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29 | #include <rproto.h> |
29 | #include <rproto.h> |
30 | #include <sproto.h> |
30 | #include <sproto.h> |
31 | |
31 | |
32 | #define CEDE coroapi::cede_to_tick () |
32 | #define CEDE coroapi::cede_to_tick () |
33 | |
33 | |
34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
34 | noinline SV * |
35 | static void rotate_layout (Layout maze, int rotation); |
35 | random_map_params::get_sv (const char *option) const |
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 | { |
36 | { |
40 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
37 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
41 | |
38 | |
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39 | return he ? *he : 0; |
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40 | } |
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41 | |
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42 | noinline const_utf8_string |
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43 | random_map_params::get_str (const char *option, const_utf8_string fallback) const |
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44 | { |
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45 | SV *sv = get_sv (option); |
42 | return he ? cfSvPVutf8_nolen (*he) : fallback; |
46 | return sv ? cfSvPVutf8_nolen (sv) : fallback; |
43 | } |
47 | } |
44 | |
48 | |
45 | IV |
49 | noinline IV |
46 | random_map_params::get_iv (const char *option, IV fallback) const |
50 | random_map_params::get_iv (const char *option, IV fallback) const |
47 | { |
51 | { |
48 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
52 | SV *sv = get_sv (option); |
49 | |
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50 | return he ? SvIV (*he) : fallback; |
53 | return sv ? SvIV (sv) : fallback; |
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54 | } |
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55 | |
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56 | noinline UV |
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57 | random_map_params::get_uv (const char *option, UV fallback) const |
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58 | { |
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59 | SV *sv = get_sv (option); |
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60 | return sv ? SvUV (sv) : fallback; |
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61 | } |
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62 | |
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63 | noinline NV |
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64 | random_map_params::get_nv (const char *option, NV fallback) const |
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65 | { |
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66 | SV *sv = get_sv (option); |
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67 | return sv ? SvNV (sv) : fallback; |
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68 | } |
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69 | |
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70 | noinline void |
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71 | random_map_params::set (const char *option, SV *value) const |
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72 | { |
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73 | int len = strlen (option); |
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74 | |
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75 | if (value) |
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76 | hv_store (hv, option, len, value, 0); |
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77 | else |
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78 | hv_delete (hv, option, len, G_DISCARD); |
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79 | } |
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80 | |
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81 | noinline void |
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82 | random_map_params::set (const char *option, const_utf8_string value) const |
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83 | { |
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84 | set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0); |
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85 | } |
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86 | |
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87 | void |
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88 | random_map_params::set (const char *option, IV value) const |
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89 | { |
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90 | set (option, newSViv (value)); |
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91 | } |
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92 | |
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93 | void |
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94 | random_map_params::set (const char *option, UV value) const |
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95 | { |
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96 | set (option, newSVuv (value)); |
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97 | } |
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98 | |
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99 | void |
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100 | random_map_params::set (const char *option, NV value) const |
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101 | { |
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102 | set (option, newSVnv (value)); |
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103 | } |
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104 | |
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105 | void |
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106 | random_map_params::hv_clone () |
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107 | { |
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108 | HV *copy = newHV (); |
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109 | |
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110 | hv_iterinit (hv); |
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111 | |
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112 | // does not work for utf-8 keys |
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113 | while (HE *he = hv_iternext (hv)) |
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114 | { |
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115 | STRLEN klen; const char *key = HePV (he, klen); |
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116 | hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he)); |
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117 | } |
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118 | |
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119 | SvREFCNT_dec (hv); |
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120 | hv = copy; |
