ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/random_map.C
(Generate patch)

Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.29 by root, Tue Apr 17 10:06:34 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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_to_tick (); rndm.seed (RP->random_seed + __LINE__); 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);
35 36
36void 37void
37dump_layout (char **layout, random_map_params *RP) 38dump_layout (Layout layout)
38{ 39{
39 { 40 for (int j = 0; j < layout->h; j++)
40 int i, j;
41
42 for (i = 0; i < RP->Xsize; i++)
43 { 41 {
44 for (j = 0; j < RP->Ysize; j++) 42 for (int i = 0; i < layout->w; i++)
45 { 43 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
46 if (layout[i][j] == 0) 44
47 layout[i][j] = ' '; 45 putc ('\n', stdout);
48 printf ("%c", layout[i][j]);
49 if (layout[i][j] == ' ')
50 layout[i][j] = 0;
51 }
52 printf ("\n");
53 } 46 }
54 }
55 printf ("\n");
56}
57 47
58bool 48 putc ('\n', stdout);
59maptile::generate_random_map (random_map_params *RP)
60{
61 char **layout, buf[16384];
62 int i;
63
64 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize;
66
67 /* pick a random seed, or use the one from the input file */
68 RP->random_seed = RP->random_seed
69 ? RP->random_seed + RP->dungeon_level
70 : time (0);
71 CEDE;
72
73 write_map_parameters_to_string (buf, RP);
74
75 if (RP->difficulty == 0)
76 {
77 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
78
79 if (RP->difficulty_increase > 0.001)
80 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
81
82 if (RP->difficulty < 1)
83 RP->difficulty = 1;
84 }
85 else
86 RP->difficulty_given = 1;
87
88 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
89 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
90
91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
92 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
93
94 if (RP->symmetry == SYMMETRY_RANDOM)
95 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
96 else
97 RP->symmetry_used = RP->symmetry;
98
99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
100 RP->Ysize = RP->Ysize / 2 + 1;
101
102 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
103 RP->Xsize = RP->Xsize / 2 + 1;
104
105 if (RP->expand2x > 0)
106 {
107 RP->Xsize /= 2;
108 RP->Ysize /= 2;
109 }
110
111 RP->map_layout_style = LAYOUT_NONE;
112
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"))
119 RP->map_layout_style = LAYOUT_ONION;
120
121 if (strstr (RP->layoutstyle, "maze"))
122 RP->map_layout_style = LAYOUT_MAZE;
123
124 if (strstr (RP->layoutstyle, "spiral"))
125 RP->map_layout_style = LAYOUT_SPIRAL;
126
127 if (strstr (RP->layoutstyle, "rogue"))
128 RP->map_layout_style = LAYOUT_ROGUELIKE;
129
130 if (strstr (RP->layoutstyle, "snake"))
131 RP->map_layout_style = LAYOUT_SNAKE;
132
133 if (strstr (RP->layoutstyle, "squarespiral"))
134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
135
136 /* No style found - choose one randomly */
137 if (RP->map_layout_style == LAYOUT_NONE)
138 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1;
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} 49}
230 50
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 51/* takes a map and makes it symmetric: adjusts Xsize and
304Ysize to produce a symmetric map. */ 52 * Ysize to produce a symmetric map.
