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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.42 by root, Mon Oct 12 14:00:58 2009 UTC vs.
Revision 1.51 by root, Sat Jun 26 22:10:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
32#define CEDE coroapi::cede_to_tick () 32#define CEDE coroapi::cede_to_tick ()
33 33
34static void symmetrize_layout (Layout maze, random_map_params *RP); 34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation); 35static void rotate_layout (Layout maze, int rotation);
36 36
37const_utf8_string
38random_map_params::get_str (const_utf8_string option, const_utf8_string fallback) const
39{
40 SV **he = hv_fetch (hv, option, strlen (option), 0);
41
42 return he ? cfSvPVutf8_nolen (*he) : fallback;
43}
44
45IV
46random_map_params::get_iv (const char *option, IV fallback) const
47{
48 SV **he = hv_fetch (hv, option, strlen (option), 0);
49
50 return he ? SvIV (*he) : fallback;
51}
52
53random_map_params::~random_map_params ()
54{
55 SvREFCNT_dec (hv);
56}
57
37void 58void
38dump_layout (Layout layout) 59dump_layout (Layout layout)
39{ 60{
40 for (int j = 0; j < layout->h; j++) 61 for (int j = 0; j < layout->h; j++)
41 { 62 {
46 } 67 }
47 68
48 putc ('\n', stdout); 69 putc ('\n', stdout);
49} 70}
50 71
72/* takes a map and makes it symmetric: adjusts Xsize and
73 * Ysize to produce a symmetric map.
74 */
75static void
76symmetrize_layout (Layout layout, random_map_params *RP)
77{
78 if (RP->symmetry_used == SYMMETRY_NONE)
79 return;
80
81 Layout sym_layout (
82 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
83 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
84 );
85
86 if (RP->symmetry_used == SYMMETRY_X)
87 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
88 for (int j = 0; j < sym_layout->h; j++)
89 {
90 sym_layout[i ][j] =
91 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
92 }
93
94 if (RP->symmetry_used == SYMMETRY_Y)
95 for (int i = 0; i < sym_layout->w; i++)
96 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
97 {
98 sym_layout[i][j ] =
99 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
100 }
101
102 if (RP->symmetry_used == SYMMETRY_XY)
103 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
104 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
105 {
106 sym_layout[i ][j ] =
107 sym_layout[i ][sym_layout->h - j - 1] =
108 sym_layout[sym_layout->w - i - 1][j ] =
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
115 /* reconnect disjointed spirals */
116 /* reconnect disjointed nethacklayouts: the routine for
117 spirals will do the trick? */
118 if (RP->map_layout_style == LAYOUT_SPIRAL
119 || RP->map_layout_style == LAYOUT_ROGUELIKE)
120 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
121}
122
123/* takes a map and rotates it. This completes the
124 onion layouts, making them possibly centered on any wall.
