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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.43 by root, Fri Nov 6 12:49:19 2009 UTC vs.
Revision 1.85 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <time.h> 26#include <time.h>
26#include <stdio.h> 27#include <stdio.h>
27#include <global.h> 28#include <global.h>
28#include <random_map.h> 29#include <rmg.h>
29#include <rproto.h> 30#include <rproto.h>
30#include <sproto.h> 31#include <sproto.h>
31 32
32#define CEDE coroapi::cede_to_tick () 33#define CEDE coroapi::cede_to_tick ()
33 34
34static void symmetrize_layout (Layout maze, random_map_params *RP); 35random_map_params::random_map_params ()
35static void rotate_layout (Layout maze, int rotation); 36{
37 hv = newHV ();
38}
39
40random_map_params::random_map_params (random_map_params *RP)
41{
42 *this = *RP;
43
44 HV *copy = newHV ();
45
46 hv_iterinit (hv);
47
48 // does not work for utf-8 keys
49 while (HE *he = hv_iternext (hv))
50 {
51 STRLEN klen; const char *key = HePV (he, klen);
52 hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he));
53 }
54
55 hv = copy;
56}
57
58random_map_params::random_map_params (HV *hv)
59{
60 this->hv = (HV *)SvREFCNT_inc_NN ((SV *)hv);
61
62 assign (wall_name, get_str ("wall_name"));
63
64 xsize = get_iv ("xsize");
65 ysize = get_iv ("ysize");
66 layoutoptions1 = get_iv ("layoutoptions1");
67 layoutoptions2 = get_iv ("layoutoptions2");
68 layoutoptions3 = get_iv ("layoutoptions3");
69 difficulty = get_iv ("difficulty");
70 difficulty_given = get_iv ("difficulty_given");
71 difficulty_increase = get_nv ("difficulty_increase");
72 dungeon_level = get_iv ("dungeon_level");
73 dungeon_depth = get_iv ("dungeon_depth");
74 total_map_hp = get_nv ("total_map_hp"); // actually val64, but I am too lazy
75 symmetry_used = get_iv ("symmetry_used");
76}
77
78random_map_params::~random_map_params ()
79{
80 SvREFCNT_dec (hv);
81}
82
83shstr_tmp
84random_map_params::as_shstr () const
85{
86 set ("xsize" , xsize);
87 set ("ysize" , ysize);
88 set ("layoutoptions1" , layoutoptions1);
89 set ("layoutoptions2" , layoutoptions2);
90 set ("layoutoptions3" , layoutoptions3);
91 set ("dungeon_depth" , dungeon_depth);
92 set ("difficulty" , difficulty && difficulty_given ? difficulty : 0);
93 set ("difficulty_increase", difficulty_increase);
94 set ("dungeon_level" , dungeon_level);
95
96 dynbuf_text buf;
97 hv_iterinit (hv);
98
99 // does not work for utf-8 keys
100 while (HE *he = hv_iternext (hv))
101 {
102 STRLEN klen; const char *key = HePV (he, klen);
103 STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen);
104
105 buf.fadd (key, klen);
106 buf << ' ';
107 buf.fadd (value, vlen);
108 buf << '\n';
109 }
110
111 return shstr (buf);
112}
113
114ecb_noinline SV *
115random_map_params::opt_sv (const char *option) const
116{
117 SV **he = hv_fetch (hv, option, strlen (option), 0);
118
119 return he ? *he : 0;
120}
121
122ecb_noinline const_utf8_string
123random_map_params::get_str (const char *option, const_utf8_string fallback) const
124{
125 SV *sv = opt_sv (option);
126 return sv ? cfSvPVutf8_nolen (sv) : fallback;
127}
128
129ecb_noinline IV
130random_map_params::get_iv (const char *option, IV fallback) const
131{
132 SV *sv = opt_sv (option);
133 return sv ? SvIV (sv) : fallback;
134}
135
136ecb_noinline UV
137random_map_params::get_uv (const char *option, UV fallback) const
138{
139 SV *sv = opt_sv (option);
140 return sv ? SvUV (sv) : fallback;
141}
142
143ecb_noinline NV
144random_map_params::get_nv (const char *option, NV fallback) const
145{
146 SV *sv = opt_sv (option);
147 return sv ? SvNV (sv) : fallback;
148}
149
150ecb_noinline void
151random_map_params::set (const char *option, SV *value) const
152{
153 int len = strlen (option);
154
155 if (value)
156 hv_store (hv, option, len, value, 0);
157 else
158 hv_delete (hv, option, len, G_DISCARD);
159}
160
161ecb_noinline void
162random_map_params::set (const char *option, const_utf8_string value) const
163{
164 set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0);
165}
36 166
37void 167void
38dump_layout (Layout layout) 168random_map_params::set (const char *option, IV value) const
39{ 169{
40 for (int j = 0; j < layout->h; j++) 170 set (option, newSViv (value));
41 {
42 for (int i = 0; i < layout->w; i++)
43 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
44
45 putc ('\n', stdout);
46 }
47
48 putc ('\n', stdout);
49} 171}
50 172
51/* takes a map and makes it symmetric: adjusts Xsize and
52 * Ysize to produce a symmetric map.
