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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.41 by root, Thu May 8 13:47:19 2008 UTC vs.
Revision 1.49 by root, Tue Apr 13 02:39:53 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <time.h> 25#include <time.h>
43 44
44 putc ('\n', stdout); 45 putc ('\n', stdout);
45 } 46 }
46 47
47 putc ('\n', stdout); 48 putc ('\n', stdout);
49}
50
51/* takes a map and makes it symmetric: adjusts Xsize and
52 * Ysize to produce a symmetric map.
53 */
54static void
55symmetrize_layout (Layout layout, random_map_params *RP)
56{
57 if (RP->symmetry_used == SYMMETRY_NONE)
58 return;
59
60 Layout sym_layout (
61 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
62 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 );
64
65 if (RP->symmetry_used == SYMMETRY_X)
66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
67 for (int j = 0; j < sym_layout->h; j++)
68 {
69 sym_layout[i ][j] =
70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
71 }
72
73 if (RP->symmetry_used == SYMMETRY_Y)
74 for (int i = 0; i < sym_layout->w; i++)
75 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
76 {
77 sym_layout[i][j ] =
78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
79 }
80
81 if (RP->symmetry_used == SYMMETRY_XY)
82 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
83 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
84 {
85 sym_layout[i ][j ] =
86 sym_layout[i ][sym_layout->h - j - 1] =
87 sym_layout[sym_layout->w - i - 1][j ] =
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
94 /* reconnect disjointed spirals */
95 /* reconnect disjointed nethacklayouts: the routine for
96 spirals will do the trick? */
97 if (RP->map_layout_style == LAYOUT_SPIRAL
98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
100}
101
102/* takes a map and rotates it. This completes the
103 onion layouts, making them possibly centered on any wall.
104 It'll modify Xsize and Ysize if they're swapped.
105*/
106static void
107rotate_layout (Layout layout, int rotation)
108{
109 int w = layout->w;
110 int h = layout->h;
111
112 switch (rotation)
113 {
114 case 2: /* a reflection */
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 }
125 break;
126
127 case 1:
128 case 3:
129 {
130 Layout new_layout (h, w);
131
132 if (rotation == 1) /* swap x and y */
133 for (int i = 0; i < w; i++)
134 for (int j = 0; j < h; j++)
135 new_layout[j][i] = layout[i][j];
136
137 if (rotation == 3) /* swap x and y */
138 for (int i = 0; i < w; i++)
139 for (int j = 0; j < h; j++)
140 new_layout[j][i] = layout[w - i - 1][h - j - 1];
141
142 layout.swap (new_layout);
143 new_layout.free ();
144 }
145 break;
146 }
147}
148
149/* checks the layout to see if I can stick a horizontal(dir = 0) wall
150 (or vertical, dir == 1)
151 here which ends up on other walls sensibly. */
152static int
153can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
154{
155 int i1;
156 int length = 0;
157
158 /* dont make walls if we're on the edge. */
159 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
160 return -1;
161
162 /* don't make walls if we're ON a wall. */
163 if (maze[dx][dy] != 0)
164 return -1;
165
166 if (dir == 0) /* horizontal */
167 {
168 int y = dy;
169
170 for (i1 = dx - 1; i1 > 0; i1--)
171 {
172 int sindex = surround_flag2 (maze, i1, y, RP);
173
174 if (sindex == 1)
175 break;
176 if (sindex != 0)
177 return -1; /* can't make horiz. wall here */
178 if (maze[i1][y] != 0)
179 return -1; /* can't make horiz. wall here */
180 length++;
181 }
182
183 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
184 {
185 int sindex = surround_flag2 (maze, i1, y, RP);
186
187 if (sindex == 2)
188 break;
189 if (sindex != 0)
190 return -1; /* can't make horiz. wall here */
191 if (maze[i1][y] != 0)
192 return -1; /* can't make horiz. wall here */
193 length++;
194 }
195 return length;
196 }
197 else
198 { /* vertical */
199 int x = dx;
200
201 for (i1 = dy - 1; i1 > 0; i1--)
202 {
203 int sindex = surround_flag2 (maze, x, i1, RP);
204
205 if (sindex == 4)
206 break;
207 if (sindex != 0)
208 return -1; /* can't make vert. wall here */
209 if (maze[x][i1] != 0)
210 return -1; /* can't make horiz. wall here */
211 length++;
212 }
213
214 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
215 {
216 int sindex = surround_flag2 (maze, x, i1, RP);
217
218 if (sindex == 8)
219 break;
220 if (sindex != 0)
221 return -1; /* can't make verti. wall here */
222 if (maze[x][i1] != 0)
223 return -1; /* can't make horiz. wall here */
224 length++;
225 }
226
227 return length;
228 }
229
230 return -1;
231}
232
233/* take a layout and make some rooms in it.