125 It'll modify Xsize and Ysize if they're swapped.
126*/
127static void
128rotate_layout (Layout layout, int rotation)
129{
130 int w = layout->w;
131 int h = layout->h;
132
133 switch (rotation)
134 {
135 case 2: /* a reflection */
136 {
137 Layout new_layout (w, h);
138
139 for (int i = 0; i < w; i++) /* copy a reflection back */
140 for (int j = 0; j < h; j++)
141 new_layout[i][j] = layout[w - i - 1][h - j - 1];
142
143 layout.swap (new_layout);
144 new_layout.free ();
145 }
146 break;
147
148 case 1:
149 case 3:
150 {
151 Layout new_layout (h, w);
152
153 if (rotation == 1) /* swap x and y */
154 for (int i = 0; i < w; i++)
155 for (int j = 0; j < h; j++)
156 new_layout[j][i] = layout[i][j];
157
158 if (rotation == 3) /* swap x and y */
159 for (int i = 0; i < w; i++)
160 for (int j = 0; j < h; j++)
161 new_layout[j][i] = layout[w - i - 1][h - j - 1];
162
163 layout.swap (new_layout);
164 new_layout.free ();
165 }
166 break;
167 }
168}
169
170/* checks the layout to see if I can stick a horizontal(dir = 0) wall
171 (or vertical, dir == 1)
172 here which ends up on other walls sensibly. */
173static int
174can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
175{
176 int i1;
177 int length = 0;
178
179 /* dont make walls if we're on the edge. */
180 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
181 return -1;
182
183 /* don't make walls if we're ON a wall. */
184 if (maze[dx][dy] != 0)
185 return -1;
186
187 if (dir == 0) /* horizontal */
188 {
189 int y = dy;
190
191 for (i1 = dx - 1; i1 > 0; i1--)
192 {
193 int sindex = surround_flag2 (maze, i1, y, RP);
194
195 if (sindex == 1)
196 break;
197 if (sindex != 0)
198 return -1; /* can't make horiz. wall here */
199 if (maze[i1][y] != 0)
200 return -1; /* can't make horiz. wall here */
201 length++;
202 }
203
204 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
205 {
206 int sindex = surround_flag2 (maze, i1, y, RP);
207
208 if (sindex == 2)
209 break;
210 if (sindex != 0)
211 return -1; /* can't make horiz. wall here */
212 if (maze[i1][y] != 0)
213 return -1; /* can't make horiz. wall here */
214 length++;
215 }
216 return length;
217 }
218 else
219 { /* vertical */
220 int x = dx;
221
222 for (i1 = dy - 1; i1 > 0; i1--)
223 {
224 int sindex = surround_flag2 (maze, x, i1, RP);
225
226 if (sindex == 4)
227 break;
228 if (sindex != 0)
229 return -1; /* can't make vert. wall here */
230 if (maze[x][i1] != 0)
231 return -1; /* can't make horiz. wall here */
232 length++;
233 }
234
235 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
236 {
237 int sindex = surround_flag2 (maze, x, i1, RP);
238
239 if (sindex == 8)
240 break;
241 if (sindex != 0)
242 return -1; /* can't make verti. wall here */
243 if (maze[x][i1] != 0)
244 return -1; /* can't make horiz. wall here */
245 length++;
246 }
247
248 return length;
249 }
250
251 return -1;
252}
253
254/* take a layout and make some rooms in it.
255 --works best on onions.*/
256static void
257roomify_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}
291
292int
293make_wall (char **maze, int x, int y, int dir)
294{
295 maze[x][y] = 'D'; /* mark a door */
296
297 switch (dir)
298 {
299 case 0: /* horizontal */
300 {
301 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
302 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
303 break;
304 }
305 case 1: /* vertical */
306 {
307 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
308 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
309 break;
310 }
311 }
312
313 return 0;
314}
315
316/* puts doors at appropriate locations in a layout. */
317static void
318doorify_layout (char **maze, random_map_params *RP)
319{
320 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
321 int doorlocs = 0; /* # of available doorlocations */
322
323 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
324 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
325
326 /* make a list of possible door locations */
327 for (int i = 1; i < RP->Xsize - 1; i++)
328 for (int j = 1; j < RP->Ysize - 1; j++)
329 {
330 int sindex = surround_flag (maze, i, j, RP);
331
332 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
333 {
334 doorlist_x[doorlocs] = i;
335 doorlist_y[doorlocs] = j;
336 doorlocs++;
337 }
338 }
339
340 while (ndoors > 0 && doorlocs > 0)
341 {
