… | |
… | |
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 <random_map.h> |
28 | #include <rmg.h> |
29 | #include <rproto.h> |
29 | #include <rproto.h> |
30 | #include <sproto.h> |
30 | #include <sproto.h> |
31 | |
31 | |
32 | #define CEDE coroapi::cede_to_tick () |
32 | #define CEDE coroapi::cede_to_tick () |
33 | |
33 | |
34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
34 | random_map_params::random_map_params () |
35 | static void rotate_layout (Layout maze, int rotation); |
35 | { |
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36 | hv = newHV (); |
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37 | } |
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38 | |
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39 | random_map_params::random_map_params (random_map_params *RP) |
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40 | { |
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41 | *this = *RP; |
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42 | |
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43 | HV *copy = newHV (); |
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44 | |
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45 | hv_iterinit (hv); |
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46 | |
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47 | // does not work for utf-8 keys |
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48 | while (HE *he = hv_iternext (hv)) |
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49 | { |
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50 | STRLEN klen; const char *key = HePV (he, klen); |
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51 | hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he)); |
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52 | } |
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53 | |
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54 | hv = copy; |
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55 | } |
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56 | |
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57 | random_map_params::random_map_params (HV *hv) |
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58 | { |
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59 | this->hv = (HV *)SvREFCNT_inc_NN ((SV *)hv); |
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60 | |
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61 | assign (wall_name, get_str ("wall_name")); |
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62 | |
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63 | xsize = get_iv ("xsize"); |
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64 | ysize = get_iv ("ysize"); |
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65 | layoutoptions1 = get_iv ("layoutoptions1"); |
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66 | layoutoptions2 = get_iv ("layoutoptions2"); |
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67 | layoutoptions3 = get_iv ("layoutoptions3"); |
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68 | difficulty = get_iv ("difficulty"); |
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69 | difficulty_given = get_iv ("difficulty_given"); |
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70 | difficulty_increase = get_nv ("difficulty_increase"); |
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71 | dungeon_level = get_iv ("dungeon_level"); |
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72 | dungeon_depth = get_iv ("dungeon_depth"); |
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73 | total_map_hp = get_nv ("total_map_hp"); // actually val64, but I am too lazy |
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74 | symmetry_used = get_iv ("symmetry_used"); |
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75 | } |
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76 | |
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77 | random_map_params::~random_map_params () |
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78 | { |
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79 | SvREFCNT_dec (hv); |
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80 | } |
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81 | |
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82 | shstr_tmp |
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83 | random_map_params::as_shstr () const |
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84 | { |
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85 | set ("xsize" , xsize); |
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86 | set ("ysize" , ysize); |
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87 | set ("layoutoptions1" , layoutoptions1); |
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88 | set ("layoutoptions2" , layoutoptions2); |
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89 | set ("layoutoptions3" , layoutoptions3); |
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90 | set ("dungeon_depth" , dungeon_depth); |
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91 | set ("difficulty" , difficulty && difficulty_given ? difficulty : 0); |
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92 | set ("difficulty_increase", difficulty_increase); |
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93 | set ("dungeon_level" , dungeon_level); |
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94 | |
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95 | dynbuf_text buf; |
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96 | hv_iterinit (hv); |
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97 | |
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98 | // does not work for utf-8 keys |
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99 | while (HE *he = hv_iternext (hv)) |
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100 | { |
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101 | STRLEN klen; const char *key = HePV (he, klen); |
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102 | STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen); |
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103 | |
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104 | buf.fadd (key, klen); |
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105 | buf << ' '; |
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106 | buf.fadd (value, vlen); |
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107 | buf << '\n'; |
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108 | } |
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109 | |
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110 | return shstr (buf); |
