1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_random_map_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: random_map.C,v 1.3 2006/09/10 16:06:37 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
5 | */ |
23 | */ |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
24 | |
30 | #include <time.h> |
25 | #include <time.h> |
31 | #include <stdio.h> |
26 | #include <stdio.h> |
32 | #include <global.h> |
27 | #include <global.h> |
33 | #include <maze_gen.h> |
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34 | #include <room_gen.h> |
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35 | #include <random_map.h> |
28 | #include <random_map.h> |
36 | #include <rproto.h> |
29 | #include <rproto.h> |
37 | #include <sproto.h> |
30 | #include <sproto.h> |
38 | |
31 | |
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32 | #define CEDE coroapi::cede_to_tick () |
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33 | |
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34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
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35 | static void rotate_layout (Layout maze, int rotation); |
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36 | |
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37 | const_utf8_string |
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38 | random_map_params::get_str (const_utf8_string option, const_utf8_string fallback) const |
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39 | { |
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40 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
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41 | |
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42 | return he ? cfSvPVutf8_nolen (*he) : fallback; |
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43 | } |
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44 | |
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45 | IV |
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46 | random_map_params::get_iv (const char *option, IV fallback) const |
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47 | { |
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48 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
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49 | |
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50 | return he ? SvIV (*he) : fallback; |
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51 | } |
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52 | |
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53 | random_map_params::~random_map_params () |
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54 | { |
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55 | SvREFCNT_dec (hv); |
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56 | } |
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57 | |
39 | void |
58 | void |
40 | dump_layout (char **layout, RMParms * RP) |
59 | dump_layout (Layout layout) |
41 | { |
60 | { |
42 | { |
61 | for (int j = 0; j < layout->h; j++) |
43 | int i, j; |
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44 | |
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45 | for (i = 0; i < RP->Xsize; i++) |
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46 | { |
62 | { |
47 | for (j = 0; j < RP->Ysize; j++) |
63 | for (int i = 0; i < layout->w; i++) |
48 | { |
64 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
49 | if (layout[i][j] == 0) |
65 | |
50 | layout[i][j] = ' '; |
66 | putc ('\n', stdout); |
51 | printf ("%c", layout[i][j]); |
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52 | if (layout[i][j] == ' ') |
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53 | layout[i][j] = 0; |
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54 | } |
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55 | printf ("\n"); |
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56 | } |
67 | } |
57 | } |
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58 | printf ("\n"); |
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59 | } |
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60 | EXTERN FILE *logfile; |
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61 | mapstruct * |
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62 | generate_random_map (const char *OutFileName, RMParms * RP) |
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63 | { |
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64 | char **layout, buf[HUGE_BUF]; |
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65 | mapstruct *theMap; |
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66 | int i; |
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67 | |
68 | |
68 | /* pick a random seed, or use the one from the input file */ |
69 | putc ('\n', stdout); |
69 | if (RP->random_seed == 0) |
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70 | RP->random_seed = time (0); |
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71 | |
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72 | SRANDOM (RP->random_seed); |
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73 | |
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74 | write_map_parameters_to_string (buf, RP); |
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75 | |
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76 | if (RP->difficulty == 0) |
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77 | { |
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78 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
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79 | if (RP->difficulty_increase > 0.001) |
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80 | { |
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81 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
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82 | if (RP->difficulty < 1) |
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83 | RP->difficulty = 1; |
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84 | } |
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85 | } |
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86 | else |
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87 | RP->difficulty_given = 1; |
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88 | |
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89 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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90 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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91 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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92 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; |
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93 | |
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94 | if (RP->expand2x > 0) |
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95 | { |
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96 | RP->Xsize /= 2; |
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97 | RP->Ysize /= 2; |
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98 | } |
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99 | |
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100 | layout = layoutgen (RP); |
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101 | |
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102 | #ifdef RMAP_DEBUG |
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103 | dump_layout (layout, RP); |
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104 | #endif |
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105 | |
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106 | /* increment these for the current map */ |
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107 | RP->dungeon_level += 1; |