342 int di = rmg_rndm (doorlocs);
343 int i = doorlist_x[di];
344 int j = doorlist_y[di];
345 int sindex = surround_flag (maze, i, j, RP);
346
347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
348 {
349 maze[i][j] = 'D';
350 ndoors--;
351 }
352
353 /* reduce the size of the list */
354 doorlocs--;
355 doorlist_x[di] = doorlist_x[doorlocs];
356 doorlist_y[di] = doorlist_y[doorlocs];
357 }
358
359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
362
363void
364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
365{
366 hv_iterinit (RP->hv);
367
368 while (HE *he = hv_iternext (RP->hv))
369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
370
371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
372
373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
374 if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle);
375 if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle);
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
406LayoutData::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
419LayoutData::~LayoutData ()
420{
421 int size = (sizeof (char *) + sizeof (char) * h) * w;
422
423 sfree ((char *)col, size);
424}
425
426void LayoutData::clear (char fill)
427{
428 memset (col [0], fill, w * h);
429}
430
431void 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. */
439static Layout
440layoutgen (random_map_params *RP)
441{
442 Layout layout (RP);
443
444 switch (RP->map_layout_style)
445 {
446 case LAYOUT_ONION:
447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
448
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 ();
501 }
502
503 /* rotate the layout randomly */
504 rotate_layout (layout, rmg_rndm (4));
505
506 symmetrize_layout (layout, RP);
507
508#ifdef RMAP_DEBUG
509 dump_layout (layout);
510#endif
511
512 if (RP->expand2x)
513 expand2x (layout);
514
515 return layout;
516}
517
51bool 518bool
52maptile::generate_random_map (random_map_params *RP) 519maptile::generate_random_map (random_map_params *RP)
53{ 520{
54 char buf[16384];
55 int i; 521 int i;
56 522
57 RP->Xsize = RP->xsize; 523 RP->Xsize = RP->xsize;
58 RP->Ysize = RP->ysize; 524 RP->Ysize = RP->ysize;
59 525
63 : time (0); 529 : time (0);
64 530
65 // we run "single-threaded" 531 // we run "single-threaded"
66 rmg_rndm.seed (RP->random_seed); 532 rmg_rndm.seed (RP->random_seed);
67 533
534 dynbuf_text buf;
68 write_map_parameters_to_string (buf, RP); 535 write_map_parameters_to_string (buf, RP);
69 536
70 if (RP->difficulty == 0) 537 if (RP->difficulty == 0)
71 { 538 {
72 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ 539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
139 // need to patch RP becasue following code doesn't use the Layout object 606 // need to patch RP becasue following code doesn't use the Layout object
140 RP->Xsize = layout->w; 607 RP->Xsize = layout->w;
141 RP->Ysize = layout->h; 608 RP->Ysize = layout->h;
142 609
143 /* allocate the map and set the floor */ 610 /* allocate the map and set the floor */
144 make_map_floor (layout, RP->floorstyle, RP); 611 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
145 612
146 /* set region */ 613 /* set region */
147 default_region = RP->region; 614 default_region = RP->region;
148 615
149 CEDE; 616 CEDE;
150 617
151 place_specials_in_map (this, layout, RP); 618 place_specials_in_map (this, layout, RP);
152 619
153 CEDE; 620 CEDE;
154 621
622 const char *wallstyle = RP->get_str ("wallstyle", 0);
623
155 /* create walls unless the wallstyle is "none" */ 624 /* create walls unless the wallstyle is "none" */
156 if (strcmp (RP->wallstyle, "none")) 625 if (strcmp (wallstyle, "none"))
157 { 626 {
158 make_map_walls (this, layout, RP->wallstyle, RP); 627 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
159 628
160 /* place doors unless doorstyle or wallstyle is "none" */ 629 /* place doors unless doorstyle or wallstyle is "none" */
161 if (strcmp (RP->doorstyle, "none")) 630 if (strcmp (RP->doorstyle, "none"))
162 put_doors (this, layout, RP->doorstyle, RP); 631 put_doors (this, layout, RP->doorstyle, RP);
163 } 632 }
164 633
165 CEDE; 634 CEDE;
166 635
636 const char *exitstyle = RP->get_str ("exitstyle", "");
637
167 /* create exits unless the exitstyle is "none" */ 638 /* create exits unless the exitstyle is "none" */