53 */
54static void
55symmetrize_layout (Layout layout, random_map_params *RP)
56{
57 if (RP->symmetry_used == SYMMETRY_NONE)
58 return;
59
60 Layout sym_layout (
61 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
62 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 );
64
65 if (RP->symmetry_used == SYMMETRY_X)
66 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
67 for (int j = 0; j < sym_layout->h; j++)
68 {
69 sym_layout[i ][j] =
70 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
71 }
72
73 if (RP->symmetry_used == SYMMETRY_Y)
74 for (int i = 0; i < sym_layout->w; i++)
75 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
76 {
77 sym_layout[i][j ] =
78 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
79 }
80
81 if (RP->symmetry_used == SYMMETRY_XY)
82 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
83 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
84 {
85 sym_layout[i ][j ] =
86 sym_layout[i ][sym_layout->h - j - 1] =
87 sym_layout[sym_layout->w - i - 1][j ] =
88 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
89 }
90
91 layout.swap (sym_layout);
92 sym_layout.free ();
93
94 /* reconnect disjointed spirals */
95 /* reconnect disjointed nethacklayouts: the routine for
96 spirals will do the trick? */
97 if (RP->map_layout_style == LAYOUT_SPIRAL
98 || RP->map_layout_style == LAYOUT_ROGUELIKE)
99 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
100}
101
102/* takes a map and rotates it. This completes the
103 onion layouts, making them possibly centered on any wall.
104 It'll modify Xsize and Ysize if they're swapped.
105*/
106static void
107rotate_layout (Layout layout, int rotation)
108{
109 int w = layout->w;
110 int h = layout->h;
111
112 switch (rotation)
113 {
114 case 2: /* a reflection */
115 {
116 Layout new_layout (w, h);
117
118 for (int i = 0; i < w; i++) /* copy a reflection back */
119 for (int j = 0; j < h; j++)
120 new_layout[i][j] = layout[w - i - 1][h - j - 1];
121
122 layout.swap (new_layout);
123 new_layout.free ();
124 }
125 break;
126
127 case 1:
128 case 3:
129 {
130 Layout new_layout (h, w);
131
132 if (rotation == 1) /* swap x and y */
133 for (int i = 0; i < w; i++)
134 for (int j = 0; j < h; j++)
135 new_layout[j][i] = layout[i][j];
136
137 if (rotation == 3) /* swap x and y */
138 for (int i = 0; i < w; i++)
139 for (int j = 0; j < h; j++)
140 new_layout[j][i] = layout[w - i - 1][h - j - 1];
141
142 layout.swap (new_layout);
143 new_layout.free ();
144 }
145 break;
146 }
147}
148
149/* checks the layout to see if I can stick a horizontal(dir = 0) wall
150 (or vertical, dir == 1)
151 here which ends up on other walls sensibly. */
152int
153can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
154{
155 int i1;
156 int length = 0;
157
158 /* dont make walls if we're on the edge. */
159 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
160 return -1;
161
162 /* don't make walls if we're ON a wall. */
163 if (maze[dx][dy] != 0)
164 return -1;
165
166 if (dir == 0) /* horizontal */
167 {
168 int y = dy;
169
170 for (i1 = dx - 1; i1 > 0; i1--)
171 {
172 int sindex = surround_flag2 (maze, i1, y, RP);
173
174 if (sindex == 1)
175 break;
176 if (sindex != 0)
177 return -1; /* can't make horiz. wall here */
178 if (maze[i1][y] != 0)
179 return -1; /* can't make horiz. wall here */
180 length++;
181 }
182
183 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
184 {
185 int sindex = surround_flag2 (maze, i1, y, RP);
186
187 if (sindex == 2)
188 break;
189 if (sindex != 0)
190 return -1; /* can't make horiz. wall here */
191 if (maze[i1][y] != 0)
192 return -1; /* can't make horiz. wall here */
193 length++;
194 }
195 return length;
196 }
197 else
198 { /* vertical */
199 int x = dx;
200
201 for (i1 = dy - 1; i1 > 0; i1--)
202 {
203 int sindex = surround_flag2 (maze, x, i1, RP);
204
205 if (sindex == 4)
206 break;
207 if (sindex != 0)