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108 | /* allow constant-difficulty maps. */ |
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109 | /* difficulty+=1; */ |
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110 | |
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111 | /* rotate the layout randomly */ |
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112 | layout = rotate_layout (layout, RANDOM () % 4, RP); |
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113 | #ifdef RMAP_DEBUG |
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114 | dump_layout (layout, RP); |
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115 | #endif |
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116 | |
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117 | /* allocate the map and set the floor */ |
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118 | theMap = make_map_floor (layout, RP->floorstyle, RP); |
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119 | |
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120 | /* set the name of the map. */ |
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121 | strcpy (theMap->path, OutFileName); |
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122 | |
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123 | /* set region */ |
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124 | theMap->region = RP->region; |
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125 | |
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126 | /* create walls unless the wallstyle is "none" */ |
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127 | if (strcmp (RP->wallstyle, "none")) |
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128 | { |
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129 | make_map_walls (theMap, layout, RP->wallstyle, RP); |
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130 | |
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131 | /* place doors unless doorstyle or wallstyle is "none" */ |
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132 | if (strcmp (RP->doorstyle, "none")) |
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133 | put_doors (theMap, layout, RP->doorstyle, RP); |
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134 | |
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135 | } |
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136 | |
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137 | /* create exits unless the exitstyle is "none" */ |
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138 | if (strcmp (RP->exitstyle, "none")) |
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139 | place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP); |
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140 | |
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141 | place_specials_in_map (theMap, layout, RP); |
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142 | |
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143 | /* create monsters unless the monsterstyle is "none" */ |
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144 | if (strcmp (RP->monsterstyle, "none")) |
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145 | place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP); |
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146 | |
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147 | /* treasures needs to have a proper difficulty set for the map. */ |
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148 | theMap->difficulty = calculate_difficulty (theMap); |
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149 | |
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150 | /* create treasure unless the treasurestyle is "none" */ |
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151 | if (strcmp (RP->treasurestyle, "none")) |
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152 | place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP); |
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153 | |
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154 | /* create decor unless the decorstyle is "none" */ |
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155 | if (strcmp (RP->decorstyle, "none")) |
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156 | put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP); |
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157 | |
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158 | /* generate treasures, etc. */ |
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159 | fix_auto_apply (theMap); |
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160 | |
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161 | unblock_exits (theMap, layout, RP); |
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162 | |
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163 | /* free the layout */ |
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164 | for (i = 0; i < RP->Xsize; i++) |
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165 | free (layout[i]); |
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166 | free (layout); |
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167 | |
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168 | theMap->msg = strdup_local (buf); |
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169 | |
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170 | return theMap; |
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171 | } |
70 | } |
172 | |
71 | |
173 | |
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174 | /* function selects the layout function and gives it whatever |
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175 | arguments it needs. */ |
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176 | char ** |
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177 | layoutgen (RMParms * RP) |
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178 | { |
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179 | char **maze = 0; |
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180 | int oxsize = RP->Xsize, oysize = RP->Ysize; |
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181 | |
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182 | if (RP->symmetry == RANDOM_SYM) |
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183 | RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1; |
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184 | else |
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185 | RP->symmetry_used = RP->symmetry; |
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186 | |
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187 | if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM) |
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188 | RP->Ysize = RP->Ysize / 2 + 1; |
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189 | if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM) |
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190 | RP->Xsize = RP->Xsize / 2 + 1; |
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191 | |
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192 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
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193 | RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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194 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
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195 | RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; |
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196 | RP->map_layout_style = 0; |
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197 | |
