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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.42 by root, Mon Oct 12 14:00:58 2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
44 44
45 putc ('\n', stdout); 45 putc ('\n', stdout);
46 } 46 }
47 47
48 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;
49} 635}
50 636
51bool 637bool
52maptile::generate_random_map (random_map_params *RP) 638maptile::generate_random_map (random_map_params *RP)
53{ 639{
153 CEDE; 739 CEDE;
154 740
155 /* create walls unless the wallstyle is "none" */ 741 /* create walls unless the wallstyle is "none" */
156 if (strcmp (RP->wallstyle, "none")) 742 if (strcmp (RP->wallstyle, "none"))
157 { 743 {
158 make_map_walls (this, layout, RP->wallstyle, RP); 744 make_map_walls (this, layout, RP->wallstyle, RP->miningstyle, RP);
159 745
160 /* place doors unless doorstyle or wallstyle is "none" */ 746 /* place doors unless doorstyle or wallstyle is "none" */
161 if (strcmp (RP->doorstyle, "none")) 747 if (strcmp (RP->doorstyle, "none"))
162 put_doors (this, layout, RP->doorstyle, RP); 748 put_doors (this, layout, RP->doorstyle, RP);
163 } 749 }
205 CEDE; 791 CEDE;
206 792
207 return 1; 793 return 1;
208} 794}
209 795
210/* function selects the layout function and gives it whatever
211 arguments it needs. */
212Layout
213layoutgen (random_map_params *RP)
214{
215 Layout layout (RP);
216
217 switch (RP->map_layout_style)
218 {
219 case LAYOUT_ONION:
220 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
221
222 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
223 roomify_layout (layout, RP);
224
225 break;
226
227 case LAYOUT_MAZE:
228 maze_gen (layout, rmg_rndm (2));
229
230 if (!(rmg_rndm (2)))
231 doorify_layout (layout, RP);
232
233 break;
234
235 case LAYOUT_SPIRAL:
236 map_gen_spiral (layout, RP->layoutoptions1);
237
238 if (!(rmg_rndm (2)))
239 doorify_layout (layout, RP);
240
241 break;
242
243 case LAYOUT_ROGUELIKE:
244 /* Don't put symmetry in rogue maps. There isn't much reason to
245 * do so in the first place (doesn't make it any more interesting),
246 * but more importantly, the symmetry code presumes we are symmetrizing
247 * spirals, or maps with lots of passages - making a symmetric rogue
248 * map fails because its likely that the passages the symmetry process
249 * creates may not connect the rooms.
250 */
251 RP->symmetry_used = SYMMETRY_NONE;
252 roguelike_layout_gen (layout, RP->layoutoptions1);
253 /* no doorifying... done already */
254 break;
255
256 case LAYOUT_SNAKE:
257 make_snake_layout (layout, RP->layoutoptions1);
258
259 if (rmg_rndm (2))
260 roomify_layout (layout, RP);
261
262 break;
263
264 case LAYOUT_SQUARE_SPIRAL:
265 make_square_spiral_layout (layout, RP->layoutoptions1);
266
267 if (rmg_rndm (2))
268 roomify_layout (layout, RP);
269
270 break;
271
272 default:
273 abort ();
274 }
275
276 /* rotate the layout randomly */
277 rotate_layout (layout, rmg_rndm (4));
278
279 symmetrize_layout (layout, RP);
280
281#ifdef RMAP_DEBUG
282 dump_layout (layout);
283#endif
284
285 if (RP->expand2x)
286 expand2x (layout);
287
288 return layout;
289}
290
291/* takes a map and makes it symmetric: adjusts Xsize and
292 * Ysize to produce a symmetric map.