208 return -1; /* can't make vert. wall here */
209 if (maze[x][i1] != 0)
210 return -1; /* can't make horiz. wall here */
211 length++;
212 }
213
214 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
215 {
216 int sindex = surround_flag2 (maze, x, i1, RP);
217
218 if (sindex == 8)
219 break;
220 if (sindex != 0)
221 return -1; /* can't make verti. wall here */
222 if (maze[x][i1] != 0)
223 return -1; /* can't make horiz. wall here */
224 length++;
225 }
226
227 return length;
228 }
229
230 return -1;
231}
232
233/* take a layout and make some rooms in it.
234 --works best on onions.*/
235void 173void
236roomify_layout (char **maze, random_map_params *RP) 174random_map_params::set (const char *option, UV value) const
237{ 175{
238 int tries = RP->Xsize * RP->Ysize / 30; 176 set (option, newSVuv (value));
239 int ti;
240
241 for (ti = 0; ti < tries; ti++)
242 {
243 int dx, dy; /* starting location for looking at creating a door */
244 int cx, cy; /* results of checking on creating walls. */
245
246 dx = rmg_rndm (RP->Xsize);
247 dy = rmg_rndm (RP->Ysize);
248
249 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
250 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
251 if (cx == -1)
252 {
253 if (cy != -1)
254 make_wall (maze, dx, dy, 1);
255
256 continue;
257 }
258
259 if (cy == -1)
260 {
261 make_wall (maze, dx, dy, 0);
262 continue;
263 }
264
265 if (cx < cy)
266 make_wall (maze, dx, dy, 0);
267 else
268 make_wall (maze, dx, dy, 1);
269 }
270} 177}
271 178
272int
273make_wall (char **maze, int x, int y, int dir)
274{
275 maze[x][y] = 'D'; /* mark a door */
276 switch (dir)
277 {
278 case 0: /* horizontal */
279 {
280 int i1;
281
282 for (i1 = x - 1; maze[i1][y] == 0; i1--)
283 maze[i1][y] = '#';
284 for (i1 = x + 1; maze[i1][y] == 0; i1++)
285 maze[i1][y] = '#';
286 break;
287 }
288 case 1: /* vertical */
289 {
290 int i1;
291
292 for (i1 = y - 1; maze[x][i1] == 0; i1--)
293 maze[x][i1] = '#';
294 for (i1 = y + 1; maze[x][i1] == 0; i1++)
295 maze[x][i1] = '#';
296 break;
297 }
298 }
299
300 return 0;
301}
302
303/* puts doors at appropriate locations in a layout. */
304void 179void
305doorify_layout (char **maze, random_map_params *RP) 180random_map_params::set (const char *option, NV value) const
306{ 181{
307 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 182 set (option, newSVnv (value));
308 int doorlocs = 0; /* # of available doorlocations */
309
310 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
311 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
312
313 /* make a list of possible door locations */
314 for (int i = 1; i < RP->Xsize - 1; i++)
315 for (int j = 1; j < RP->Ysize - 1; j++)
316 {
317 int sindex = surround_flag (maze, i, j, RP);
318
319 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
320 {
321 doorlist_x[doorlocs] = i;
322 doorlist_y[doorlocs] = j;
323 doorlocs++;
324 }
325 }
326
327 while (ndoors > 0 && doorlocs > 0)
328 {
329 int di = rmg_rndm (doorlocs);
330 int i = doorlist_x[di];
331 int j = doorlist_y[di];
332 int sindex = surround_flag (maze, i, j, RP);
333
334 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
335 {
336 maze[i][j] = 'D';
337 ndoors--;
338 }
339
340 /* reduce the size of the list */
341 doorlocs--;
342 doorlist_x[di] = doorlist_x[doorlocs];
343 doorlist_y[di] = doorlist_y[doorlocs];
344 }
345
346 sfree (doorlist_x, RP->Xsize * RP->Ysize);
347 sfree (doorlist_y, RP->Xsize * RP->Ysize);
348}
349
350void
351write_map_parameters_to_string (char *buf, random_map_params *RP)
352{
353 char small_buf[16384];
354
355 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
356
357 if (RP->wallstyle[0])
358 {
359 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
360 strcat (buf, small_buf);
361 }
362
363 if (RP->floorstyle[0])
364 {
365 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
366 strcat (buf, small_buf);
367 }
368
369 if (RP->monsterstyle[0])
370 {
