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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.9 by root, Thu Dec 14 22:45:40 2006 UTC vs.
Revision 1.35 by root, Tue Apr 15 14:21:04 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <time.h> 24#include <time.h>
25#include <stdio.h> 25#include <stdio.h>
26#include <global.h> 26#include <global.h>
27#include <maze_gen.h>
28#include <room_gen.h>
29#include <random_map.h> 27#include <random_map.h>
30#include <rproto.h> 28#include <rproto.h>
31#include <sproto.h> 29#include <sproto.h>
32 30
31#define CEDE coroapi::cede_to_tick (); rndm.seed (RP->random_seed + __LINE__);
32
33static void symmetrize_layout (Layout maze, random_map_params *RP);
34static void rotate_layout (Layout maze, int rotation);
35
33void 36void
34dump_layout (char **layout, RMParms * RP) 37dump_layout (Layout layout)
35{ 38{
36 { 39 for (int i = 0; i < layout->w; i++)
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 { 40 {
41 for (j = 0; j < RP->Ysize; j++) 41 for (int j = 0; j < layout->h; j++)
42 { 42 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43 if (layout[i][j] == 0) 43
44 layout[i][j] = ' '; 44 putc ('\n', stdout);
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 } 45 }
51 }
52 printf ("\n");
53}
54 46
55extern FILE *logfile; 47 putc ('\n', stdout);
48}
56 49
57maptile * 50bool
58generate_random_map (const char *OutFileName, RMParms * RP) 51maptile::generate_random_map (random_map_params *RP)
59{ 52{
60 char **layout, buf[HUGE_BUF]; 53 char buf[16384];
61 maptile *theMap;
62 int i; 54 int i;
63 55
56 RP->Xsize = RP->xsize;
57 RP->Ysize = RP->ysize;
58
64 /* pick a random seed, or use the one from the input file */ 59 /* pick a random seed, or use the one from the input file */
65 if (RP->random_seed == 0) 60 RP->random_seed = RP->random_seed
66 RP->random_seed = time (0); 61 ? RP->random_seed + RP->dungeon_level
67 62 : time (0);
68 SRANDOM (RP->random_seed); 63 CEDE;
69 64
70 write_map_parameters_to_string (buf, RP); 65 write_map_parameters_to_string (buf, RP);
71 66
72 if (RP->difficulty == 0) 67 if (RP->difficulty == 0)
73 { 68 {
81 } 76 }
82 else 77 else
83 RP->difficulty_given = 1; 78 RP->difficulty_given = 1;
84 79
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 80 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 81 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
87 82
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 83 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 84 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
85
86 if (RP->symmetry == SYMMETRY_RANDOM)
87 RP->symmetry_used = rndm (SYMMETRY_XY) + 1;
88 else
89 RP->symmetry_used = RP->symmetry;
90
91 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
92 RP->Ysize = RP->Ysize / 2 + 1;
93
94 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
95 RP->Xsize = RP->Xsize / 2 + 1;
90 96
91 if (RP->expand2x > 0) 97 if (RP->expand2x > 0)
92 { 98 {
93 RP->Xsize /= 2; 99 RP->Xsize /= 2;
94 RP->Ysize /= 2; 100 RP->Ysize /= 2;
95 } 101 }
96 102
97 layout = layoutgen (RP);
98
99#ifdef RMAP_DEBUG
100 dump_layout (layout, RP);
101#endif
102
103 /* increment these for the current map */
104 RP->dungeon_level += 1;
105 /* allow constant-difficulty maps. */
106 /* difficulty+=1; */
107
108 /* rotate the layout randomly */
109 layout = rotate_layout (layout, RANDOM () % 4, RP);
110#ifdef RMAP_DEBUG
111 dump_layout (layout, RP);
112#endif
113
114 /* allocate the map and set the floor */
115 theMap = make_map_floor (layout, RP->floorstyle, RP);
116
117 /* set the name of the map. */
118 strcpy (theMap->path, OutFileName);
119
120 /* set region */
121 theMap->region = RP->region;
122
123 /* create walls unless the wallstyle is "none" */
124 if (strcmp (RP->wallstyle, "none"))
125 {
126 make_map_walls (theMap, layout, RP->wallstyle, RP);
127
128 /* place doors unless doorstyle or wallstyle is "none" */
129 if (strcmp (RP->doorstyle, "none"))
130 put_doors (theMap, layout, RP->doorstyle, RP);
131
132 }
133
134 /* create exits unless the exitstyle is "none" */
135 if (strcmp (RP->exitstyle, "none"))
136 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
137
138 place_specials_in_map (theMap, layout, RP);
139
140 /* create monsters unless the monsterstyle is "none" */
141 if (strcmp (RP->monsterstyle, "none"))
142 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
143
144 /* treasures needs to have a proper difficulty set for the map. */
145 theMap->difficulty = calculate_difficulty (theMap);
146
147 /* create treasure unless the treasurestyle is "none" */
