysize /= 2;
109 } 244 }
110 245
111 RP->map_layout_style = LAYOUT_NONE; 246 const char *layoutstyle = RP->get_str ("layoutstyle", "");
112 247
113 /* Redo this - there was a lot of redundant code of checking for preset
114 * layout style and then random layout style. Instead, figure out
115 * the numeric layoutstyle, so there is only one area that actually
116 * calls the code to make the maps.
117 */
118 if (strstr (RP->layoutstyle, "onion")) 248 if (strstr (layoutstyle, "onion"))
119 RP->map_layout_style = LAYOUT_ONION; 249 RP->map_layout_style = LAYOUT_ONION;
120
121 if (strstr (RP->layoutstyle, "maze")) 250 else if (strstr (layoutstyle, "maze"))
122 RP->map_layout_style = LAYOUT_MAZE; 251 RP->map_layout_style = LAYOUT_MAZE;
123
124 if (strstr (RP->layoutstyle, "spiral")) 252 else if (strstr (layoutstyle, "spiral"))
125 RP->map_layout_style = LAYOUT_SPIRAL; 253 RP->map_layout_style = LAYOUT_SPIRAL;
126
127 if (strstr (RP->layoutstyle, "rogue")) 254 else if (strstr (layoutstyle, "rogue"))
128 RP->map_layout_style = LAYOUT_ROGUELIKE; 255 RP->map_layout_style = LAYOUT_ROGUELIKE;
129
130 if (strstr (RP->layoutstyle, "snake")) 256 else if (strstr (layoutstyle, "snake"))
131 RP->map_layout_style = LAYOUT_SNAKE; 257 RP->map_layout_style = LAYOUT_SNAKE;
132
133 if (strstr (RP->layoutstyle, "squarespiral")) 258 else if (strstr (layoutstyle, "squarespiral"))
134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 259 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
135 260 else if (strstr (layoutstyle, "cave"))
136 /* No style found - choose one randomly */
137 if (RP->map_layout_style == LAYOUT_NONE) 261 RP->map_layout_style = LAYOUT_CAVE;
138 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; 262 else if (strstr (layoutstyle, "multiple"))
263 RP->map_layout_style = LAYOUT_MULTIPLE;
264 else
265 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
139 266
140 layout = layoutgen (RP); 267 layout maze (RP->Xsize, RP->Ysize);
268 maze.generate (RP);
269 maze.rotate (rmg_rndm (4));
270 maze.symmetrize (RP->symmetry_used);
141 271
142#ifdef RMAP_DEBUG 272 if (RP->expand2x)
143 dump_layout (layout, RP); 273 maze.expand2x ();
274
275#if 0
276 maze.print ();//D
144#endif 277#endif
145 278
146 /* increment these for the current map */ 279 /* increment these for the current map */
147 RP->dungeon_level += 1; 280 ++RP->dungeon_level;
148 /* allow constant-difficulty maps. */
149 /* difficulty+=1; */
150 281
151 /* rotate the layout randomly */ 282 // need to patch RP becasue following code doesn't use the layout object
152 layout = rotate_layout (layout, rndm (4), RP); 283 RP->Xsize = maze.w;
153#ifdef RMAP_DEBUG 284 RP->Ysize = maze.h;
154 dump_layout (layout, RP);
155#endif
156 285
157 /* allocate the map and set the floor */ 286 /* allocate the map and set the floor */
158 make_map_floor (layout, RP->floorstyle, RP); 287 make_map_floor (maze, RP->get_str ("floorstyle", ""), RP);
159 288
160 /* set region */ 289 /* set region */
161 default_region = RP->region; 290 default_region = region::find (RP->get_str ("region", 0));
162 291
163 CEDE; 292 CEDE;
293
294 place_specials_in_map (this, maze, RP);
295
296 CEDE;
297
298 const char *wallstyle = RP->get_str ("wallstyle", "");
164 299
165 /* create walls unless the wallstyle is "none" */ 300 /* create walls unless the wallstyle is "none" */
166 if (strcmp (RP->wallstyle, "none")) 301 if (strcmp (wallstyle, "none"))
167 { 302 {
168 make_map_walls (this, layout, RP->wallstyle, RP); 303 make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP);
304
305 const char *doorstyle = RP->get_str ("doorstyle", "");
169 306
170 /* place doors unless doorstyle or wallstyle is "none" */ 307 /* place doors unless doorstyle or wallstyle is "none" */