234 --works best on onions.*/
235static void
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}
271
272int
273make_wall (char **maze, int x, int y, int dir)
274{
275 maze[x][y] = 'D'; /* mark a door */
276 switch (dir)
277 {
278 case 0: /* horizontal */
279 {
280 int i1;
281
282 for (i1 = x - 1; maze[i1][y] == 0; i1--)
283 maze[i1][y] = '#';
284 for (i1 = x + 1; maze[i1][y] == 0; i1++)
285 maze[i1][y] = '#';
286 break;
287 }
288 case 1: /* vertical */
289 {
290 int i1;
291
292 for (i1 = y - 1; maze[x][i1] == 0; i1--)
293 maze[x][i1] = '#';
294 for (i1 = y + 1; maze[x][i1] == 0; i1++)
295 maze[x][i1] = '#';
296 break;
297 }
298 }
299
300 return 0;
301}
302
303/* puts doors at appropriate locations in a layout. */
304static void
305doorify_layout (char **maze, random_map_params *RP)
306{
307 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
308 int doorlocs = 0; /* # of available doorlocations */
309
310 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
311 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
312
313 /* make a list of possible door locations */
314 for (int i = 1; i < RP->Xsize - 1; i++)
315 for (int j = 1; j < RP->Ysize - 1; j++)
316 {
317 int sindex = surround_flag (maze, i, j, RP);
318
319 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
320 {
321 doorlist_x[doorlocs] = i;
322 doorlist_y[doorlocs] = j;
323 doorlocs++;
324 }
325 }
326
327 while (ndoors > 0 && doorlocs > 0)
328 {
329 int di = rmg_rndm (doorlocs);
330 int i = doorlist_x[di];
331 int j = doorlist_y[di];
332 int sindex = surround_flag (maze, i, j, RP);
333
334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
335 {
336 maze[i][j] = 'D';
337 ndoors--;
338 }
339
340 /* reduce the size of the list */
341 doorlocs--;
342 doorlist_x[di] = doorlist_x[doorlocs];
343 doorlist_y[di] = doorlist_y[doorlocs];
344 }
345
346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
348}
349
350void
351write_map_parameters_to_string (char *buf, random_map_params *RP)
352{
353 char small_buf[16384];
354
355 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
356
357 if (RP->wallstyle[0])
358 {
359 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
360 strcat (buf, small_buf);
361 }
362
363 if (RP->miningstyle[0])
364 {
365 sprintf (small_buf, "miningstyle %s\n", RP->miningstyle);
366 strcat (buf, small_buf);
367 }
368
369 if (RP->floorstyle[0])
370 {
371 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
372 strcat (buf, small_buf);
373 }
374
375 if (RP->monsterstyle[0])
376 {
377 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
378 strcat (buf, small_buf);
379 }
380
381 if (RP->treasurestyle[0])
382 {
383 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
384 strcat (buf, small_buf);
385 }
386
387 if (RP->layoutstyle[0])
388 {
389 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
390 strcat (buf, small_buf);
391 }
392
393 if (RP->decorstyle[0])
394 {
395 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
396 strcat (buf, small_buf);
397 }
398
399 if (RP->doorstyle[0])
400 {
401 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
402 strcat (buf, small_buf);
403 }
404
405 if (RP->exitstyle[0])
406 {
407 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
408 strcat (buf, small_buf);
409 }
410
411 if (RP->final_map.length ())
412 {
413 sprintf (small_buf, "final_map %s\n", &RP->final_map);
414 strcat (buf, small_buf);
415 }
416
417 if (RP->exit_on_final_map[0])
418 {
419 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
420 strcat (buf, small_buf);
421 }
422
423 if (RP->this_map.length ())
424 {
425 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
426 strcat (buf, small_buf);
427 }
428
429 if (RP->expand2x)
430 {
431 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
432 strcat (buf, small_buf);
433 }
434
435 if (RP->layoutoptions1)