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198 | /* Redo this - there was a lot of redundant code of checking for preset |
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199 | * layout style and then random layout style. Instead, figure out |
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200 | * the numeric layoutstyle, so there is only one area that actually |
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201 | * calls the code to make the maps. |
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202 | */ |
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203 | if (strstr (RP->layoutstyle, "onion")) |
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204 | { |
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205 | RP->map_layout_style = ONION_LAYOUT; |
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206 | } |
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207 | |
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208 | if (strstr (RP->layoutstyle, "maze")) |
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209 | { |
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210 | RP->map_layout_style = MAZE_LAYOUT; |
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211 | } |
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212 | |
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213 | if (strstr (RP->layoutstyle, "spiral")) |
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214 | { |
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215 | RP->map_layout_style = SPIRAL_LAYOUT; |
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216 | } |
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217 | |
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218 | if (strstr (RP->layoutstyle, "rogue")) |
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219 | { |
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220 | RP->map_layout_style = ROGUELIKE_LAYOUT; |
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221 | } |
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222 | |
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223 | if (strstr (RP->layoutstyle, "snake")) |
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224 | { |
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225 | RP->map_layout_style = SNAKE_LAYOUT; |
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226 | } |
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227 | |
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228 | if (strstr (RP->layoutstyle, "squarespiral")) |
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229 | { |
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230 | RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; |
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231 | } |
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232 | /* No style found - choose one ranomdly */ |
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233 | if (RP->map_layout_style == 0) |
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234 | { |
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235 | RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; |
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236 | } |
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237 | |
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238 | switch (RP->map_layout_style) |
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239 | { |
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240 | |
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241 | case ONION_LAYOUT: |
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242 | maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); |
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243 | if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) |
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244 | roomify_layout (maze, RP); |
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245 | break; |
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246 | |
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247 | case MAZE_LAYOUT: |
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248 | maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); |
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249 | if (!(RANDOM () % 2)) |
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250 | doorify_layout (maze, RP); |
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251 | break; |
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252 | |
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253 | case SPIRAL_LAYOUT: |
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254 | maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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255 | if (!(RANDOM () % 2)) |
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256 | doorify_layout (maze, RP); |
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257 | break; |
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258 | |
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259 | case ROGUELIKE_LAYOUT: |
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260 | /* Don't put symmetry in rogue maps. There isn't much reason to |
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261 | * do so in the first place (doesn't make it any more interesting), |
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262 | * but more importantly, the symmetry code presumes we are symmetrizing |
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263 | * spirals, or maps with lots of passages - making a symmetric rogue |
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264 | * map fails because its likely that the passages the symmetry process |
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265 | * creates may not connect the rooms. |
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266 | */ |
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267 | RP->symmetry_used = NO_SYM; |
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268 | RP->Ysize = oysize; |
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269 | RP->Xsize = oxsize; |
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270 | maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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271 | /* no doorifying... done already */ |
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272 | break; |
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273 | |
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274 | case SNAKE_LAYOUT: |
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275 | maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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276 | if (RANDOM () % 2) |
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277 | roomify_layout (maze, RP); |
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278 | break; |
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279 | |
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280 | case SQUARE_SPIRAL_LAYOUT: |
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281 | maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); |
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282 | if (RANDOM () % 2) |
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283 | roomify_layout (maze, RP); |
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284 | break; |
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285 | } |
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286 | |
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287 | maze = symmetrize_layout (maze, RP->symmetry_used, RP); |
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288 | #ifdef RMAP_DEBUG |
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289 | dump_layout (maze, RP); |
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290 | #endif |