148 if (strcmp (RP->treasurestyle, "none"))
149 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
150
151 /* create decor unless the decorstyle is "none" */
152 if (strcmp (RP->decorstyle, "none"))
153 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
154
155 /* generate treasures, etc. */
156 fix_auto_apply (theMap);
157
158 unblock_exits (theMap, layout, RP);
159
160 /* free the layout */
161 for (i = 0; i < RP->Xsize; i++)
162 free (layout[i]);
163 free (layout);
164
165 theMap->msg = strdup (buf);
166
167 return theMap;
168}
169
170/* function selects the layout function and gives it whatever
171 arguments it needs. */
172char **
173layoutgen (RMParms * RP)
174{
175 char **maze = 0;
176 int oxsize = RP->Xsize, oysize = RP->Ysize;
177
178 if (RP->symmetry == RANDOM_SYM)
179 RP->symmetry_used = (RANDOM () % (XY_SYM)) + 1;
180 else
181 RP->symmetry_used = RP->symmetry;
182
183 if (RP->symmetry_used == Y_SYM || RP->symmetry_used == XY_SYM)
184 RP->Ysize = RP->Ysize / 2 + 1;
185 if (RP->symmetry_used == X_SYM || RP->symmetry_used == XY_SYM)
186 RP->Xsize = RP->Xsize / 2 + 1;
187
188 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
189 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
190 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
191 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5;
192 RP->map_layout_style = 0; 103 RP->map_layout_style = LAYOUT_NONE;
193 104
194 /* Redo this - there was a lot of redundant code of checking for preset 105 /* Redo this - there was a lot of redundant code of checking for preset
195 * layout style and then random layout style. Instead, figure out 106 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually 107 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps. 108 * calls the code to make the maps.
198 */ 109 */
199 if (strstr (RP->layoutstyle, "onion")) 110 if (strstr (RP->layoutstyle, "onion"))
200 {
201 RP->map_layout_style = ONION_LAYOUT; 111 RP->map_layout_style = LAYOUT_ONION;
202 }
203
204 if (strstr (RP->layoutstyle, "maze")) 112 else if (strstr (RP->layoutstyle, "maze"))
205 {
206 RP->map_layout_style = MAZE_LAYOUT; 113 RP->map_layout_style = LAYOUT_MAZE;
207 }
208
209 if (strstr (RP->layoutstyle, "spiral")) 114 else if (strstr (RP->layoutstyle, "spiral"))
210 {
211 RP->map_layout_style = SPIRAL_LAYOUT; 115 RP->map_layout_style = LAYOUT_SPIRAL;
212 }
213
214 if (strstr (RP->layoutstyle, "rogue")) 116 else if (strstr (RP->layoutstyle, "rogue"))
215 {
216 RP->map_layout_style = ROGUELIKE_LAYOUT; 117 RP->map_layout_style = LAYOUT_ROGUELIKE;
217 }
218
219 if (strstr (RP->layoutstyle, "snake")) 118 else if (strstr (RP->layoutstyle, "snake"))
220 {
221 RP->map_layout_style = SNAKE_LAYOUT; 119 RP->map_layout_style = LAYOUT_SNAKE;
222 }
223
224 if (strstr (RP->layoutstyle, "squarespiral")) 120 else if (strstr (RP->layoutstyle, "squarespiral"))
225 {
226 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT; 121 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
122 else if (RP->map_layout_style == LAYOUT_NONE)
123 RP->map_layout_style = rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
124 else
125 abort ();
126
127 Layout layout = layoutgen (RP);
128
129#ifdef RMAP_DEBUG
130 dump_layout (layout, RP);
131#endif
132
133 /* increment these for the current map */
134 RP->dungeon_level += 1;
135 /* allow constant-difficulty maps. */
136 /* difficulty+=1; */
137
138 // need to patch RP becasue following code doesn't use the Layout object
139 RP->Xsize = layout->w;
140 RP->Ysize = layout->h;
141
142 /* allocate the map and set the floor */
143 make_map_floor (layout, RP->floorstyle, RP);
144
145 /* set region */
146 default_region = RP->region;
147
148 CEDE;
149
150 /* create walls unless the wallstyle is "none" */
151 if (strcmp (RP->wallstyle, "none"))
227 } 152 {
228 /* No style found - choose one ranomdly */ 153 make_map_walls (this, layout, RP->wallstyle, RP);
229 if (RP->map_layout_style == 0) 154
155 /* place doors unless doorstyle or wallstyle is "none" */
156 if (strcmp (RP->doorstyle, "none"))
157 put_doors (this, layout, RP->doorstyle, RP);
230 { 158 }
231 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1; 159
232 } 160 CEDE;
161
162 /* create exits unless the exitstyle is "none" */
163 if (strcmp (RP->exitstyle, "none"))
164 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
165
166 CEDE;
167
168 place_specials_in_map (this, layout, RP);
169
170 CEDE;
171
172 /* create monsters unless the monsterstyle is "none" */
173 if (strcmp (RP->monsterstyle, "none"))
174 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