168 if (strcmp (RP->exitstyle, "none")) 639 if (strcmp (exitstyle, "none"))
169 place_exits (this, layout, RP->exitstyle, RP->orientation, RP); 640 place_exits (this, layout, exitstyle, RP->orientation, RP);
170 641
171 CEDE; 642 CEDE;
172 643
173 /* create monsters unless the monsterstyle is "none" */ 644 /* create monsters unless the monsterstyle is "none" */
174 if (strcmp (RP->monsterstyle, "none")) 645 if (strcmp (RP->monsterstyle, "none"))
197 668
198 CEDE; 669 CEDE;
199 670
200 unblock_exits (this, layout, RP); 671 unblock_exits (this, layout, RP);
201 672
202 msg = strdup (buf); 673 msg = buf;
203 in_memory = MAP_ACTIVE; 674 in_memory = MAP_ACTIVE;
204 675
205 CEDE; 676 CEDE;
206 677
207 return 1; 678 return 1;
208} 679}
209 680
210/* function selects the layout function and gives it whatever
211 arguments it needs. */
212Layout
213layoutgen (random_map_params *RP)
214{
215 Layout layout (RP);
216
217 switch (RP->map_layout_style)
218 {
219 case LAYOUT_ONION:
220 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
221
222 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
223 roomify_layout (layout, RP);
224
225 break;
226
227 case LAYOUT_MAZE:
228 maze_gen (layout, rmg_rndm (2));
229
230 if (!(rmg_rndm (2)))
231 doorify_layout (layout, RP);
232
233 break;
234
235 case LAYOUT_SPIRAL:
236 map_gen_spiral (layout, RP->layoutoptions1);
237
238 if (!(rmg_rndm (2)))
239 doorify_layout (layout, RP);
240
241 break;
242
243 case LAYOUT_ROGUELIKE:
244 /* Don't put symmetry in rogue maps. There isn't much reason to
245 * do so in the first place (doesn't make it any more interesting),
246 * but more importantly, the symmetry code presumes we are symmetrizing
247 * spirals, or maps with lots of passages - making a symmetric rogue
248 * map fails because its likely that the passages the symmetry process
249 * creates may not connect the rooms.
250 */
251 RP->symmetry_used = SYMMETRY_NONE;
252 roguelike_layout_gen (layout, RP->layoutoptions1);
253 /* no doorifying... done already */
254 break;
255
256 case LAYOUT_SNAKE:
257 make_snake_layout (layout, RP->layoutoptions1);
258
259 if (rmg_rndm (2))
260 roomify_layout (layout, RP);
261
262 break;
263
264 case LAYOUT_SQUARE_SPIRAL:
265 make_square_spiral_layout (layout, RP->layoutoptions1);
266
267 if (rmg_rndm (2))
268 roomify_layout (layout, RP);
269
270 break;
271
272 default:
273 abort ();
274 }
275
276 /* rotate the layout randomly */
277 rotate_layout (layout, rmg_rndm (4));
278
279 symmetrize_layout (layout, RP);
280
281#ifdef RMAP_DEBUG
282 dump_layout (layout);
283#endif
284
285 if (RP->expand2x)
286 expand2x (layout);
287
288 return layout;
289}
290
291/* takes a map and makes it symmetric: adjusts Xsize and
292 * Ysize to produce a symmetric map.
293 */
294static void
295symmetrize_layout (Layout layout, random_map_params *RP)
296{
297 if (RP->symmetry_used == SYMMETRY_NONE)
298 return;
299
300 Layout sym_layout (
301 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
302 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
303 );
304
305 if (RP->symmetry_used == SYMMETRY_X)
306 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
307 for (int j = 0; j < sym_layout->h; j++)
308 {
309 sym_layout[i ][j] =
310 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
311 }
312
313 if (RP->symmetry_used == SYMMETRY_Y)
314 for (int i = 0; i < sym_layout->w; i++)
315 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
316 {
317 sym_layout[i][j ] =
318 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
319 }
320
321 if (RP->symmetry_used == SYMMETRY_XY)
322 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
323 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
324 {
325 sym_layout[i ][j ] =
326 sym_layout[i ][sym_layout->h - j - 1] =
327 sym_layout[sym_layout->w - i - 1][j ] =
328 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
329 }
330
331 layout.swap (sym_layout);
332 sym_layout.free ();
333
334 /* reconnect disjointed spirals */
335 /* reconnect disjointed nethacklayouts: the routine for
336 spirals will do the trick? */
337 if (RP->map_layout_style == LAYOUT_SPIRAL
338 || RP->map_layout_style == LAYOUT_ROGUELIKE)
339 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
340}
341
342/* takes a map and rotates it. This completes the
343 onion layouts, making them possibly centered on any wall.
