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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.57 by root, Wed Jun 30 23:03:40 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
174/* takes a map and makes it symmetric: adjusts Xsize and
175 * Ysize to produce a symmetric map.
176 */
177static void
178symmetrize_layout (Layout layout, random_map_params *RP)
179{
180 if (RP->symmetry_used == SYMMETRY_NONE)
181 return;
182
183 Layout sym_layout (
184 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
185 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
186 );
187
188 if (RP->symmetry_used == SYMMETRY_X)
189 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
190 for (int j = 0; j < sym_layout->h; j++)
191 {
192 sym_layout[i ][j] =
193 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
194 }
195
196 if (RP->symmetry_used == SYMMETRY_Y)
197 for (int i = 0; i < sym_layout->w; i++)
198 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
199 {
200 sym_layout[i][j ] =
201 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
202 }
203
204 if (RP->symmetry_used == SYMMETRY_XY)
205 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
206 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
207 {
208 sym_layout[i ][j ] =
209 sym_layout[i ][sym_layout->h - j - 1] =
210 sym_layout[sym_layout->w - i - 1][j ] =
211 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
212 }
213
214 layout.swap (sym_layout);
215 sym_layout.free ();
216
217 /* reconnect disjointed spirals */
218 /* reconnect disjointed nethacklayouts: the routine for
219 spirals will do the trick? */
220 if (RP->map_layout_style == LAYOUT_SPIRAL
221 || RP->map_layout_style == LAYOUT_ROGUELIKE)
222 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
223}
224
225/* takes a map and rotates it. This completes the
226 onion layouts, making them possibly centered on any wall.
227 It'll modify Xsize and Ysize if they're swapped.
228*/
229static void
230rotate_layout (Layout layout, int rotation)
231{
232 int w = layout->w;
233 int h = layout->h;
234
235 switch (rotation)
236 {
237 case 2: /* a reflection */
238 {
239 Layout new_layout (w, h);
240
241 for (int i = 0; i < w; i++) /* copy a reflection back */
242 for (int j = 0; j < h; j++)
243 new_layout[i][j] = layout[w - i - 1][h - j - 1];
244
245 layout.swap (new_layout);
246 new_layout.free ();
247 }
248 break;
249
250 case 1:
251 case 3:
252 {
253 Layout new_layout (h, w);
254
255 if (rotation == 1) /* swap x and y */
256 for (int i = 0; i < w; i++)
257 for (int j = 0; j < h; j++)
258 new_layout[j][i] = layout[i][j];
259
260 if (rotation == 3) /* swap x and y */
261 for (int i = 0; i < w; i++)
262 for (int j = 0; j < h; j++)
263 new_layout[j][i] = layout[w - i - 1][h - j - 1];
264
265 layout.swap (new_layout);
266 new_layout.free ();
267 }
268 break;
269 }
270}
271
272/* checks the layout to see if I can stick a horizontal(dir = 0) wall
273 (or vertical, dir == 1)
274 here which ends up on other walls sensibly. */
275static int
276can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
277{
278 int i1;
279 int length = 0;
280
281 /* dont make walls if we're on the edge. */
282 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
283 return -1;
284
285 /* don't make walls if we're ON a wall. */
286 if (maze[dx][dy] != 0)
287 return -1;
288
289 if (dir == 0) /* horizontal */
290 {
291 int y = dy;
292
293 for (i1 = dx - 1; i1 > 0; i1--)
294 {
295 int sindex = surround_flag2 (maze, i1, y, RP);
296
297 if (sindex == 1)
298 break;
299 if (sindex != 0)
300 return -1; /* can't make horiz. wall here */
301 if (maze[i1][y] != 0)
302 return -1; /* can't make horiz. wall here */
303 length++;
304 }
305
306 for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
307 {
308 int sindex = surround_flag2 (maze, i1, y, RP);
309
310 if (sindex == 2)
311 break;
312 if (sindex != 0)
313 return -1; /* can't make horiz. wall here */
314 if (maze[i1][y] != 0)
315 return -1; /* can't make horiz. wall here */
316 length++;
317 }
318 return length;
319 }
320 else
321 { /* vertical */
322 int x = dx;
323
324 for (i1 = dy - 1; i1 > 0; i1--)
325 {
326 int sindex = surround_flag2 (maze, x, i1, RP);
327
328 if (sindex == 4)
329 break;
330 if (sindex != 0)
331 return -1; /* can't make vert. wall here */
332 if (maze[x][i1] != 0)
333 return -1; /* can't make horiz. wall here */
334 length++;
335 }
336
337 for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
338 {
339 int sindex = surround_flag2 (maze, x, i1, RP);
340
341 if (sindex == 8)
342 break;
343 if (sindex != 0)
344 return -1; /* can't make verti. wall here */
345 if (maze[x][i1] != 0)
346 return -1; /* can't make horiz. wall here */
347 length++;
348 }
349
350 return length;
351 }
352
353 return -1;
354}
355
356/* take a layout and make some rooms in it.