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111 | } |
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112 | |
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113 | noinline SV * |
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114 | random_map_params::get_sv (const char *option) const |
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115 | { |
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116 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
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117 | |
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118 | return he ? *he : 0; |
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119 | } |
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120 | |
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121 | noinline const_utf8_string |
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122 | random_map_params::get_str (const char *option, const_utf8_string fallback) const |
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123 | { |
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124 | SV *sv = get_sv (option); |
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125 | return sv ? cfSvPVutf8_nolen (sv) : fallback; |
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126 | } |
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127 | |
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128 | noinline IV |
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129 | random_map_params::get_iv (const char *option, IV fallback) const |
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130 | { |
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131 | SV *sv = get_sv (option); |
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132 | return sv ? SvIV (sv) : fallback; |
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133 | } |
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134 | |
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135 | noinline UV |
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136 | random_map_params::get_uv (const char *option, UV fallback) const |
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137 | { |
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138 | SV *sv = get_sv (option); |
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139 | return sv ? SvUV (sv) : fallback; |
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140 | } |
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141 | |
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142 | noinline NV |
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143 | random_map_params::get_nv (const char *option, NV fallback) const |
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144 | { |
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145 | SV *sv = get_sv (option); |
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146 | return sv ? SvNV (sv) : fallback; |
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147 | } |
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148 | |
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149 | noinline void |
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150 | random_map_params::set (const char *option, SV *value) const |
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151 | { |
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152 | int len = strlen (option); |
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153 | |
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154 | if (value) |
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155 | hv_store (hv, option, len, value, 0); |
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156 | else |
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157 | hv_delete (hv, option, len, G_DISCARD); |
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158 | } |
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159 | |
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160 | noinline void |
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161 | random_map_params::set (const char *option, const_utf8_string value) const |
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162 | { |
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163 | set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0); |
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164 | } |
36 | |
165 | |
37 | void |
166 | void |
38 | dump_layout (Layout layout) |
167 | random_map_params::set (const char *option, IV value) const |
39 | { |
168 | { |
40 | for (int j = 0; j < layout->h; j++) |
169 | set (option, newSViv (value)); |
41 | { |
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42 | for (int i = 0; i < layout->w; i++) |
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43 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
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44 | |
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45 | putc ('\n', stdout); |
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46 | } |
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47 | |
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48 | putc ('\n', stdout); |
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49 | } |
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50 | |
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51 | /* takes a map and makes it symmetric: adjusts Xsize and |
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52 | * Ysize to produce a symmetric map. |
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53 | */ |
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54 | static void |
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55 | symmetrize_layout (Layout layout, random_map_params *RP) |
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56 | { |
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57 | if (RP->symmetry_used == SYMMETRY_NONE) |
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58 | return; |
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59 | |
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60 | Layout sym_layout ( |
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61 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
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62 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
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63 | ); |
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64 | |
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65 | if (RP->symmetry_used == SYMMETRY_X) |
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66 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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67 | for (int j = 0; j < sym_layout->h; j++) |