436 {
437 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
438 strcat (buf, small_buf);
439 }
440
441 if (RP->layoutoptions2)
442 {
443 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
444 strcat (buf, small_buf);
445 }
446
447 if (RP->layoutoptions3)
448 {
449 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
450 strcat (buf, small_buf);
451 }
452
453 if (RP->symmetry)
454 {
455 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
456 strcat (buf, small_buf);
457 }
458
459 if (RP->difficulty && RP->difficulty_given)
460 {
461 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
462 strcat (buf, small_buf);
463 }
464
465 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
466 {
467 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
468 strcat (buf, small_buf);
469 }
470
471 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
472 strcat (buf, small_buf);
473
474 if (RP->dungeon_depth)
475 {
476 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
477 strcat (buf, small_buf);
478 }
479
480 if (RP->decoroptions)
481 {
482 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
483 strcat (buf, small_buf);
484 }
485
486 if (RP->orientation)
487 {
488 sprintf (small_buf, "orientation %d\n", RP->orientation);
489 strcat (buf, small_buf);
490 }
491
492 if (RP->origin_x)
493 {
494 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
495 strcat (buf, small_buf);
496 }
497
498 if (RP->origin_y)
499 {
500 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
501 strcat (buf, small_buf);
502 }
503
504 if (RP->treasureoptions)
505 {
506 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
507 strcat (buf, small_buf);
508 }
509
510 if (RP->random_seed)
511 {
512 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
513 strcat (buf, small_buf);
514 }
515
516 if (RP->custom)
517 {
518 sprintf (small_buf, "custom %s\n", RP->custom);
519 strcat (buf, small_buf);
520 }
521}
522
523/////////////////////////////////////////////////////////////////////////////
524
525LayoutData::LayoutData (int w, int h)
526: w(w), h(h)
527{
528 int size = (sizeof (char *) + sizeof (char) * h) * w;
529
530 col = (char **)salloc<char> (size);
531
532 char *data = (char *)(col + w);
533
534 for (int x = w; x--; )
535 col [x] = data + x * h;
536}
537
538LayoutData::~LayoutData ()
539{
540 int size = (sizeof (char *) + sizeof (char) * h) * w;
541
542 sfree ((char *)col, size);
543}
544
545void LayoutData::clear (char fill)
546{
547 memset (col [0], fill, w * h);
548}
549
550void LayoutData::border (char fill)
551{
552 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
553 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
554}
555
556/* function selects the layout function and gives it whatever
557 arguments it needs. */
558static Layout
559layoutgen (random_map_params *RP)
560{
561 Layout layout (RP);
562
563 switch (RP->map_layout_style)
564 {
565 case LAYOUT_ONION:
566 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
567
568 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
569 roomify_layout (layout, RP);
570
571 break;
572
573 case LAYOUT_MAZE:
574 maze_gen (layout, rmg_rndm (2));
575
576 if (!(rmg_rndm (2)))
577 doorify_layout (layout, RP);
578
579 break;
580
581 case LAYOUT_SPIRAL:
582 map_gen_spiral (layout, RP->layoutoptions1);
583
584 if (!(rmg_rndm (2)))
585 doorify_layout (layout, RP);
586
587 break;
588
589 case LAYOUT_ROGUELIKE:
590 /* Don't put symmetry in rogue maps. There isn't much reason to
591 * do so in the first place (doesn't make it any more interesting),
592 * but more importantly, the symmetry code presumes we are symmetrizing
593 * spirals, or maps with lots of passages - making a symmetric rogue
594 * map fails because its likely that the passages the symmetry process
595 * creates may not connect the rooms.