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291 | if (RP->expand2x) |
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292 | { |
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293 | maze = expand2x (maze, RP->Xsize, RP->Ysize); |
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294 | RP->Xsize = RP->Xsize * 2 - 1; |
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295 | RP->Ysize = RP->Ysize * 2 - 1; |
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296 | } |
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297 | return maze; |
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298 | } |
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299 | |
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300 | |
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301 | /* takes a map and makes it symmetric: adjusts Xsize and |
72 | /* takes a map and makes it symmetric: adjusts Xsize and |
302 | Ysize to produce a symmetric map. */ |
73 | * Ysize to produce a symmetric map. |
303 | |
74 | */ |
304 | char ** |
75 | static void |
305 | symmetrize_layout (char **maze, int sym, RMParms * RP) |
76 | symmetrize_layout (Layout layout, random_map_params *RP) |
306 | { |
77 | { |
307 | int i, j; |
78 | if (RP->symmetry_used == SYMMETRY_NONE) |
308 | char **sym_maze; |
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309 | int Xsize_orig, Ysize_orig; |
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310 | |
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311 | Xsize_orig = RP->Xsize; |
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312 | Ysize_orig = RP->Ysize; |
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313 | RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */ |
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314 | if (sym == NO_SYM) |
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315 | { |
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316 | RP->Xsize = Xsize_orig; |
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317 | RP->Ysize = Ysize_orig; |
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318 | return maze; |
79 | return; |
319 | } |
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320 | /* pick new sizes */ |
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321 | RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize); |
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322 | RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize); |
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323 | |
80 | |
324 | sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); |
81 | Layout sym_layout ( |
325 | for (i = 0; i < RP->Xsize; i++) |
82 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
326 | sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); |
83 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
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84 | ); |
327 | |
85 | |
328 | if (sym == X_SYM) |
86 | if (RP->symmetry_used == SYMMETRY_X) |
329 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
87 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
330 | for (j = 0; j < RP->Ysize; j++) |
88 | for (int j = 0; j < sym_layout->h; j++) |
331 | { |
89 | { |
332 | sym_maze[i][j] = maze[i][j]; |
90 | sym_layout[i ][j] = |
333 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
91 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
334 | }; |
92 | } |
335 | if (sym == Y_SYM) |
93 | |
336 | for (i = 0; i < RP->Xsize; i++) |
94 | if (RP->symmetry_used == SYMMETRY_Y) |
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95 | for (int i = 0; i < sym_layout->w; i++) |
337 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
96 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
338 | { |
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339 | sym_maze[i][j] = maze[i][j]; |
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340 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
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341 | } |
97 | { |
342 | if (sym == XY_SYM) |
98 | sym_layout[i][j ] = |
343 | for (i = 0; i < RP->Xsize / 2 + 1; i++) |
99 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
344 | for (j = 0; j < RP->Ysize / 2 + 1; j++) |
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345 | { |
100 | } |
346 | sym_maze[i][j] = maze[i][j]; |
101 | |
347 | sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; |
102 | if (RP->symmetry_used == SYMMETRY_XY) |
348 | sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; |
103 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
349 | sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; |
104 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
350 | } |
105 | { |
351 | /* delete the old maze */ |
106 | sym_layout[i ][j ] = |
352 | for (i = 0; i < Xsize_orig; i++) |
107 | sym_layout[i ][sym_layout->h - j - 1] = |
353 | free (maze[i]); |
108 | sym_layout[sym_layout->w - i - 1][j ] = |
354 | free (maze); |
109 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
|
|
110 | } |
|
|
111 | |
|
|
112 | layout.swap (sym_layout); |
|
|
113 | sym_layout.free (); |
|
|
114 | |
355 | /* reconnect disjointed spirals */ |
115 | /* reconnect disjointed spirals */ |
356 | if (RP->map_layout_style == SPIRAL_LAYOUT) |
|
|
357 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
|
|
358 | /* reconnect disjointed nethackmazes: the routine for |
116 | /* reconnect disjointed nethacklayouts: the routine for |
359 | spirals will do the trick? */ |
117 | spirals will do the trick? */ |
360 | if (RP->map_layout_style == ROGUELIKE_LAYOUT) |
118 | if (RP->map_layout_style == LAYOUT_SPIRAL |
361 | connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); |
119 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
362 | |
120 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
363 | return sym_maze; |
|
|
364 | } |
121 | } |
365 | |
|
|
366 | |
122 | |
367 | /* takes a map and rotates it. This completes the |
123 | /* takes a map and rotates it. This completes the |
368 | onion layouts, making them possibly centered on any wall. |
124 | onion layouts, making them possibly centered on any wall. |
369 | It'll modify Xsize and Ysize if they're swapped. |
125 | It'll modify Xsize and Ysize if they're swapped. |
370 | */ |
126 | */ |
371 | |
127 | static void |
372 | char ** |
128 | rotate_layout (Layout layout, int rotation) |
373 | rotate_layout (char **maze, int rotation, RMParms * RP) |
|
|
374 | { |
129 | { |
375 | char **new_maze; |
130 | int w = layout->w; |
376 | int i, j; |
131 | int h = layout->h; |
377 | |
132 | |
378 | switch (rotation) |
133 | switch (rotation) |
379 | { |
134 | { |
380 | case 0: |
|
|
381 | return maze; |
|
|
382 | break; |
|
|
383 | case 2: /* a reflection */ |
135 | case 2: /* a reflection */ |
384 | { |
136 | { |
385 | char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); |
137 | Layout new_layout (w, h); |
386 | |
138 | |
387 | for (i = 0; i < RP->Xsize; i++) |
139 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
388 | { /* make a copy */ |
|
|
389 | for (j = 0; j < RP->Ysize; j++) |
140 | for (int j = 0; j < h; j++) |
390 | { |
141 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
391 | newmaze[i * RP->Ysize + j] = maze[i][j]; |
142 | |
392 | } |
143 | layout.swap (new_layout); |
393 | } |
144 | new_layout.free (); |
394 | for (i = 0; i < RP->Xsize; i++) |
|
|
395 | { /* copy a reflection back */ |
|
|
396 | for (j = 0; j < RP->Ysize; j++) |
|
|
397 | { |
|
|
398 | maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1]; |
|
|
399 | } |
|
|
400 | } |
|
|
401 | free (newmaze); |
|
|
402 | return maze; |
|
|
403 | break; |
|
|
404 | } |
145 | } |
|
|
146 | break; |
|
|
147 | |
405 | case 1: |
148 | case 1: |
406 | case 3: |
149 | case 3: |
407 | { |
150 | { |
408 | int swap; |
151 | Layout new_layout (h, w); |