371 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
372 strcat (buf, small_buf);
373 }
374
375 if (RP->treasurestyle[0])
376 {
377 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
378 strcat (buf, small_buf);
379 }
380
381 if (RP->layoutstyle[0])
382 {
383 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
384 strcat (buf, small_buf);
385 }
386
387 if (RP->decorstyle[0])
388 {
389 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
390 strcat (buf, small_buf);
391 }
392
393 if (RP->doorstyle[0])
394 {
395 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
396 strcat (buf, small_buf);
397 }
398
399 if (RP->exitstyle[0])
400 {
401 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
402 strcat (buf, small_buf);
403 }
404
405 if (RP->final_map.length ())
406 {
407 sprintf (small_buf, "final_map %s\n", &RP->final_map);
408 strcat (buf, small_buf);
409 }
410
411 if (RP->exit_on_final_map[0])
412 {
413 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
414 strcat (buf, small_buf);
415 }
416
417 if (RP->this_map.length ())
418 {
419 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
420 strcat (buf, small_buf);
421 }
422
423 if (RP->expand2x)
424 {
425 sprintf (small_buf, "expand2x %d\n", RP->expand2x);
426 strcat (buf, small_buf);
427 }
428
429 if (RP->layoutoptions1)
430 {
431 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
432 strcat (buf, small_buf);
433 }
434
435 if (RP->layoutoptions2)
436 {
437 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
438 strcat (buf, small_buf);
439 }
440
441 if (RP->layoutoptions3)
442 {
443 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
444 strcat (buf, small_buf);
445 }
446
447 if (RP->symmetry)
448 {
449 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
450 strcat (buf, small_buf);
451 }
452
453 if (RP->difficulty && RP->difficulty_given)
454 {
455 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
456 strcat (buf, small_buf);
457 }
458
459 if (RP->difficulty_increase != 1.0)
460 {
461 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
462 strcat (buf, small_buf);
463 }
464
465 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
466 strcat (buf, small_buf);
467
468 if (RP->dungeon_depth)
469 {
470 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
471 strcat (buf, small_buf);
472 }
473
474 if (RP->decoroptions)
475 {
476 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
477 strcat (buf, small_buf);
478 }
479
480 if (RP->orientation)
481 {
482 sprintf (small_buf, "orientation %d\n", RP->orientation);
483 strcat (buf, small_buf);
484 }
485
486 if (RP->origin_x)
487 {
488 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
489 strcat (buf, small_buf);
490 }
491
492 if (RP->origin_y)
493 {
494 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
495 strcat (buf, small_buf);
496 }
497
498 if (RP->treasureoptions)
499 {
500 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
501 strcat (buf, small_buf);
502 }
503
504 if (RP->random_seed)
505 {
506 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
507 strcat (buf, small_buf);
508 }
509
510 if (RP->custom)
511 {
512 sprintf (small_buf, "custom %s\n", RP->custom);
513 strcat (buf, small_buf);
514 }
515}
516
517void
518write_parameters_to_string (char *buf,
519 int xsize_n,
520 int ysize_n,
521 const char *wallstyle_n,
522 const char *floorstyle_n,
523 const char *monsterstyle_n,
524 const char *treasurestyle_n,
525 const char *layoutstyle_n,
526 const char *decorstyle_n,
527 const char *doorstyle_n,
528 const char *exitstyle_n,
529 const char *final_map_n,
530 const char *exit_on_final_map_n,
531 const char *this_map_n,
532 int layoutoptions1_n,
533 int layoutoptions2_n,
534 int layoutoptions3_n,
535 int symmetry_n,
536 int dungeon_depth_n,
537 int dungeon_level_n,
538 int difficulty_n,
539 int difficulty_given_n,
540 int decoroptions_n,
541 int orientation_n,
542 int origin_x_n,
543 int origin_y_n,