171 if (strcmp (RP->doorstyle, "none")) 308 if (strcmp (doorstyle, "none"))
172 put_doors (this, layout, RP->doorstyle, RP); 309 put_doors (this, maze, doorstyle, RP);
173 } 310 }
174 311
175 CEDE; 312 CEDE;
313
314 const char *exitstyle = RP->get_str ("exitstyle", "");
176 315
177 /* create exits unless the exitstyle is "none" */ 316 /* create exits unless the exitstyle is "none" */
178 if (strcmp (RP->exitstyle, "none")) 317 if (strcmp (exitstyle, "none"))
179 place_exits (this, layout, RP->exitstyle, RP->orientation, RP); 318 place_exits (this, maze, exitstyle, RP->orientation, RP);
180 319
181 CEDE; 320 CEDE;
182 321
183 place_specials_in_map (this, layout, RP); 322 const char *monsterstyle = RP->get_str ("monsterstyle", "");
184
185 CEDE;
186 323
187 /* create monsters unless the monsterstyle is "none" */ 324 /* create monsters unless the monsterstyle is "none" */
188 if (strcmp (RP->monsterstyle, "none")) 325 if (strcmp (monsterstyle, "none"))
189 place_monsters (this, RP->monsterstyle, RP->difficulty, RP); 326 place_monsters (this, monsterstyle, RP->difficulty, RP);
190 327
191 CEDE; 328 CEDE;
192 329
193 /* treasures needs to have a proper difficulty set for the map. */ 330 /* treasures needs to have a proper difficulty set for the map. */
194 difficulty = estimate_difficulty (); 331 difficulty = estimate_difficulty ();
195 332
196 CEDE; 333 CEDE;
197 334
335 const char *treasurestyle = RP->get_str ("treasurestyle", "");
336
198 /* create treasure unless the treasurestyle is "none" */ 337 /* create treasure unless the treasurestyle is "none" */
199 if (strcmp (RP->treasurestyle, "none"))
200 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); 338 place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP);
201 339
202 CEDE; 340 CEDE;
341
342 const char *decorstyle = RP->get_str ("treasurestyle", "");
203 343
204 /* create decor unless the decorstyle is "none" */ 344 /* create decor unless the decorstyle is "none" */
205 if (strcmp (RP->decorstyle, "none")) 345 if (strcmp (decorstyle, "none"))
206 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); 346 put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP);
207 347
208 CEDE; 348 CEDE;
209 349
210 /* generate treasures, etc. */ 350 /* generate treasures, etc. */
211 fix_auto_apply (); 351 fix_auto_apply ();
212 352
213 CEDE; 353 CEDE;
214 354
215 unblock_exits (this, layout, RP); 355 unblock_exits (this, maze, RP);
216 356
217 /* free the layout */ 357 msg = buf;
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; 358 in_memory = MAP_ACTIVE;
225 359
226 CEDE; 360 CEDE;
227 361
228 return 1; 362 return 1;
229} 363}
230 364
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
239 switch (RP->map_layout_style)
240 {
241 case LAYOUT_ONION:
242 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
243 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
244 roomify_layout (maze, RP);
245 break;
246
247 case LAYOUT_MAZE:
248 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
249 if (!(rndm (2)))
250 doorify_layout (maze, RP);
251 break;
252
253 case LAYOUT_SPIRAL:
254 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
255 if (!(rndm (2)))
256 doorify_layout (maze, RP);
257 break;
258
259 case LAYOUT_ROGUELIKE:
260 /* Don't put symmetry in rogue maps. There isn't much reason to
261 * do so in the first place (doesn't make it any more interesting),
262 * but more importantly, the symmetry code presumes we are symmetrizing
263 * spirals, or maps with lots of passages - making a symmetric rogue
264 * map fails because its likely that the passages the symmetry process
265 * creates may not connect the rooms.