344 It'll modify Xsize and Ysize if they're swapped.
345*/
346static void
347rotate_layout (Layout layout, int rotation)
348{
349 int w = layout->w;
350 int h = layout->h;
351
352 switch (rotation)
353 {
354 case 2: /* a reflection */
355 {
356 Layout new_layout (w, h);
357
358 for (int i = 0; i < w; i++) /* copy a reflection back */
359 for (int j = 0; j < h; j++)
360 new_layout[i][j] = layout[w - i - 1][h - j - 1];
361
362 layout.swap (new_layout);
363 new_layout.free ();
364 }
365 break;
366
367 case 1:
368 case 3:
369 {
370 Layout new_layout (h, w);
371
372 if (rotation == 1) /* swap x and y */
373 for (int i = 0; i < w; i++)
374 for (int j = 0; j < h; j++)
375 new_layout[j][i] = layout[i][j];
376
377 if (rotation == 3) /* swap x and y */
378 for (int i = 0; i < w; i++)
379 for (int j = 0; j < h; j++)
380 new_layout[j][i] = layout[w - i - 1][h - j - 1];
381
382 layout.swap (new_layout);
383 new_layout.free ();
384 }
385 break;
386 }
387}
388
389/* take a layout and make some rooms in it.
390 --works best on onions.*/
391void
392roomify_layout (char **maze, random_map_params *RP)
393{
394 int tries = RP->Xsize * RP->Ysize / 30;
395 int ti;
396
397 for (ti = 0; ti < tries; ti++)
398 {
399 int dx, dy; /* starting location for looking at creating a door */
400 int cx, cy; /* results of checking on creating walls. */
401
402 dx = rmg_rndm (RP->Xsize);
403 dy = rmg_rndm (RP->Ysize);
404
405 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
406 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
407 if (cx == -1)
408 {
409 if (cy != -1)
410 make_wall (maze, dx, dy, 1);
411
412 continue;
413 }
414
415 if (cy == -1)
416 {
417 make_wall (maze, dx, dy, 0);
418 continue;
419 }
420
421 if (cx < cy)
422 make_wall (maze, dx, dy, 0);
423 else
424 make_wall (maze, dx, dy, 1);
425 }
426}
427
428/* checks the layout to see if I can stick a horizontal(dir = 0) wall
429 (or vertical, dir == 1)
430 here which ends up on other walls sensibly. */
431
432int
433can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
434{
435 int i1;
436 int length = 0;
437
438 /* dont make walls if we're on the edge. */
439 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
440 return -1;
441
442 /* don't make walls if we're ON a wall. */
443 if (maze[dx][dy] != 0)
444 return -1;
445
446 if (dir == 0) /* horizontal */
447 {
448 int y = dy;
449
450 for (i1 = dx - 1; i1 > 0; i1--)
451 {
452 int sindex = surround_flag2 (maze, i1, y, RP);
453
454 if (sindex == 1)
455 break;
456 if (sindex != 0)
457 return -1; /* can't make horiz. wall here */
458 if (maze[i1][y] != 0)
459 return -1; /* can't make horiz. wall here */
460 length++;
461 }
462
463 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
464 {
465 int sindex = surround_flag2 (maze, i1, y, RP);
466
467 if (sindex == 2)
468 break;
469 if (sindex != 0)
470 return -1; /* can't make horiz. wall here */
471 if (maze[i1][y] != 0)
472 return -1; /* can't make horiz. wall here */
473 length++;
474 }
475 return length;
476 }
477 else
478 { /* vertical */
479 int x = dx;
480
481 for (i1 = dy - 1; i1 > 0; i1--)
482 {
483 int sindex = surround_flag2 (maze, x, i1, RP);
484
485 if (sindex == 4)
486 break;
487 if (sindex != 0)
488 return -1; /* can't make vert. wall here */
489 if (maze[x][i1] != 0)
490 return -1; /* can't make horiz. wall here */
491 length++;
492 }
493
494 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
495 {
496 int sindex = surround_flag2 (maze, x, i1, RP);
497
498 if (sindex == 8)
499 break;
500 if (sindex != 0)
501 return -1; /* can't make verti. wall here */
502 if (maze[x][i1] != 0)