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68 | { |
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69 | sym_layout[i ][j] = |
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70 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
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71 | } |
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72 | |
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73 | if (RP->symmetry_used == SYMMETRY_Y) |
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74 | for (int i = 0; i < sym_layout->w; i++) |
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75 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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76 | { |
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77 | sym_layout[i][j ] = |
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78 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
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79 | } |
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80 | |
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81 | if (RP->symmetry_used == SYMMETRY_XY) |
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82 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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83 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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84 | { |
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85 | sym_layout[i ][j ] = |
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86 | sym_layout[i ][sym_layout->h - j - 1] = |
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87 | sym_layout[sym_layout->w - i - 1][j ] = |
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88 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
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89 | } |
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90 | |
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91 | layout.swap (sym_layout); |
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92 | sym_layout.free (); |
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93 | |
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94 | /* reconnect disjointed spirals */ |
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95 | /* reconnect disjointed nethacklayouts: the routine for |
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96 | spirals will do the trick? */ |
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97 | if (RP->map_layout_style == LAYOUT_SPIRAL |
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98 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
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99 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
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100 | } |
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101 | |
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102 | /* takes a map and rotates it. This completes the |
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103 | onion layouts, making them possibly centered on any wall. |
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104 | It'll modify Xsize and Ysize if they're swapped. |
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105 | */ |
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106 | static void |
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107 | rotate_layout (Layout layout, int rotation) |
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108 | { |
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109 | int w = layout->w; |
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110 | int h = layout->h; |
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111 | |
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112 | switch (rotation) |
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113 | { |
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114 | case 2: /* a reflection */ |
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115 | { |
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116 | Layout new_layout (w, h); |
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117 | |
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118 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
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119 | for (int j = 0; j < h; j++) |
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120 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
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121 | |
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122 | layout.swap (new_layout); |
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123 | new_layout.free (); |
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124 | } |
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125 | break; |
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126 | |
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127 | case 1: |
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128 | case 3: |
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129 | { |
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130 | Layout new_layout (h, w); |
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131 | |
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132 | if (rotation == 1) /* swap x and y */ |
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133 | for (int i = 0; i < w; i++) |
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134 | for (int j = 0; j < h; j++) |
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135 | new_layout[j][i] = layout[i][j]; |
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136 | |
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137 | if (rotation == 3) /* swap x and y */ |
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138 | for (int i = 0; i < w; i++) |
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139 | for (int j = 0; j < h; j++) |
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140 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
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141 | |
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142 | layout.swap (new_layout); |
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143 | new_layout.free (); |
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144 | } |
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145 | break; |
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146 | } |
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147 | } |
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148 | |
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149 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
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150 | (or vertical, dir == 1) |
