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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.55 by root, Wed Jun 30 01:32:57 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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}
36 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
37noinline SV * 114ecb_noinline SV *
38random_map_params::get_sv (const char *option) const 115random_map_params::opt_sv (const char *option) const
39{ 116{
40 SV **he = hv_fetch (hv, option, strlen (option), 0); 117 SV **he = hv_fetch (hv, option, strlen (option), 0);
41 118
42 return he ? *he : 0; 119 return he ? *he : 0;
43} 120}
44 121
45noinline const_utf8_string 122ecb_noinline const_utf8_string
46random_map_params::get_str (const char *option, const_utf8_string fallback) const 123random_map_params::get_str (const char *option, const_utf8_string fallback) const
47{ 124{
48 SV *sv = get_sv (option); 125 SV *sv = opt_sv (option);
49 return sv ? cfSvPVutf8_nolen (sv) : fallback; 126 return sv ? cfSvPVutf8_nolen (sv) : fallback;
50} 127}
51 128
52noinline IV 129ecb_noinline IV
53random_map_params::get_iv (const char *option, IV fallback) const 130random_map_params::get_iv (const char *option, IV fallback) const
54{ 131{
55 SV *sv = get_sv (option); 132 SV *sv = opt_sv (option);
56 return sv ? SvIV (sv) : fallback; 133 return sv ? SvIV (sv) : fallback;
57} 134}
58 135
59noinline UV 136ecb_noinline UV
60random_map_params::get_uv (const char *option, UV fallback) const 137random_map_params::get_uv (const char *option, UV fallback) const
61{ 138{
62 SV *sv = get_sv (option); 139 SV *sv = opt_sv (option);
63 return sv ? SvUV (sv) : fallback; 140 return sv ? SvUV (sv) : fallback;
64} 141}
65 142
66noinline NV 143ecb_noinline NV
67random_map_params::get_nv (const char *option, NV fallback) const 144random_map_params::get_nv (const char *option, NV fallback) const
68{ 145{
69 SV *sv = get_sv (option); 146 SV *sv = opt_sv (option);
70 return sv ? SvNV (sv) : fallback; 147 return sv ? SvNV (sv) : fallback;
71} 148}
72 149
73noinline void 150ecb_noinline void
74random_map_params::set (const char *option, SV *value) const 151random_map_params::set (const char *option, SV *value) const
75{ 152{
76 int len = strlen (option); 153 int len = strlen (option);
77 154
78 if (value) 155 if (value)
79 hv_store (hv, option, len, value, 0); 156 hv_store (hv, option, len, value, 0);
80 else 157 else
81 hv_delete (hv, option, len, G_DISCARD); 158 hv_delete (hv, option, len, G_DISCARD);
82} 159}
83 160
84noinline void 161ecb_noinline void
85random_map_params::set (const char *option, const_utf8_string value) const 162random_map_params::set (const char *option, const_utf8_string value) const
86{ 163{
87 set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0); 164 set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0);
88} 165}
89 166
103random_map_params::set (const char *option, NV value) const 180random_map_params::set (const char *option, NV value) const
104{ 181{
105 set (option, newSVnv (value)); 182 set (option, newSVnv (value));
106} 183}
107 184
108void
109random_map_params::hv_clone ()
110{
111 HV *copy = newHV ();
112
113 hv_iterinit (hv);
114
115 // does not work for utf-8 keys
116 while (HE *he = hv_iternext (hv))
117 {
118 STRLEN klen; const char *key = HePV (he, klen);
119 hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he));
120 }
121
122 SvREFCNT_dec (hv);
123 hv = copy;
124}
125
126shstr_tmp
127random_map_params::as_shstr () const
128{
129 set ("xsize" , xsize);
130 set ("ysize" , ysize);
131 set ("monsterstyle" , monsterstyle);
132 set ("exit_on_final_map" , exit_on_final_map);
133 set ("layoutstyle" , layoutstyle);
134 set ("doorstyle" , doorstyle);
135 set ("final_map" , final_map);
136 set ("this_map" , this_map);
137 set ("expand2x" , expand2x);
138 set ("layoutoptions1" , layoutoptions1);
139 set ("layoutoptions2" , layoutoptions2);
140 set ("layoutoptions3" , layoutoptions3);