544 uint32_t random_seed_n,
545 int treasureoptions_n,
546 float difficulty_increase)
547{
548 char small_buf[16384];
549
550 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
551
552 if (wallstyle_n && wallstyle_n[0])
553 {
554 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
555 strcat (buf, small_buf);
556 }
557
558 if (floorstyle_n && floorstyle_n[0])
559 {
560 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
561 strcat (buf, small_buf);
562 }
563
564 if (monsterstyle_n && monsterstyle_n[0])
565 {
566 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
567 strcat (buf, small_buf);
568 }
569
570 if (treasurestyle_n && treasurestyle_n[0])
571 {
572 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
573 strcat (buf, small_buf);
574 }
575
576 if (layoutstyle_n && layoutstyle_n[0])
577 {
578 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
579 strcat (buf, small_buf);
580 }
581
582 if (decorstyle_n && decorstyle_n[0])
583 {
584 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
585 strcat (buf, small_buf);
586 }
587
588 if (doorstyle_n && doorstyle_n[0])
589 {
590 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
591 strcat (buf, small_buf);
592 }
593
594 if (exitstyle_n && exitstyle_n[0])
595 {
596 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
597 strcat (buf, small_buf);
598 }
599
600 if (final_map_n && final_map_n[0])
601 {
602 sprintf (small_buf, "final_map %s\n", final_map_n);
603 strcat (buf, small_buf);
604 }
605
606 if (exit_on_final_map_n && exit_on_final_map_n[0])
607 {
608 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
609 strcat (buf, small_buf);
610 }
611
612 if (this_map_n && this_map_n[0])
613 {
614 sprintf (small_buf, "origin_map %s\n", this_map_n);
615 strcat (buf, small_buf);
616 }
617
618 if (layoutoptions1_n)
619 {
620 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
621 strcat (buf, small_buf);
622 }
623
624 if (layoutoptions2_n)
625 {
626 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
627 strcat (buf, small_buf);
628 }
629
630
631 if (layoutoptions3_n)
632 {
633 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
634 strcat (buf, small_buf);
635 }
636
637 if (symmetry_n)
638 {
639 sprintf (small_buf, "symmetry %d\n", symmetry_n);
640 strcat (buf, small_buf);
641 }
642
643
644 if (difficulty_n && difficulty_given_n)
645 {
646 sprintf (small_buf, "difficulty %d\n", difficulty_n);
647 strcat (buf, small_buf);
648 }
649
650 if (difficulty_increase > 0.001)
651 {
652 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase);
653 strcat (buf, small_buf);
654 }
655
656 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n);
657 strcat (buf, small_buf);
658
659 if (dungeon_depth_n)
660 {
661 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n);
662 strcat (buf, small_buf);
663 }
664
665 if (decoroptions_n)
666 {
667 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
668 strcat (buf, small_buf);
669 }
670
671 if (orientation_n)
672 {
673 sprintf (small_buf, "orientation %d\n", orientation_n);
674 strcat (buf, small_buf);
675 }
676
677 if (origin_x_n)
678 {
679 sprintf (small_buf, "origin_x %d\n", origin_x_n);
680 strcat (buf, small_buf);
681 }
682
683 if (origin_y_n)
684 {
685 sprintf (small_buf, "origin_y %d\n", origin_y_n);
686 strcat (buf, small_buf);
687 }
688
689 if (random_seed_n)
690 {
691 /* Add one so that the next map is a bit different */
692 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
693 strcat (buf, small_buf);
694 }
695
696 if (treasureoptions_n)
697 {
698 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
699 strcat (buf, small_buf);
700 }
701}
702
703/////////////////////////////////////////////////////////////////////////////
704
705LayoutData::LayoutData (int w, int h)
706: w(w), h(h)
707{
708 int size = (sizeof (char *) + sizeof (char) * h) * w;
709
710 col = (char **)salloc<char> (size);
711
712 char *data = (char *)(col + w);
713