596 */
597 RP->symmetry_used = SYMMETRY_NONE;
598 roguelike_layout_gen (layout, RP->layoutoptions1);
599 /* no doorifying... done already */
600 break;
601
602 case LAYOUT_SNAKE:
603 make_snake_layout (layout, RP->layoutoptions1);
604
605 if (rmg_rndm (2))
606 roomify_layout (layout, RP);
607
608 break;
609
610 case LAYOUT_SQUARE_SPIRAL:
611 make_square_spiral_layout (layout, RP->layoutoptions1);
612
613 if (rmg_rndm (2))
614 roomify_layout (layout, RP);
615
616 break;
617
618 default:
619 abort ();
620 }
621
622 /* rotate the layout randomly */
623 rotate_layout (layout, rmg_rndm (4));
624
625 symmetrize_layout (layout, RP);
626
627#ifdef RMAP_DEBUG
628 dump_layout (layout);
629#endif
630
631 if (RP->expand2x)
632 expand2x (layout);
633
634 return layout;
48} 635}
49 636
50bool 637bool
51maptile::generate_random_map (random_map_params *RP) 638maptile::generate_random_map (random_map_params *RP)
52{ 639{
152 CEDE; 739 CEDE;
153 740
154 /* create walls unless the wallstyle is "none" */ 741 /* create walls unless the wallstyle is "none" */
155 if (strcmp (RP->wallstyle, "none")) 742 if (strcmp (RP->wallstyle, "none"))
156 { 743 {
157 make_map_walls (this, layout, RP->wallstyle, RP); 744 make_map_walls (this, layout, RP->wallstyle, RP->miningstyle, RP);
158 745
159 /* place doors unless doorstyle or wallstyle is "none" */ 746 /* place doors unless doorstyle or wallstyle is "none" */
160 if (strcmp (RP->doorstyle, "none")) 747 if (strcmp (RP->doorstyle, "none"))
161 put_doors (this, layout, RP->doorstyle, RP); 748 put_doors (this, layout, RP->doorstyle, RP);
162 } 749 }
204 CEDE; 791 CEDE;
205 792
206 return 1; 793 return 1;
207} 794}
208 795
209/* function selects the layout function and gives it whatever
210 arguments it needs. */
211Layout
212layoutgen (random_map_params *RP)
213{
214 Layout layout (RP);
215
216 switch (RP->map_layout_style)
217 {
218 case LAYOUT_ONION:
219 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
220
221 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
222 roomify_layout (layout, RP);
223
224 break;
225
226 case LAYOUT_MAZE:
227 maze_gen (layout, rmg_rndm (2));
228
229 if (!(rmg_rndm (2)))
230 doorify_layout (layout, RP);
231
232 break;
233
234 case LAYOUT_SPIRAL:
235 map_gen_spiral (layout, RP->layoutoptions1);
236
237 if (!(rmg_rndm (2)))
238 doorify_layout (layout, RP);
239
240 break;
241
242 case LAYOUT_ROGUELIKE:
243 /* Don't put symmetry in rogue maps. There isn't much reason to
244 * do so in the first place (doesn't make it any more interesting),
245 * but more importantly, the symmetry code presumes we are symmetrizing
246 * spirals, or maps with lots of passages - making a symmetric rogue
247 * map fails because its likely that the passages the symmetry process
248 * creates may not connect the rooms.
249 */
250 RP->symmetry_used = SYMMETRY_NONE;
251 roguelike_layout_gen (layout, RP->layoutoptions1);
252 /* no doorifying... done already */
253 break;
254
255 case LAYOUT_SNAKE:
256 make_snake_layout (layout, RP->layoutoptions1);
257
258 if (rmg_rndm (2))
259 roomify_layout (layout, RP);
260
261 break;
262
263 case LAYOUT_SQUARE_SPIRAL:
264 make_square_spiral_layout (layout, RP->layoutoptions1);
265
266 if (rmg_rndm (2))
267 roomify_layout (layout, RP);
268
269 break;
270
271 default:
272 abort ();
273 }
274
275 /* rotate the layout randomly */
276 rotate_layout (layout, rmg_rndm (4));
277
278 symmetrize_layout (layout, RP);
279
280#ifdef RMAP_DEBUG
281 dump_layout (layout);
282#endif
283
284 if (RP->expand2x)
285 expand2x (layout);
286
287 return layout;
288}
289
290/* takes a map and makes it symmetric: adjusts Xsize and
291 * Ysize to produce a symmetric map.