266 */
267 RP->symmetry_used = SYMMETRY_NONE;
268 RP->Ysize = oysize;
269 RP->Xsize = oxsize;
270 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
271 /* no doorifying... done already */
272 break;
273
274 case LAYOUT_SNAKE:
275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
276 if (rndm (2))
277 roomify_layout (maze, RP);
278 break;
279
280 case LAYOUT_SQUARE_SPIRAL:
281 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
282 if (rndm (2))
283 roomify_layout (maze, RP);
284 break;
285 }
286
287 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
288
289#ifdef RMAP_DEBUG
290 dump_layout (maze, RP);
291#endif
292
293 if (RP->expand2x)
294 {
295 maze = expand2x (maze, RP->Xsize, RP->Ysize);
296 RP->Xsize = RP->Xsize * 2 - 1;
297 RP->Ysize = RP->Ysize * 2 - 1;
298 }
299
300 return maze;
301}
302
303/* takes a map and makes it symmetric: adjusts Xsize and
304Ysize to produce a symmetric map. */
305char **
306symmetrize_layout (char **maze, int sym, random_map_params *RP)
307{
308 int i, j;
309 char **sym_maze;
310 int Xsize_orig, Ysize_orig;
311
312 Xsize_orig = RP->Xsize;
313 Ysize_orig = RP->Ysize;
314 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
315 if (sym == SYMMETRY_NONE)
316 {
317 RP->Xsize = Xsize_orig;
318 RP->Ysize = Ysize_orig;
319 return maze;
320 }
321 /* pick new sizes */
322 RP->Xsize = ((sym == SYMMETRY_X || sym == SYMMETRY_XY) ? RP->Xsize * 2 - 3 : RP->Xsize);
323 RP->Ysize = ((sym == SYMMETRY_Y || sym == SYMMETRY_XY) ? RP->Ysize * 2 - 3 : RP->Ysize);
324
325 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize);
326 for (i = 0; i < RP->Xsize; i++)
327 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize);
328
329 if (sym == SYMMETRY_X)
330 for (i = 0; i < RP->Xsize / 2 + 1; i++)
331 for (j = 0; j < RP->Ysize; j++)
332 {
333 sym_maze[i][j] = maze[i][j];
334 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
335 };
336 if (sym == SYMMETRY_Y)
337 for (i = 0; i < RP->Xsize; i++)
338 for (j = 0; j < RP->Ysize / 2 + 1; j++)
339 {
340 sym_maze[i][j] = maze[i][j];
341 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
342 }
343 if (sym == SYMMETRY_XY)
344 for (i = 0; i < RP->Xsize / 2 + 1; i++)
345 for (j = 0; j < RP->Ysize / 2 + 1; j++)
346 {
347 sym_maze[i][j] = maze[i][j];
348 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
349 sym_maze[RP->Xsize - i - 1][j] = maze[i][j];
350 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j];
351 }
352 /* delete the old maze */
353 for (i = 0; i < Xsize_orig; i++)
354 free (maze[i]);
355 free (maze);
356 /* reconnect disjointed spirals */
357 if (RP->map_layout_style == LAYOUT_SPIRAL)
358 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
359 /* reconnect disjointed nethackmazes: the routine for
360 spirals will do the trick? */
361 if (RP->map_layout_style == LAYOUT_ROGUELIKE)
362 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
363
364 return sym_maze;
365}
366
367
368/* takes a map and rotates it. This completes the
369 onion layouts, making them possibly centered on any wall.
370 It'll modify Xsize and Ysize if they're swapped.
371*/
372
373char **
374rotate_layout (char **maze, int rotation, random_map_params *RP)
375{
376 char **new_maze;
377 int i, j;
378
379 switch (rotation)
380 {
381 case 0:
382 return maze;
383 break;
384 case 2: /* a reflection */
385 {
386 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
387
388 for (i = 0; i < RP->Xsize; i++)
389 { /* make a copy */
390 for (j = 0; j < RP->Ysize; j++)
391 {
392 newmaze[i * RP->Ysize + j] = maze[i][j];
393 }
394 }
395 for (i = 0; i < RP->Xsize; i++)
396 { /* copy a reflection back */
397 for (j = 0; j < RP->Ysize; j++)
398 {
399 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
400 }
401 }
402 free (newmaze);
403 return maze;
404 break;
405 }
406 case 1:
407 case 3:
408 {
409 int swap;
410 new_maze = (char **) calloc (sizeof (char *), RP->Ysize);
411 for (i = 0; i < RP->Ysize; i++)
412 {
413 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
414 }
415 if (rotation == 1) /* swap x and y */
416 for (i = 0; i < RP->Xsize; i++)
417 for (j = 0; j < RP->Ysize; j++)
418 new_maze[j][i] = maze[i][j];
419
420 if (rotation == 3)
421 { /* swap x and y */
422 for (i = 0; i < RP->Xsize; i++)
423 for (j = 0; j < RP->Ysize; j++)
424 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
425 }
426
427 /* delete the old layout */
428 for (i = 0; i < RP->Xsize; i++)
429 free (maze[i]);
430 free (maze);
431
432 swap = RP->Ysize;
433 RP->Ysize = RP->Xsize;
434 RP->Xsize = swap;
435 return new_maze;
436 break;
437 }
438 }
439 return NULL;
440}
441
442/* take a layout and make some rooms in it.