503 return -1; /* can't make horiz. wall here */
504 length++;
505 }
506 return length;
507 }
508 return -1;
509}
510
511
512int
513make_wall (char **maze, int x, int y, int dir)
514{
515 maze[x][y] = 'D'; /* mark a door */
516 switch (dir)
517 {
518 case 0: /* horizontal */
519 {
520 int i1;
521
522 for (i1 = x - 1; maze[i1][y] == 0; i1--)
523 maze[i1][y] = '#';
524 for (i1 = x + 1; maze[i1][y] == 0; i1++)
525 maze[i1][y] = '#';
526 break;
527 }
528 case 1: /* vertical */
529 {
530 int i1;
531
532 for (i1 = y - 1; maze[x][i1] == 0; i1--)
533 maze[x][i1] = '#';
534 for (i1 = y + 1; maze[x][i1] == 0; i1++)
535 maze[x][i1] = '#';
536 break;
537 }
538 }
539
540 return 0;
541}
542
543/* puts doors at appropriate locations in a layout. */
544void
545doorify_layout (char **maze, random_map_params *RP)
546{
547 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
548 int doorlocs = 0; /* # of available doorlocations */
549
550 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
551 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
552
553 /* make a list of possible door locations */
554 for (int i = 1; i < RP->Xsize - 1; i++)
555 for (int j = 1; j < RP->Ysize - 1; j++)
556 {
557 int sindex = surround_flag (maze, i, j, RP);
558
559 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
560 {
561 doorlist_x[doorlocs] = i;
562 doorlist_y[doorlocs] = j;
563 doorlocs++;
564 }
565 }
566
567 while (ndoors > 0 && doorlocs > 0)
568 {
569 int di = rmg_rndm (doorlocs);
570 int i = doorlist_x[di];
571 int j = doorlist_y[di];
572 int sindex = surround_flag (maze, i, j, RP);
573
574 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
575 {
576 maze[i][j] = 'D';
577 ndoors--;
578 }
579
580 /* reduce the size of the list */
581 doorlocs--;
582 doorlist_x[di] = doorlist_x[doorlocs];
583 doorlist_y[di] = doorlist_y[doorlocs];
584 }
585
586 sfree (doorlist_x, RP->Xsize * RP->Ysize);
587 sfree (doorlist_y, RP->Xsize * RP->Ysize);
588}
589
590void
591write_map_parameters_to_string (char *buf, random_map_params *RP)
592{
593 char small_buf[16384];
594
595 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
596
597 if (RP->wallstyle[0])
598 {
599 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
600 strcat (buf, small_buf);
601 }
602
603 if (RP->floorstyle[0])
604 {
605 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
606 strcat (buf, small_buf);
607 }
608
609 if (RP->monsterstyle[0])
610 {
611 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
612 strcat (buf, small_buf);
613 }
614
615 if (RP->treasurestyle[0])
616 {
617 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
618 strcat (buf, small_buf);
619 }
620
621 if (RP->layoutstyle[0])
622 {
623 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
624 strcat (buf, small_buf);
625 }
626
627 if (RP->decorstyle[0])
628 {
629 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
630 strcat (buf, small_buf);
631 }
632
633 if (RP->doorstyle[0])
634 {
635 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
636 strcat (buf, small_buf);
637 }
638
639 if (RP->exitstyle[0])
640 {
641 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
642 strcat (buf, small_buf);
643 }
644
645 if (RP->final_map.length ())
646 {
647 sprintf (small_buf, "final_map %s\n", &RP->final_map);
648 strcat (buf, small_buf);
649 }
650
651 if (RP->exit_on_final_map[0])
652 {
653 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
654 strcat (buf, small_buf);
655 }
656
657 if (RP->this_map.length ())
658 {
659 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
660 strcat (buf, small_buf);
661 }
662