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151 | here which ends up on other walls sensibly. */ |
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152 | static int |
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153 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
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154 | { |
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155 | int i1; |
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156 | int length = 0; |
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157 | |
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158 | /* dont make walls if we're on the edge. */ |
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159 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
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160 | return -1; |
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161 | |
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162 | /* don't make walls if we're ON a wall. */ |
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163 | if (maze[dx][dy] != 0) |
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164 | return -1; |
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165 | |
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166 | if (dir == 0) /* horizontal */ |
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167 | { |
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168 | int y = dy; |
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169 | |
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170 | for (i1 = dx - 1; i1 > 0; i1--) |
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171 | { |
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172 | int sindex = surround_flag2 (maze, i1, y, RP); |
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173 | |
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174 | if (sindex == 1) |
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175 | break; |
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176 | if (sindex != 0) |
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177 | return -1; /* can't make horiz. wall here */ |
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178 | if (maze[i1][y] != 0) |
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179 | return -1; /* can't make horiz. wall here */ |
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180 | length++; |
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181 | } |
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182 | |
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183 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
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184 | { |
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185 | int sindex = surround_flag2 (maze, i1, y, RP); |
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186 | |
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187 | if (sindex == 2) |
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188 | break; |
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189 | if (sindex != 0) |
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190 | return -1; /* can't make horiz. wall here */ |
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191 | if (maze[i1][y] != 0) |
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192 | return -1; /* can't make horiz. wall here */ |
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193 | length++; |
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194 | } |
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195 | return length; |
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196 | } |
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197 | else |
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198 | { /* vertical */ |
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199 | int x = dx; |
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200 | |
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201 | for (i1 = dy - 1; i1 > 0; i1--) |
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202 | { |
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203 | int sindex = surround_flag2 (maze, x, i1, RP); |
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204 | |
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205 | if (sindex == 4) |
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206 | break; |
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207 | if (sindex != 0) |
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208 | return -1; /* can't make vert. wall here */ |
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209 | if (maze[x][i1] != 0) |
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210 | return -1; /* can't make horiz. wall here */ |
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211 | length++; |
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212 | } |
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213 | |
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214 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
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215 | { |
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216 | int sindex = surround_flag2 (maze, x, i1, RP); |
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217 | |
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218 | if (sindex == 8) |
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219 | break; |
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220 | if (sindex != 0) |
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221 | return -1; /* can't make verti. wall here */ |
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222 | if (maze[x][i1] != 0) |
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223 | return -1; /* can't make horiz. wall here */ |
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224 | length++; |
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225 | } |
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226 | |
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227 | return length; |
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228 | } |
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229 | |
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230 | return -1; |
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231 | } |
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232 | |
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233 | /* take a layout and make some rooms in it. |
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234 | --works best on onions.*/ |
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235 | static void |