175
176 CEDE;
177
178 /* treasures needs to have a proper difficulty set for the map. */
179 difficulty = estimate_difficulty ();
180
181 CEDE;
182
183 /* create treasure unless the treasurestyle is "none" */
184 if (strcmp (RP->treasurestyle, "none"))
185 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
186
187 CEDE;
188
189 /* create decor unless the decorstyle is "none" */
190 if (strcmp (RP->decorstyle, "none"))
191 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
192
193 CEDE;
194
195 /* generate treasures, etc. */
196 fix_auto_apply ();
197
198 CEDE;
199
200 unblock_exits (this, layout, RP);
201
202 msg = strdup (buf);
203 in_memory = MAP_ACTIVE;
204
205 CEDE;
206
207 return 1;
208}
209
210/* function selects the layout function and gives it whatever
211 arguments it needs. */
212Layout
213layoutgen (random_map_params *RP)
214{
215 Layout layout (RP);
233 216
234 switch (RP->map_layout_style) 217 switch (RP->map_layout_style)
235 { 218 {
236 219 case LAYOUT_ONION:
237 case ONION_LAYOUT:
238 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 220 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
221
239 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY)) 222 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
240 roomify_layout (maze, RP); 223 roomify_layout (layout, RP);
224
241 break; 225 break;
242 226
243 case MAZE_LAYOUT: 227 case LAYOUT_MAZE:
244 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 228 maze_gen (layout, rndm (2));
245 if (!(RANDOM () % 2)) 229
230 if (!(rndm (2)))
246 doorify_layout (maze, RP); 231 doorify_layout (layout, RP);
232
247 break; 233 break;
248 234
249 case SPIRAL_LAYOUT: 235 case LAYOUT_SPIRAL:
250 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 236 map_gen_spiral (layout, RP->layoutoptions1);
251 if (!(RANDOM () % 2)) 237
238 if (!(rndm (2)))
252 doorify_layout (maze, RP); 239 doorify_layout (layout, RP);
240
253 break; 241 break;
254 242
255 case ROGUELIKE_LAYOUT: 243 case LAYOUT_ROGUELIKE:
256 /* Don't put symmetry in rogue maps. There isn't much reason to 244 /* Don't put symmetry in rogue maps. There isn't much reason to
257 * do so in the first place (doesn't make it any more interesting), 245 * do so in the first place (doesn't make it any more interesting),
258 * but more importantly, the symmetry code presumes we are symmetrizing 246 * but more importantly, the symmetry code presumes we are symmetrizing
259 * spirals, or maps with lots of passages - making a symmetric rogue 247 * spirals, or maps with lots of passages - making a symmetric rogue
260 * map fails because its likely that the passages the symmetry process 248 * map fails because its likely that the passages the symmetry process
261 * creates may not connect the rooms. 249 * creates may not connect the rooms.
262 */ 250 */
263 RP->symmetry_used = NO_SYM; 251 RP->symmetry_used = SYMMETRY_NONE;
264 RP->Ysize = oysize; 252 roguelike_layout_gen (layout, RP->layoutoptions1);
265 RP->Xsize = oxsize;
266 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 /* no doorifying... done already */ 253 /* no doorifying... done already */
268 break; 254 break;
269 255
270 case SNAKE_LAYOUT: 256 case LAYOUT_SNAKE:
271 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 257 make_snake_layout (layout, RP->layoutoptions1);
272 if (RANDOM () % 2) 258
259 if (rndm (2))
273 roomify_layout (maze, RP); 260 roomify_layout (layout, RP);
261
274 break; 262 break;
275 263
276 case SQUARE_SPIRAL_LAYOUT: 264 case LAYOUT_SQUARE_SPIRAL:
277 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 265 make_square_spiral_layout (layout, RP->layoutoptions1);
278 if (RANDOM () % 2) 266
267 if (rndm (2))
279 roomify_layout (maze, RP); 268 roomify_layout (layout, RP);
269
280 break; 270 break;
281 }
282 271
283 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 272 default:
273 abort ();
274 }
275
276 /* rotate the layout randomly */
277 rotate_layout (layout, rndm (4));
278
279 symmetrize_layout (layout, RP);
280
284#ifdef RMAP_DEBUG 281#ifdef RMAP_DEBUG
285 dump_layout (maze, RP); 282 dump_layout (layout);
286#endif 283#endif
284
287 if (RP->expand2x) 285 if (RP->expand2x)
288 { 286 expand2x (layout);
289 maze = expand2x (maze, RP->Xsize, RP->Ysize);
290 RP->Xsize = RP->Xsize * 2 - 1;
291 RP->Ysize = RP->Ysize * 2 - 1;
292 }
293 return maze;
294}
295 287
288 return layout;
289}
296 290
297/* takes a map and makes it symmetric: adjusts Xsize and 291/* takes a map and makes it symmetric: adjusts Xsize and
298Ysize to produce a symmetric map. */ 292 * Ysize to produce a symmetric map.