292 */
293static void
294symmetrize_layout (Layout layout, random_map_params *RP)
295{
296 if (RP->symmetry_used == SYMMETRY_NONE)
297 return;
298
299 Layout sym_layout (
300 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
301 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
302 );
303
304 if (RP->symmetry_used == SYMMETRY_X)
305 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
306 for (int j = 0; j < sym_layout->h; j++)
307 {
308 sym_layout[i ][j] =
309 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
310 }
311
312 if (RP->symmetry_used == SYMMETRY_Y)
313 for (int i = 0; i < sym_layout->w; i++)
314 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
315 {
316 sym_layout[i][j ] =
317 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
318 }
319
320 if (RP->symmetry_used == SYMMETRY_XY)
321 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
322 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
323 {
324 sym_layout[i ][j ] =
325 sym_layout[i ][sym_layout->h - j - 1] =
326 sym_layout[sym_layout->w - i - 1][j ] =
327 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
328 }
329
330 layout.swap (sym_layout);
331 sym_layout.free ();
332
333 /* reconnect disjointed spirals */
334 /* reconnect disjointed nethacklayouts: the routine for
335 spirals will do the trick? */
336 if (RP->map_layout_style == LAYOUT_SPIRAL
337 || RP->map_layout_style == LAYOUT_ROGUELIKE)
338 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
339}
340
341/* takes a map and rotates it. This completes the
342 onion layouts, making them possibly centered on any wall.
343 It'll modify Xsize and Ysize if they're swapped.
344*/
345static void
346rotate_layout (Layout layout, int rotation)
347{
348 int w = layout->w;
349 int h = layout->h;
350
351 switch (rotation)
352 {
353 case 2: /* a reflection */
354 {
355 Layout new_layout (w, h);
356
357 for (int i = 0; i < w; i++) /* copy a reflection back */
358 for (int j = 0; j < h; j++)
359 new_layout[i][j] = layout[w - i - 1][h - j - 1];
360
361 layout.swap (new_layout);
362 new_layout.free ();
363 }
364 break;
365
366 case 1:
367 case 3:
368 {
369 Layout new_layout (h, w);
370
371 if (rotation == 1) /* swap x and y */
372 for (int i = 0; i < w; i++)
373 for (int j = 0; j < h; j++)
374 new_layout[j][i] = layout[i][j];
375
376 if (rotation == 3) /* swap x and y */
377 for (int i = 0; i < w; i++)
378 for (int j = 0; j < h; j++)
379 new_layout[j][i] = layout[w - i - 1][h - j - 1];
380
381 layout.swap (new_layout);
382 new_layout.free ();
383 }
384 break;
385 }
386}
387
388/* take a layout and make some rooms in it.
389 --works best on onions.*/
390void
391roomify_layout (char **maze, random_map_params *RP)
392{
393 int tries = RP->Xsize * RP->Ysize / 30;
394 int ti;
395
396 for (ti = 0; ti < tries; ti++)
397 {
398 int dx, dy; /* starting location for looking at creating a door */
399 int cx, cy; /* results of checking on creating walls. */
400
401 dx = rmg_rndm (RP->Xsize);
402 dy = rmg_rndm (RP->Ysize);
403
404 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
405 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
406 if (cx == -1)
407 {
408 if (cy != -1)
409 make_wall (maze, dx, dy, 1);
410
411 continue;
412 }
413
414 if (cy == -1)
415 {
416 make_wall (maze, dx, dy, 0);
417 continue;
418 }
419
420 if (cx < cy)
421 make_wall (maze, dx, dy, 0);
422 else
423 make_wall (maze, dx, dy, 1);
424 }
425}
426
427/* checks the layout to see if I can stick a horizontal(dir = 0) wall
428 (or vertical, dir == 1)
429 here which ends up on other walls sensibly. */
430
431int
432can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
433{
434 int i1;
435 int length = 0;
436
437 /* dont make walls if we're on the edge. */
438 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
439 return -1;
440
441 /* don't make walls if we're ON a wall. */
442 if (maze[dx][dy] != 0)
443 return -1;
444
445 if (dir == 0) /* horizontal */
446 {
447 int y = dy;
448
449 for (i1 = dx - 1; i1 > 0; i1--)