293 */
294static void
295symmetrize_layout (Layout layout, random_map_params *RP)
296{
297 if (RP->symmetry_used == SYMMETRY_NONE)
298 return;
299
300 Layout sym_layout (
301 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
302 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
303 );
304
305 if (RP->symmetry_used == SYMMETRY_X)
306 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
307 for (int j = 0; j < sym_layout->h; j++)
308 {
309 sym_layout[i ][j] =
310 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
311 }
312
313 if (RP->symmetry_used == SYMMETRY_Y)
314 for (int i = 0; i < sym_layout->w; i++)
315 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
316 {
317 sym_layout[i][j ] =
318 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
319 }
320
321 if (RP->symmetry_used == SYMMETRY_XY)
322 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
323 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
324 {
325 sym_layout[i ][j ] =
326 sym_layout[i ][sym_layout->h - j - 1] =
327 sym_layout[sym_layout->w - i - 1][j ] =
328 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
329 }
330
331 layout.swap (sym_layout);
332 sym_layout.free ();
333
334 /* reconnect disjointed spirals */
335 /* reconnect disjointed nethacklayouts: the routine for
336 spirals will do the trick? */
337 if (RP->map_layout_style == LAYOUT_SPIRAL
338 || RP->map_layout_style == LAYOUT_ROGUELIKE)
339 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
340}
341
342/* takes a map and rotates it. This completes the
343 onion layouts, making them possibly centered on any wall.
344 It'll modify Xsize and Ysize if they're swapped.
345*/
346static void
347rotate_layout (Layout layout, int rotation)
348{
349 int w = layout->w;
350 int h = layout->h;
351
352 switch (rotation)
353 {
354 case 2: /* a reflection */
355 {
356 Layout new_layout (w, h);
357
358 for (int i = 0; i < w; i++) /* copy a reflection back */
359 for (int j = 0; j < h; j++)
360 new_layout[i][j] = layout[w - i - 1][h - j - 1];
361
362 layout.swap (new_layout);
363 new_layout.free ();
364 }
365 break;
366
367 case 1:
368 case 3:
369 {
370 Layout new_layout (h, w);
371
372 if (rotation == 1) /* swap x and y */
373 for (int i = 0; i < w; i++)
374 for (int j = 0; j < h; j++)
375 new_layout[j][i] = layout[i][j];
376
377 if (rotation == 3) /* swap x and y */
378 for (int i = 0; i < w; i++)
379 for (int j = 0; j < h; j++)
380 new_layout[j][i] = layout[w - i - 1][h - j - 1];
381
382 layout.swap (new_layout);
383 new_layout.free ();
384 }
385 break;
386 }
387}
388
389/* take a layout and make some rooms in it.
390 --works best on onions.*/
391void
392roomify_layout (char **maze, random_map_params *RP)
393{
394 int tries = RP->Xsize * RP->Ysize / 30;
395 int ti;
396
397 for (ti = 0; ti < tries; ti++)
398 {
399 int dx, dy; /* starting location for looking at creating a door */
400 int cx, cy; /* results of checking on creating walls. */
401
402 dx = rmg_rndm (RP->Xsize);
403 dy = rmg_rndm (RP->Ysize);
404
405 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
406 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
407 if (cx == -1)
408 {
409 if (cy != -1)
410 make_wall (maze, dx, dy, 1);
411
412 continue;
413 }
414
415 if (cy == -1)
416 {
417 make_wall (maze, dx, dy, 0);
418 continue;
419 }
420
421 if (cx < cy)
422 make_wall (maze, dx, dy, 0);
423 else
424 make_wall (maze, dx, dy, 1);
425 }
426}
427
428/* checks the layout to see if I can stick a horizontal(dir = 0) wall
429 (or vertical, dir == 1)
430 here which ends up on other walls sensibly. */
431
432int
433can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
434{
435 int i1;
436 int length = 0;
437
438 /* dont make walls if we're on the edge. */
439 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
440 return -1;
441
442 /* don't make walls if we're ON a wall. */
443 if (maze[dx][dy] != 0)
444 return -1;
445
446 if (dir == 0) /* horizontal */
447 {
448 int y = dy;
449
450 for (i1 = dx - 1; i1 > 0; i1--)