299 293 */
300char ** 294static void
301symmetrize_layout (char **maze, int sym, RMParms * RP) 295symmetrize_layout (Layout layout, random_map_params *RP)
302{ 296{
303 int i, j; 297 if (RP->symmetry_used == SYMMETRY_NONE)
304 char **sym_maze;
305 int Xsize_orig, Ysize_orig;
306
307 Xsize_orig = RP->Xsize;
308 Ysize_orig = RP->Ysize;
309 RP->symmetry_used = sym; /* tell everyone else what sort of symmetry is used. */
310 if (sym == NO_SYM)
311 {
312 RP->Xsize = Xsize_orig;
313 RP->Ysize = Ysize_orig;
314 return maze; 298 return;
315 }
316 /* pick new sizes */
317 RP->Xsize = ((sym == X_SYM || sym == XY_SYM) ? RP->Xsize * 2 - 3 : RP->Xsize);
318 RP->Ysize = ((sym == Y_SYM || sym == XY_SYM) ? RP->Ysize * 2 - 3 : RP->Ysize);
319 299
320 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 300 Layout sym_layout (
321 for (i = 0; i < RP->Xsize; i++) 301 RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
322 sym_maze[i] = (char *) calloc (sizeof (char), RP->Ysize); 302 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
303 );
323 304
324 if (sym == X_SYM) 305 if (RP->symmetry_used == SYMMETRY_X)
325 for (i = 0; i < RP->Xsize / 2 + 1; i++) 306 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
326 for (j = 0; j < RP->Ysize; j++) 307 for (int j = 0; j < sym_layout->h; j++)
327 { 308 {
328 sym_maze[i][j] = maze[i][j]; 309 sym_layout[i ][j] =
329 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 310 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
330 }; 311 }
331 if (sym == Y_SYM) 312
332 for (i = 0; i < RP->Xsize; i++) 313 if (RP->symmetry_used == SYMMETRY_Y)
314 for (int i = 0; i < sym_layout->w; i++)
333 for (j = 0; j < RP->Ysize / 2 + 1; j++) 315 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
334 {
335 sym_maze[i][j] = maze[i][j];
336 sym_maze[i][RP->Ysize - j - 1] = maze[i][j];
337 } 316 {
338 if (sym == XY_SYM) 317 sym_layout[i][j ] =
339 for (i = 0; i < RP->Xsize / 2 + 1; i++) 318 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
340 for (j = 0; j < RP->Ysize / 2 + 1; j++)
341 { 319 }
342 sym_maze[i][j] = maze[i][j]; 320
343 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 321 if (RP->symmetry_used == SYMMETRY_XY)
344 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 322 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
345 sym_maze[RP->Xsize - i - 1][RP->Ysize - j - 1] = maze[i][j]; 323 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
346 } 324 {
347 /* delete the old maze */ 325 sym_layout[i ][j ] =
348 for (i = 0; i < Xsize_orig; i++) 326 sym_layout[i ][sym_layout->h - j - 1] =
349 free (maze[i]); 327 sym_layout[sym_layout->w - i - 1][j ] =
350 free (maze); 328 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
329 }
330
331 layout.swap (sym_layout);
332 sym_layout.free ();
333
351 /* reconnect disjointed spirals */ 334 /* reconnect disjointed spirals */
352 if (RP->map_layout_style == SPIRAL_LAYOUT)
353 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze);
354 /* reconnect disjointed nethackmazes: the routine for 335 /* reconnect disjointed nethacklayouts: the routine for
355 spirals will do the trick? */ 336 spirals will do the trick? */
356 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 337 if (RP->map_layout_style == LAYOUT_SPIRAL
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 338 || RP->map_layout_style == LAYOUT_ROGUELIKE)
358 339 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
359 return sym_maze;
360} 340}
361
362 341
363/* takes a map and rotates it. This completes the 342/* takes a map and rotates it. This completes the
364 onion layouts, making them possibly centered on any wall. 343 onion layouts, making them possibly centered on any wall.