141 set ("symmetry" , symmetry);
142 set ("dungeon_depth" , dungeon_depth);
143 set ("orientation" , orientation);
144 set ("origin_x" , origin_x);
145 set ("origin_y" , origin_y);
146 set ("random_seed" , (UV)random_seed);
147 set ("difficulty" , difficulty && difficulty_given ? difficulty : 0);
148 set ("difficulty_increase", difficulty_increase);
149 set ("dungeon_level" , dungeon_level);
150
151 dynbuf_text buf;
152 hv_iterinit (hv);
153
154 // does not work for utf-8 keys
155 while (HE *he = hv_iternext (hv))
156 {
157 STRLEN klen; const char *key = HePV (he, klen);
158 STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen);
159
160 buf.fadd (key, klen);
161 buf << ' ';
162 buf.fadd (value, vlen);
163 buf << '\n';
164 }
165
166 return shstr (buf);
167}
168
169random_map_params::~random_map_params ()
170{
171 SvREFCNT_dec (hv);
172}
173
174void
175Layout::print ()
176{
177 for (int j = 0; j < ptr->h; j++)
178 {
179 for (int i = 0; i < ptr->w; i++)
180 putc (ptr->col[i][j] ? ptr->col[i][j] : ' ', stdout);
181
182 putc ('\n', stdout);
183 }
184
185 putc ('\n', stdout);
186}
187
188/* takes a map and makes it symmetric: adjusts Xsize and
189 * Ysize to produce a symmetric map.
190 */
191static void
192symmetrize_layout (Layout layout, random_map_params *RP)
193{
194 if (RP->symmetry_used == SYMMETRY_NONE)
195 return;
196
197 Layout sym_layout (
198 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
199 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
200 );
201
202 if (RP->symmetry_used == SYMMETRY_X)
203 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
204 for (int j = 0; j < sym_layout->h; j++)
205 {
206 sym_layout[i ][j] =
207 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
208 }
209
210 if (RP->symmetry_used == SYMMETRY_Y)
211 for (int i = 0; i < sym_layout->w; i++)
212 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
213 {
214 sym_layout[i][j ] =
215 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
216 }
217
218 if (RP->symmetry_used == SYMMETRY_XY)
219 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
220 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
221 {
222 sym_layout[i ][j ] =
223 sym_layout[i ][sym_layout->h - j - 1] =
224 sym_layout[sym_layout->w - i - 1][j ] =
225 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
226 }
227
228 layout.swap (sym_layout);
229 sym_layout.free ();
230
231 /* reconnect disjointed spirals */
232 /* reconnect disjointed nethacklayouts: the routine for
233 spirals will do the trick? */
234 if (RP->map_layout_style == LAYOUT_SPIRAL
235 || RP->map_layout_style == LAYOUT_ROGUELIKE)
236 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
237}
238
239/* takes a map and rotates it. This completes the
240 onion layouts, making them possibly centered on any wall.
241 It'll modify Xsize and Ysize if they're swapped.
242*/
243static void
244rotate_layout (Layout layout, int rotation)
245{
246 int w = layout->w;
247 int h = layout->h;
248
249 switch (rotation)
250 {
251 case 2: /* a reflection */
252 {
253 Layout new_layout (w, h);
254
255 for (int i = 0; i < w; i++) /* copy a reflection back */
256 for (int j = 0; j < h; j++)
257 new_layout[i][j] = layout[w - i - 1][h - j - 1];
258
259 layout.swap (new_layout);
260 new_layout.free ();
261 }
262 break;
263
264 case 1:
265 case 3:
266 {
267 Layout new_layout (h, w);
268
269 if (rotation == 1) /* swap x and y */
270 for (int i = 0; i < w; i++)
271 for (int j = 0; j < h; j++)
272 new_layout[j][i] = layout[i][j];
273
274 if (rotation == 3) /* swap x and y */
275 for (int i = 0; i < w; i++)
276 for (int j = 0; j < h; j++)
277 new_layout[j][i] = layout[w - i - 1][h - j - 1];
278
279 layout.swap (new_layout);
280 new_layout.free ();
281 }
282 break;
283 }
284}
285
286/* checks the layout to see if I can stick a horizontal(dir = 0) wall
287 (or vertical, dir == 1)
288 here which ends up on other walls sensibly. */
289static int