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121 | } |
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122 | |
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123 | shstr_tmp |
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124 | random_map_params::as_shstr () const |
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125 | { |
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126 | set ("xsize" , xsize); |
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127 | set ("ysize" , ysize); |
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128 | set ("monsterstyle" , monsterstyle); |
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129 | set ("exit_on_final_map" , exit_on_final_map); |
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130 | set ("layoutstyle" , layoutstyle); |
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131 | set ("doorstyle" , doorstyle); |
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132 | set ("final_map" , final_map); |
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133 | set ("this_map" , this_map); |
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134 | set ("expand2x" , expand2x); |
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135 | set ("layoutoptions1" , layoutoptions1); |
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136 | set ("layoutoptions2" , layoutoptions2); |
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137 | set ("layoutoptions3" , layoutoptions3); |
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138 | set ("symmetry" , symmetry); |
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139 | set ("dungeon_depth" , dungeon_depth); |
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140 | set ("orientation" , orientation); |
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141 | set ("origin_x" , origin_x); |
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142 | set ("origin_y" , origin_y); |
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143 | set ("random_seed" , (UV)random_seed); |
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144 | set ("difficulty" , difficulty && difficulty_given ? difficulty : 0); |
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145 | set ("difficulty_increase", difficulty_increase); |
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146 | set ("dungeon_level" , dungeon_level); |
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147 | |
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148 | dynbuf_text buf; |
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149 | hv_iterinit (hv); |
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150 | |
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151 | // does not work for utf-8 keys |
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152 | while (HE *he = hv_iternext (hv)) |
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153 | { |
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154 | STRLEN klen; const char *key = HePV (he, klen); |
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155 | STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen); |
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156 | |
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157 | buf.fadd (key, klen); |
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158 | buf << ' '; |
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159 | buf.fadd (value, vlen); |
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160 | buf << '\n'; |
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161 | } |
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162 | |
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163 | return shstr (buf); |
51 | } |
164 | } |
52 | |
165 | |
53 | random_map_params::~random_map_params () |
166 | random_map_params::~random_map_params () |
54 | { |
167 | { |
55 | SvREFCNT_dec (hv); |
168 | SvREFCNT_dec (hv); |
56 | } |
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57 | |
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58 | void |
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59 | dump_layout (Layout layout) |
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60 | { |
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61 | for (int j = 0; j < layout->h; j++) |
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62 | { |
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63 | for (int i = 0; i < layout->w; i++) |
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64 | putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
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65 | |
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66 | putc ('\n', stdout); |
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67 | } |
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68 | |
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69 | putc ('\n', stdout); |
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70 | } |
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71 | |
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72 | /* takes a map and makes it symmetric: adjusts Xsize and |
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73 | * Ysize to produce a symmetric map. |
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74 | */ |
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75 | static void |
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76 | symmetrize_layout (Layout layout, random_map_params *RP) |
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77 | { |
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78 | if (RP->symmetry_used == SYMMETRY_NONE) |
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79 | return; |
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80 | |
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81 | Layout sym_layout ( |
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82 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
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83 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
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84 | ); |
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85 | |
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86 | if (RP->symmetry_used == SYMMETRY_X) |
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87 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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88 | for (int j = 0; j < sym_layout->h; j++) |
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89 | { |
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90 | sym_layout[i ][j] = |
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91 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
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92 | } |
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93 | |
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94 | if (RP->symmetry_used == SYMMETRY_Y) |
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95 | for (int i = 0; i < sym_layout->w; i++) |