714 for (int x = w; x--; )
715 col [x] = data + x * h;
716}
717
718LayoutData::~LayoutData ()
719{
720 int size = (sizeof (char *) + sizeof (char) * h) * w;
721
722 sfree ((char *)col, size);
723}
724
725void LayoutData::clear (char fill)
726{
727 memset (col [0], fill, w * h);
728}
729
730void LayoutData::border (char fill)
731{
732 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
733 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
734}
735
736/* function selects the layout function and gives it whatever
737 arguments it needs. */
738Layout
739layoutgen (random_map_params *RP)
740{
741 Layout layout (RP);
742
743 switch (RP->map_layout_style)
744 {
745 case LAYOUT_ONION:
746 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
747
748 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
749 roomify_layout (layout, RP);
750
751 break;
752
753 case LAYOUT_MAZE:
754 maze_gen (layout, rmg_rndm (2));
755
756 if (!(rmg_rndm (2)))
757 doorify_layout (layout, RP);
758
759 break;
760
761 case LAYOUT_SPIRAL:
762 map_gen_spiral (layout, RP->layoutoptions1);
763
764 if (!(rmg_rndm (2)))
765 doorify_layout (layout, RP);
766
767 break;
768
769 case LAYOUT_ROGUELIKE:
770 /* Don't put symmetry in rogue maps. There isn't much reason to
771 * do so in the first place (doesn't make it any more interesting),
772 * but more importantly, the symmetry code presumes we are symmetrizing
773 * spirals, or maps with lots of passages - making a symmetric rogue
774 * map fails because its likely that the passages the symmetry process
775 * creates may not connect the rooms.
776 */
777 RP->symmetry_used = SYMMETRY_NONE;
778 roguelike_layout_gen (layout, RP->layoutoptions1);
779 /* no doorifying... done already */
780 break;
781
782 case LAYOUT_SNAKE:
783 make_snake_layout (layout, RP->layoutoptions1);
784
785 if (rmg_rndm (2))
786 roomify_layout (layout, RP);
787
788 break;
789
790 case LAYOUT_SQUARE_SPIRAL:
791 make_square_spiral_layout (layout, RP->layoutoptions1);
792
793 if (rmg_rndm (2))
794 roomify_layout (layout, RP);
795
796 break;
797
798 default:
799 abort ();
800 }
801
802 /* rotate the layout randomly */
803 rotate_layout (layout, rmg_rndm (4));
804
805 symmetrize_layout (layout, RP);
806
807#ifdef RMAP_DEBUG
808 dump_layout (layout);
809#endif
810
811 if (RP->expand2x)
812 expand2x (layout);
813
814 return layout;
815} 183}
816 184
817bool 185bool
818maptile::generate_random_map (random_map_params *RP) 186maptile::generate_random_map (random_map_params *RP)
819{ 187{
820 char buf[16384];
821 int i;
822
823 RP->Xsize = RP->xsize; 188 RP->Xsize = RP->xsize;
824 RP->Ysize = RP->ysize; 189 RP->Ysize = RP->ysize;
825 190
191 max_it (RP->dungeon_level, 1);
192
193 IV expand2x = RP->get_iv ("expand2x");
194 UV random_seed = RP->get_uv ("random_seed");
195
826 /* pick a random seed, or use the one from the input file */ 196 /* pick a random seed, or use the one from the input file */
827 RP->random_seed = RP->random_seed 197 random_seed = random_seed
828 ? RP->random_seed + RP->dungeon_level 198 ? random_seed + RP->dungeon_level
829 : time (0); 199 : server_tick;
830 200
831 // we run "single-threaded" 201 // we run "single-threaded"
832 rmg_rndm.seed (RP->random_seed); 202 rmg_rndm.seed (random_seed);
833 203
834 write_map_parameters_to_string (buf, RP); 204 shstr buf = RP->as_shstr ();
835 205
836 if (RP->difficulty == 0) 206 if (RP->difficulty == 0)
837 { 207 {
838 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ 208 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
839 209
840 if (RP->difficulty_increase > 0.001) 210 if (RP->difficulty_increase > 0.001f)
841 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); 211 RP->difficulty = RP->dungeon_level * RP->difficulty_increase;
842 212
843 if (RP->difficulty < 1) 213 if (RP->difficulty < 1)
844 RP->difficulty = 1; 214 RP->difficulty = 1;
845 } 215 }
846 else 216 else