443 --works best on onions.*/
444void
445roomify_layout (char **maze, random_map_params *RP)
446{
447 int tries = RP->Xsize * RP->Ysize / 30;
448 int ti;
449
450 for (ti = 0; ti < tries; ti++)
451 {
452 int dx, dy; /* starting location for looking at creating a door */
453 int cx, cy; /* results of checking on creating walls. */
454
455 dx = RANDOM () % RP->Xsize;
456 dy = RANDOM () % RP->Ysize;
457 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
458 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
459 if (cx == -1)
460 {
461 if (cy != -1)
462 make_wall (maze, dx, dy, 1);
463 continue;
464 }
465 if (cy == -1)
466 {
467 make_wall (maze, dx, dy, 0);
468 continue;
469 }
470 if (cx < cy)
471 make_wall (maze, dx, dy, 0);
472 else
473 make_wall (maze, dx, dy, 1);
474 }
475}
476
477/* checks the layout to see if I can stick a horizontal(dir = 0) wall
478 (or vertical, dir == 1)
479 here which ends up on other walls sensibly. */
480
481int
482can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
483{
484 int i1;
485 int length = 0;
486
487 /* dont make walls if we're on the edge. */
488 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
489 return -1;
490
491 /* don't make walls if we're ON a wall. */
492 if (maze[dx][dy] != 0)
493 return -1;
494
495 if (dir == 0) /* horizontal */
496 {
497 int y = dy;
498
499 for (i1 = dx - 1; i1 > 0; i1--)
500 {
501 int sindex = surround_flag2 (maze, i1, y, RP);
502
503 if (sindex == 1)
504 break;
505 if (sindex != 0)
506 return -1; /* can't make horiz. wall here */
507 if (maze[i1][y] != 0)
508 return -1; /* can't make horiz. wall here */
509 length++;
510 }
511
512 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
513 {
514 int sindex = surround_flag2 (maze, i1, y, RP);
515
516 if (sindex == 2)
517 break;
518 if (sindex != 0)
519 return -1; /* can't make horiz. wall here */
520 if (maze[i1][y] != 0)
521 return -1; /* can't make horiz. wall here */
522 length++;
523 }
524 return length;
525 }
526 else
527 { /* vertical */
528 int x = dx;
529
530 for (i1 = dy - 1; i1 > 0; i1--)
531 {
532 int sindex = surround_flag2 (maze, x, i1, RP);
533
534 if (sindex == 4)
535 break;
536 if (sindex != 0)
537 return -1; /* can't make vert. wall here */
538 if (maze[x][i1] != 0)
539 return -1; /* can't make horiz. wall here */
540 length++;
541 }
542
543 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
544 {
545 int sindex = surround_flag2 (maze, x, i1, RP);
546
547 if (sindex == 8)
548 break;
549 if (sindex != 0)
550 return -1; /* can't make verti. wall here */
551 if (maze[x][i1] != 0)
552 return -1; /* can't make horiz. wall here */
553 length++;
554 }
555 return length;
556 }
557 return -1;
558}
559
560
561int
562make_wall (char **maze, int x, int y, int dir)
563{
564 maze[x][y] = 'D'; /* mark a door */
565 switch (dir)
566 {
567 case 0: /* horizontal */
568 {
569 int i1;
570
571 for (i1 = x - 1; maze[i1][y] == 0; i1--)
572 maze[i1][y] = '#';
573 for (i1 = x + 1; maze[i1][y] == 0; i1++)
574 maze[i1][y] = '#';
575 break;
576 }
577 case 1: /* vertical */
578 {
579 int i1;
580
581 for (i1 = y - 1; maze[x][i1] == 0; i1--)
582 maze[x][i1] = '#';
583 for (i1 = y + 1; maze[x][i1] == 0; i1++)
584 maze[x][i1] = '#';
585 break;
586 }
587 }
588
589 return 0;
590}
591
592/* puts doors at appropriate locations in a layout. */
593void
594doorify_layout (char **maze, random_map_params *RP)
595{
596 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
597 char *doorlist_x;
598 char *doorlist_y;
599 int doorlocs = 0; /* # of available doorlocations */
600 int i, j;
601
602 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
603 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize);
604
605
606 /* make a list of possible door locations */
607 for (i = 1; i < RP->Xsize - 1; i++)
608 for (j = 1; j < RP->Ysize - 1; j++)
609 {
610 int sindex = surround_flag (maze, i, j, RP);
611
612 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
613 {
614 doorlist_x[doorlocs] = i;
615 doorlist_y[doorlocs] = j;
616 doorlocs++;
617 }
618 }
619
620 while (ndoors > 0 && doorlocs > 0)
621 {
622 int di;
623 int sindex;
624
625 di = RANDOM () % doorlocs;
626 i = doorlist_x[di];
627 j = doorlist_y[di];
628 sindex = surround_flag (maze, i, j, RP);
629 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