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96 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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97 | { |
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98 | sym_layout[i][j ] = |
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99 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
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100 | } |
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101 | |
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102 | if (RP->symmetry_used == SYMMETRY_XY) |
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103 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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104 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
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105 | { |
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106 | sym_layout[i ][j ] = |
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107 | sym_layout[i ][sym_layout->h - j - 1] = |
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108 | sym_layout[sym_layout->w - i - 1][j ] = |
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109 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
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110 | } |
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111 | |
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112 | layout.swap (sym_layout); |
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113 | sym_layout.free (); |
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114 | |
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115 | /* reconnect disjointed spirals */ |
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116 | /* reconnect disjointed nethacklayouts: the routine for |
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117 | spirals will do the trick? */ |
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118 | if (RP->map_layout_style == LAYOUT_SPIRAL |
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119 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
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120 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
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121 | } |
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122 | |
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123 | /* takes a map and rotates it. This completes the |
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124 | onion layouts, making them possibly centered on any wall. |
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125 | It'll modify Xsize and Ysize if they're swapped. |
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126 | */ |
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127 | static void |
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128 | rotate_layout (Layout layout, int rotation) |
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129 | { |
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130 | int w = layout->w; |
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131 | int h = layout->h; |
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132 | |
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133 | switch (rotation) |
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134 | { |
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135 | case 2: /* a reflection */ |
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136 | { |
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137 | Layout new_layout (w, h); |
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138 | |
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139 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
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140 | for (int j = 0; j < h; j++) |
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141 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
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142 | |
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143 | layout.swap (new_layout); |
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144 | new_layout.free (); |
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145 | } |
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146 | break; |
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147 | |
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148 | case 1: |
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149 | case 3: |
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150 | { |
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151 | Layout new_layout (h, w); |
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152 | |
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153 | if (rotation == 1) /* swap x and y */ |
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154 | for (int i = 0; i < w; i++) |
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155 | for (int j = 0; j < h; j++) |
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156 | new_layout[j][i] = layout[i][j]; |
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157 | |
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158 | if (rotation == 3) /* swap x and y */ |
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159 | for (int i = 0; i < w; i++) |
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160 | for (int j = 0; j < h; j++) |
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161 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
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162 | |
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163 | layout.swap (new_layout); |
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164 | new_layout.free (); |
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165 | } |
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166 | break; |
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167 | } |
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168 | } |
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169 | |
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170 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
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171 | (or vertical, dir == 1) |
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172 | here which ends up on other walls sensibly. */ |
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173 | static int |
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174 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
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175 | { |
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176 | int i1; |
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177 | int length = 0; |
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178 | |
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179 | /* dont make walls if we're on the edge. */ |
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180 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