451 {
452 int sindex = surround_flag2 (maze, i1, y, RP);
453
454 if (sindex == 1)
455 break;
456 if (sindex != 0)
457 return -1; /* can't make horiz. wall here */
458 if (maze[i1][y] != 0)
459 return -1; /* can't make horiz. wall here */
460 length++;
461 }
462
463 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
464 {
465 int sindex = surround_flag2 (maze, i1, y, RP);
466
467 if (sindex == 2)
468 break;
469 if (sindex != 0)
470 return -1; /* can't make horiz. wall here */
471 if (maze[i1][y] != 0)
472 return -1; /* can't make horiz. wall here */
473 length++;
474 }
475 return length;
476 }
477 else
478 { /* vertical */
479 int x = dx;
480
481 for (i1 = dy - 1; i1 > 0; i1--)
482 {
483 int sindex = surround_flag2 (maze, x, i1, RP);
484
485 if (sindex == 4)
486 break;
487 if (sindex != 0)
488 return -1; /* can't make vert. wall here */
489 if (maze[x][i1] != 0)
490 return -1; /* can't make horiz. wall here */
491 length++;
492 }
493
494 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
495 {
496 int sindex = surround_flag2 (maze, x, i1, RP);
497
498 if (sindex == 8)
499 break;
500 if (sindex != 0)
501 return -1; /* can't make verti. wall here */
502 if (maze[x][i1] != 0)
503 return -1; /* can't make horiz. wall here */
504 length++;
505 }
506 return length;
507 }
508 return -1;
509}
510
511
512int
513make_wall (char **maze, int x, int y, int dir)
514{
515 maze[x][y] = 'D'; /* mark a door */
516 switch (dir)
517 {
518 case 0: /* horizontal */
519 {
520 int i1;
521
522 for (i1 = x - 1; maze[i1][y] == 0; i1--)
523 maze[i1][y] = '#';
524 for (i1 = x + 1; maze[i1][y] == 0; i1++)
525 maze[i1][y] = '#';
526 break;
527 }
528 case 1: /* vertical */
529 {
530 int i1;
531
532 for (i1 = y - 1; maze[x][i1] == 0; i1--)
533 maze[x][i1] = '#';
534 for (i1 = y + 1; maze[x][i1] == 0; i1++)
535 maze[x][i1] = '#';
536 break;
537 }
538 }
539
540 return 0;
541}
542
543/* puts doors at appropriate locations in a layout. */
544void
545doorify_layout (char **maze, random_map_params *RP)
546{
547 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
548 int doorlocs = 0; /* # of available doorlocations */
549
550 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
551 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
552
553 /* make a list of possible door locations */
554 for (int i = 1; i < RP->Xsize - 1; i++)
555 for (int j = 1; j < RP->Ysize - 1; j++)
556 {
557 int sindex = surround_flag (maze, i, j, RP);
558
559 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
560 {
561 doorlist_x[doorlocs] = i;
562 doorlist_y[doorlocs] = j;
563 doorlocs++;
564 }
565 }
566
567 while (ndoors > 0 && doorlocs > 0)
568 {
569 int di = rmg_rndm (doorlocs);
570 int i = doorlist_x[di];
571 int j = doorlist_y[di];
572 int sindex = surround_flag (maze, i, j, RP);
573
574 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
575 {
576 maze[i][j] = 'D';
577 ndoors--;
578 }
579
580 /* reduce the size of the list */
581 doorlocs--;
582 doorlist_x[di] = doorlist_x[doorlocs];
583 doorlist_y[di] = doorlist_y[doorlocs];
584 }
585
586 sfree (doorlist_x, RP->Xsize * RP->Ysize);
587 sfree (doorlist_y, RP->Xsize * RP->Ysize);
588}
589
590void
591write_map_parameters_to_string (char *buf, random_map_params *RP)
592{
593 char small_buf[16384];
594
595 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
596
597 if (RP->wallstyle[0])
598 {
599 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
600 strcat (buf, small_buf);
601 }
602
603 if (RP->floorstyle[0])
604 {
605 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
606 strcat (buf, small_buf);
607 }
608
609 if (RP->monsterstyle[0])
610 {
611 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
612 strcat (buf, small_buf);
613 }
614
615 if (RP->treasurestyle[0])
616 {
617 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
618 strcat (buf, small_buf);
619 }
620
621 if (RP->layoutstyle[0])
622 {
623 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
624 strcat (buf, small_buf);
625 }
626