630 {
631 maze[i][j] = 'D';
632 ndoors--;
633 }
634 /* reduce the size of the list */
635 doorlocs--;
636 doorlist_x[di] = doorlist_x[doorlocs];
637 doorlist_y[di] = doorlist_y[doorlocs];
638 }
639
640 free (doorlist_x);
641 free (doorlist_y);
642}
643
644void
645write_map_parameters_to_string (char *buf, random_map_params *RP)
646{
647 char small_buf[16384];
648
649 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
650
651 if (RP->wallstyle[0])
652 {
653 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
654 strcat (buf, small_buf);
655 }
656
657 if (RP->floorstyle[0])
658 {
659 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
660 strcat (buf, small_buf);
661 }
662
663 if (RP->monsterstyle[0])
664 {
665 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
666 strcat (buf, small_buf);
667 }
668
669 if (RP->treasurestyle[0])
670 {
671 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
672 strcat (buf, small_buf);
673 }
674
675 if (RP->layoutstyle[0])
676 {
677 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
678 strcat (buf, small_buf);
679 }
680
681 if (RP->decorstyle[0])
682 {
683 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
684 strcat (buf, small_buf);
685 }
686
687 if (RP->doorstyle[0])
688 {
689 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
690 strcat (buf, small_buf);
691 }
692
693 if (RP->exitstyle[0])
694 {
695 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
696 strcat (buf, small_buf);
697 }
698
699 if (RP->final_map.length ())
700 {
701 sprintf (small_buf, "final_map %s\n", &RP->final_map);
702 strcat (buf, small_buf);
703 }
704
705 if (RP->exit_on_final_map[0])
706 {
707 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
708 strcat (buf, small_buf);
709 }
710
711 if (RP->this_map.length ())
712 {
713 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
714 strcat (buf, small_buf);
715 }
716
717 if (RP->expand2x)
718 {
719 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
720 strcat (buf, small_buf);
721 }
722
723 if (RP->layoutoptions1)
724 {
725 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
726 strcat (buf, small_buf);
727 }
728
729 if (RP->layoutoptions2)
730 {
731 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
732 strcat (buf, small_buf);
733 }
734
735 if (RP->layoutoptions3)
736 {
737 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
738 strcat (buf, small_buf);
739 }
740
741 if (RP->symmetry)
742 {
743 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
744 strcat (buf, small_buf);
745 }
746
747 if (RP->difficulty && RP->difficulty_given)
748 {
749 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
750 strcat (buf, small_buf);
751 }
752
753 if (RP->difficulty_increase != 1.0)
754 {
755 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
756 strcat (buf, small_buf);
757 }
758
759 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
760 strcat (buf, small_buf);
761
762 if (RP->dungeon_depth)
763 {
764 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
765 strcat (buf, small_buf);
766 }
767
768 if (RP->decoroptions)
769 {
770 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
771 strcat (buf, small_buf);
772 }
773
774 if (RP->orientation)
775 {
776 sprintf (small_buf, "orientation %d\n", RP->orientation);
777 strcat (buf, small_buf);
778 }
779
780 if (RP->origin_x)
781 {
782 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
783 strcat (buf, small_buf);
784 }
785
786 if (RP->origin_y)
787 {
788 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
789 strcat (buf, small_buf);
790 }
791
792 if (RP->treasureoptions)
793 {
794 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
795 strcat (buf, small_buf);
796 }
797
798 if (RP->random_seed)
799 {
800 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
801 strcat (buf, small_buf);
802 }
803
804 if (RP->custom)
805 {
806 sprintf (small_buf, "custom %s\n", RP->custom);
807 strcat (buf, small_buf);
808 }
809}
810
811void
812write_parameters_to_string (char *buf,
813 int xsize_n,
814 int ysize_n,
815 char *wallstyle_n,
816 char *floorstyle_n,
817 char *monsterstyle_n,
818 char *treasurestyle_n,
819 char *layoutstyle_n,
820 char *decorstyle_n,
821 char *doorstyle_n,
822 char *exitstyle_n,
823 char *final_map_n,
824 char *exit_on_final_map_n,