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181 | return -1; |
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182 | |
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183 | /* don't make walls if we're ON a wall. */ |
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184 | if (maze[dx][dy] != 0) |
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185 | return -1; |
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186 | |
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187 | if (dir == 0) /* horizontal */ |
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188 | { |
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189 | int y = dy; |
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190 | |
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191 | for (i1 = dx - 1; i1 > 0; i1--) |
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192 | { |
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193 | int sindex = surround_flag2 (maze, i1, y, RP); |
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194 | |
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195 | if (sindex == 1) |
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196 | break; |
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197 | if (sindex != 0) |
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198 | return -1; /* can't make horiz. wall here */ |
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199 | if (maze[i1][y] != 0) |
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200 | return -1; /* can't make horiz. wall here */ |
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201 | length++; |
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202 | } |
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203 | |
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204 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
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205 | { |
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206 | int sindex = surround_flag2 (maze, i1, y, RP); |
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207 | |
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208 | if (sindex == 2) |
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209 | break; |
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210 | if (sindex != 0) |
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211 | return -1; /* can't make horiz. wall here */ |
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212 | if (maze[i1][y] != 0) |
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213 | return -1; /* can't make horiz. wall here */ |
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214 | length++; |
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215 | } |
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216 | return length; |
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217 | } |
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218 | else |
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219 | { /* vertical */ |
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220 | int x = dx; |
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221 | |
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222 | for (i1 = dy - 1; i1 > 0; i1--) |
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223 | { |
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224 | int sindex = surround_flag2 (maze, x, i1, RP); |
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225 | |
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226 | if (sindex == 4) |
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227 | break; |
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228 | if (sindex != 0) |
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229 | return -1; /* can't make vert. wall here */ |
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230 | if (maze[x][i1] != 0) |
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231 | return -1; /* can't make horiz. wall here */ |
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232 | length++; |
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233 | } |
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234 | |
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235 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
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236 | { |
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237 | int sindex = surround_flag2 (maze, x, i1, RP); |
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238 | |
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239 | if (sindex == 8) |
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240 | break; |
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241 | if (sindex != 0) |
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242 | return -1; /* can't make verti. wall here */ |
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243 | if (maze[x][i1] != 0) |
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244 | return -1; /* can't make horiz. wall here */ |
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245 | length++; |
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246 | } |
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247 | |
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248 | return length; |
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249 | } |
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250 | |
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251 | return -1; |
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252 | } |
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253 | |
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254 | /* take a layout and make some rooms in it. |
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255 | --works best on onions.*/ |
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256 | static void |
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257 | roomify_layout (char **maze, random_map_params *RP) |
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258 | { |
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259 | int tries = RP->Xsize * RP->Ysize / 30; |
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260 | |
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261 | for (int ti = 0; ti < tries; ti++) |
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262 | { |
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263 | /* starting location for looking at creating a door */ |
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264 | int dx = rmg_rndm (RP->Xsize); |
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265 | int dy = rmg_rndm (RP->Ysize); |
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266 | |
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267 | /* results of checking on creating walls. */ |
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268 | int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
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269 | int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