450 {
451 int sindex = surround_flag2 (maze, i1, y, RP);
452
453 if (sindex == 1)
454 break;
455 if (sindex != 0)
456 return -1; /* can't make horiz. wall here */
457 if (maze[i1][y] != 0)
458 return -1; /* can't make horiz. wall here */
459 length++;
460 }
461
462 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
463 {
464 int sindex = surround_flag2 (maze, i1, y, RP);
465
466 if (sindex == 2)
467 break;
468 if (sindex != 0)
469 return -1; /* can't make horiz. wall here */
470 if (maze[i1][y] != 0)
471 return -1; /* can't make horiz. wall here */
472 length++;
473 }
474 return length;
475 }
476 else
477 { /* vertical */
478 int x = dx;
479
480 for (i1 = dy - 1; i1 > 0; i1--)
481 {
482 int sindex = surround_flag2 (maze, x, i1, RP);
483
484 if (sindex == 4)
485 break;
486 if (sindex != 0)
487 return -1; /* can't make vert. wall here */
488 if (maze[x][i1] != 0)
489 return -1; /* can't make horiz. wall here */
490 length++;
491 }
492
493 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
494 {
495 int sindex = surround_flag2 (maze, x, i1, RP);
496
497 if (sindex == 8)
498 break;
499 if (sindex != 0)
500 return -1; /* can't make verti. wall here */
501 if (maze[x][i1] != 0)
502 return -1; /* can't make horiz. wall here */
503 length++;
504 }
505 return length;
506 }
507 return -1;
508}
509
510
511int
512make_wall (char **maze, int x, int y, int dir)
513{
514 maze[x][y] = 'D'; /* mark a door */
515 switch (dir)
516 {
517 case 0: /* horizontal */
518 {
519 int i1;
520
521 for (i1 = x - 1; maze[i1][y] == 0; i1--)
522 maze[i1][y] = '#';
523 for (i1 = x + 1; maze[i1][y] == 0; i1++)
524 maze[i1][y] = '#';
525 break;
526 }
527 case 1: /* vertical */
528 {
529 int i1;
530
531 for (i1 = y - 1; maze[x][i1] == 0; i1--)
532 maze[x][i1] = '#';
533 for (i1 = y + 1; maze[x][i1] == 0; i1++)
534 maze[x][i1] = '#';
535 break;
536 }
537 }
538
539 return 0;
540}
541
542/* puts doors at appropriate locations in a layout. */
543void
544doorify_layout (char **maze, random_map_params *RP)
545{
546 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
547 int doorlocs = 0; /* # of available doorlocations */
548
549 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
550 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
551
552 /* make a list of possible door locations */
553 for (int i = 1; i < RP->Xsize - 1; i++)
554 for (int j = 1; j < RP->Ysize - 1; j++)
555 {
556 int sindex = surround_flag (maze, i, j, RP);
557
558 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
559 {
560 doorlist_x[doorlocs] = i;
561 doorlist_y[doorlocs] = j;
562 doorlocs++;
563 }
564 }
565
566 while (ndoors > 0 && doorlocs > 0)
567 {
568 int di = rmg_rndm (doorlocs);
569 int i = doorlist_x[di];
570 int j = doorlist_y[di];
571 int sindex = surround_flag (maze, i, j, RP);
572
573 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
574 {
575 maze[i][j] = 'D';
576 ndoors--;
577 }
578
579 /* reduce the size of the list */
580 doorlocs--;
581 doorlist_x[di] = doorlist_x[doorlocs];
582 doorlist_y[di] = doorlist_y[doorlocs];
583 }
584
585 sfree (doorlist_x, RP->Xsize * RP->Ysize);
586 sfree (doorlist_y, RP->Xsize * RP->Ysize);
587}
588
589void
590write_map_parameters_to_string (char *buf, random_map_params *RP)
591{
592 char small_buf[16384];
593
594 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
595
596 if (RP->wallstyle[0])
597 {
598 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
599 strcat (buf, small_buf);
600 }
601
602 if (RP->floorstyle[0])
603 {
604 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
605 strcat (buf, small_buf);
606 }
607
608 if (RP->monsterstyle[0])
609 {
610 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
611 strcat (buf, small_buf);
612 }
613
614 if (RP->treasurestyle[0])
615 {
616 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
617 strcat (buf, small_buf);
618 }
619
620 if (RP->layoutstyle[0])
621 {
622 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
623 strcat (buf, small_buf);
624 }
625