627 if (RP->decorstyle[0])
628 {
629 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
630 strcat (buf, small_buf);
631 }
632
633 if (RP->doorstyle[0])
634 {
635 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
636 strcat (buf, small_buf);
637 }
638
639 if (RP->exitstyle[0])
640 {
641 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
642 strcat (buf, small_buf);
643 }
644
645 if (RP->final_map.length ())
646 {
647 sprintf (small_buf, "final_map %s\n", &RP->final_map);
648 strcat (buf, small_buf);
649 }
650
651 if (RP->exit_on_final_map[0])
652 {
653 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
654 strcat (buf, small_buf);
655 }
656
657 if (RP->this_map.length ())
658 {
659 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
660 strcat (buf, small_buf);
661 }
662
663 if (RP->expand2x)
664 {
665 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
666 strcat (buf, small_buf);
667 }
668
669 if (RP->layoutoptions1)
670 {
671 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
672 strcat (buf, small_buf);
673 }
674
675 if (RP->layoutoptions2)
676 {
677 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
678 strcat (buf, small_buf);
679 }
680
681 if (RP->layoutoptions3)
682 {
683 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
684 strcat (buf, small_buf);
685 }
686
687 if (RP->symmetry)
688 {
689 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
690 strcat (buf, small_buf);
691 }
692
693 if (RP->difficulty && RP->difficulty_given)
694 {
695 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
696 strcat (buf, small_buf);
697 }
698
699 if (RP->difficulty_increase != 1.0)
700 {
701 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
702 strcat (buf, small_buf);
703 }
704
705 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
706 strcat (buf, small_buf);
707
708 if (RP->dungeon_depth)
709 {
710 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
711 strcat (buf, small_buf);
712 }
713
714 if (RP->decoroptions)
715 {
716 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
717 strcat (buf, small_buf);
718 }
719
720 if (RP->orientation)
721 {
722 sprintf (small_buf, "orientation %d\n", RP->orientation);
723 strcat (buf, small_buf);
724 }
725
726 if (RP->origin_x)
727 {
728 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
729 strcat (buf, small_buf);
730 }
731
732 if (RP->origin_y)
733 {
734 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
735 strcat (buf, small_buf);
736 }
737
738 if (RP->treasureoptions)
739 {
740 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
741 strcat (buf, small_buf);
742 }
743
744 if (RP->random_seed)
745 {
746 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
747 strcat (buf, small_buf);
748 }
749
750 if (RP->custom)
751 {
752 sprintf (small_buf, "custom %s\n", RP->custom);
753 strcat (buf, small_buf);
754 }
755}
756
757void
758write_parameters_to_string (char *buf,
759 int xsize_n,
760 int ysize_n,
761 const char *wallstyle_n,
762 const char *floorstyle_n,
763 const char *monsterstyle_n,
764 const char *treasurestyle_n,
765 const char *layoutstyle_n,
766 const char *decorstyle_n,
767 const char *doorstyle_n,
768 const char *exitstyle_n,
769 const char *final_map_n,
770 const char *exit_on_final_map_n,
771 const char *this_map_n,
772 int layoutoptions1_n,
773 int layoutoptions2_n,
774 int layoutoptions3_n,
775 int symmetry_n,
776 int dungeon_depth_n,
777 int dungeon_level_n,
778 int difficulty_n,
779 int difficulty_given_n,
780 int decoroptions_n,
781 int orientation_n,
782 int origin_x_n,
783 int origin_y_n,
784 uint32_t random_seed_n,
785 int treasureoptions_n,
786 float difficulty_increase)
787{
788 char small_buf[16384];
789
790 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
791
792 if (wallstyle_n && wallstyle_n[0])
793 {
794 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
795 strcat (buf, small_buf);
796 }
797
798 if (floorstyle_n && floorstyle_n[0])
799 {
800 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