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270 | |
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271 | if (cx == -1) |
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272 | { |
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273 | if (cy != -1) |
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274 | make_wall (maze, dx, dy, 1); |
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275 | |
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276 | continue; |
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277 | } |
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278 | |
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279 | if (cy == -1) |
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280 | { |
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281 | make_wall (maze, dx, dy, 0); |
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282 | continue; |
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283 | } |
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284 | |
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285 | if (cx < cy) |
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286 | make_wall (maze, dx, dy, 0); |
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287 | else |
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288 | make_wall (maze, dx, dy, 1); |
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289 | } |
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290 | } |
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291 | |
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292 | int |
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293 | make_wall (char **maze, int x, int y, int dir) |
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294 | { |
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295 | maze[x][y] = 'D'; /* mark a door */ |
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296 | |
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297 | switch (dir) |
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298 | { |
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299 | case 0: /* horizontal */ |
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300 | { |
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301 | for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
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302 | for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
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303 | break; |
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304 | } |
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305 | case 1: /* vertical */ |
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306 | { |
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307 | for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
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308 | for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
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309 | break; |
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310 | } |
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311 | } |
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312 | |
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313 | return 0; |
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314 | } |
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315 | |
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316 | /* puts doors at appropriate locations in a layout. */ |
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317 | static void |
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318 | doorify_layout (char **maze, random_map_params *RP) |
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319 | { |
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320 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
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321 | int doorlocs = 0; /* # of available doorlocations */ |
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322 | |
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323 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
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324 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
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325 | |
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326 | /* make a list of possible door locations */ |
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327 | for (int i = 1; i < RP->Xsize - 1; i++) |
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328 | for (int j = 1; j < RP->Ysize - 1; j++) |
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329 | { |
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330 | int sindex = surround_flag (maze, i, j, RP); |
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331 | |
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332 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
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333 | { |
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334 | doorlist_x[doorlocs] = i; |
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335 | doorlist_y[doorlocs] = j; |
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336 | doorlocs++; |
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337 | } |
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338 | } |
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339 | |
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340 | while (ndoors > 0 && doorlocs > 0) |
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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 | |
|
|
363 | void |
|
|
364 | write_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 | |
|
|
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) |
|
|
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 | } |
169 | } |
517 | |
170 | |
518 | bool |
171 | bool |
519 | maptile::generate_random_map (random_map_params *RP) |
172 | maptile::generate_random_map (random_map_params *RP) |
520 | { |
173 | { |
521 | int i; |
|
|
522 | |
|
|
523 | RP->Xsize = RP->xsize; |
174 | RP->Xsize = RP->xsize; |
524 | RP->Ysize = RP->ysize; |
175 | RP->Ysize = RP->ysize; |
525 | |
176 | |
526 | /* pick a random seed, or use the one from the input file */ |
177 | /* pick a random seed, or use the one from the input file */ |
527 | RP->random_seed = RP->random_seed |
178 | RP->random_seed = RP->random_seed |
… | |
… | |
529 | : time (0); |
180 | : time (0); |
530 | |
181 | |
531 | // we run "single-threaded" |
182 | // we run "single-threaded" |
532 | rmg_rndm.seed (RP->random_seed); |
183 | rmg_rndm.seed (RP->random_seed); |
533 | |
184 | |
534 | dynbuf_text buf; |
185 | shstr buf = RP->as_shstr (); |
535 | write_map_parameters_to_string (buf, RP); |
|
|
536 | |
186 | |
537 | if (RP->difficulty == 0) |
187 | if (RP->difficulty == 0) |
538 | { |
188 | { |
539 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
189 | RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
540 | |
190 | |