663 if (RP->expand2x)
664 {
665 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
666 strcat (buf, small_buf);
667 }
668
669 if (RP->layoutoptions1)
670 {
671 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
672 strcat (buf, small_buf);
673 }
674
675 if (RP->layoutoptions2)
676 {
677 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
678 strcat (buf, small_buf);
679 }
680
681 if (RP->layoutoptions3)
682 {
683 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
684 strcat (buf, small_buf);
685 }
686
687 if (RP->symmetry)
688 {
689 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
690 strcat (buf, small_buf);
691 }
692
693 if (RP->difficulty && RP->difficulty_given)
694 {
695 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
696 strcat (buf, small_buf);
697 }
698
699 if (RP->difficulty_increase != 1.0)
700 {
701 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
702 strcat (buf, small_buf);
703 }
704
705 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
706 strcat (buf, small_buf);
707
708 if (RP->dungeon_depth)
709 {
710 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
711 strcat (buf, small_buf);
712 }
713
714 if (RP->decoroptions)
715 {
716 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
717 strcat (buf, small_buf);
718 }
719
720 if (RP->orientation)
721 {
722 sprintf (small_buf, "orientation %d\n", RP->orientation);
723 strcat (buf, small_buf);
724 }
725
726 if (RP->origin_x)
727 {
728 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
729 strcat (buf, small_buf);
730 }
731
732 if (RP->origin_y)
733 {
734 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
735 strcat (buf, small_buf);
736 }
737
738 if (RP->treasureoptions)
739 {
740 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
741 strcat (buf, small_buf);
742 }
743
744 if (RP->random_seed)
745 {
746 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
747 strcat (buf, small_buf);
748 }
749
750 if (RP->custom)
751 {
752 sprintf (small_buf, "custom %s\n", RP->custom);
753 strcat (buf, small_buf);
754 }
755}
756
757void
758write_parameters_to_string (char *buf,
759 int xsize_n,
760 int ysize_n,
761 const char *wallstyle_n,
762 const char *floorstyle_n,
763 const char *monsterstyle_n,
764 const char *treasurestyle_n,
765 const char *layoutstyle_n,
766 const char *decorstyle_n,
767 const char *doorstyle_n,
768 const char *exitstyle_n,
769 const char *final_map_n,
770 const char *exit_on_final_map_n,
771 const char *this_map_n,
772 int layoutoptions1_n,
773 int layoutoptions2_n,
774 int layoutoptions3_n,
775 int symmetry_n,
776 int dungeon_depth_n,
777 int dungeon_level_n,
778 int difficulty_n,
779 int difficulty_given_n,
780 int decoroptions_n,
781 int orientation_n,
782 int origin_x_n,
783 int origin_y_n,
784 uint32_t random_seed_n,
785 int treasureoptions_n,
786 float difficulty_increase)
787{
788 char small_buf[16384];
789
790 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
791
792 if (wallstyle_n && wallstyle_n[0])
793 {
794 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
795 strcat (buf, small_buf);
796 }
797
798 if (floorstyle_n && floorstyle_n[0])
799 {
800 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
801 strcat (buf, small_buf);
802 }
803
804 if (monsterstyle_n && monsterstyle_n[0])
805 {
806 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
807 strcat (buf, small_buf);
808 }
809
810 if (treasurestyle_n && treasurestyle_n[0])
811 {
812 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
813 strcat (buf, small_buf);
814 }
815
816 if (layoutstyle_n && layoutstyle_n[0])
817 {