357 --works best on onions.*/
358static void
359roomify_layout (char **maze, random_map_params *RP)
360{
361 int tries = RP->Xsize * RP->Ysize / 30;
362
363 for (int ti = 0; ti < tries; ti++)
364 {
365 /* starting location for looking at creating a door */
366 int dx = rmg_rndm (RP->Xsize);
367 int dy = rmg_rndm (RP->Ysize);
368
369 /* results of checking on creating walls. */
370 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
371 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
372
373 if (cx == -1)
374 {
375 if (cy != -1)
376 make_wall (maze, dx, dy, 1);
377
378 continue;
379 }
380
381 if (cy == -1)
382 {
383 make_wall (maze, dx, dy, 0);
384 continue;
385 }
386
387 if (cx < cy)
388 make_wall (maze, dx, dy, 0);
389 else
390 make_wall (maze, dx, dy, 1);
391 }
392}
393
394int
395make_wall (char **maze, int x, int y, int dir)
396{
397 maze[x][y] = 'D'; /* mark a door */
398
399 switch (dir)
400 {
401 case 0: /* horizontal */
402 {
403 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
404 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
405 break;
406 }
407 case 1: /* vertical */
408 {
409 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
410 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
411 break;
412 }
413 }
414
415 return 0;
416}
417
418/* puts doors at appropriate locations in a layout. */
419static void
420doorify_layout (char **maze, random_map_params *RP)
421{
422 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
423 int doorlocs = 0; /* # of available doorlocations */
424
425 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
426 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
427
428 /* make a list of possible door locations */
429 for (int i = 1; i < RP->Xsize - 1; i++)
430 for (int j = 1; j < RP->Ysize - 1; j++)
431 {
432 int sindex = surround_flag (maze, i, j, RP);
433
434 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
435 {
436 doorlist_x[doorlocs] = i;
437 doorlist_y[doorlocs] = j;
438 doorlocs++;
439 }
440 }
441
442 while (ndoors > 0 && doorlocs > 0)
443 {
444 int di = rmg_rndm (doorlocs);
445 int i = doorlist_x[di];
446 int j = doorlist_y[di];
447 int sindex = surround_flag (maze, i, j, RP);
448
449 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
450 {
451 maze[i][j] = 'D';
452 ndoors--;
453 }
454
455 /* reduce the size of the list */
456 doorlocs--;
457 doorlist_x[di] = doorlist_x[doorlocs];
458 doorlist_y[di] = doorlist_y[doorlocs];
459 }
460
461 sfree (doorlist_x, RP->Xsize * RP->Ysize);
462 sfree (doorlist_y, RP->Xsize * RP->Ysize);
463}
464
465/* function selects the layout function and gives it whatever
466 arguments it needs. */
467static Layout
468layoutgen (random_map_params *RP)
469{
470 Layout layout (RP);
471
472 switch (RP->map_layout_style)
473 {
474 case LAYOUT_ONION:
475 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
476
477 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
478 roomify_layout (layout, RP);
479
480 break;
481
482 case LAYOUT_MAZE:
483 maze_gen (layout, RP->get_iv ("maze_type", rmg_rndm (4)));
484
485 if (!(rmg_rndm (2)))
486 doorify_layout (layout, RP);
487
488 break;
489
490 case LAYOUT_SPIRAL:
491 map_gen_spiral (layout, RP->layoutoptions1);
492
493 if (!(rmg_rndm (2)))
494 doorify_layout (layout, RP);
495
496 break;
497
498 case LAYOUT_ROGUELIKE:
499 /* Don't put symmetry in rogue maps. There isn't much reason to
500 * do so in the first place (doesn't make it any more interesting),
501 * but more importantly, the symmetry code presumes we are symmetrizing
502 * spirals, or maps with lots of passages - making a symmetric rogue
503 * map fails because its likely that the passages the symmetry process
504 * creates may not connect the rooms.