365 It'll modify Xsize and Ysize if they're swapped. 344 It'll modify Xsize and Ysize if they're swapped.
366*/ 345*/
367 346static void
368char ** 347rotate_layout (Layout layout, int rotation)
369rotate_layout (char **maze, int rotation, RMParms * RP)
370{ 348{
371 char **new_maze; 349 int w = layout->w;
372 int i, j; 350 int h = layout->h;
373 351
374 switch (rotation) 352 switch (rotation)
375 { 353 {
376 case 0:
377 return maze;
378 break;
379 case 2: /* a reflection */ 354 case 2: /* a reflection */
380 { 355 {
381 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 356 Layout new_layout (w, h);
382 357
383 for (i = 0; i < RP->Xsize; i++) 358 for (int i = 0; i < w; i++) /* copy a reflection back */
384 { /* make a copy */
385 for (j = 0; j < RP->Ysize; j++) 359 for (int j = 0; j < h; j++)
386 { 360 new_layout[i][j] = layout[w - i - 1][h - j - 1];
387 newmaze[i * RP->Ysize + j] = maze[i][j]; 361
388 } 362 layout.swap (new_layout);
389 } 363 new_layout.free ();
390 for (i = 0; i < RP->Xsize; i++)
391 { /* copy a reflection back */
392 for (j = 0; j < RP->Ysize; j++)
393 {
394 maze[i][j] = newmaze[(RP->Xsize - i - 1) * RP->Ysize + RP->Ysize - j - 1];
395 }
396 }
397 free (newmaze);
398 return maze;
399 break;
400 } 364 }
365 break;
366
401 case 1: 367 case 1:
402 case 3: 368 case 3:
403 { 369 {
404 int swap; 370 Layout new_layout (h, w);
405 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 371
406 for (i = 0; i < RP->Ysize; i++)
407 {
408 new_maze[i] = (char *) calloc (sizeof (char), RP->Xsize);
409 }
410 if (rotation == 1) /* swap x and y */ 372 if (rotation == 1) /* swap x and y */
411 for (i = 0; i < RP->Xsize; i++)
412 for (j = 0; j < RP->Ysize; j++)
413 new_maze[j][i] = maze[i][j];
414
415 if (rotation == 3)
416 { /* swap x and y */
417 for (i = 0; i < RP->Xsize; i++)
418 for (j = 0; j < RP->Ysize; j++)
419 new_maze[j][i] = maze[RP->Xsize - i - 1][RP->Ysize - j - 1];
420 }
421
422 /* delete the old layout */
423 for (i = 0; i < RP->Xsize; i++) 373 for (int i = 0; i < w; i++)
424 free (maze[i]); 374 for (int j = 0; j < h; j++)
425 free (maze); 375 new_layout[j][i] = layout[i][j];
426 376
427 swap = RP->Ysize; 377 if (rotation == 3) /* swap x and y */
428 RP->Ysize = RP->Xsize; 378 for (int i = 0; i < w; i++)
429 RP->Xsize = swap; 379 for (int j = 0; j < h; j++)
430 return new_maze; 380 new_layout[j][i] = layout[w - i - 1][h - j - 1];
431 break; 381
382 layout.swap (new_layout);
383 new_layout.free ();
432 } 384 }
385 break;
433 } 386 }
434 return NULL;
435} 387}
436 388
437/* take a layout and make some rooms in it. 389/* take a layout and make some rooms in it.
438 --works best on onions.*/ 390 --works best on onions.*/
439void 391void
440roomify_layout (char **maze, RMParms * RP) 392roomify_layout (char **maze, random_map_params *RP)
441{ 393{
442 int tries = RP->Xsize * RP->Ysize / 30; 394 int tries = RP->Xsize * RP->Ysize / 30;
443 int ti; 395 int ti;
444 396
445 for (ti = 0; ti < tries; ti++) 397 for (ti = 0; ti < tries; ti++)
446 { 398 {
447 int dx, dy; /* starting location for looking at creating a door */ 399 int dx, dy; /* starting location for looking at creating a door */
448 int cx, cy; /* results of checking on creating walls. */ 400 int cx, cy; /* results of checking on creating walls. */
449 401
450 dx = RANDOM () % RP->Xsize; 402 dx = rndm (RP->Xsize);
451 dy = RANDOM () % RP->Ysize; 403 dy = rndm (RP->Ysize);
404
452 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ 405 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
453 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ 406 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
454 if (cx == -1) 407 if (cx == -1)
455 { 408 {
456 if (cy != -1) 409 if (cy != -1)
457 make_wall (maze, dx, dy, 1); 410 make_wall (maze, dx, dy, 1);
411
458 continue; 412 continue;
459 } 413 }
414
460 if (cy == -1) 415 if (cy == -1)
461 { 416 {
462 make_wall (maze, dx, dy, 0); 417 make_wall (maze, dx, dy, 0);
463 continue; 418 continue;
464 } 419 }
420
465 if (cx < cy) 421 if (cx < cy)
466 make_wall (maze, dx, dy, 0); 422 make_wall (maze, dx, dy, 0);
467 else 423 else
468 make_wall (maze, dx, dy, 1); 424 make_wall (maze, dx, dy, 1);
469 } 425 }
472/* checks the layout to see if I can stick a horizontal(dir = 0) wall 428/* checks the layout to see if I can stick a horizontal(dir = 0) wall
473 (or vertical, dir == 1) 429 (or vertical, dir == 1)
474 here which ends up on other walls sensibly. */ 430 here which ends up on other walls sensibly. */
475 431
476int 432int
477can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 433can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
478{ 434{
479 int i1; 435 int i1;
480 int length = 0; 436 int length = 0;
481 437
482 /* dont make walls if we're on the edge. */ 438 /* dont make walls if we're on the edge. */
557make_wall (char **maze, int x, int y, int dir) 513make_wall (char **maze, int x, int y, int dir)
558{ 514{
559 maze[x][y] = 'D'; /* mark a door */ 515 maze[x][y] = 'D'; /* mark a door */
560 switch (dir) 516 switch (dir)
561 { 517 {
562 case 0: /* horizontal */ 518 case 0: /* horizontal */
563 { 519 {
564 int i1; 520 int i1;
565 521
566 for (i1 = x - 1; maze[i1][y] == 0; i1--) 522 for (i1 = x - 1; maze[i1][y] == 0; i1--)
567 maze[i1][y] = '#'; 523 maze[i1][y] = '#';
568 for (i1 = x + 1; maze[i1][y] == 0; i1++) 524 for (i1 = x + 1; maze[i1][y] == 0; i1++)
569 maze[i1][y] = '#'; 525 maze[i1][y] = '#';
570 break; 526 break;
571 } 527 }
572 case 1: /* vertical */ 528 case 1: /* vertical */
573 { 529 {
574 int i1; 530 int i1;
575 531
576 for (i1 = y - 1; maze[x][i1] == 0; i1--) 532 for (i1 = y - 1; maze[x][i1] == 0; i1--)
577 maze[x][i1] = '#'; 533 maze[x][i1] = '#';
578 for (i1 = y + 1; maze[x][i1] == 0; i1++) 534 for (i1 = y + 1; maze[x][i1] == 0; i1++)
579 maze[x][i1] = '#'; 535 maze[x][i1] = '#';
580 break; 536 break;
581 } 537 }
582 } 538 }
583 539
584 return 0; 540 return 0;
585} 541}
586 542
587/* puts doors at appropriate locations in a layout. */ 543/* puts doors at appropriate locations in a layout. */
588
589void 544void
590doorify_layout (char **maze, RMParms * RP) 545doorify_layout (char **maze, random_map_params *RP)
591{ 546{
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 547 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
593 char *doorlist_x;
594 char *doorlist_y;
595 int doorlocs = 0; /* # of available doorlocations */ 548 int doorlocs = 0; /* # of available doorlocations */
596 int i, j; 549 int i, j;
597 550
598 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 551 char *doorlist_x = salloc<char> (RP->Xsize * RP->Ysize);
599 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 552 char *doorlist_y = salloc<char> (RP->Xsize * RP->Ysize);
600
601 553
602 /* make a list of possible door locations */ 554 /* make a list of possible door locations */
603 for (i = 1; i < RP->Xsize - 1; i++) 555 for (i = 1; i < RP->Xsize - 1; i++)
604 for (j = 1; j < RP->Ysize - 1; j++) 556 for (j = 1; j < RP->Ysize - 1; j++)
605 { 557 {
610 doorlist_x[doorlocs] = i; 562 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j; 563 doorlist_y[doorlocs] = j;
612 doorlocs++; 564 doorlocs++;
613 } 565 }
614 } 566 }
567
615 while (ndoors > 0 && doorlocs > 0) 568 while (ndoors > 0 && doorlocs > 0)
616 { 569 {
617 int di; 570 int di;
618 int sindex; 571 int sindex;
619 572
620 di = RANDOM () % doorlocs; 573 di = rndm (doorlocs);
621 i = doorlist_x[di]; 574 i = doorlist_x[di];
622 j = doorlist_y[di]; 575 j = doorlist_y[di];
623 sindex = surround_flag (maze, i, j, RP); 576 sindex = surround_flag (maze, i, j, RP);
577
624 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 578 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
625 { 579 {
626 maze[i][j] = 'D'; 580 maze[i][j] = 'D';
627 ndoors--; 581 ndoors--;
628 } 582 }
583
629 /* reduce the size of the list */ 584 /* reduce the size of the list */
630 doorlocs--; 585 doorlocs--;
631 doorlist_x[di] = doorlist_x[doorlocs]; 586 doorlist_x[di] = doorlist_x[doorlocs];
632 doorlist_y[di] = doorlist_y[doorlocs]; 587 doorlist_y[di] = doorlist_y[doorlocs];
633 } 588 }
634 free (doorlist_x);
635 free (doorlist_y);
636}
637 589
590 sfree (doorlist_x, RP->Xsize * RP->Ysize);
591 sfree (doorlist_y, RP->Xsize * RP->Ysize);
592}
638 593
639void 594void
640write_map_parameters_to_string (char *buf, RMParms * RP) 595write_map_parameters_to_string (char *buf, random_map_params *RP)
641{ 596{
642
643 char small_buf[256]; 597 char small_buf[16384];
644 598
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 599 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
646 600
647 if (RP->wallstyle[0]) 601 if (RP->wallstyle[0])
648 { 602 {
649 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 603 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
650 strcat (buf, small_buf); 604 strcat (buf, small_buf);
690 { 644 {
691 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); 645 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692 strcat (buf, small_buf); 646 strcat (buf, small_buf);
693 } 647 }
694 648
695 if (RP->final_map[0]) 649 if (RP->final_map.length ())
696 { 650 {
697 sprintf (small_buf, "final_map %s\n", RP->final_map); 651 sprintf (small_buf, "final_map %s\n", &RP->final_map);
698 strcat (buf, small_buf); 652 strcat (buf, small_buf);
699 } 653 }
700 654
701 if (RP->exit_on_final_map[0]) 655 if (RP->exit_on_final_map[0])
702 { 656 {
703 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); 657 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704 strcat (buf, small_buf); 658 strcat (buf, small_buf);
705 } 659 }
706 660
707 if (RP->this_map[0]) 661 if (RP->this_map.length ())
708 { 662 {
709 sprintf (small_buf, "origin_map %s\n", RP->this_map); 663 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
710 strcat (buf, small_buf); 664 strcat (buf, small_buf);
711 } 665 }
712 666
713 if (RP->expand2x) 667 if (RP->expand2x)
714 { 668 {
720 { 674 {
721 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); 675 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722 strcat (buf, small_buf); 676 strcat (buf, small_buf);
723 } 677 }
724 678
725
726 if (RP->layoutoptions2) 679 if (RP->layoutoptions2)
727 { 680 {
728 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); 681 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729 strcat (buf, small_buf); 682 strcat (buf, small_buf);
730 } 683 }
731 684
732
733 if (RP->layoutoptions3) 685 if (RP->layoutoptions3)
734 { 686 {
735 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); 687 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
736 strcat (buf, small_buf); 688 strcat (buf, small_buf);
737 } 689 }
739 if (RP->symmetry) 691 if (RP->symmetry)
740 { 692 {
741 sprintf (small_buf, "symmetry %d\n", RP->symmetry); 693 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
742 strcat (buf, small_buf); 694 strcat (buf, small_buf);
743 } 695 }
744
745 696
746 if (RP->difficulty && RP->difficulty_given) 697 if (RP->difficulty && RP->difficulty_given)
747 { 698 {
748 sprintf (small_buf, "difficulty %d\n", RP->difficulty); 699 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
749 strcat (buf, small_buf); 700 strcat (buf, small_buf);
785 if (RP->origin_y) 736 if (RP->origin_y)
786 { 737 {
787 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 738 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
788 strcat (buf, small_buf); 739 strcat (buf, small_buf);
789 } 740 }
741
742 if (RP->treasureoptions)
743 {
744 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
745 strcat (buf, small_buf);
746 }
747
790 if (RP->random_seed) 748 if (RP->random_seed)
791 { 749 {
792 /* Add one so that the next map is a bit different */
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 750 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
794 strcat (buf, small_buf); 751 strcat (buf, small_buf);
795 }
796
797 if (RP->treasureoptions)
798 { 752 }
799 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 753
800 strcat (buf, small_buf); 754 if (RP->custom)
801 } 755 {
802 756 sprintf (small_buf, "custom %s\n", RP->custom);
803 757 strcat (buf, small_buf);
758 }
804} 759}
805 760
806void 761void
807write_parameters_to_string (char *buf, 762write_parameters_to_string (char *buf,
808 int xsize_n, 763 int xsize_n,
809 int ysize_n, 764 int ysize_n,
810 char *wallstyle_n, 765 const char *wallstyle_n,
811 char *floorstyle_n, 766 const char *floorstyle_n,
812 char *monsterstyle_n, 767 const char *monsterstyle_n,
813 char *treasurestyle_n, 768 const char *treasurestyle_n,
814 char *layoutstyle_n, 769 const char *layoutstyle_n,
815 char *decorstyle_n, 770 const char *decorstyle_n,
816 char *doorstyle_n, 771 const char *doorstyle_n,
817 char *exitstyle_n, 772 const char *exitstyle_n,
818 char *final_map_n, 773 const char *final_map_n,
819 char *exit_on_final_map_n, 774 const char *exit_on_final_map_n,
820 char *this_map_n, 775 const char *this_map_n,
821 int layoutoptions1_n, 776 int layoutoptions1_n,
822 int layoutoptions2_n, 777 int layoutoptions2_n,
823 int layoutoptions3_n, 778 int layoutoptions3_n,
824 int symmetry_n, 779 int symmetry_n,
825 int dungeon_depth_n, 780 int dungeon_depth_n,
826 int dungeon_level_n, 781 int dungeon_level_n,
827 int difficulty_n, 782 int difficulty_n,
828 int difficulty_given_n, 783 int difficulty_given_n,
829 int decoroptions_n, 784 int decoroptions_n,
830 int orientation_n, 785 int orientation_n,
831 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) 786 int origin_x_n,
787 int origin_y_n,
788 uint32_t random_seed_n,
789 int treasureoptions_n,
790 float difficulty_increase)
832{ 791{
833
834 char small_buf[256]; 792 char small_buf[16384];
835 793
836 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 794 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837 795
838 if (wallstyle_n && wallstyle_n[0]) 796 if (wallstyle_n && wallstyle_n[0])
839 { 797 {
904 if (layoutoptions1_n) 862 if (layoutoptions1_n)
905 { 863 {
906 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n); 864 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907 strcat (buf, small_buf); 865 strcat (buf, small_buf);
908 } 866 }
909
910 867
911 if (layoutoptions2_n) 868 if (layoutoptions2_n)
912 { 869 {
913 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n); 870 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
914 strcat (buf, small_buf); 871 strcat (buf, small_buf);
970 if (origin_y_n) 927 if (origin_y_n)
971 { 928 {
972 sprintf (small_buf, "origin_y %d\n", origin_y_n); 929 sprintf (small_buf, "origin_y %d\n", origin_y_n);
973 strcat (buf, small_buf); 930 strcat (buf, small_buf);
974 } 931 }
932
975 if (random_seed_n) 933 if (random_seed_n)
976 { 934 {
977 /* Add one so that the next map is a bit different */ 935 /* Add one so that the next map is a bit different */
978 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 936 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
979 strcat (buf, small_buf); 937 strcat (buf, small_buf);
980 } 938 }
981 939
982 if (treasureoptions_n) 940 if (treasureoptions_n)
983 { 941 {
984 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); 942 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985 strcat (buf, small_buf); 943 strcat (buf, small_buf);
986 } 944 }
987
988
989} 945}
990 946
991/* copy an object with an inventory... i.e., duplicate the inv too. */ 947/* copy an object with an inventory... i.e., duplicate the inv too. */
992void 948void
993copy_object_with_inv (object *src_ob, object *dest_ob) 949copy_object_with_inv (object *src_ob, object *dest_ob)
994{ 950{
995 object *walk, *tmp; 951 object *walk, *tmp;
996 952
997 src_ob->copy_to (dest_ob); 953 src_ob->copy_to (dest_ob);
998 954
999 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 955 for (walk = src_ob->inv; walk; walk = walk->below)
1000 { 956 {
1001 tmp = object::create (); 957 tmp = object::create ();
958
1002 walk->copy_to (tmp); 959 walk->copy_to (tmp);
1003 insert_ob_in_ob (tmp, dest_ob); 960 insert_ob_in_ob (tmp, dest_ob);
1004 } 961 }
1005} 962}
963
964/////////////////////////////////////////////////////////////////////////////
965
966LayoutData::LayoutData (int w, int h)
967: w(w), h(h)
968{
969 int size = (sizeof (char *) + sizeof (char) * h) * w;
970
971 col = (char **)salloc<char> (size);
972
973 char *data = (char *)(col + w);
974
975 for (int x = w; x--; )
976 col [x] = data + x * h;
977}
978
979LayoutData::~LayoutData ()
980{
981 int size = (sizeof (char *) + sizeof (char) * h) * w;
982
983 sfree ((char *)col, size);
984}
985
986void LayoutData::clear (char fill)
987{
988 memset (col [0], fill, w * h);
989}
990
991void LayoutData::border (char fill)
992{
993 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
994 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
995}
996

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