801 strcat (buf, small_buf);
802 }
803
804 if (monsterstyle_n && monsterstyle_n[0])
805 {
806 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
807 strcat (buf, small_buf);
808 }
809
810 if (treasurestyle_n && treasurestyle_n[0])
811 {
812 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
813 strcat (buf, small_buf);
814 }
815
816 if (layoutstyle_n && layoutstyle_n[0])
817 {
818 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
819 strcat (buf, small_buf);
820 }
821
822 if (decorstyle_n && decorstyle_n[0])
823 {
824 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
825 strcat (buf, small_buf);
826 }
827
828 if (doorstyle_n && doorstyle_n[0])
829 {
830 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
831 strcat (buf, small_buf);
832 }
833
834 if (exitstyle_n && exitstyle_n[0])
835 {
836 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
837 strcat (buf, small_buf);
838 }
839
840 if (final_map_n && final_map_n[0])
841 {
842 sprintf (small_buf, "final_map %s\n", final_map_n);
843 strcat (buf, small_buf);
844 }
845
846 if (exit_on_final_map_n && exit_on_final_map_n[0])
847 {
848 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
849 strcat (buf, small_buf);
850 }
851
852 if (this_map_n && this_map_n[0])
853 {
854 sprintf (small_buf, "origin_map %s\n", this_map_n);
855 strcat (buf, small_buf);
856 }
857
858 if (layoutoptions1_n)
859 {
860 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
861 strcat (buf, small_buf);
862 }
863
864 if (layoutoptions2_n)
865 {
866 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
867 strcat (buf, small_buf);
868 }
869
870
871 if (layoutoptions3_n)
872 {
873 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
874 strcat (buf, small_buf);
875 }
876
877 if (symmetry_n)
878 {
879 sprintf (small_buf, "symmetry %d\n", symmetry_n);
880 strcat (buf, small_buf);
881 }
882
883
884 if (difficulty_n && difficulty_given_n)
885 {
886 sprintf (small_buf, "difficulty %d\n", difficulty_n);
887 strcat (buf, small_buf);
888 }
889
890 if (difficulty_increase > 0.001)
891 {
892 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
893 strcat (buf, small_buf);
894 }
895
896 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
897 strcat (buf, small_buf);
898
899 if (dungeon_depth_n)
900 {
901 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
902 strcat (buf, small_buf);
903 }
904
905 if (decoroptions_n)
906 {
907 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
908 strcat (buf, small_buf);
909 }
910
911 if (orientation_n)
912 {
913 sprintf (small_buf, "orientation %d\n", orientation_n);
914 strcat (buf, small_buf);
915 }
916
917 if (origin_x_n)
918 {
919 sprintf (small_buf, "origin_x %d\n", origin_x_n);
920 strcat (buf, small_buf);
921 }
922
923 if (origin_y_n)
924 {
925 sprintf (small_buf, "origin_y %d\n", origin_y_n);
926 strcat (buf, small_buf);
927 }
928
929 if (random_seed_n)
930 {
931 /* Add one so that the next map is a bit different */
932 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
933 strcat (buf, small_buf);
934 }
935
936 if (treasureoptions_n)
937 {
938 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
939 strcat (buf, small_buf);
940 }
941}
942
943/////////////////////////////////////////////////////////////////////////////
944
945LayoutData::LayoutData (int w, int h)
946: w(w), h(h)
947{
948 int size = (sizeof (char *) + sizeof (char) * h) * w;
949
950 col = (char **)salloc<char> (size);
951
952 char *data = (char *)(col + w);
953
954 for (int x = w; x--; )
955 col [x] = data + x * h;
956}
957
958LayoutData::~LayoutData ()
959{
960 int size = (sizeof (char *) + sizeof (char) * h) * w;
961
962 sfree ((char *)col, size);
963}
964
965void LayoutData::clear (char fill)
966{
967 memset (col [0], fill, w * h);
968}
969
970void LayoutData::border (char fill)
971{
972 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
973 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
974}
975

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