505 */
506 RP->symmetry_used = SYMMETRY_NONE;
507 roguelike_layout_gen (layout, RP->layoutoptions1);
508 /* no doorifying... done already */
509 break;
510
511 case LAYOUT_SNAKE:
512 make_snake_layout (layout, RP->layoutoptions1);
513
514 if (rmg_rndm (2))
515 roomify_layout (layout, RP);
516
517 break;
518
519 case LAYOUT_SQUARE_SPIRAL:
520 make_square_spiral_layout (layout, RP->layoutoptions1);
521
522 if (rmg_rndm (2))
523 roomify_layout (layout, RP);
524
525 break;
526
527 case LAYOUT_CAVE:
528 layout->gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
529
530 if (!(rmg_rndm (2)))
531 doorify_layout (layout, RP);
532
533 break;
534
535 default:
536 abort ();
537 }
538
539 /* rotate the layout randomly */
540 rotate_layout (layout, rmg_rndm (4));
541
542 symmetrize_layout (layout, RP);
543
544#ifdef RMAP_DEBUG
545 dump_layout (layout);
546#endif
547
548 if (RP->expand2x)
549 expand2x (layout);
550
551 return layout;
552}
553
554bool 185bool
555maptile::generate_random_map (random_map_params *RP) 186maptile::generate_random_map (random_map_params *RP)
556{ 187{
557 RP->Xsize = RP->xsize; 188 RP->Xsize = RP->xsize;
558 RP->Ysize = RP->ysize; 189 RP->Ysize = RP->ysize;
559 190
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
560 /* 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 */
561 RP->random_seed = RP->random_seed 197 random_seed = random_seed
562 ? RP->random_seed + RP->dungeon_level 198 ? random_seed + RP->dungeon_level
563 : time (0); 199 : server_tick;
564 200
565 // we run "single-threaded" 201 // we run "single-threaded"
566 rmg_rndm.seed (RP->random_seed); 202 rmg_rndm.seed (random_seed);
567 203
568 shstr buf = RP->as_shstr (); 204 shstr buf = RP->as_shstr ();
569 205
570 if (RP->difficulty == 0) 206 if (RP->difficulty == 0)
571 { 207 {
572 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 */
573 209
574 if (RP->difficulty_increase > 0.001) 210 if (RP->difficulty_increase > 0.001f)
575 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase); 211 RP->difficulty = RP->dungeon_level * RP->difficulty_increase;
576 212
577 if (RP->difficulty < 1) 213 if (RP->difficulty < 1)
578 RP->difficulty = 1; 214 RP->difficulty = 1;
579 } 215 }
580 else 216 else
584 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; 220 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
585 221
586 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 222 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
587 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5; 223 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
588 224
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
589 if (RP->symmetry == SYMMETRY_RANDOM) 230 if (symmetry == SYMMETRY_RANDOM)
590 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1; 231 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
591 else 232 else
592 RP->symmetry_used = RP->symmetry; 233 RP->symmetry_used = symmetry;
593 234
594 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 235 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
595 RP->Ysize = RP->Ysize / 2 + 1; 236 RP->Ysize = RP->Ysize / 2 + 1;
596 237
597 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 238 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
598 RP->Xsize = RP->Xsize / 2 + 1; 239 RP->Xsize = RP->Xsize / 2 + 1;
599 240
600 if (RP->expand2x > 0) 241 if (expand2x)
601 { 242 {
602 RP->Xsize /= 2; 243 RP->Xsize /= 2;
603 RP->Ysize /= 2; 244 RP->Ysize /= 2;
604 } 245 }
605 246
606 RP->map_layout_style = LAYOUT_NONE; 247 const char *layoutstyle = RP->get_str ("layoutstyle", "");
607 248
608 /* Redo this - there was a lot of redundant code of checking for preset
609 * layout style and then random layout style. Instead, figure out
610 * the numeric layoutstyle, so there is only one area that actually
611 * calls the code to make the maps.