… | |
… | |
550 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
200 | if (RP->Xsize < MIN_RANDOM_MAP_SIZE) |
551 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
201 | RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
552 | |
202 | |
553 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
203 | if (RP->Ysize < MIN_RANDOM_MAP_SIZE) |
554 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
204 | RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; |
|
|
205 | |
|
|
206 | min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE); |
|
|
207 | min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE); |
555 | |
208 | |
556 | if (RP->symmetry == SYMMETRY_RANDOM) |
209 | if (RP->symmetry == SYMMETRY_RANDOM) |
557 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
210 | RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; |
558 | else |
211 | else |
559 | RP->symmetry_used = RP->symmetry; |
212 | RP->symmetry_used = RP->symmetry; |
… | |
… | |
568 | { |
221 | { |
569 | RP->Xsize /= 2; |
222 | RP->Xsize /= 2; |
570 | RP->Ysize /= 2; |
223 | RP->Ysize /= 2; |
571 | } |
224 | } |
572 | |
225 | |
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")) |
226 | if (strstr (RP->layoutstyle, "onion")) |
581 | RP->map_layout_style = LAYOUT_ONION; |
227 | RP->map_layout_style = LAYOUT_ONION; |
582 | else if (strstr (RP->layoutstyle, "maze")) |
228 | else if (strstr (RP->layoutstyle, "maze")) |
583 | RP->map_layout_style = LAYOUT_MAZE; |
229 | RP->map_layout_style = LAYOUT_MAZE; |
584 | else if (strstr (RP->layoutstyle, "spiral")) |
230 | else if (strstr (RP->layoutstyle, "spiral")) |
… | |
… | |
587 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
233 | RP->map_layout_style = LAYOUT_ROGUELIKE; |
588 | else if (strstr (RP->layoutstyle, "snake")) |
234 | else if (strstr (RP->layoutstyle, "snake")) |
589 | RP->map_layout_style = LAYOUT_SNAKE; |
235 | RP->map_layout_style = LAYOUT_SNAKE; |
590 | else if (strstr (RP->layoutstyle, "squarespiral")) |
236 | else if (strstr (RP->layoutstyle, "squarespiral")) |
591 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
237 | RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; |
|
|
238 | else if (strstr (RP->layoutstyle, "cave")) |
592 | else if (RP->map_layout_style == LAYOUT_NONE) |
239 | RP->map_layout_style = LAYOUT_CAVE; |
|
|
240 | else |
593 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
241 | RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ |
594 | else |
|
|
595 | abort (); |
|
|
596 | |
242 | |
597 | Layout layout = layoutgen (RP); |
243 | layout maze (RP->Xsize, RP->Ysize); |
598 | |
244 | maze.generate (RP); |
599 | #ifdef RMAP_DEBUG |
|
|
600 | dump_layout (layout); |
|
|
601 | #endif |
|
|
602 | |
245 | |
603 | /* increment these for the current map */ |
246 | /* increment these for the current map */ |
604 | ++RP->dungeon_level; |
247 | ++RP->dungeon_level; |
605 | |
248 | |
606 | // need to patch RP becasue following code doesn't use the Layout object |
249 | // need to patch RP becasue following code doesn't use the layout object |
607 | RP->Xsize = layout->w; |
250 | RP->Xsize = maze.w; |
608 | RP->Ysize = layout->h; |
251 | RP->Ysize = maze.h; |
609 | |
252 | |
610 | /* allocate the map and set the floor */ |
253 | /* allocate the map and set the floor */ |
611 | make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); |
254 | make_map_floor (maze, RP->get_str ("floorstyle", ""), RP); |
612 | |
255 | |
613 | /* set region */ |
256 | /* set region */ |
614 | default_region = RP->region; |
257 | default_region = RP->region; |
615 | |
258 | |
616 | CEDE; |
259 | CEDE; |
617 | |
260 | |
618 | place_specials_in_map (this, layout, RP); |
261 | place_specials_in_map (this, maze, RP); |
619 | |
262 | |
620 | CEDE; |
263 | CEDE; |
621 | |
264 | |
622 | const char *wallstyle = RP->get_str ("wallstyle", 0); |
265 | const char *wallstyle = RP->get_str ("wallstyle", 0); |
623 | |
266 | |
624 | /* create walls unless the wallstyle is "none" */ |
267 | /* create walls unless the wallstyle is "none" */ |
625 | if (strcmp (wallstyle, "none")) |
268 | if (strcmp (wallstyle, "none")) |
626 | { |
269 | { |
627 | make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP); |
270 | make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP); |
628 | |
271 | |
629 | /* place doors unless doorstyle or wallstyle is "none" */ |
272 | /* place doors unless doorstyle or wallstyle is "none" */ |
630 | if (strcmp (RP->doorstyle, "none")) |
273 | if (strcmp (RP->doorstyle, "none")) |
631 | put_doors (this, layout, RP->doorstyle, RP); |
274 | put_doors (this, maze, RP->doorstyle, RP); |
632 | } |
275 | } |
633 | |
276 | |
634 | CEDE; |
277 | CEDE; |
635 | |
278 | |
636 | const char *exitstyle = RP->get_str ("exitstyle", ""); |
279 | const char *exitstyle = RP->get_str ("exitstyle", ""); |
637 | |
280 | |
638 | /* create exits unless the exitstyle is "none" */ |
281 | /* create exits unless the exitstyle is "none" */ |
639 | if (strcmp (exitstyle, "none")) |
282 | if (strcmp (exitstyle, "none")) |
640 | place_exits (this, layout, exitstyle, RP->orientation, RP); |
283 | place_exits (this, maze, exitstyle, RP->orientation, RP); |
641 | |
284 | |
642 | CEDE; |
285 | CEDE; |
643 | |
286 | |
644 | /* create monsters unless the monsterstyle is "none" */ |
287 | /* create monsters unless the monsterstyle is "none" */ |
645 | if (strcmp (RP->monsterstyle, "none")) |
288 | if (strcmp (RP->monsterstyle, "none")) |
… | |
… | |
650 | /* treasures needs to have a proper difficulty set for the map. */ |
293 | /* treasures needs to have a proper difficulty set for the map. */ |
651 | difficulty = estimate_difficulty (); |
294 | difficulty = estimate_difficulty (); |
652 | |
295 | |
653 | CEDE; |
296 | CEDE; |
654 | |
297 | |
|
|
298 | const char *treasurestyle = RP->get_str ("treasurestyle", ""); |
|
|
299 | |
655 | /* create treasure unless the treasurestyle is "none" */ |
300 | /* create treasure unless the treasurestyle is "none" */ |
656 | place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
301 | place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP); |
657 | |
302 | |
658 | CEDE; |
303 | CEDE; |
|
|
304 | |
|
|
305 | const char *decorstyle = RP->get_str ("treasurestyle", ""); |
659 | |
306 | |
660 | /* create decor unless the decorstyle is "none" */ |
307 | /* create decor unless the decorstyle is "none" */ |
661 | if (strcmp (RP->decorstyle, "none")) |
308 | if (strcmp (decorstyle, "none")) |
662 | put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); |
309 | put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP); |
663 | |
310 | |
664 | CEDE; |
311 | CEDE; |
665 | |
312 | |
666 | /* generate treasures, etc. */ |
313 | /* generate treasures, etc. */ |
667 | fix_auto_apply (); |
314 | fix_auto_apply (); |
668 | |
315 | |
669 | CEDE; |
316 | CEDE; |
670 | |
317 | |
671 | unblock_exits (this, layout, RP); |
318 | unblock_exits (this, maze, RP); |
672 | |
319 | |
673 | msg = buf; |
320 | msg = buf; |
674 | in_memory = MAP_ACTIVE; |
321 | in_memory = MAP_ACTIVE; |
675 | |
322 | |
676 | CEDE; |
323 | CEDE; |