409 | new_maze = (char **) calloc (sizeof (char *), RP->Ysize); |
152 | |
410 | for (i = 0; i < RP->Ysize; i++) |
|
|
411 | { |
|
|
412 | new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize); |
|
|
413 | } |
|
|
414 | if (rotation == 1) /* swap x and y */ |
153 | if (rotation == 1) /* swap x and y */ |
415 | for (i = 0; i < RP->Xsize; i++) |
|
|
416 | for (j = 0; j < RP->Ysize; j++) |
|
|
417 | new_maze[j][i] = maze[i][j]; |
|
|
418 | |
|
|
419 | if (rotation == 3) |
|
|
420 | { /* swap x and y */ |
|
|
421 | for (i = 0; i < RP->Xsize; i++) |
|
|
422 | for (j = 0; j < RP->Ysize; j++) |
|
|
423 | new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1]; |
|
|
424 | } |
|
|
425 | |
|
|
426 | /* delete the old layout */ |
|
|
427 | for (i = 0; i < RP->Xsize; i++) |
154 | for (int i = 0; i < w; i++) |
428 | free (maze[i]); |
155 | for (int j = 0; j < h; j++) |
429 | free (maze); |
156 | new_layout[j][i] = layout[i][j]; |
430 | |
157 | |
431 | swap = RP->Ysize; |
158 | if (rotation == 3) /* swap x and y */ |
432 | RP->Ysize = RP->Xsize; |
159 | for (int i = 0; i < w; i++) |
433 | RP->Xsize = swap; |
160 | for (int j = 0; j < h; j++) |
434 | return new_maze; |
161 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
435 | break; |
162 | |
|
|
163 | layout.swap (new_layout); |
|
|
164 | new_layout.free (); |
436 | } |
165 | } |
437 | } |
166 | break; |
438 | return NULL; |
|
|
439 | } |
|
|
440 | |
|
|
441 | /* take a layout and make some rooms in it. |
|
|
442 | --works best on onions.*/ |
|
|
443 | void |
|
|
444 | roomify_layout (char **maze, RMParms * RP) |
|
|
445 | { |
|
|
446 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
447 | int ti; |
|
|
448 | |
|
|
449 | for (ti = 0; ti < tries; ti++) |
|
|
450 | { |
|
|
451 | int dx, dy; /* starting location for looking at creating a door */ |
|
|
452 | int cx, cy; /* results of checking on creating walls. */ |
|
|
453 | |
|
|
454 | dx = RANDOM () % RP->Xsize; |
|
|
455 | dy = RANDOM () % RP->Ysize; |
|
|
456 | cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
457 | cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
|
458 | if (cx == -1) |
|
|
459 | { |
|
|
460 | if (cy != -1) |
|
|
461 | make_wall (maze, dx, dy, 1); |
|
|
462 | continue; |
|
|
463 | } |
|
|
464 | if (cy == -1) |
|
|
465 | { |
|
|
466 | make_wall (maze, dx, dy, 0); |
|
|
467 | continue; |
|
|
468 | } |
|
|
469 | if (cx < cy) |
|
|
470 | make_wall (maze, dx, dy, 0); |
|
|
471 | else |
|
|
472 | make_wall (maze, dx, dy, 1); |
|
|
473 | } |
167 | } |
474 | } |
168 | } |
475 | |
169 | |
476 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
170 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
477 | (or vertical, dir == 1) |
171 | (or vertical, dir == 1) |
478 | here which ends up on other walls sensibly. */ |
172 | here which ends up on other walls sensibly. */ |
479 | |
173 | static int |
480 | int |
|
|
481 | can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) |
174 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
482 | { |
175 | { |
483 | int i1; |
176 | int i1; |
484 | int length = 0; |
177 | int length = 0; |
485 | |
178 | |
486 | /* dont make walls if we're on the edge. */ |
179 | /* dont make walls if we're on the edge. */ |
… | |
… | |
549 | return -1; /* can't make verti. wall here */ |
242 | return -1; /* can't make verti. wall here */ |
550 | if (maze[x][i1] != 0) |
243 | if (maze[x][i1] != 0) |
551 | return -1; /* can't make horiz. wall here */ |
244 | return -1; /* can't make horiz. wall here */ |
552 | length++; |
245 | length++; |
553 | } |
246 | } |
|
|
247 | |
554 | return length; |
248 | return length; |
555 | } |
249 | } |
|
|
250 | |
556 | return -1; |
251 | return -1; |
557 | } |
252 | } |
558 | |
253 | |
|
|
254 | /* take a layout and make some rooms in it. |
|
|
255 | --works best on onions.*/ |
|
|
256 | static void |
|
|
257 | roomify_layout (char **maze, random_map_params *RP) |
|
|
258 | { |
|
|
259 | int tries = RP->Xsize * RP->Ysize / 30; |
|
|
260 | |
|
|
261 | for (int ti = 0; ti < tries; ti++) |
|
|
262 | { |
|
|
263 | /* starting location for looking at creating a door */ |
|
|
264 | int dx = rmg_rndm (RP->Xsize); |
|
|
265 | int dy = rmg_rndm (RP->Ysize); |
|
|
266 | |
|
|
267 | /* results of checking on creating walls. */ |
|
|
268 | int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
|
|
269 | int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
|
|
270 | |
|
|
271 | if (cx == -1) |
|
|
272 | { |
|
|
273 | if (cy != -1) |
|
|
274 | make_wall (maze, dx, dy, 1); |
|
|
275 | |
|
|
276 | continue; |
|
|
277 | } |
|
|
278 | |
|
|
279 | if (cy == -1) |
|
|
280 | { |
|
|
281 | make_wall (maze, dx, dy, 0); |
|
|
282 | continue; |
|
|
283 | } |
|
|
284 | |
|
|
285 | if (cx < cy) |
|
|
286 | make_wall (maze, dx, dy, 0); |
|
|
287 | else |
|
|
288 | make_wall (maze, dx, dy, 1); |
|
|
289 | } |
|
|
290 | } |
559 | |
291 | |
560 | int |
292 | int |
561 | make_wall (char **maze, int x, int y, int dir) |
293 | make_wall (char **maze, int x, int y, int dir) |
562 | { |
294 | { |
563 | maze[x][y] = 'D'; /* mark a door */ |
295 | maze[x][y] = 'D'; /* mark a door */ |
|
|
296 | |
564 | switch (dir) |
297 | switch (dir) |
565 | { |
298 | { |
566 | case 0: /* horizontal */ |
299 | case 0: /* horizontal */ |
567 | { |
300 | { |
568 | int i1; |
|
|
569 | |
|
|
570 | for (i1 = x - 1; maze[i1][y] == 0; i1--) |
301 | for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
571 | maze[i1][y] = '#'; |
|
|
572 | for (i1 = x + 1; maze[i1][y] == 0; i1++) |
302 | for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
573 | maze[i1][y] = '#'; |
|
|
574 | break; |
303 | break; |
575 | } |
304 | } |
576 | case 1: /* vertical */ |
305 | case 1: /* vertical */ |
577 | { |
306 | { |
578 | int i1; |
|
|
579 | |
|
|
580 | for (i1 = y - 1; maze[x][i1] == 0; i1--) |
307 | for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
581 | maze[x][i1] = '#'; |
|
|
582 | for (i1 = y + 1; maze[x][i1] == 0; i1++) |
308 | for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
583 | maze[x][i1] = '#'; |
|
|
584 | break; |
309 | break; |
585 | } |
310 | } |
586 | } |
311 | } |
587 | |
312 | |
588 | return 0; |
313 | return 0; |
589 | } |
314 | } |
590 | |
315 | |
591 | /* puts doors at appropriate locations in a layout. */ |
316 | /* puts doors at appropriate locations in a layout. */ |
592 | |
317 | static void |
593 | void |
|
|
594 | doorify_layout (char **maze, RMParms * RP) |
318 | doorify_layout (char **maze, random_map_params *RP) |
595 | { |
319 | { |
596 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
320 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
597 | char *doorlist_x; |
|
|
598 | char *doorlist_y; |
|
|
599 | int doorlocs = 0; /* # of available doorlocations */ |
321 | int doorlocs = 0; /* # of available doorlocations */ |
600 | int i, j; |
|
|
601 | |
322 | |
602 | doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
323 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
603 | doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); |
324 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
604 | |
|
|
605 | |
325 | |
606 | /* make a list of possible door locations */ |
326 | /* make a list of possible door locations */ |
607 | for (i = 1; i < RP->Xsize - 1; i++) |
327 | for (int i = 1; i < RP->Xsize - 1; i++) |
608 | for (j = 1; j < RP->Ysize - 1; j++) |
328 | for (int j = 1; j < RP->Ysize - 1; j++) |
609 | { |
329 | { |
610 | int sindex = surround_flag (maze, i, j, RP); |
330 | int sindex = surround_flag (maze, i, j, RP); |
611 | |
331 | |
612 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
332 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
613 | { |
333 | { |
614 | doorlist_x[doorlocs] = i; |
334 | doorlist_x[doorlocs] = i; |
615 | doorlist_y[doorlocs] = j; |
335 | doorlist_y[doorlocs] = j; |
616 | doorlocs++; |
336 | doorlocs++; |
617 | } |
337 | } |
618 | } |
338 | } |
|
|
339 | |