305char ** 53 */
54static void
306symmetrize_layout (char **maze, int sym, random_map_params *RP) 55symmetrize_layout (Layout layout, random_map_params *RP)
307{ 56{
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) 57 if (RP->symmetry_used == SYMMETRY_NONE)
316 {
317 RP->Xsize = Xsize_orig;
318 RP->Ysize = Ysize_orig;
319 return maze; 58 return;
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 59
325 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 60 Layout sym_layout (
326 for (i = 0; i < RP->Xsize; i++) 61 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
327 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 );
328 64
329 if (sym == SYMMETRY_X) 65 if (RP->symmetry_used == SYMMETRY_X)
330 for (i = 0; i < RP->Xsize / 2 + 1; i++) 66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
331 for (j = 0; j < RP->Ysize; j++) 67 for (int j = 0; j < sym_layout->h; j++)
332 { 68 {
333 sym_maze[i][j] = maze[i][j]; 69 sym_layout[i ][j] =
334 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
335 }; 71 }
72
336 if (sym == SYMMETRY_Y) 73 if (RP->symmetry_used == SYMMETRY_Y)
337 for (i = 0; i < RP->Xsize; i++) 74 for (int i = 0; i < sym_layout->w; i++)
338 for (j = 0; j < RP->Ysize / 2 + 1; j++) 75 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
339 {
340 sym_maze[i][j] = maze[i][j];
341 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
342 } 76 {
343 if (sym == SYMMETRY_XY) 77 sym_layout[i][j ] =
344 for (i = 0; i < RP->Xsize / 2 + 1; i++) 78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
345 for (j = 0; j < RP->Ysize / 2 + 1; j++)
346 { 79 }
347 sym_maze[i][j] = maze[i][j]; 80
348 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 81 if (RP->symmetry_used == SYMMETRY_XY)
349 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 82 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
350 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++)
351 } 84 {
352 /* delete the old maze */ 85 sym_layout[i ][j ] =
353 for (i = 0; i < Xsize_orig; i++) 86 sym_layout[i ][sym_layout->h - j - 1] =
354 free (maze[i]); 87 sym_layout[sym_layout->w - i - 1][j ] =
355 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
356 /* reconnect disjointed spirals */ 94 /* 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 95 /* reconnect disjointed nethacklayouts: the routine for
360 spirals will do the trick? */ 96 spirals will do the trick? */
97 if (RP->map_layout_style == LAYOUT_SPIRAL
361 if (RP->map_layout_style == LAYOUT_ROGUELIKE) 98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
362 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
363
364 return sym_maze;
365} 100}
366
367 101
368/* takes a map and rotates it. This completes the 102/* takes a map and rotates it. This completes the
369 onion layouts, making them possibly centered on any wall. 103 onion layouts, making them possibly centered on any wall.
370 It'll modify Xsize and Ysize if they're swapped. 104 It'll modify Xsize and Ysize if they're swapped.
371*/ 105*/
372 106static void
373char ** 107rotate_layout (Layout layout, int rotation)
374rotate_layout (char **maze, int rotation, random_map_params *RP)
375{ 108{
376 char **new_maze; 109 int w = layout->w;
377 int i, j; 110 int h = layout->h;
378 111
379 switch (rotation) 112 switch (rotation)
380 { 113 {
381 case 0: 114 case 2: /* a reflection */
382 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 }
383 break; 125 break;
384 case 2: /* a reflection */
385 {
386 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize);
387 126
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: 127 case 1:
407 case 3: 128 case 3:
408 { 129 {
409 int swap; 130 Layout new_layout (h, w);
410 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 131
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 */ 132 if (rotation == 1) /* swap x and y */
416 for (i = 0; i < RP->Xsize; i++) 133 for (int i = 0; i < w; i++)
417 for (j = 0; j < RP->Ysize; j++) 134 for (int j = 0; j < h; j++)
418 new_maze[j][i] = maze[i][j]; 135 new_layout[j][i] = layout[i][j];
419 136
420 if (rotation == 3) 137 if (rotation == 3) /* swap x and y */
421 { /* swap x and y */
422 for (i = 0; i < RP->Xsize; i++) 138 for (int i = 0; i < w; i++)
423 for (j = 0; j < RP->Ysize; j++) 139 for (int j = 0; j < h; j++)
424 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 ();
425 } 144 }
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; 145 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 = rndm (RP->Xsize);
456 dy = rndm (RP->Ysize);
457
458 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
459 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
460 if (cx == -1)
461 {
462 if (cy != -1)