290can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
291{
292 int i1;
293 int length = 0;
294
295 /* dont make walls if we're on the edge. */
296 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
297 return -1;
298
299 /* don't make walls if we're ON a wall. */
300 if (maze[dx][dy] != 0)
301 return -1;
302
303 if (dir == 0) /* horizontal */
304 {
305 int y = dy;
306
307 for (i1 = dx - 1; i1 > 0; i1--)
308 {
309 int sindex = surround_flag2 (maze, i1, y, RP);
310
311 if (sindex == 1)
312 break;
313 if (sindex != 0)
314 return -1; /* can't make horiz. wall here */
315 if (maze[i1][y] != 0)
316 return -1; /* can't make horiz. wall here */
317 length++;
318 }
319
320 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
321 {
322 int sindex = surround_flag2 (maze, i1, y, RP);
323
324 if (sindex == 2)
325 break;
326 if (sindex != 0)
327 return -1; /* can't make horiz. wall here */
328 if (maze[i1][y] != 0)
329 return -1; /* can't make horiz. wall here */
330 length++;
331 }
332 return length;
333 }
334 else
335 { /* vertical */
336 int x = dx;
337
338 for (i1 = dy - 1; i1 > 0; i1--)
339 {
340 int sindex = surround_flag2 (maze, x, i1, RP);
341
342 if (sindex == 4)
343 break;
344 if (sindex != 0)
345 return -1; /* can't make vert. wall here */
346 if (maze[x][i1] != 0)
347 return -1; /* can't make horiz. wall here */
348 length++;
349 }
350
351 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
352 {
353 int sindex = surround_flag2 (maze, x, i1, RP);
354
355 if (sindex == 8)
356 break;
357 if (sindex != 0)
358 return -1; /* can't make verti. wall here */
359 if (maze[x][i1] != 0)
360 return -1; /* can't make horiz. wall here */
361 length++;
362 }
363
364 return length;
365 }
366
367 return -1;
368}
369
370/* take a layout and make some rooms in it.
371 --works best on onions.*/
372static void
373roomify_layout (char **maze, random_map_params *RP)
374{
375 int tries = RP->Xsize * RP->Ysize / 30;
376
377 for (int ti = 0; ti < tries; ti++)
378 {
379 /* starting location for looking at creating a door */
380 int dx = rmg_rndm (RP->Xsize);
381 int dy = rmg_rndm (RP->Ysize);
382
383 /* results of checking on creating walls. */
384 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
385 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
386
387 if (cx == -1)
388 {
389 if (cy != -1)
390 make_wall (maze, dx, dy, 1);
391
392 continue;
393 }
394
395 if (cy == -1)
396 {
397 make_wall (maze, dx, dy, 0);
398 continue;
399 }
400
401 if (cx < cy)
402 make_wall (maze, dx, dy, 0);
403 else
404 make_wall (maze, dx, dy, 1);
405 }
406}
407
408int
409make_wall (char **maze, int x, int y, int dir)
410{
411 maze[x][y] = 'D'; /* mark a door */
412
413 switch (dir)
414 {
415 case 0: /* horizontal */
416 {
417 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
418 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
419 break;
420 }
421 case 1: /* vertical */
422 {
423 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
424 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
425 break;
426 }
427 }
428
429 return 0;
430}
431
432/* puts doors at appropriate locations in a layout. */
433static void
434doorify_layout (char **maze, random_map_params *RP)
435{
436 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
437 int doorlocs = 0; /* # of available doorlocations */
438
439 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
440 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
441
442 /* make a list of possible door locations */
443 for (int i = 1; i < RP->Xsize - 1; i++)
444 for (int j = 1; j < RP->Ysize - 1; j++)
445 {
446 int sindex = surround_flag (maze, i, j, RP);
447
448 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
449 {
450 doorlist_x[doorlocs] = i;
451 doorlist_y[doorlocs] = j;
452 doorlocs++;
453 }
454 }
455
456 while (ndoors > 0 && doorlocs > 0)
457 {
458 int di = rmg_rndm (doorlocs);
459 int i = doorlist_x[di];
460 int j = doorlist_y[di];
461 int sindex = surround_flag (maze, i, j, RP);