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236 | roomify_layout (char **maze, random_map_params *RP) |
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237 | { |
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238 | int tries = RP->Xsize * RP->Ysize / 30; |
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239 | int ti; |
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240 | |
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241 | for (ti = 0; ti < tries; ti++) |
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242 | { |
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243 | int dx, dy; /* starting location for looking at creating a door */ |
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244 | int cx, cy; /* results of checking on creating walls. */ |
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245 | |
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246 | dx = rmg_rndm (RP->Xsize); |
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247 | dy = rmg_rndm (RP->Ysize); |
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248 | |
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249 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
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250 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
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251 | if (cx == -1) |
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252 | { |
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253 | if (cy != -1) |
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254 | make_wall (maze, dx, dy, 1); |
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255 | |
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256 | continue; |
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257 | } |
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258 | |
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259 | if (cy == -1) |
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260 | { |
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261 | make_wall (maze, dx, dy, 0); |
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262 | continue; |
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263 | } |
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264 | |
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265 | if (cx < cy) |
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266 | make_wall (maze, dx, dy, 0); |
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267 | else |
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268 | make_wall (maze, dx, dy, 1); |
|
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269 | } |
|
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270 | } |
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271 | |
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272 | int |
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273 | make_wall (char **maze, int x, int y, int dir) |
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274 | { |
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275 | maze[x][y] = 'D'; /* mark a door */ |
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276 | switch (dir) |
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277 | { |
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278 | case 0: /* horizontal */ |
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279 | { |
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280 | int i1; |
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281 | |
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282 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
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283 | maze[i1][y] = '#'; |
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284 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
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285 | maze[i1][y] = '#'; |
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286 | break; |
|
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287 | } |
|
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288 | case 1: /* vertical */ |
|
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289 | { |
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290 | int i1; |
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291 | |
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292 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
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293 | maze[x][i1] = '#'; |
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294 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
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295 | maze[x][i1] = '#'; |
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296 | break; |
|
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297 | } |
|
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298 | } |
|
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299 | |
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300 | return 0; |
|
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301 | } |
|
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302 | |
|
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303 | /* puts doors at appropriate locations in a layout. */ |
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304 | static void |
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305 | doorify_layout (char **maze, random_map_params *RP) |
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306 | { |
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307 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
|
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308 | int doorlocs = 0; /* # of available doorlocations */ |
|
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309 | |
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310 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
|
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311 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
|
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312 | |
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313 | /* make a list of possible door locations */ |
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314 | for (int i = 1; i < RP->Xsize - 1; i++) |
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315 | for (int j = 1; j < RP->Ysize - 1; j++) |
|
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316 | { |
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317 | int sindex = surround_flag (maze, i, j, RP); |
|
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318 | |
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319 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
|
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320 | { |