612 */
613 if (strstr (RP->layoutstyle, "onion")) 249 if (strstr (layoutstyle, "onion"))
614 RP->map_layout_style = LAYOUT_ONION; 250 RP->map_layout_style = LAYOUT_ONION;
615 else if (strstr (RP->layoutstyle, "maze")) 251 else if (strstr (layoutstyle, "maze"))
616 RP->map_layout_style = LAYOUT_MAZE; 252 RP->map_layout_style = LAYOUT_MAZE;
617 else if (strstr (RP->layoutstyle, "spiral")) 253 else if (strstr (layoutstyle, "spiral"))
618 RP->map_layout_style = LAYOUT_SPIRAL; 254 RP->map_layout_style = LAYOUT_SPIRAL;
619 else if (strstr (RP->layoutstyle, "rogue")) 255 else if (strstr (layoutstyle, "rogue"))
620 RP->map_layout_style = LAYOUT_ROGUELIKE; 256 RP->map_layout_style = LAYOUT_ROGUELIKE;
621 else if (strstr (RP->layoutstyle, "snake")) 257 else if (strstr (layoutstyle, "snake"))
622 RP->map_layout_style = LAYOUT_SNAKE; 258 RP->map_layout_style = LAYOUT_SNAKE;
623 else if (strstr (RP->layoutstyle, "squarespiral")) 259 else if (strstr (layoutstyle, "squarespiral"))
624 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 260 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
625 else if (strstr (RP->layoutstyle, "cave")) 261 else if (strstr (layoutstyle, "cave"))
626 RP->map_layout_style = LAYOUT_CAVE; 262 RP->map_layout_style = LAYOUT_CAVE;
263 else if (strstr (layoutstyle, "castle"))
627 else if (RP->map_layout_style == LAYOUT_NONE) 264 RP->map_layout_style = LAYOUT_CASTLE;
265 else if (strstr (layoutstyle, "multiple"))
266 RP->map_layout_style = LAYOUT_MULTIPLE;
267 else
628 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 */
629 else
630 abort ();
631 269
632 Layout layout = layoutgen (RP); 270 layout maze (RP->Xsize, RP->Ysize);
271 maze.generate (RP);
633 272
634#ifdef RMAP_DEBUG 273 if (RP->get_iv ("rotate", 1))
635 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
636#endif 283#endif
637 284
638 /* increment these for the current map */ 285 /* increment these for the current map */
639 ++RP->dungeon_level; 286 ++RP->dungeon_level;
640 287
641 // 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
642 RP->Xsize = layout->w; 289 RP->Xsize = maze.w;
643 RP->Ysize = layout->h; 290 RP->Ysize = maze.h;
644 291
645 /* allocate the map and set the floor */ 292 /* allocate the map and set the floor */
646 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); 293 make_map_floor (maze, RP->get_str ("floorstyle", ""), RP);
647 294
648 /* set region */ 295 /* set region */
649 default_region = RP->region; 296 default_region = region::find (RP->get_str ("region", 0));
650 297
651 CEDE; 298 CEDE;
652 299
653 place_specials_in_map (this, layout, RP); 300 place_specials_in_map (this, maze, RP);
654 301
655 CEDE; 302 CEDE;
656 303
657 const char *wallstyle = RP->get_str ("wallstyle", 0); 304 const char *wallstyle = RP->get_str ("wallstyle", "");
658 305
659 /* create walls unless the wallstyle is "none" */ 306 /* create walls unless the wallstyle is "none" */
660 if (strcmp (wallstyle, "none")) 307 if (strcmp (wallstyle, "none"))
661 { 308 {