619 | while (ndoors > 0 && doorlocs > 0) |
340 | while (ndoors > 0 && doorlocs > 0) |
620 | { |
341 | { |
621 | int di; |
342 | int di = rmg_rndm (doorlocs); |
622 | int sindex; |
|
|
623 | |
|
|
624 | di = RANDOM () % doorlocs; |
|
|
625 | i = doorlist_x[di]; |
343 | int i = doorlist_x[di]; |
626 | j = doorlist_y[di]; |
344 | int j = doorlist_y[di]; |
627 | sindex = surround_flag (maze, i, j, RP); |
345 | int sindex = surround_flag (maze, i, j, RP); |
|
|
346 | |
628 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
347 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
629 | { |
348 | { |
630 | maze[i][j] = 'D'; |
349 | maze[i][j] = 'D'; |
631 | ndoors--; |
350 | ndoors--; |
632 | } |
351 | } |
|
|
352 | |
633 | /* reduce the size of the list */ |
353 | /* reduce the size of the list */ |
634 | doorlocs--; |
354 | doorlocs--; |
635 | doorlist_x[di] = doorlist_x[doorlocs]; |
355 | doorlist_x[di] = doorlist_x[doorlocs]; |
636 | doorlist_y[di] = doorlist_y[doorlocs]; |
356 | doorlist_y[di] = doorlist_y[doorlocs]; |
637 | } |
357 | } |
638 | free (doorlist_x); |
|
|
639 | free (doorlist_y); |
|
|
640 | } |
|
|
641 | |
358 | |
|
|
359 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
|
|
360 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
|
|
361 | } |
642 | |
362 | |
643 | void |
363 | void |
644 | write_map_parameters_to_string (char *buf, RMParms * RP) |
364 | write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP) |
645 | { |
365 | { |
|
|
366 | hv_iterinit (RP->hv); |
646 | |
367 | |
647 | char small_buf[256]; |
368 | while (HE *he = hv_iternext (RP->hv)) |
|
|
369 | buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n'; |
648 | |
370 | |
649 | sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); |
371 | buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
650 | |
372 | |
651 | if (RP->wallstyle[0]) |
373 | if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle); |
652 | { |
374 | if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle); |
653 | sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); |
375 | if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle); |
654 | strcat (buf, small_buf); |
376 | if (RP->decorstyle[0] ) buf.printf ("decorstyle %s\n", RP->decorstyle); |
|
|
377 | if (RP->doorstyle[0] ) buf.printf ("doorstyle %s\n", RP->doorstyle); |
|
|
378 | if (RP->final_map.length () ) buf.printf ("final_map %s\n", &RP->final_map); |
|
|
379 | if (RP->exit_on_final_map[0]) buf.printf ("exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
380 | if (RP->this_map.length () ) buf.printf ("origin_map %s\n", &RP->this_map); |
|
|
381 | if (RP->expand2x ) buf.printf ("expand2x %d\n", RP->expand2x); |
|
|
382 | if (RP->layoutoptions1 ) buf.printf ("layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
383 | if (RP->layoutoptions2 ) buf.printf ("layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
384 | if (RP->layoutoptions3 ) buf.printf ("layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
385 | if (RP->symmetry ) buf.printf ("symmetry %d\n", RP->symmetry); |
|
|
386 | |
|
|
387 | if (RP->difficulty && RP->difficulty_given) |
|
|
388 | buf.printf ("difficulty %d\n", RP->difficulty); |
|
|
389 | |
|
|
390 | if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f)) |
|
|
391 | buf.printf ("difficulty_increase %f\n", RP->difficulty_increase); |
|
|
392 | |
|
|
393 | buf.printf ("dungeon_level %d\n", RP->dungeon_level); |
|
|
394 | |
|
|
395 | if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth); |
|
|
396 | if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions); |
|
|
397 | if (RP->orientation ) buf.printf ("orientation %d\n", RP->orientation); |
|
|
398 | if (RP->origin_x ) buf.printf ("origin_x %d\n", RP->origin_x); |
|
|
399 | if (RP->origin_y ) buf.printf ("origin_y %d\n", RP->origin_y); |
|
|
400 | if (RP->treasureoptions ) buf.printf ("treasureoptions %d\n", RP->treasureoptions); |
|
|
401 | if (RP->random_seed ) buf.printf ("random_seed %u\n", RP->random_seed); |
|
|
402 | } |
|
|
403 | |
|
|
404 | ///////////////////////////////////////////////////////////////////////////// |
|
|
405 | |
|
|
406 | LayoutData::LayoutData (int w, int h) |
|
|
407 | : w(w), h(h) |
|
|
408 | { |
|
|
409 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
410 | |
|
|
411 | col = (char **)salloc<char> (size); |
|
|
412 | |
|
|
413 | char *data = (char *)(col + w); |
|
|
414 | |
|
|
415 | for (int x = w; x--; ) |
|
|
416 | col [x] = data + x * h; |
|
|
417 | } |
|
|
418 | |
|
|
419 | LayoutData::~LayoutData () |
|
|
420 | { |
|
|
421 | int size = (sizeof (char *) + sizeof (char) * h) * w; |
|
|
422 | |
|
|
423 | sfree ((char *)col, size); |
|
|
424 | } |
|
|
425 | |
|
|
426 | void LayoutData::clear (char fill) |
|
|
427 | { |
|
|
428 | memset (col [0], fill, w * h); |
|
|
429 | } |
|
|
430 | |
|
|
431 | void LayoutData::border (char fill) |
|
|
432 | { |
|
|
433 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
|
|
434 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
|
|
435 | } |
|
|
436 | |
|
|
437 | /* function selects the layout function and gives it whatever |
|
|
438 | arguments it needs. */ |
|
|
439 | static Layout |
|
|
440 | layoutgen (random_map_params *RP) |
|
|
441 | { |
|
|
442 | Layout layout (RP); |
|
|
443 | |
|
|
444 | switch (RP->map_layout_style) |
655 | } |
445 | { |
|
|
446 | case LAYOUT_ONION: |
|
|
447 | map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
656 | |
448 | |
657 | if (RP->floorstyle[0]) |
449 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
|
|
450 | roomify_layout (layout, RP); |
|
|
451 | |
|
|
452 | break; |
|
|
453 | |
|
|
454 | case LAYOUT_MAZE: |
|
|
455 | maze_gen (layout, rmg_rndm (2)); |
|
|
456 | |
|
|
457 | if (!(rmg_rndm (2))) |
|
|
458 | doorify_layout (layout, RP); |
|
|
459 | |
|
|
460 | break; |
|
|
461 | |
|
|
462 | case LAYOUT_SPIRAL: |
|
|
463 | map_gen_spiral (layout, RP->layoutoptions1); |
|
|
464 | |
|
|
465 | if (!(rmg_rndm (2))) |
|
|
466 | doorify_layout (layout, RP); |
|
|
467 | |
|
|
468 | break; |
|
|
469 | |
|
|
470 | case LAYOUT_ROGUELIKE: |
|
|
471 | /* Don't put symmetry in rogue maps. There isn't much reason to |
|
|
472 | * do so in the first place (doesn't make it any more interesting), |
|
|
473 | * but more importantly, the symmetry code presumes we are symmetrizing |
|
|
474 | * spirals, or maps with lots of passages - making a symmetric rogue |
|
|
475 | * map fails because its likely that the passages the symmetry process |
|
|
476 | * creates may not connect the rooms. |
|
|
477 | */ |
|
|
478 | RP->symmetry_used = SYMMETRY_NONE; |
|
|
479 | roguelike_layout_gen (layout, RP->layoutoptions1); |
|
|
480 | /* no doorifying... done already */ |
|
|
481 | break; |
|
|
482 | |
|
|
483 | case LAYOUT_SNAKE: |
|
|
484 | make_snake_layout (layout, RP->layoutoptions1); |
|
|
485 | |
|
|
486 | if (rmg_rndm (2)) |
|
|
487 | roomify_layout (layout, RP); |
|
|
488 | |
|
|
489 | break; |
|
|
490 | |
|
|
491 | case LAYOUT_SQUARE_SPIRAL: |
|
|
492 | make_square_spiral_layout (layout, RP->layoutoptions1); |
|
|
493 | |
|
|
494 | if (rmg_rndm (2)) |
|
|
495 | roomify_layout (layout, RP); |
|
|
496 | |
|
|
497 | break; |
|
|
498 | |
|
|
499 | default: |
|
|
500 | abort (); |
658 | { |
501 | } |
659 | sprintf (small_buf, "floorstyle %s\n", RP->floorstyle); |
|
|
660 | strcat (buf, small_buf); |
|
|
661 | } |
|
|
662 | |
502 | |
663 | if (RP->monsterstyle[0]) |
503 | /* rotate the layout randomly */ |
664 | { |
504 | rotate_layout (layout, rmg_rndm (4)); |
665 | sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle); |
|
|
666 | strcat (buf, small_buf); |
|
|
667 | } |
|
|
668 | |
505 | |
669 | if (RP->treasurestyle[0]) |
506 | symmetrize_layout (layout, RP); |
670 | { |
|
|
671 | sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle); |
|
|
672 | strcat (buf, small_buf); |
|
|
673 | } |
|
|
674 | |
507 | |
675 | if (RP->layoutstyle[0]) |