626 if (RP->decorstyle[0])
627 {
628 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
629 strcat (buf, small_buf);
630 }
631
632 if (RP->doorstyle[0])
633 {
634 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
635 strcat (buf, small_buf);
636 }
637
638 if (RP->exitstyle[0])
639 {
640 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
641 strcat (buf, small_buf);
642 }
643
644 if (RP->final_map.length ())
645 {
646 sprintf (small_buf, "final_map %s\n", &RP->final_map);
647 strcat (buf, small_buf);
648 }
649
650 if (RP->exit_on_final_map[0])
651 {
652 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
653 strcat (buf, small_buf);
654 }
655
656 if (RP->this_map.length ())
657 {
658 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
659 strcat (buf, small_buf);
660 }
661
662 if (RP->expand2x)
663 {
664 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
665 strcat (buf, small_buf);
666 }
667
668 if (RP->layoutoptions1)
669 {
670 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
671 strcat (buf, small_buf);
672 }
673
674 if (RP->layoutoptions2)
675 {
676 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
677 strcat (buf, small_buf);
678 }
679
680 if (RP->layoutoptions3)
681 {
682 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
683 strcat (buf, small_buf);
684 }
685
686 if (RP->symmetry)
687 {
688 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
689 strcat (buf, small_buf);
690 }
691
692 if (RP->difficulty && RP->difficulty_given)
693 {
694 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
695 strcat (buf, small_buf);
696 }
697
698 if (RP->difficulty_increase != 1.0)
699 {
700 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
701 strcat (buf, small_buf);
702 }
703
704 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
705 strcat (buf, small_buf);
706
707 if (RP->dungeon_depth)
708 {
709 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
710 strcat (buf, small_buf);
711 }
712
713 if (RP->decoroptions)
714 {
715 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
716 strcat (buf, small_buf);
717 }
718
719 if (RP->orientation)
720 {
721 sprintf (small_buf, "orientation %d\n", RP->orientation);
722 strcat (buf, small_buf);
723 }
724
725 if (RP->origin_x)
726 {
727 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
728 strcat (buf, small_buf);
729 }
730
731 if (RP->origin_y)
732 {
733 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
734 strcat (buf, small_buf);
735 }
736
737 if (RP->treasureoptions)
738 {
739 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
740 strcat (buf, small_buf);
741 }
742
743 if (RP->random_seed)
744 {
745 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
746 strcat (buf, small_buf);
747 }
748
749 if (RP->custom)
750 {
751 sprintf (small_buf, "custom %s\n", RP->custom);
752 strcat (buf, small_buf);
753 }
754}
755
756void
757write_parameters_to_string (char *buf,
758 int xsize_n,
759 int ysize_n,
760 const char *wallstyle_n,
761 const char *floorstyle_n,
762 const char *monsterstyle_n,
763 const char *treasurestyle_n,
764 const char *layoutstyle_n,
765 const char *decorstyle_n,
766 const char *doorstyle_n,
767 const char *exitstyle_n,
768 const char *final_map_n,
769 const char *exit_on_final_map_n,
770 const char *this_map_n,
771 int layoutoptions1_n,
772 int layoutoptions2_n,
773 int layoutoptions3_n,
774 int symmetry_n,
775 int dungeon_depth_n,
776 int dungeon_level_n,
777 int difficulty_n,
778 int difficulty_given_n,
779 int decoroptions_n,
780 int orientation_n,
781 int origin_x_n,
782 int origin_y_n,
783 uint32_t random_seed_n,
784 int treasureoptions_n,
785 float difficulty_increase)
786{
787 char small_buf[16384];
788
789 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
790
791 if (wallstyle_n && wallstyle_n[0])
792 {
793 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
794 strcat (buf, small_buf);
795 }
796
797 if (floorstyle_n && floorstyle_n[0])
798 {
799 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