850 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; 220 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
851 221
852 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 222 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
853 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; 223 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
854 224
225 min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE);
226 min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE);
227
228 int symmetry = RP->get_iv ("symmetry", SYMMETRY_NONE);
229
855 if (RP->symmetry == SYMMETRY_RANDOM) 230 if (symmetry == SYMMETRY_RANDOM)
856 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; 231 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
857 else 232 else
858 RP->symmetry_used = RP->symmetry; 233 RP->symmetry_used = symmetry;
859 234
860 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 235 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
861 RP->Ysize = RP->Ysize / 2 + 1; 236 RP->Ysize = RP->Ysize / 2 + 1;
862 237
863 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 238 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
864 RP->Xsize = RP->Xsize / 2 + 1; 239 RP->Xsize = RP->Xsize / 2 + 1;
865 240
866 if (RP->expand2x > 0) 241 if (expand2x)
867 { 242 {
868 RP->Xsize /= 2; 243 RP->Xsize /= 2;
869 RP->Ysize /= 2; 244 RP->Ysize /= 2;
870 } 245 }
871 246
872 RP->map_layout_style = LAYOUT_NONE; 247 const char *layoutstyle = RP->get_str ("layoutstyle", "");
873 248
874 /* Redo this - there was a lot of redundant code of checking for preset
875 * layout style and then random layout style. Instead, figure out
876 * the numeric layoutstyle, so there is only one area that actually
877 * calls the code to make the maps.
878 */
879 if (strstr (RP->layoutstyle, "onion")) 249 if (strstr (layoutstyle, "onion"))
880 RP->map_layout_style = LAYOUT_ONION; 250 RP->map_layout_style = LAYOUT_ONION;
881 else if (strstr (RP->layoutstyle, "maze")) 251 else if (strstr (layoutstyle, "maze"))
882 RP->map_layout_style = LAYOUT_MAZE; 252 RP->map_layout_style = LAYOUT_MAZE;
883 else if (strstr (RP->layoutstyle, "spiral")) 253 else if (strstr (layoutstyle, "spiral"))
884 RP->map_layout_style = LAYOUT_SPIRAL; 254 RP->map_layout_style = LAYOUT_SPIRAL;
885 else if (strstr (RP->layoutstyle, "rogue")) 255 else if (strstr (layoutstyle, "rogue"))
886 RP->map_layout_style = LAYOUT_ROGUELIKE; 256 RP->map_layout_style = LAYOUT_ROGUELIKE;
887 else if (strstr (RP->layoutstyle, "snake")) 257 else if (strstr (layoutstyle, "snake"))
888 RP->map_layout_style = LAYOUT_SNAKE; 258 RP->map_layout_style = LAYOUT_SNAKE;
889 else if (strstr (RP->layoutstyle, "squarespiral")) 259 else if (strstr (layoutstyle, "squarespiral"))
890 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 260 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
261 else if (strstr (layoutstyle, "cave"))
891 else if (RP->map_layout_style == LAYOUT_NONE) 262 RP->map_layout_style = LAYOUT_CAVE;
263 else if (strstr (layoutstyle, "castle"))
264 RP->map_layout_style = LAYOUT_CASTLE;
265 else if (strstr (layoutstyle, "multiple"))
266 RP->map_layout_style = LAYOUT_MULTIPLE;
267 else
892 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */ 268 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
893 else
894 abort ();
895 269
896 Layout layout = layoutgen (RP); 270 layout maze (RP->Xsize, RP->Ysize);
271 maze.generate (RP);
897 272
898#ifdef RMAP_DEBUG 273 if (RP->get_iv ("rotate", 1))
899 dump_layout (layout); 274 maze.rotate (rmg_rndm (4));
275
276 maze.symmetrize (RP->symmetry_used);
277
278 if (expand2x)
279 maze.expand2x ();
280
281#if 0
282 maze.print ();//D
900#endif 283#endif
901 284
902 /* increment these for the current map */ 285 /* increment these for the current map */
903 ++RP->dungeon_level; 286 ++RP->dungeon_level;
904 287