818 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
819 strcat (buf, small_buf);
820 }
821
822 if (decorstyle_n && decorstyle_n[0])
823 {
824 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
825 strcat (buf, small_buf);
826 }
827
828 if (doorstyle_n && doorstyle_n[0])
829 {
830 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
831 strcat (buf, small_buf);
832 }
833
834 if (exitstyle_n && exitstyle_n[0])
835 {
836 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
837 strcat (buf, small_buf);
838 }
839
840 if (final_map_n && final_map_n[0])
841 {
842 sprintf (small_buf, "final_map %s\n", final_map_n);
843 strcat (buf, small_buf);
844 }
845
846 if (exit_on_final_map_n && exit_on_final_map_n[0])
847 {
848 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
849 strcat (buf, small_buf);
850 }
851
852 if (this_map_n && this_map_n[0])
853 {
854 sprintf (small_buf, "origin_map %s\n", this_map_n);
855 strcat (buf, small_buf);
856 }
857
858 if (layoutoptions1_n)
859 {
860 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
861 strcat (buf, small_buf);
862 }
863
864 if (layoutoptions2_n)
865 {
866 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
867 strcat (buf, small_buf);
868 }
869
870
871 if (layoutoptions3_n)
872 {
873 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
874 strcat (buf, small_buf);
875 }
876
877 if (symmetry_n)
878 {
879 sprintf (small_buf, "symmetry %d\n", symmetry_n);
880 strcat (buf, small_buf);
881 }
882
883
884 if (difficulty_n && difficulty_given_n)
885 {
886 sprintf (small_buf, "difficulty %d\n", difficulty_n);
887 strcat (buf, small_buf);
888 }
889
890 if (difficulty_increase > 0.001)
891 {
892 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
893 strcat (buf, small_buf);
894 }
895
896 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
897 strcat (buf, small_buf);
898
899 if (dungeon_depth_n)
900 {
901 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
902 strcat (buf, small_buf);
903 }
904
905 if (decoroptions_n)
906 {
907 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
908 strcat (buf, small_buf);
909 }
910
911 if (orientation_n)
912 {
913 sprintf (small_buf, "orientation %d\n", orientation_n);
914 strcat (buf, small_buf);
915 }
916
917 if (origin_x_n)
918 {
919 sprintf (small_buf, "origin_x %d\n", origin_x_n);
920 strcat (buf, small_buf);
921 }
922
923 if (origin_y_n)
924 {
925 sprintf (small_buf, "origin_y %d\n", origin_y_n);
926 strcat (buf, small_buf);
927 }
928
929 if (random_seed_n)
930 {
931 /* Add one so that the next map is a bit different */
932 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
933 strcat (buf, small_buf);
934 }
935
936 if (treasureoptions_n)
937 {
938 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
939 strcat (buf, small_buf);
940 }
941}
942
943/////////////////////////////////////////////////////////////////////////////
944
945LayoutData::LayoutData (int w, int h)
946: w(w), h(h)
947{
948 int size = (sizeof (char *) + sizeof (char) * h) * w;
949
950 col = (char **)salloc<char> (size);
951
952 char *data = (char *)(col + w);
953
954 for (int x = w; x--; )
955 col [x] = data + x * h;
956}
957
958LayoutData::~LayoutData ()
959{
960 int size = (sizeof (char *) + sizeof (char) * h) * w;
961
962 sfree ((char *)col, size);
963}
964
965void LayoutData::clear (char fill)
966{
967 memset (col [0], fill, w * h);
968}
969
970void LayoutData::border (char fill)
971{
972 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
973 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
974}
975

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