|
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321 | doorlist_x[doorlocs] = i; |
|
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322 | doorlist_y[doorlocs] = j; |
|
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323 | doorlocs++; |
|
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324 | } |
|
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325 | } |
|
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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 | } |
170 | } |
349 | |
171 | |
350 | void |
172 | void |
351 | write_map_parameters_to_string (char *buf, random_map_params *RP) |
173 | random_map_params::set (const char *option, UV value) const |
352 | { |
174 | { |
353 | char small_buf[16384]; |
175 | set (option, newSVuv (value)); |
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 | } |
176 | } |
522 | |
177 | |
523 | ///////////////////////////////////////////////////////////////////////////// |
178 | void |
524 | |
179 | random_map_params::set (const char *option, NV value) const |
525 | LayoutData::LayoutData (int w, int h) |
|
|
526 | : w(w), h(h) |
|
|
527 | { |
180 | { |
528 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
181 | set (option, newSVnv (value)); |
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 | |
|
|
538 | LayoutData::~LayoutData () |
|
|
539 | { |
|
|
540 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
541 | |
|
|
542 | sfree ((char *)col, size); |
|
|
543 | } |
|
|
544 | |
|
|
545 | void LayoutData::clear (char fill) |
|
|
546 | { |
|
|
547 | memset (col [0], fill, w * h); |
|
|
548 | } |
|
|
549 | |
|
|
550 | void 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. */ |
|
|
558 | static Layout |
|
|
559 | layoutgen (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; |
|
|
635 | } |
182 | } |
636 | |
183 | |
637 | bool |
184 | bool |
638 | maptile::generate_random_map (random_map_params *RP) |
185 | maptile::generate_random_map (random_map_params *RP) |
639 | { |
186 | { |
640 | char buf[16384]; |
|
|
641 | int i; |
|
|
642 | |
|
|
643 | RP->Xsize = RP->xsize; |
187 | RP->Xsize = RP->xsize; |
644 | RP->Ysize = RP->ysize; |
188 | RP->Ysize = RP->ysize; |
645 | |
189 | |
|
|
190 | max_it (RP->dungeon_level, 1); |
|
|
191 | |
|
|
192 | IV expand2x = RP->get_iv ("expand2x"); |
|
|
193 | UV random_seed = RP->get_uv ("random_seed"); |
|
|
194 | |
646 | /* pick a random seed, or use the one from the input file */ |
195 | /* pick a random seed, or use the one from the input file */ |
647 | RP->random_seed = RP->random_seed |
196 | random_seed = random_seed |
648 | ? RP->random_seed + RP->dungeon_level |
197 | ? random_seed + RP->dungeon_level |
649 | : time (0); |
198 | : pticks; |
650 | |
199 | |
651 | // we run "single-threaded" |
200 | // we run "single-threaded" |
652 | rmg_rndm.seed (RP->random_seed); |
201 | rmg_rndm.seed (random_seed); |
653 | |
202 | |
654 | write_map_parameters_to_string (buf, RP); |
203 | shstr buf = RP->as_shstr (); |
655 | |
204 | |
656 | if (RP->difficulty == 0) |
205 | if (RP->difficulty == 0) |
657 | { |
206 | { |
658 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
207 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
659 | |
208 | |
660 | if (RP->difficulty_increase > 0.001) |
209 | if (RP->difficulty_increase > 0.001f) |
661 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
210 | RP->difficulty = RP->dungeon_level * RP->difficulty_increase; |
662 | |
211 | |
663 | if (RP->difficulty < 1) |
212 | if (RP->difficulty < 1) |
664 | RP->difficulty = 1; |
213 | RP->difficulty = 1; |
665 | } |
214 | } |
666 | else |
215 | else |
… | |
… | |
670 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
219 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
671 | |
220 | |
672 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
221 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
673 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
222 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
674 | |
223 | |
|
|
224 | min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE); |
|
|
225 | min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE); |
|
|
226 | |
|
|
227 | int symmetry = RP->get_iv ("symmetry", SYMMETRY_NONE); |
|
|
228 | |
675 | if (RP->symmetry == SYMMETRY_RANDOM) |
229 | if (symmetry == SYMMETRY_RANDOM) |
676 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
230 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
677 | else |
231 | else |
678 | RP->symmetry_used = RP->symmetry; |
232 | RP->symmetry_used = symmetry; |
679 | |
233 | |
680 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
234 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
681 | RP->Ysize = RP->Ysize / 2 + 1; |
235 | RP->Ysize = RP->Ysize / 2 + 1; |
682 | |
236 | |
683 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
237 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
684 | RP->Xsize = RP->Xsize / 2 + 1; |
238 | RP->Xsize = RP->Xsize / 2 + 1; |
685 | |
239 | |
686 | if (RP->expand2x > 0) |
240 | if (expand2x) |
687 | { |
241 | { |
688 | RP->Xsize /= 2; |
242 | RP->Xsize /= 2; |
689 | RP->Ysize /= 2; |
243 | RP->Ysize /= 2; |
690 | } |
244 | } |
691 | |
245 | |
692 | RP->map_layout_style = LAYOUT_NONE; |
246 | const char *layoutstyle = RP->get_str ("layoutstyle", ""); |
693 | |
247 | |
694 | /* Redo this - there was a lot of redundant code of checking for preset |
|
|
695 | * layout style and then random layout style. Instead, figure out |
|
|
696 | * the numeric layoutstyle, so there is only one area that actually |
|
|
697 | * calls the code to make the maps. |
|
|
698 | */ |
|
|
699 | if (strstr (RP->layoutstyle, "onion")) |
248 | if (strstr (layoutstyle, "onion")) |
700 | RP->map_layout_style = LAYOUT_ONION; |
249 | RP->map_layout_style = LAYOUT_ONION; |
701 | else if (strstr (RP->layoutstyle, "maze")) |
250 | else if (strstr (layoutstyle, "maze")) |
702 | RP->map_layout_style = LAYOUT_MAZE; |
251 | RP->map_layout_style = LAYOUT_MAZE; |
703 | else if (strstr (RP->layoutstyle, "spiral")) |
252 | else if (strstr (layoutstyle, "spiral")) |
704 | RP->map_layout_style = LAYOUT_SPIRAL; |
253 | RP->map_layout_style = LAYOUT_SPIRAL; |
705 | else if (strstr (RP->layoutstyle, "rogue")) |
254 | else if (strstr (layoutstyle, "rogue")) |
706 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
255 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
707 | else if (strstr (RP->layoutstyle, "snake")) |
256 | else if (strstr (layoutstyle, "snake")) |
708 | RP->map_layout_style = LAYOUT_SNAKE; |
257 | RP->map_layout_style = LAYOUT_SNAKE; |
709 | else if (strstr (RP->layoutstyle, "squarespiral")) |
258 | else if (strstr (layoutstyle, "squarespiral")) |
710 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
259 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