905 // need to patch RP becasue following code doesn't use the Layout object 288 // need to patch RP becasue following code doesn't use the layout object
906 RP->Xsize = layout->w; 289 RP->Xsize = maze.w;
907 RP->Ysize = layout->h; 290 RP->Ysize = maze.h;
908 291
909 /* allocate the map and set the floor */ 292 /* allocate the map and set the floor */
910 make_map_floor (layout, RP->floorstyle, RP); 293 make_map_floor (maze, RP->get_str ("floorstyle", ""), RP);
911 294
912 /* set region */ 295 /* set region */
913 default_region = RP->region; 296 default_region = region::find (RP->get_str ("region", 0));
914 297
915 CEDE; 298 CEDE;
916 299
917 place_specials_in_map (this, layout, RP); 300 place_specials_in_map (this, maze, RP);
918 301
919 CEDE; 302 CEDE;
303
304 const char *wallstyle = RP->get_str ("wallstyle", "");
920 305
921 /* create walls unless the wallstyle is "none" */ 306 /* create walls unless the wallstyle is "none" */
922 if (strcmp (RP->wallstyle, "none")) 307 if (strcmp (wallstyle, "none"))
923 { 308 {
924 make_map_walls (this, layout, RP->wallstyle, RP); 309 make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP);
310
311 const char *doorstyle = RP->get_str ("doorstyle", "");
925 312
926 /* place doors unless doorstyle or wallstyle is "none" */ 313 /* place doors unless doorstyle or wallstyle is "none" */
927 if (strcmp (RP->doorstyle, "none")) 314 if (strcmp (doorstyle, "none"))
928 put_doors (this, layout, RP->doorstyle, RP); 315 put_doors (this, maze, doorstyle, RP);
929 } 316 }
930 317
931 CEDE; 318 CEDE;
319
320 const char *exitstyle = RP->get_str ("exitstyle", "");
932 321
933 /* create exits unless the exitstyle is "none" */ 322 /* create exits unless the exitstyle is "none" */
934 if (strcmp (RP->exitstyle, "none")) 323 if (strcmp (exitstyle, "none"))
935 place_exits (this, layout, RP->exitstyle, RP->orientation, RP); 324 place_exits (this, maze, exitstyle, RP->get_iv ("orientation", 0), RP);
936 325
937 CEDE; 326 CEDE;
327
328 const char *monsterstyle = RP->get_str ("monsterstyle", "");
938 329
939 /* create monsters unless the monsterstyle is "none" */ 330 /* create monsters unless the monsterstyle is "none" */
940 if (strcmp (RP->monsterstyle, "none")) 331 if (strcmp (monsterstyle, "none"))
941 place_monsters (this, RP->monsterstyle, RP->difficulty, RP); 332 place_monsters (this, monsterstyle, RP->difficulty, RP);
942 333
943 CEDE; 334 CEDE;
944 335
945 /* treasures needs to have a proper difficulty set for the map. */ 336 /* treasures needs to have a proper difficulty set for the map. */
946 difficulty = estimate_difficulty (); 337 difficulty = estimate_difficulty ();
947 338
948 CEDE; 339 CEDE;
949 340
341 const char *treasurestyle = RP->get_str ("treasurestyle", "");
342
950 /* create treasure unless the treasurestyle is "none" */ 343 /* create treasure unless the treasurestyle is "none" */
951 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); 344 place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP);
952 345
953 CEDE; 346 CEDE;
347
348 const char *decorstyle = RP->get_str ("decorstyle", "");
954 349
955 /* create decor unless the decorstyle is "none" */ 350 /* create decor unless the decorstyle is "none" */
956 if (strcmp (RP->decorstyle, "none")) 351 if (strcmp (decorstyle, "none"))
957 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP); 352 put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP);
958 353
959 CEDE; 354 CEDE;
960 355
961 /* generate treasures, etc. */ 356 /* generate treasures, etc. */
962 fix_auto_apply (); 357 fix_auto_apply ();
963 358
964 CEDE; 359 CEDE;
965 360
966 unblock_exits (this, layout, RP); 361 unblock_exits (this, maze);
967 362
968 msg = strdup (buf); 363 msg = buf;
969 in_memory = MAP_ACTIVE; 364 state = MAP_INACTIVE; // this is probably a lie, but currently works with ext/map-random.ext
970 365
971 CEDE; 366 CEDE;
972 367
973 return 1; 368 return 1;
974} 369}

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