800 strcat (buf, small_buf);
801 }
802
803 if (monsterstyle_n && monsterstyle_n[0])
804 {
805 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
806 strcat (buf, small_buf);
807 }
808
809 if (treasurestyle_n && treasurestyle_n[0])
810 {
811 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
812 strcat (buf, small_buf);
813 }
814
815 if (layoutstyle_n && layoutstyle_n[0])
816 {
817 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
818 strcat (buf, small_buf);
819 }
820
821 if (decorstyle_n && decorstyle_n[0])
822 {
823 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
824 strcat (buf, small_buf);
825 }
826
827 if (doorstyle_n && doorstyle_n[0])
828 {
829 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
830 strcat (buf, small_buf);
831 }
832
833 if (exitstyle_n && exitstyle_n[0])
834 {
835 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
836 strcat (buf, small_buf);
837 }
838
839 if (final_map_n && final_map_n[0])
840 {
841 sprintf (small_buf, "final_map %s\n", final_map_n);
842 strcat (buf, small_buf);
843 }
844
845 if (exit_on_final_map_n && exit_on_final_map_n[0])
846 {
847 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
848 strcat (buf, small_buf);
849 }
850
851 if (this_map_n && this_map_n[0])
852 {
853 sprintf (small_buf, "origin_map %s\n", this_map_n);
854 strcat (buf, small_buf);
855 }
856
857 if (layoutoptions1_n)
858 {
859 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
860 strcat (buf, small_buf);
861 }
862
863 if (layoutoptions2_n)
864 {
865 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
866 strcat (buf, small_buf);
867 }
868
869
870 if (layoutoptions3_n)
871 {
872 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
873 strcat (buf, small_buf);
874 }
875
876 if (symmetry_n)
877 {
878 sprintf (small_buf, "symmetry %d\n", symmetry_n);
879 strcat (buf, small_buf);
880 }
881
882
883 if (difficulty_n && difficulty_given_n)
884 {
885 sprintf (small_buf, "difficulty %d\n", difficulty_n);
886 strcat (buf, small_buf);
887 }
888
889 if (difficulty_increase > 0.001)
890 {
891 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
892 strcat (buf, small_buf);
893 }
894
895 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
896 strcat (buf, small_buf);
897
898 if (dungeon_depth_n)
899 {
900 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
901 strcat (buf, small_buf);
902 }
903
904 if (decoroptions_n)
905 {
906 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
907 strcat (buf, small_buf);
908 }
909
910 if (orientation_n)
911 {
912 sprintf (small_buf, "orientation %d\n", orientation_n);
913 strcat (buf, small_buf);
914 }
915
916 if (origin_x_n)
917 {
918 sprintf (small_buf, "origin_x %d\n", origin_x_n);
919 strcat (buf, small_buf);
920 }
921
922 if (origin_y_n)
923 {
924 sprintf (small_buf, "origin_y %d\n", origin_y_n);
925 strcat (buf, small_buf);
926 }
927
928 if (random_seed_n)
929 {
930 /* Add one so that the next map is a bit different */
931 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
932 strcat (buf, small_buf);
933 }
934
935 if (treasureoptions_n)
936 {
937 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
938 strcat (buf, small_buf);
939 }
940}
941
942/////////////////////////////////////////////////////////////////////////////
943
944LayoutData::LayoutData (int w, int h)
945: w(w), h(h)
946{
947 int size = (sizeof (char *) + sizeof (char) * h) * w;
948
949 col = (char **)salloc<char> (size);
950
951 char *data = (char *)(col + w);
952
953 for (int x = w; x--; )
954 col [x] = data + x * h;
955}
956
957LayoutData::~LayoutData ()
958{
959 int size = (sizeof (char *) + sizeof (char) * h) * w;
960
961 sfree ((char *)col, size);
962}
963
964void LayoutData::clear (char fill)
965{
966 memset (col [0], fill, w * h);
967}
968
969void LayoutData::border (char fill)
970{
971 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
972 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
973}
974

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