260 | else if (strstr (layoutstyle, "cave")) |
711 | else if (RP->map_layout_style == LAYOUT_NONE) |
261 | RP->map_layout_style = LAYOUT_CAVE; |
|
|
262 | else if (strstr (layoutstyle, "castle")) |
|
|
263 | RP->map_layout_style = LAYOUT_CASTLE; |
|
|
264 | else if (strstr (layoutstyle, "multiple")) |
|
|
265 | RP->map_layout_style = LAYOUT_MULTIPLE; |
|
|
266 | else |
712 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
267 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
713 | else |
|
|
714 | abort (); |
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715 | |
268 | |
716 | Layout layout = layoutgen (RP); |
269 | layout maze (RP->Xsize, RP->Ysize); |
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270 | maze.generate (RP); |
717 | |
271 | |
718 | #ifdef RMAP_DEBUG |
272 | if (RP->get_iv ("rotate", 1)) |
719 | dump_layout (layout); |
273 | maze.rotate (rmg_rndm (4)); |
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274 | |
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275 | maze.symmetrize (RP->symmetry_used); |
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276 | |
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277 | if (expand2x) |
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278 | maze.expand2x (); |
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279 | |
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280 | #if 0 |
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281 | maze.print ();//D |
720 | #endif |
282 | #endif |
721 | |
283 | |
722 | /* increment these for the current map */ |
284 | /* increment these for the current map */ |
723 | ++RP->dungeon_level; |
285 | ++RP->dungeon_level; |
724 | |
286 | |
725 | // need to patch RP becasue following code doesn't use the Layout object |
287 | // need to patch RP becasue following code doesn't use the layout object |
726 | RP->Xsize = layout->w; |
288 | RP->Xsize = maze.w; |
727 | RP->Ysize = layout->h; |
289 | RP->Ysize = maze.h; |
728 | |
290 | |
729 | /* allocate the map and set the floor */ |
291 | /* allocate the map and set the floor */ |
730 | make_map_floor (layout, RP->floorstyle, RP); |
292 | make_map_floor (maze, RP->get_str ("floorstyle", ""), RP); |
731 | |
293 | |
732 | /* set region */ |
294 | /* set region */ |
733 | default_region = RP->region; |
295 | default_region = region::find (RP->get_str ("region", 0)); |
734 | |
296 | |
735 | CEDE; |
297 | CEDE; |
736 | |
298 | |
737 | place_specials_in_map (this, layout, RP); |
299 | place_specials_in_map (this, maze, RP); |
738 | |
300 | |
739 | CEDE; |
301 | CEDE; |
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|
302 | |
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|
303 | const char *wallstyle = RP->get_str ("wallstyle", ""); |
740 | |
304 | |
741 | /* create walls unless the wallstyle is "none" */ |
305 | /* create walls unless the wallstyle is "none" */ |
742 | if (strcmp (RP->wallstyle, "none")) |
306 | if (strcmp (wallstyle, "none")) |
743 | { |
307 | { |
744 | make_map_walls (this, layout, RP->wallstyle, RP->miningstyle, RP); |
308 | make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP); |
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|
309 | |
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310 | const char *doorstyle = RP->get_str ("doorstyle", ""); |
745 | |
311 | |
746 | /* place doors unless doorstyle or wallstyle is "none" */ |
312 | /* place doors unless doorstyle or wallstyle is "none" */ |
747 | if (strcmp (RP->doorstyle, "none")) |
313 | if (strcmp (doorstyle, "none")) |
748 | put_doors (this, layout, RP->doorstyle, RP); |
314 | put_doors (this, maze, doorstyle, RP); |
749 | } |
315 | } |
750 | |
316 | |
751 | CEDE; |
317 | CEDE; |
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|
318 | |
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|
319 | const char *exitstyle = RP->get_str ("exitstyle", ""); |
752 | |
320 | |
753 | /* create exits unless the exitstyle is "none" */ |
321 | /* create exits unless the exitstyle is "none" */ |
754 | if (strcmp (RP->exitstyle, "none")) |
322 | if (strcmp (exitstyle, "none")) |
755 | place_exits (this, layout, RP->exitstyle, RP->orientation, RP); |
323 | place_exits (this, maze, exitstyle, RP->get_iv ("orientation", 0), RP); |
756 | |
324 | |
757 | CEDE; |
325 | CEDE; |
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|
326 | |
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|
327 | const char *monsterstyle = RP->get_str ("monsterstyle", ""); |
758 | |
328 | |
759 | /* create monsters unless the monsterstyle is "none" */ |
329 | /* create monsters unless the monsterstyle is "none" */ |
760 | if (strcmp (RP->monsterstyle, "none")) |
330 | if (strcmp (monsterstyle, "none")) |
761 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
331 | place_monsters (this, monsterstyle, RP->difficulty, RP); |
762 | |
332 | |
763 | CEDE; |
333 | CEDE; |
764 | |
334 | |
765 | /* treasures needs to have a proper difficulty set for the map. */ |
335 | /* treasures needs to have a proper difficulty set for the map. */ |
766 | difficulty = estimate_difficulty (); |
336 | difficulty = estimate_difficulty (); |
767 | |
337 | |
768 | CEDE; |
338 | CEDE; |
769 | |
339 | |
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|
340 | const char *treasurestyle = RP->get_str ("treasurestyle", ""); |
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|
341 | |
770 | /* create treasure unless the treasurestyle is "none" */ |
342 | /* create treasure unless the treasurestyle is "none" */ |
771 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
343 | place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP); |
772 | |
344 | |
773 | CEDE; |
345 | CEDE; |
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|
346 | |
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|
347 | const char *decorstyle = RP->get_str ("decorstyle", ""); |
774 | |
348 | |
775 | /* create decor unless the decorstyle is "none" */ |
349 | /* create decor unless the decorstyle is "none" */ |
776 | if (strcmp (RP->decorstyle, "none")) |
350 | if (strcmp (decorstyle, "none")) |
777 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
351 | put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP); |
778 | |
352 | |
779 | CEDE; |
353 | CEDE; |
780 | |
354 | |
781 | /* generate treasures, etc. */ |
355 | /* generate treasures, etc. */ |
782 | fix_auto_apply (); |
356 | fix_auto_apply (); |
783 | |
357 | |
784 | CEDE; |
358 | CEDE; |
785 | |
359 | |
786 | unblock_exits (this, layout, RP); |
360 | unblock_exits (this, maze); |
787 | |
361 | |
788 | msg = strdup (buf); |
362 | msg = buf; |
789 | in_memory = MAP_ACTIVE; |
363 | in_memory = MAP_ACTIVE; |
790 | |
364 | |
791 | CEDE; |
365 | CEDE; |
792 | |
366 | |
793 | return 1; |
367 | return 1; |