463 make_wall (maze, dx, dy, 1);
464
465 continue;
466 }
467
468 if (cy == -1)
469 {
470 make_wall (maze, dx, dy, 0);
471 continue;
472 }
473
474 if (cx < cy)
475 make_wall (maze, dx, dy, 0);
476 else
477 make_wall (maze, dx, dy, 1);
478 } 146 }
479} 147}
480 148
481/* 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
482 (or vertical, dir == 1) 150 (or vertical, dir == 1)
483 here which ends up on other walls sensibly. */ 151 here which ends up on other walls sensibly. */
484
485int 152int
486can_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)
487{ 154{
488 int i1; 155 int i1;
489 int length = 0; 156 int length = 0;
554 return -1; /* can't make verti. wall here */ 221 return -1; /* can't make verti. wall here */
555 if (maze[x][i1] != 0) 222 if (maze[x][i1] != 0)
556 return -1; /* can't make horiz. wall here */ 223 return -1; /* can't make horiz. wall here */
557 length++; 224 length++;
558 } 225 }
226
559 return length; 227 return length;
560 } 228 }
229
561 return -1; 230 return -1;
562} 231}
563 232
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}
564 271
565int 272int
566make_wall (char **maze, int x, int y, int dir) 273make_wall (char **maze, int x, int y, int dir)
567{ 274{
568 maze[x][y] = 'D'; /* mark a door */ 275 maze[x][y] = 'D'; /* mark a door */
596/* puts doors at appropriate locations in a layout. */ 303/* puts doors at appropriate locations in a layout. */
597void 304void
598doorify_layout (char **maze, random_map_params *RP) 305doorify_layout (char **maze, random_map_params *RP)
599{ 306{
600 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 307 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
601 char *doorlist_x;
602 char *doorlist_y;
603 int doorlocs = 0; /* # of available doorlocations */ 308 int doorlocs = 0; /* # of available doorlocations */
604 int i, j;
605 309
606 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 310 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
607 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 311 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
608
609 312
610 /* make a list of possible door locations */ 313 /* make a list of possible door locations */
611 for (i = 1; i < RP->Xsize - 1; i++) 314 for (int i = 1; i < RP->Xsize - 1; i++)
612 for (j = 1; j < RP->Ysize - 1; j++) 315 for (int j = 1; j < RP->Ysize - 1; j++)
613 { 316 {
614 int sindex = surround_flag (maze, i, j, RP); 317 int sindex = surround_flag (maze, i, j, RP);
615 318
616 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 319 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
617 { 320 {
621 } 324 }
622 } 325 }
623 326
624 while (ndoors > 0 && doorlocs > 0) 327 while (ndoors > 0 && doorlocs > 0)
625 { 328 {
626 int di;
627 int sindex;
628
629 di = rndm (doorlocs); 329 int di = rmg_rndm (doorlocs);
630 i = doorlist_x[di]; 330 int i = doorlist_x[di];
631 j = doorlist_y[di]; 331 int j = doorlist_y[di];
632 sindex = surround_flag (maze, i, j, RP); 332 int sindex = surround_flag (maze, i, j, RP);
633 333
634 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
635 { 335 {
636 maze[i][j] = 'D'; 336 maze[i][j] = 'D';
637 ndoors--; 337 ndoors--;
641 doorlocs--; 341 doorlocs--;
642 doorlist_x[di] = doorlist_x[doorlocs]; 342 doorlist_x[di] = doorlist_x[doorlocs];
643 doorlist_y[di] = doorlist_y[doorlocs]; 343 doorlist_y[di] = doorlist_y[doorlocs];
644 } 344 }
645 345
646 free (doorlist_x); 346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
647 free (doorlist_y); 347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
648} 348}
649 349
650void 350void
651write_map_parameters_to_string (char *buf, random_map_params *RP) 351write_map_parameters_to_string (char *buf, random_map_params *RP)
652{ 352{
998 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); 698 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
999 strcat (buf, small_buf); 699 strcat (buf, small_buf);
1000 } 700 }
1001} 701}
1002 702
1003/* copy an object with an inventory... i.e., duplicate the inv too. */ 703/////////////////////////////////////////////////////////////////////////////
1004void
1005copy_object_with_inv (object *src_ob, object *dest_ob)
1006{
1007 object *walk, *tmp;
1008 704
1009 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;
1010 709
1011 for (walk = src_ob->inv; walk; walk = walk->below) 710 col = (char **)salloc<char> (size);
1012 {
1013 tmp = object::create ();
1014 711
1015 walk->copy_to (tmp); 712 char *data = (char *)(col + w);
1016 insert_ob_in_ob (tmp, dest_ob); 713
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)
1017 } 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;
1018} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines