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 | |
34 | static void symmetrize_layout (Layout maze, random_map_params *RP); |
35 | random_map_params::random_map_params () |
35 | static void rotate_layout (Layout maze, int rotation); |
36 | { |
|
|
37 | hv = newHV (); |
|
|
38 | } |
36 | |
39 | |
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40 | random_map_params::random_map_params (random_map_params *RP) |
|
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41 | { |
|
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42 | *this = *RP; |
|
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43 | |
|
|
44 | HV *copy = newHV (); |
|
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45 | |
|
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46 | hv_iterinit (hv); |
|
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47 | |
|
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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); |
|
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52 | hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he)); |
|
|
53 | } |
|
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54 | |
|
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55 | hv = copy; |
|
|
56 | } |
|
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57 | |
|
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58 | random_map_params::random_map_params (HV *hv) |
|
|
59 | { |
|
|
60 | this->hv = (HV *)SvREFCNT_inc_NN ((SV *)hv); |
|
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61 | |
|
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62 | assign (wall_name, get_str ("wall_name")); |
|
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63 | |
|
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64 | xsize = get_iv ("xsize"); |
|
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65 | ysize = get_iv ("ysize"); |
|
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66 | layoutoptions1 = get_iv ("layoutoptions1"); |
|
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67 | layoutoptions2 = get_iv ("layoutoptions2"); |
|
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68 | layoutoptions3 = get_iv ("layoutoptions3"); |
|
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69 | difficulty = get_iv ("difficulty"); |
|
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70 | difficulty_given = get_iv ("difficulty_given"); |
|
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71 | difficulty_increase = get_nv ("difficulty_increase"); |
|
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72 | dungeon_level = get_iv ("dungeon_level"); |
|
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73 | dungeon_depth = get_iv ("dungeon_depth"); |
|
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74 | total_map_hp = get_nv ("total_map_hp"); // actually val64, but I am too lazy |
|
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75 | symmetry_used = get_iv ("symmetry_used"); |
|
|
76 | } |
|
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77 | |
|
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78 | random_map_params::~random_map_params () |
|
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79 | { |
|
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80 | SvREFCNT_dec (hv); |
|
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81 | } |
|
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82 | |
|
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83 | shstr_tmp |
|
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84 | random_map_params::as_shstr () const |
|
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85 | { |
|
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86 | set ("xsize" , xsize); |
|
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87 | set ("ysize" , ysize); |
|
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88 | set ("layoutoptions1" , layoutoptions1); |
|
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89 | set ("layoutoptions2" , layoutoptions2); |
|
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90 | set ("layoutoptions3" , layoutoptions3); |
|
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91 | set ("dungeon_depth" , dungeon_depth); |
|
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92 | set ("difficulty" , difficulty && difficulty_given ? difficulty : 0); |
|
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93 | set ("difficulty_increase", difficulty_increase); |
|
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94 | set ("dungeon_level" , dungeon_level); |
|
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95 | |
|
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96 | dynbuf_text buf; |
|
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97 | hv_iterinit (hv); |
|
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98 | |
|
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99 | // does not work for utf-8 keys |
|
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100 | while (HE *he = hv_iternext (hv)) |
|
|
101 | { |
|
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102 | STRLEN klen; const char *key = HePV (he, klen); |
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103 | STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen); |
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104 | |
|
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105 | buf.fadd (key, klen); |
|
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106 | buf << ' '; |
|
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107 | buf.fadd (value, vlen); |
|
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108 | buf << '\n'; |
|
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109 | } |
|
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110 | |
|
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111 | return shstr (buf); |
|
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112 | } |
|
|
113 | |
37 | noinline SV * |
114 | ecb_noinline SV * |
38 | random_map_params::get_sv (const char *option) const |
115 | random_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 | |
45 | noinline const_utf8_string |
122 | ecb_noinline const_utf8_string |
46 | random_map_params::get_str (const char *option, const_utf8_string fallback) const |
123 | random_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 | |
52 | noinline IV |
129 | ecb_noinline IV |
53 | random_map_params::get_iv (const char *option, IV fallback) const |
130 | random_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 | |
59 | noinline UV |
136 | ecb_noinline UV |
60 | random_map_params::get_uv (const char *option, UV fallback) const |
137 | random_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 | |
66 | noinline NV |
143 | ecb_noinline NV |
67 | random_map_params::get_nv (const char *option, NV fallback) const |
144 | random_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 | |
73 | noinline void |
150 | ecb_noinline void |
74 | random_map_params::set (const char *option, SV *value) const |
151 | random_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 | |
84 | noinline void |
161 | ecb_noinline void |
85 | random_map_params::set (const char *option, const_utf8_string value) const |
162 | random_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 | |
… | |
… | |
103 | random_map_params::set (const char *option, NV value) const |
180 | random_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 | |
108 | void |
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109 | random_map_params::hv_clone () |
|
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110 | { |
|
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111 | HV *copy = newHV (); |
|
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112 | |
|
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113 | hv_iterinit (hv); |
|
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114 | |
|
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115 | // does not work for utf-8 keys |
|
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116 | while (HE *he = hv_iternext (hv)) |
|
|
117 | { |
|
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118 | STRLEN klen; const char *key = HePV (he, klen); |
|
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119 | hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he)); |
|
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120 | } |
|
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121 | |
|
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122 | SvREFCNT_dec (hv); |
|
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123 | hv = copy; |
|
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124 | } |
|
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125 | |
|
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126 | shstr_tmp |
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127 | random_map_params::as_shstr () const |
|
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128 | { |
|
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129 | set ("xsize" , xsize); |
|
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130 | set ("ysize" , ysize); |
|
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131 | set ("monsterstyle" , monsterstyle); |
|
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132 | set ("exit_on_final_map" , exit_on_final_map); |
|
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133 | set ("layoutstyle" , layoutstyle); |
|
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134 | set ("doorstyle" , doorstyle); |
|
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135 | set ("final_map" , final_map); |
|
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136 | set ("this_map" , this_map); |
|
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137 | set ("expand2x" , expand2x); |
|
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138 | set ("layoutoptions1" , layoutoptions1); |
|
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139 | set ("layoutoptions2" , layoutoptions2); |
|
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140 | set ("layoutoptions3" , layoutoptions3); |
|
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141 | set ("symmetry" , symmetry); |
|
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142 | set ("dungeon_depth" , dungeon_depth); |
|
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143 | set ("orientation" , orientation); |
|
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144 | set ("origin_x" , origin_x); |
|
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145 | set ("origin_y" , origin_y); |
|
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146 | set ("random_seed" , (UV)random_seed); |
|
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147 | set ("difficulty" , difficulty && difficulty_given ? difficulty : 0); |
|
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148 | set ("difficulty_increase", difficulty_increase); |
|
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149 | set ("dungeon_level" , dungeon_level); |
|
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150 | |
|
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151 | dynbuf_text buf; |
|
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152 | hv_iterinit (hv); |
|
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153 | |
|
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154 | // does not work for utf-8 keys |
|
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155 | while (HE *he = hv_iternext (hv)) |
|
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156 | { |
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157 | STRLEN klen; const char *key = HePV (he, klen); |
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158 | STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen); |
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159 | |
|
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160 | buf.fadd (key, klen); |
|
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161 | buf << ' '; |
|
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162 | buf.fadd (value, vlen); |
|
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163 | buf << '\n'; |
|
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164 | } |
|
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165 | |
|
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166 | return shstr (buf); |
|
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167 | } |
|
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168 | |
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169 | random_map_params::~random_map_params () |
|
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170 | { |
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171 | SvREFCNT_dec (hv); |
|
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172 | } |
|
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173 | |
|
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174 | /* takes a map and makes it symmetric: adjusts Xsize and |
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175 | * Ysize to produce a symmetric map. |
|
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176 | */ |
|
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177 | static void |
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178 | symmetrize_layout (Layout layout, random_map_params *RP) |
|
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179 | { |
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180 | if (RP->symmetry_used == SYMMETRY_NONE) |
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181 | return; |
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182 | |
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183 | Layout sym_layout ( |
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184 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
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185 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
|
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186 | ); |
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187 | |
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188 | if (RP->symmetry_used == SYMMETRY_X) |
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189 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
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190 | for (int j = 0; j < sym_layout->h; j++) |
|
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191 | { |
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192 | sym_layout[i ][j] = |
|
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193 | sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
|
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194 | } |
|
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195 | |
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196 | if (RP->symmetry_used == SYMMETRY_Y) |
|
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197 | for (int i = 0; i < sym_layout->w; i++) |
|
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198 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
|
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199 | { |
|
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200 | sym_layout[i][j ] = |
|
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201 | sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
|
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202 | } |
|
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203 | |
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204 | if (RP->symmetry_used == SYMMETRY_XY) |
|
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205 | for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
|
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206 | for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
|
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207 | { |
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208 | sym_layout[i ][j ] = |
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209 | sym_layout[i ][sym_layout->h - j - 1] = |
|
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210 | sym_layout[sym_layout->w - i - 1][j ] = |
|
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211 | sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
|
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212 | } |
|
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213 | |
|
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214 | layout.swap (sym_layout); |
|
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215 | sym_layout.free (); |
|
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216 | |
|
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217 | /* reconnect disjointed spirals */ |
|
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218 | /* reconnect disjointed nethacklayouts: the routine for |
|
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219 | spirals will do the trick? */ |
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220 | if (RP->map_layout_style == LAYOUT_SPIRAL |
|
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221 | || RP->map_layout_style == LAYOUT_ROGUELIKE) |
|
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222 | connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
|
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223 | } |
|
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224 | |
|
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225 | /* takes a map and rotates it. This completes the |
|
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226 | onion layouts, making them possibly centered on any wall. |
|
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227 | It'll modify Xsize and Ysize if they're swapped. |
|
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228 | */ |
|
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229 | static void |
|
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230 | rotate_layout (Layout layout, int rotation) |
|
|
231 | { |
|
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232 | int w = layout->w; |
|
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233 | int h = layout->h; |
|
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234 | |
|
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235 | switch (rotation) |
|
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236 | { |
|
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237 | case 2: /* a reflection */ |
|
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238 | { |
|
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239 | Layout new_layout (w, h); |
|
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240 | |
|
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241 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
|
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242 | for (int j = 0; j < h; j++) |
|
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243 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
|
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244 | |
|
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245 | layout.swap (new_layout); |
|
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246 | new_layout.free (); |
|
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247 | } |
|
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248 | break; |
|
|
249 | |
|
|
250 | case 1: |
|
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251 | case 3: |
|
|
252 | { |
|
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253 | Layout new_layout (h, w); |
|
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254 | |
|
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255 | if (rotation == 1) /* swap x and y */ |
|
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256 | for (int i = 0; i < w; i++) |
|
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257 | for (int j = 0; j < h; j++) |
|
|
258 | new_layout[j][i] = layout[i][j]; |
|
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259 | |
|
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260 | if (rotation == 3) /* swap x and y */ |
|
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261 | for (int i = 0; i < w; i++) |
|
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262 | for (int j = 0; j < h; j++) |
|
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263 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
|
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264 | |
|
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265 | layout.swap (new_layout); |
|
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266 | new_layout.free (); |
|
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267 | } |
|
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268 | break; |
|
|
269 | } |
|
|
270 | } |
|
|
271 | |
|
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272 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
|
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273 | (or vertical, dir == 1) |
|
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274 | here which ends up on other walls sensibly. */ |
|
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275 | static int |
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276 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
|
|
277 | { |
|
|
278 | int i1; |
|
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279 | int length = 0; |
|
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280 | |
|
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281 | /* dont make walls if we're on the edge. */ |
|
|
282 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
|
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283 | return -1; |
|
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284 | |
|
|
285 | /* don't make walls if we're ON a wall. */ |
|
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286 | if (maze[dx][dy] != 0) |
|
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287 | return -1; |
|
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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); |
|
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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.*/ |
|
|
358 | static void |
|
|
359 | roomify_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 | |
|
|
394 | int |
|
|
395 | make_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. */ |
|
|
419 | static void |
|
|
420 | doorify_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. */ |
|
|
467 | static Layout |
|
|
468 | layoutgen (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 | |
|
|
554 | bool |
185 | bool |
555 | maptile::generate_random_map (random_map_params *RP) |
186 | maptile::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 | } |