825 char *this_map_n,
826 int layoutoptions1_n,
827 int layoutoptions2_n,
828 int layoutoptions3_n,
829 int symmetry_n,
830 int dungeon_depth_n,
831 int dungeon_level_n,
832 int difficulty_n,
833 int difficulty_given_n,
834 int decoroptions_n,
835 int orientation_n,
836 int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase)
837{
838 char small_buf[16384];
839
840 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
841
842 if (wallstyle_n && wallstyle_n[0])
843 {
844 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
845 strcat (buf, small_buf);
846 }
847
848 if (floorstyle_n && floorstyle_n[0])
849 {
850 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
851 strcat (buf, small_buf);
852 }
853
854 if (monsterstyle_n && monsterstyle_n[0])
855 {
856 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
857 strcat (buf, small_buf);
858 }
859
860 if (treasurestyle_n && treasurestyle_n[0])
861 {
862 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
863 strcat (buf, small_buf);
864 }
865
866 if (layoutstyle_n && layoutstyle_n[0])
867 {
868 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
869 strcat (buf, small_buf);
870 }
871
872 if (decorstyle_n && decorstyle_n[0])
873 {
874 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
875 strcat (buf, small_buf);
876 }
877
878 if (doorstyle_n && doorstyle_n[0])
879 {
880 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
881 strcat (buf, small_buf);
882 }
883
884 if (exitstyle_n && exitstyle_n[0])
885 {
886 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
887 strcat (buf, small_buf);
888 }
889
890 if (final_map_n && final_map_n[0])
891 {
892 sprintf (small_buf, "final_map %s\n", final_map_n);
893 strcat (buf, small_buf);
894 }
895
896 if (exit_on_final_map_n && exit_on_final_map_n[0])
897 {
898 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
899 strcat (buf, small_buf);
900 }
901
902 if (this_map_n && this_map_n[0])
903 {
904 sprintf (small_buf, "origin_map %s\n", this_map_n);
905 strcat (buf, small_buf);
906 }
907
908 if (layoutoptions1_n)
909 {
910 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
911 strcat (buf, small_buf);
912 }
913
914 if (layoutoptions2_n)
915 {
916 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
917 strcat (buf, small_buf);
918 }
919
920
921 if (layoutoptions3_n)
922 {
923 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
924 strcat (buf, small_buf);
925 }
926
927 if (symmetry_n)
928 {
929 sprintf (small_buf, "symmetry %d\n", symmetry_n);
930 strcat (buf, small_buf);
931 }
932
933
934 if (difficulty_n && difficulty_given_n)
935 {
936 sprintf (small_buf, "difficulty %d\n", difficulty_n);
937 strcat (buf, small_buf);
938 }
939
940 if (difficulty_increase > 0.001)
941 {
942 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
943 strcat (buf, small_buf);
944 }
945
946 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
947 strcat (buf, small_buf);
948
949 if (dungeon_depth_n)
950 {
951 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
952 strcat (buf, small_buf);
953 }
954
955 if (decoroptions_n)
956 {
957 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
958 strcat (buf, small_buf);
959 }
960
961 if (orientation_n)
962 {
963 sprintf (small_buf, "orientation %d\n", orientation_n);
964 strcat (buf, small_buf);
965 }
966
967 if (origin_x_n)
968 {
969 sprintf (small_buf, "origin_x %d\n", origin_x_n);
970 strcat (buf, small_buf);
971 }
972
973 if (origin_y_n)
974 {
975 sprintf (small_buf, "origin_y %d\n", origin_y_n);
976 strcat (buf, small_buf);
977 }
978
979 if (random_seed_n)
980 {
981 /* Add one so that the next map is a bit different */
982 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
983 strcat (buf, small_buf);
984 }
985
986 if (treasureoptions_n)
987 {
988 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
989 strcat (buf, small_buf);
990 }
991}
992
993/* copy an object with an inventory... i.e., duplicate the inv too. */
994void
995copy_object_with_inv (object *src_ob, object *dest_ob)
996{
997 object *walk, *tmp;
998
999 src_ob->copy_to (dest_ob);
1000
1001 for (walk = src_ob->inv; walk; walk = walk->below)
1002 {
1003 tmp = object::create ();
1004
1005 walk->copy_to (tmp);
1006 insert_ob_in_ob (tmp, dest_ob);
1007 }
1008}

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