462
463 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
464 {
465 maze[i][j] = 'D';
466 ndoors--;
467 }
468
469 /* reduce the size of the list */
470 doorlocs--;
471 doorlist_x[di] = doorlist_x[doorlocs];
472 doorlist_y[di] = doorlist_y[doorlocs];
473 }
474
475 sfree (doorlist_x, RP->Xsize * RP->Ysize);
476 sfree (doorlist_y, RP->Xsize * RP->Ysize);
477}
478
479/////////////////////////////////////////////////////////////////////////////
480
481LayoutData::LayoutData (int w, int h)
482: w(w), h(h)
483{
484 int size = (sizeof (char *) + sizeof (char) * h) * w;
485
486 col = (char **)salloc<char> (size);
487
488 char *data = (char *)(col + w);
489
490 for (int x = w; x--; )
491 col [x] = data + x * h;
492}
493
494LayoutData::~LayoutData ()
495{
496 int size = (sizeof (char *) + sizeof (char) * h) * w;
497
498 sfree ((char *)col, size);
499}
500
501void LayoutData::clear (char fill)
502{
503 memset (col [0], fill, w * h);
504}
505
506void LayoutData::border (char fill)
507{
508 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
509 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
510}
511
512/* function selects the layout function and gives it whatever
513 arguments it needs. */
514static Layout
515layoutgen (random_map_params *RP)
516{
517 Layout layout (RP);
518
519 switch (RP->map_layout_style)
520 {
521 case LAYOUT_ONION:
522 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
523
524 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
525 roomify_layout (layout, RP);
526
527 break;
528
529 case LAYOUT_MAZE:
530 maze_gen (layout, RP->get_iv ("maze_type", rmg_rndm (4)));
531
532 if (!(rmg_rndm (2)))
533 doorify_layout (layout, RP);
534
535 break;
536
537 case LAYOUT_SPIRAL:
538 map_gen_spiral (layout, RP->layoutoptions1);
539
540 if (!(rmg_rndm (2)))
541 doorify_layout (layout, RP);
542
543 break;
544
545 case LAYOUT_ROGUELIKE:
546 /* Don't put symmetry in rogue maps. There isn't much reason to
547 * do so in the first place (doesn't make it any more interesting),
548 * but more importantly, the symmetry code presumes we are symmetrizing
549 * spirals, or maps with lots of passages - making a symmetric rogue
550 * map fails because its likely that the passages the symmetry process
551 * creates may not connect the rooms.
552 */
553 RP->symmetry_used = SYMMETRY_NONE;
554 roguelike_layout_gen (layout, RP->layoutoptions1);
555 /* no doorifying... done already */
556 break;
557
558 case LAYOUT_SNAKE:
559 make_snake_layout (layout, RP->layoutoptions1);
560
561 if (rmg_rndm (2))
562 roomify_layout (layout, RP);
563
564 break;
565
566 case LAYOUT_SQUARE_SPIRAL:
567 make_square_spiral_layout (layout, RP->layoutoptions1);
568
569 if (rmg_rndm (2))
570 roomify_layout (layout, RP);
571
572 break;
573
574 default:
575 abort ();
576 }
577
578 /* rotate the layout randomly */
579 rotate_layout (layout, rmg_rndm (4));
580
581 symmetrize_layout (layout, RP);
582
583#ifdef RMAP_DEBUG
584 dump_layout (layout);
585#endif
586
587 if (RP->expand2x)
588 expand2x (layout);
589
590 return layout;
591}
592
593bool 185bool
594maptile::generate_random_map (random_map_params *RP) 186maptile::generate_random_map (random_map_params *RP)
595{ 187{
596 RP->Xsize = RP->xsize; 188 RP->Xsize = RP->xsize;
597 RP->Ysize = RP->ysize; 189 RP->Ysize = RP->ysize;
598 190
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
599 /* 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 */
600 RP->random_seed = RP->random_seed 197 random_seed = random_seed
601 ? RP->random_seed + RP->dungeon_level 198 ? random_seed + RP->dungeon_level
602 : time (0); 199 : server_tick;
603 200
604 // we run "single-threaded" 201 // we run "single-threaded"
605 rmg_rndm.seed (RP->random_seed); 202 rmg_rndm.seed (random_seed);
606 203
607 shstr buf = RP->as_shstr (); 204 shstr buf = RP->as_shstr ();
608 205
609 if (RP->difficulty == 0) 206 if (RP->difficulty == 0)
610 { 207 {