662 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", "");
663 312
664 /* place doors unless doorstyle or wallstyle is "none" */ 313 /* place doors unless doorstyle or wallstyle is "none" */
665 if (strcmp (RP->doorstyle, "none")) 314 if (strcmp (doorstyle, "none"))
666 put_doors (this, layout, RP->doorstyle, RP); 315 put_doors (this, maze, doorstyle, RP);
667 } 316 }
668 317
669 CEDE; 318 CEDE;
670 319
671 const char *exitstyle = RP->get_str ("exitstyle", ""); 320 const char *exitstyle = RP->get_str ("exitstyle", "");
672 321
673 /* create exits unless the exitstyle is "none" */ 322 /* create exits unless the exitstyle is "none" */
674 if (strcmp (exitstyle, "none")) 323 if (strcmp (exitstyle, "none"))
675 place_exits (this, layout, exitstyle, RP->orientation, RP); 324 place_exits (this, maze, exitstyle, RP->get_iv ("orientation", 0), RP);
676 325
677 CEDE; 326 CEDE;
327
328 const char *monsterstyle = RP->get_str ("monsterstyle", "");
678 329
679 /* create monsters unless the monsterstyle is "none" */ 330 /* create monsters unless the monsterstyle is "none" */
680 if (strcmp (RP->monsterstyle, "none")) 331 if (strcmp (monsterstyle, "none"))
681 place_monsters (this, RP->monsterstyle, RP->difficulty, RP); 332 place_monsters (this, monsterstyle, RP->difficulty, RP);
682 333
683 CEDE; 334 CEDE;
684 335
685 /* treasures needs to have a proper difficulty set for the map. */ 336 /* treasures needs to have a proper difficulty set for the map. */
686 difficulty = estimate_difficulty (); 337 difficulty = estimate_difficulty ();
688 CEDE; 339 CEDE;
689 340
690 const char *treasurestyle = RP->get_str ("treasurestyle", ""); 341 const char *treasurestyle = RP->get_str ("treasurestyle", "");
691 342
692 /* create treasure unless the treasurestyle is "none" */ 343 /* create treasure unless the treasurestyle is "none" */
693 place_treasure (this, layout, treasurestyle, RP->get_iv ("treasureoptions"), RP); 344 place_treasure (this, maze, treasurestyle, RP->get_iv ("treasureoptions"), RP);
694 345
695 CEDE; 346 CEDE;
696 347
697 const char *decorstyle = RP->get_str ("treasurestyle", ""); 348 const char *decorstyle = RP->get_str ("decorstyle", "");
698 349
699 /* create decor unless the decorstyle is "none" */ 350 /* create decor unless the decorstyle is "none" */
700 if (strcmp (decorstyle, "none")) 351 if (strcmp (decorstyle, "none"))
701 put_decor (this, layout, decorstyle, RP->get_iv ("decoroptions"), RP); 352 put_decor (this, maze, decorstyle, RP->get_iv ("decoroptions"), RP);
702 353
703 CEDE; 354 CEDE;
704 355
705 /* generate treasures, etc. */ 356 /* generate treasures, etc. */
706 fix_auto_apply (); 357 fix_auto_apply ();
707 358
708 CEDE; 359 CEDE;
709 360
710 unblock_exits (this, layout, RP); 361 unblock_exits (this, maze);
711 362
712 msg = buf; 363 msg = buf;
713 in_memory = MAP_ACTIVE; 364 state = MAP_INACTIVE; // this is probably a lie, but currently works with ext/map-random.ext
714 365
715 CEDE; 366 CEDE;
716 367
717 return 1; 368 return 1;
718} 369}

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