508 | #ifdef RMAP_DEBUG |
676 | { |
509 | dump_layout (layout); |
677 | sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); |
510 | #endif |
678 | strcat (buf, small_buf); |
|
|
679 | } |
|
|
680 | |
|
|
681 | if (RP->decorstyle[0]) |
|
|
682 | { |
|
|
683 | sprintf (small_buf, "decorstyle %s\n", RP->decorstyle); |
|
|
684 | strcat (buf, small_buf); |
|
|
685 | } |
|
|
686 | |
|
|
687 | if (RP->doorstyle[0]) |
|
|
688 | { |
|
|
689 | sprintf (small_buf, "doorstyle %s\n", RP->doorstyle); |
|
|
690 | strcat (buf, small_buf); |
|
|
691 | } |
|
|
692 | |
|
|
693 | if (RP->exitstyle[0]) |
|
|
694 | { |
|
|
695 | sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); |
|
|
696 | strcat (buf, small_buf); |
|
|
697 | } |
|
|
698 | |
|
|
699 | if (RP->final_map[0]) |
|
|
700 | { |
|
|
701 | sprintf (small_buf, "final_map %s\n", RP->final_map); |
|
|
702 | strcat (buf, small_buf); |
|
|
703 | } |
|
|
704 | |
|
|
705 | if (RP->exit_on_final_map[0]) |
|
|
706 | { |
|
|
707 | sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); |
|
|
708 | strcat (buf, small_buf); |
|
|
709 | } |
|
|
710 | |
|
|
711 | if (RP->this_map[0]) |
|
|
712 | { |
|
|
713 | sprintf (small_buf, "origin_map %s\n", RP->this_map); |
|
|
714 | strcat (buf, small_buf); |
|
|
715 | } |
|
|
716 | |
511 | |
717 | if (RP->expand2x) |
512 | if (RP->expand2x) |
718 | { |
513 | expand2x (layout); |
719 | sprintf (small_buf, "expand2x %d\n", RP->expand2x); |
514 | |
720 | strcat (buf, small_buf); |
515 | return layout; |
|
|
516 | } |
|
|
517 | |
|
|
518 | bool |
|
|
519 | maptile::generate_random_map (random_map_params *RP) |
|
|
520 | { |
|
|
521 | int i; |
|
|
522 | |
|
|
523 | RP->Xsize = RP->xsize; |
|
|
524 | RP->Ysize = RP->ysize; |
|
|
525 | |
|
|
526 | /* pick a random seed, or use the one from the input file */ |
|
|
527 | RP->random_seed = RP->random_seed |
|
|
528 | ? RP->random_seed + RP->dungeon_level |
|
|
529 | : time (0); |
|
|
530 | |
|
|
531 | // we run "single-threaded" |
|
|
532 | rmg_rndm.seed (RP->random_seed); |
|
|
533 | |
|
|
534 | dynbuf_text buf; |
|
|
535 | write_map_parameters_to_string (buf, RP); |
|
|
536 | |
|
|
537 | if (RP->difficulty == 0) |
721 | } |
538 | { |
|
|
539 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
722 | |
540 | |
723 | if (RP->layoutoptions1) |
|
|
724 | { |
|
|
725 | sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); |
|
|
726 | strcat (buf, small_buf); |
|
|
727 | } |
|
|
728 | |
|
|
729 | |
|
|
730 | if (RP->layoutoptions2) |
|
|
731 | { |
|
|
732 | sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); |
|
|
733 | strcat (buf, small_buf); |
|
|
734 | } |
|
|
735 | |
|
|
736 | |
|
|
737 | if (RP->layoutoptions3) |
|
|
738 | { |
|
|
739 | sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); |
|
|
740 | strcat (buf, small_buf); |
|
|
741 | } |
|
|
742 | |
|
|
743 | if (RP->symmetry) |
|
|
744 | { |
|
|
745 | sprintf (small_buf, "symmetry %d\n", RP->symmetry); |
|
|
746 | strcat (buf, small_buf); |
|
|
747 | } |
|
|
748 | |
|
|
749 | |
|
|
750 | if (RP->difficulty && RP->difficulty_given) |
|
|
751 | { |
|
|
752 | sprintf (small_buf, "difficulty %d\n", RP->difficulty); |
|
|
753 | strcat (buf, small_buf); |
|
|
754 | } |
|
|
755 | |
|
|
756 | if (RP->difficulty_increase != 1.0) |
|
|
757 | { |
|
|
758 | sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase); |
|
|
759 | strcat (buf, small_buf); |
|
|
760 | } |
|
|
761 | |
|
|
762 | sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level); |
|
|
763 | strcat (buf, small_buf); |
|
|
764 | |
|
|
765 | if (RP->dungeon_depth) |
|
|
766 | { |
|
|
767 | sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth); |
|
|
768 | strcat (buf, small_buf); |
|
|
769 | } |
|
|
770 | |
|
|
771 | if (RP->decoroptions) |
|
|
772 | { |
|
|
773 | sprintf (small_buf, "decoroptions %d\n", RP->decoroptions); |
|
|
774 | strcat (buf, small_buf); |
|
|
775 | } |
|
|
776 | |
|
|
777 | if (RP->orientation) |
|
|
778 | { |
|
|
779 | sprintf (small_buf, "orientation %d\n", RP->orientation); |
|
|
780 | strcat (buf, small_buf); |
|
|
781 | } |
|
|
782 | |
|
|
783 | if (RP->origin_x) |
|
|
784 | { |
|
|
785 | sprintf (small_buf, "origin_x %d\n", RP->origin_x); |
|
|
786 | strcat (buf, small_buf); |
|
|
787 | } |
|
|
788 | |
|
|
789 | if (RP->origin_y) |
|
|
790 | { |
|
|
791 | sprintf (small_buf, "origin_y %d\n", RP->origin_y); |
|
|
792 | strcat (buf, small_buf); |
|
|
793 | } |
|
|
794 | if (RP->random_seed) |
|
|
795 | { |
|
|
796 | /* Add one so that the next map is a bit different */ |
|
|
797 | sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); |
|
|
798 | strcat (buf, small_buf); |
|
|
799 | } |
|
|
800 | |
|
|
801 | if (RP->treasureoptions) |
|
|
802 | { |
|
|
803 | sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); |
|
|
804 | strcat (buf, small_buf); |
|
|
805 | } |
|
|
806 | |
|
|
807 | |
|
|
808 | } |
|
|
809 | |
|
|
810 | void |
|
|
811 | write_parameters_to_string (char *buf, |
|
|
812 | int xsize_n, |
|
|
813 | int ysize_n, |
|
|
814 | char *wallstyle_n, |
|
|
815 | char *floorstyle_n, |
|
|
816 | char *monsterstyle_n, |
|
|
817 | char *treasurestyle_n, |
|
|
818 | char *layoutstyle_n, |
|
|
819 | char *decorstyle_n, |
|
|
820 | char *doorstyle_n, |
|
|
821 | char *exitstyle_n, |
|
|
822 | char *final_map_n, |
|
|
823 | char *exit_on_final_map_n, |
|
|
824 | char *this_map_n, |
|
|
825 | int layoutoptions1_n, |
|
|
826 | int layoutoptions2_n, |
|
|
827 | int layoutoptions3_n, |
|
|
828 | int symmetry_n, |
|
|
829 | int dungeon_depth_n, |
|
|
830 | int dungeon_level_n, |
|
|
831 | int difficulty_n, |
|
|
832 | int difficulty_given_n, |
|
|
833 | int decoroptions_n, |
|
|
834 | int orientation_n, |
|
|
835 | int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) |
|
|
836 | { |
|
|
837 | |
|
|
838 | char small_buf[256]; |
|
|
839 | |
|
|
840 | sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); |
|
|
841 | |
|
|
842 | if (wallstyle_n && wallstyle_n[0]) |
|
|
843 | { |
|
|
844 | sprintf (small_buf, "wallstyle %s\n", wallstyle_n); |
|
|
845 | strcat (buf, small_buf); |
|
|
846 | } |
|
|
847 | |
|
|
848 | if (floorstyle_n && floorstyle_n[0]) |
|
|
849 | { |
|
|
850 | sprintf (small_buf, "floorstyle %s\n", floorstyle_n); |
|
|
851 | strcat (buf, small_buf); |
|
|
852 | } |
|
|
853 | |
|
|
854 | if (monsterstyle_n && monsterstyle_n[0]) |
|
|
855 | { |
|
|
856 | sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n); |
|
|
857 | strcat (buf, small_buf); |
|
|
858 | } |
|
|
859 | |
|
|
860 | if (treasurestyle_n && treasurestyle_n[0]) |
|
|
861 | { |
|
|
862 | sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n); |
|
|
863 | strcat (buf, small_buf); |
|
|
864 | } |
|
|
865 | |
|
|
866 | if (layoutstyle_n && layoutstyle_n[0]) |
|
|
867 | { |
|
|
868 | sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n); |
|
|
869 | strcat (buf, small_buf); |
|
|
870 | } |
|
|
871 | |
|
|
872 | if (decorstyle_n && decorstyle_n[0]) |
|
|
873 | { |
|
|
874 | sprintf (small_buf, "decorstyle %s\n", decorstyle_n); |
|
|
875 | strcat (buf, small_buf); |
|
|
876 | } |
|
|
877 | |
|
|
878 | if (doorstyle_n && doorstyle_n[0]) |
|
|
879 | { |
|
|
880 | sprintf (small_buf, "doorstyle %s\n", doorstyle_n); |
|
|
881 | strcat (buf, small_buf); |
|
|
882 | } |
|
|
883 | |
|
|
884 | if (exitstyle_n && exitstyle_n[0]) |
|
|
885 | { |
|
|
886 | sprintf (small_buf, "exitstyle %s\n", exitstyle_n); |
|
|
887 | strcat (buf, small_buf); |
|
|
888 | } |
|
|
889 | |
|
|
890 | if (final_map_n && final_map_n[0]) |
|
|
891 | { |
|
|
892 | sprintf (small_buf, "final_map %s\n", final_map_n); |
|
|
893 | strcat (buf, small_buf); |
|
|
894 | } |
|
|
895 | |
|
|
896 | if (exit_on_final_map_n && exit_on_final_map_n[0]) |
|
|
897 | { |
|
|
898 | sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n); |
|
|
899 | strcat (buf, small_buf); |
|
|
900 | } |
|
|
901 | |
|
|
902 | if (this_map_n && this_map_n[0]) |