611 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 */
612 209
613 if (RP->difficulty_increase > 0.001) 210 if (RP->difficulty_increase > 0.001f)
614 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); 211 RP->difficulty = RP->dungeon_level * RP->difficulty_increase;
615 212
616 if (RP->difficulty < 1) 213 if (RP->difficulty < 1)
617 RP->difficulty = 1; 214 RP->difficulty = 1;
618 } 215 }
619 else 216 else
623 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; 220 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
624 221
625 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 222 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
626 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; 223 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
627 224
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
628 if (RP->symmetry == SYMMETRY_RANDOM) 230 if (symmetry == SYMMETRY_RANDOM)
629 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; 231 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
630 else 232 else
631 RP->symmetry_used = RP->symmetry; 233 RP->symmetry_used = symmetry;
632 234
633 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 235 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
634 RP->Ysize = RP->Ysize / 2 + 1; 236 RP->Ysize = RP->Ysize / 2 + 1;
635 237
636 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 238 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
637 RP->Xsize = RP->Xsize / 2 + 1; 239 RP->Xsize = RP->Xsize / 2 + 1;
638 240
639 if (RP->expand2x > 0) 241 if (expand2x)
640 { 242 {
641 RP->Xsize /= 2; 243 RP->Xsize /= 2;
642 RP->Ysize /= 2; 244 RP->Ysize /= 2;
643 } 245 }
644 246
645 RP->map_layout_style = LAYOUT_NONE; 247 const char *layoutstyle = RP->get_str ("layoutstyle", "");
646 248
647 /* Redo this - there was a lot of redundant code of checking for preset
648 * layout style and then random layout style. Instead, figure out
649 * the numeric layoutstyle, so there is only one area that actually
650 * calls the code to make the maps.
651 */
652 if (strstr (RP->layoutstyle, "onion")) 249 if (strstr (layoutstyle, "onion"))
653 RP->map_layout_style = LAYOUT_ONION; 250 RP->map_layout_style = LAYOUT_ONION;
654 else if (strstr (RP->layoutstyle, "maze")) 251 else if (strstr (layoutstyle, "maze"))
655 RP->map_layout_style = LAYOUT_MAZE; 252 RP->map_layout_style = LAYOUT_MAZE;
656 else if (strstr (RP->layoutstyle, "spiral")) 253 else if (strstr (layoutstyle, "spiral"))
657 RP->map_layout_style = LAYOUT_SPIRAL; 254 RP->map_layout_style = LAYOUT_SPIRAL;
658 else if (strstr (RP->layoutstyle, "rogue")) 255 else if (strstr (layoutstyle, "rogue"))
659 RP->map_layout_style = LAYOUT_ROGUELIKE; 256 RP->map_layout_style = LAYOUT_ROGUELIKE;
660 else if (strstr (RP->layoutstyle, "snake")) 257 else if (strstr (layoutstyle, "snake"))
661 RP->map_layout_style = LAYOUT_SNAKE; 258 RP->map_layout_style = LAYOUT_SNAKE;
662 else if (strstr (RP->layoutstyle, "squarespiral")) 259 else if (strstr (layoutstyle, "squarespiral"))
663 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 260 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
261 else if (strstr (layoutstyle, "cave"))
664 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
665 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 */
666 else
667 abort ();
668 269
669 Layout layout = layoutgen (RP); 270 layout maze (RP->Xsize, RP->Ysize);
271 maze.generate (RP);
670 272
671#ifdef RMAP_DEBUG 273 if (RP->get_iv ("rotate", 1))
672 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
673#endif 283#endif
674 284
675 /* increment these for the current map */ 285 /* increment these for the current map */
676 ++RP->dungeon_level; 286 ++RP->dungeon_level;
677 287
678 // 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
679 RP->Xsize = layout->w; 289 RP->Xsize = maze.w;
680 RP->Ysize = layout->h; 290 RP->Ysize = maze.h;
681 291
682 /* allocate the map and set the floor */ 292 /* allocate the map and set the floor */
683 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); 293 make_map_floor (maze, RP->get_str ("floorstyle", ""), RP);
684 294
685 /* set region */ 295 /* set region */
686 default_region = RP->region; 296 default_region = region::find (RP->get_str ("region", 0));
687 297
688 CEDE; 298 CEDE;
689 299
690 place_specials_in_map (this, layout, RP); 300 place_specials_in_map (this, maze, RP);
691 301
692 CEDE; 302 CEDE;
693 303
694 const char *wallstyle = RP->get_str ("wallstyle", 0); 304 const char *wallstyle = RP->get_str ("wallstyle", "");
695 305
696 /* create walls unless the wallstyle is "none" */ 306 /* create walls unless the wallstyle is "none" */
697 if (strcmp (wallstyle, "none")) 307 if (strcmp (wallstyle, "none"))
698 { 308 {
699 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP); 309 make_map_walls (this, maze, wallstyle, RP->get_str ("miningstyle", ""), RP);
310
311 const char *doorstyle = RP->get_str ("doorstyle", "");
700 312
701 /* place doors unless doorstyle or wallstyle is "none" */ 313 /* place doors unless doorstyle or wallstyle is "none" */
702 if (strcmp (RP->doorstyle, "none")) 314 if (strcmp (doorstyle, "none"))
703 put_doors (this, layout, RP->doorstyle, RP); 315 put_doors (this, maze, doorstyle, RP);
704 } 316 }
705 317
706 CEDE; 318 CEDE;
707 319
708 const char *exitstyle = RP->get_str ("exitstyle", ""); 320 const char *exitstyle = RP->get_str ("exitstyle", "");
709 321
710 /* create exits unless the exitstyle is "none" */ 322 /* create exits unless the exitstyle is "none" */
711 if (strcmp (exitstyle, "none")) 323 if (strcmp (exitstyle, "none"))
712 place_exits (this, layout, exitstyle, RP->orientation, RP); 324 place_exits (this, maze, exitstyle, RP->get_iv ("orientation", 0), RP);
713 325
714 CEDE; 326 CEDE;
327
328 const char *monsterstyle = RP->get_str ("monsterstyle", "");
715 329
716 /* create monsters unless the monsterstyle is "none" */ 330 /* create monsters unless the monsterstyle is "none" */
717 if (strcmp (RP->monsterstyle, "none")) 331 if (strcmp (monsterstyle, "none"))
718 place_monsters (this, RP->monsterstyle, RP->difficulty, RP); 332 place_monsters (this, monsterstyle, RP->difficulty, RP);
719 333
720 CEDE; 334 CEDE;
721 335
722 /* treasures needs to have a proper difficulty set for the map. */ 336 /* treasures needs to have a proper difficulty set for the map. */
723 difficulty = estimate_difficulty (); 337 difficulty = estimate_difficulty ();
725 CEDE; 339 CEDE;
726 340
727 const char *treasurestyle = RP->get_str ("treasurestyle", ""); 341 const char *treasurestyle = RP->get_str ("treasurestyle", "");
728 342
729 /* create treasure unless the treasurestyle is "none" */ 343 /* create treasure unless the treasurestyle is "none" */
730 place_treasure (this, layout, treasurestyle, RP->get_iv ("treasureoptions"), RP); 344 place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP);
731 345
732 CEDE; 346 CEDE;
733 347
734 const char *decorstyle = RP->get_str ("treasurestyle", ""); 348 const char *decorstyle = RP->get_str ("decorstyle", "");
735 349
736 /* create decor unless the decorstyle is "none" */ 350 /* create decor unless the decorstyle is "none" */
737 if (strcmp (decorstyle, "none")) 351 if (strcmp (decorstyle, "none"))
738 put_decor (this, layout, decorstyle, RP->get_iv ("decoroptions"), RP); 352 put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP);
739 353
740 CEDE; 354 CEDE;
741 355
742 /* generate treasures, etc. */ 356 /* generate treasures, etc. */
743 fix_auto_apply (); 357 fix_auto_apply ();
744 358
745 CEDE; 359 CEDE;
746 360
747 unblock_exits (this, layout, RP); 361 unblock_exits (this, maze);
748 362
749 msg = buf; 363 msg = buf;
750 in_memory = MAP_ACTIVE; 364 state = MAP_INACTIVE; // this is probably a lie, but currently works with ext/map-random.ext
751 365
752 CEDE; 366 CEDE;
753 367
754 return 1; 368 return 1;
755} 369}

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