|
|
903 | { |
|
|
904 | sprintf (small_buf, "origin_map %s\n", this_map_n); |
|
|
905 | strcat (buf, small_buf); |
|
|
906 | } |
|
|
907 | |
|
|
908 | if (layoutoptions1_n) |
|
|
909 | { |
|
|
910 | sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); |
|
|
911 | strcat (buf, small_buf); |
|
|
912 | } |
|
|
913 | |
|
|
914 | |
|
|
915 | if (layoutoptions2_n) |
|
|
916 | { |
|
|
917 | sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); |
|
|
918 | strcat (buf, small_buf); |
|
|
919 | } |
|
|
920 | |
|
|
921 | |
|
|
922 | if (layoutoptions3_n) |
|
|
923 | { |
|
|
924 | sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n); |
|
|
925 | strcat (buf, small_buf); |
|
|
926 | } |
|
|
927 | |
|
|
928 | if (symmetry_n) |
|
|
929 | { |
|
|
930 | sprintf (small_buf, "symmetry %d\n", symmetry_n); |
|
|
931 | strcat (buf, small_buf); |
|
|
932 | } |
|
|
933 | |
|
|
934 | |
|
|
935 | if (difficulty_n && difficulty_given_n) |
|
|
936 | { |
|
|
937 | sprintf (small_buf, "difficulty %d\n", difficulty_n); |
|
|
938 | strcat (buf, small_buf); |
|
|
939 | } |
|
|
940 | |
|
|
941 | if (difficulty_increase > 0.001) |
541 | if (RP->difficulty_increase > 0.001) |
|
|
542 | RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); |
|
|
543 | |
|
|
544 | if (RP->difficulty < 1) |
|
|
545 | RP->difficulty = 1; |
942 | { |
546 | } |
943 | sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); |
547 | else |
944 | strcat (buf, small_buf); |
548 | RP->difficulty_given = 1; |
|
|
549 | |
|
|
550 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
|
|
551 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
|
|
552 | |
|
|
553 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
|
|
554 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
|
|
555 | |
|
|
556 | if (RP->symmetry == SYMMETRY_RANDOM) |
|
|
557 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
|
|
558 | else |
|
|
559 | RP->symmetry_used = RP->symmetry; |
|
|
560 | |
|
|
561 | if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) |
|
|
562 | RP->Ysize = RP->Ysize / 2 + 1; |
|
|
563 | |
|
|
564 | if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) |
|
|
565 | RP->Xsize = RP->Xsize / 2 + 1; |
|
|
566 | |
|
|
567 | if (RP->expand2x > 0) |
945 | } |
568 | { |
946 | |
569 | RP->Xsize /= 2; |
947 | sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); |
570 | RP->Ysize /= 2; |
948 | strcat (buf, small_buf); |
|
|
949 | |
|
|
950 | if (dungeon_depth_n) |
|
|
951 | { |
571 | } |
952 | sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); |
572 | |
953 | strcat (buf, small_buf); |
573 | RP->map_layout_style = LAYOUT_NONE; |
|
|
574 | |
|
|
575 | /* Redo this - there was a lot of redundant code of checking for preset |
|
|
576 | * layout style and then random layout style. Instead, figure out |
|
|
577 | * the numeric layoutstyle, so there is only one area that actually |
|
|
578 | * calls the code to make the maps. |
|
|
579 | */ |
|
|
580 | if (strstr (RP->layoutstyle, "onion")) |
|
|
581 | RP->map_layout_style = LAYOUT_ONION; |
|
|
582 | else if (strstr (RP->layoutstyle, "maze")) |
|
|
583 | RP->map_layout_style = LAYOUT_MAZE; |
|
|
584 | else if (strstr (RP->layoutstyle, "spiral")) |
|
|
585 | RP->map_layout_style = LAYOUT_SPIRAL; |
|
|
586 | else if (strstr (RP->layoutstyle, "rogue")) |
|
|
587 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
|
|
588 | else if (strstr (RP->layoutstyle, "snake")) |
|
|
589 | RP->map_layout_style = LAYOUT_SNAKE; |
|
|
590 | else if (strstr (RP->layoutstyle, "squarespiral")) |
|
|
591 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
592 | else if (RP->map_layout_style == LAYOUT_NONE) |
|
|
593 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
|
|
594 | else |
|
|
595 | abort (); |
|
|
596 | |
|
|
597 | Layout layout = layoutgen (RP); |
|
|
598 | |
|
|
599 | #ifdef RMAP_DEBUG |
|
|
600 | dump_layout (layout); |
|
|
601 | #endif |
|
|
602 | |
|
|
603 | /* increment these for the current map */ |
|
|
604 | ++RP->dungeon_level; |
|
|
605 | |
|
|
606 | // need to patch RP becasue following code doesn't use the Layout object |
|
|
607 | RP->Xsize = layout->w; |
|
|
608 | RP->Ysize = layout->h; |
|
|
609 | |
|
|
610 | /* allocate the map and set the floor */ |
|
|
611 | make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); |
|
|
612 | |
|
|
613 | /* set region */ |
|
|
614 | default_region = RP->region; |
|
|
615 | |
|
|
616 | CEDE; |
|
|
617 | |
|
|
618 | place_specials_in_map (this, layout, RP); |
|
|
619 | |
|
|
620 | CEDE; |
|
|
621 | |
|
|
622 | const char *wallstyle = RP->get_str ("wallstyle", 0); |
|
|
623 | |
|
|
624 | /* create walls unless the wallstyle is "none" */ |
|
|
625 | if (strcmp (wallstyle, "none")) |
954 | } |
626 | { |
|
|
627 | make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP); |
955 | |
628 | |
956 | if (decoroptions_n) |
629 | /* place doors unless doorstyle or wallstyle is "none" */ |
|
|
630 | if (strcmp (RP->doorstyle, "none")) |
|
|
631 | put_doors (this, layout, RP->doorstyle, RP); |
957 | { |
632 | } |
958 | sprintf (small_buf, "decoroptions %d\n", decoroptions_n); |
|
|
959 | strcat (buf, small_buf); |
|
|
960 | } |
|
|
961 | |
633 | |
962 | if (orientation_n) |
634 | CEDE; |
963 | { |
|
|
964 | sprintf (small_buf, "orientation %d\n", orientation_n); |
|
|
965 | strcat (buf, small_buf); |
|
|
966 | } |
|
|
967 | |
635 | |
968 | if (origin_x_n) |
636 | const char *exitstyle = RP->get_str ("exitstyle", ""); |
969 | { |
|
|
970 | sprintf (small_buf, "origin_x %d\n", origin_x_n); |
|
|
971 | strcat (buf, small_buf); |
|
|
972 | } |
|
|
973 | |
637 | |
974 | if (origin_y_n) |
638 | /* create exits unless the exitstyle is "none" */ |
975 | { |
639 | if (strcmp (exitstyle, "none")) |
976 | sprintf (small_buf, "origin_y %d\n", origin_y_n); |
640 | place_exits (this, layout, exitstyle, RP->orientation, RP); |
977 | strcat (buf, small_buf); |
|
|
978 | } |
|
|
979 | if (random_seed_n) |
|
|
980 | { |
|
|
981 | /* Add one so that the next map is a bit different */ |
|
|
982 | sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); |
|
|
983 | strcat (buf, small_buf); |
|
|
984 | } |
|
|
985 | |
641 | |
986 | if (treasureoptions_n) |
642 | CEDE; |
987 | { |
|
|
988 | sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); |
|
|
989 | strcat (buf, small_buf); |
|
|
990 | } |
|
|
991 | |
643 | |
|
|
644 | /* create monsters unless the monsterstyle is "none" */ |
|
|
645 | if (strcmp (RP->monsterstyle, "none")) |
|
|
646 | place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
992 | |
647 | |
993 | } |
648 | CEDE; |
994 | |
649 | |
995 | /* copy an object with an inventory... i.e., duplicate the inv too. */ |
650 | /* treasures needs to have a proper difficulty set for the map. */ |
996 | void |
651 | difficulty = estimate_difficulty (); |
997 | copy_object_with_inv (object *src_ob, object *dest_ob) |
|
|
998 | { |
|
|
999 | object *walk, *tmp; |
|
|
1000 | |
652 | |
1001 | copy_object (src_ob, dest_ob); |
653 | CEDE; |
1002 | |
654 | |
1003 | for (walk = src_ob->inv; walk != NULL; walk = walk->below) |
655 | /* create treasure unless the treasurestyle is "none" */ |
1004 | { |
656 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
1005 | tmp = get_object (); |
657 | |
1006 | copy_object (walk, tmp); |
658 | CEDE; |
1007 | insert_ob_in_ob (tmp, dest_ob); |
659 | |
1008 | } |
660 | /* create decor unless the decorstyle is "none" */ |
|
|
661 | if (strcmp (RP->decorstyle, "none")) |
|
|
662 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
|
|
663 | |
|
|
664 | CEDE; |
|
|
665 | |
|
|
666 | /* generate treasures, etc. */ |
|
|
667 | fix_auto_apply (); |
|
|
668 | |
|
|
669 | CEDE; |
|
|
670 | |
|
|
671 | unblock_exits (this, layout, RP); |
|
|
672 | |
|
|
673 | msg = buf; |
|
|
674 | in_memory = MAP_ACTIVE; |
|
|
675 | |
|
|
676 | CEDE; |
|
|
677 | |
|
|
678 | return 1; |
1009 | } |
679 | } |
|
|
680 | |