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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 1.51 by root, Sat Jun 26 22:10:18 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <time.h> 25#include <time.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <global.h> 27#include <global.h>
27#include <maze_gen.h>
28#include <room_gen.h>
29#include <random_map.h> 28#include <random_map.h>
30#include <rproto.h> 29#include <rproto.h>
31#include <sproto.h> 30#include <sproto.h>
32 31
32#define CEDE coroapi::cede_to_tick ()
33
34static void symmetrize_layout (Layout maze, random_map_params *RP);
35static void rotate_layout (Layout maze, int rotation);
36
37const_utf8_string
38random_map_params::get_str (const_utf8_string option, const_utf8_string fallback) const
39{
40 SV **he = hv_fetch (hv, option, strlen (option), 0);
41
42 return he ? cfSvPVutf8_nolen (*he) : fallback;
43}
44
45IV
46random_map_params::get_iv (const char *option, IV fallback) const
47{
48 SV **he = hv_fetch (hv, option, strlen (option), 0);
49
50 return he ? SvIV (*he) : fallback;
51}
52
53random_map_params::~random_map_params ()
54{
55 SvREFCNT_dec (hv);
56}
57
33void 58void
34dump_layout (char **layout, RMParms * RP) 59dump_layout (Layout layout)
35{ 60{
36 { 61 for (int j = 0; j < layout->h; j++)
37 int i, j;
38
39 for (i = 0; i < RP->Xsize; i++)
40 { 62 {
41 for (j = 0; j < RP->Ysize; j++) 63 for (int i = 0; i < layout->w; i++)
42 { 64 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
43 if (layout[i][j] == 0) 65
44 layout[i][j] = ' '; 66 putc ('\n', stdout);
45 printf ("%c", layout[i][j]);
46 if (layout[i][j] == ' ')
47 layout[i][j] = 0;
48 }
49 printf ("\n");
50 } 67 }
51 }
52 printf ("\n");
53}
54 68
55extern FILE *logfile; 69 putc ('\n', stdout);
56
57maptile *
58generate_random_map (const char *OutFileName, RMParms * RP)
59{
60 char **layout, buf[HUGE_BUF];
61 maptile *theMap;
62 int i;
63
64 /* pick a random seed, or use the one from the input file */
65 if (RP->random_seed == 0)
66 RP->random_seed = time (0);
67
68 SRANDOM (RP->random_seed);
69
70 write_map_parameters_to_string (buf, RP);
71
72 if (RP->difficulty == 0)
73 {
74 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
75
76 if (RP->difficulty_increase > 0.001)
77 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
78
79 if (RP->difficulty < 1)
80 RP->difficulty = 1;
81 }
82 else
83 RP->difficulty_given = 1;
84
85 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
86 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
87
88 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
89 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5;
90
91 if (RP->expand2x > 0)
92 {
93 RP->Xsize /= 2;
94 RP->Ysize /= 2;
95 }
96
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} 70}
169 71
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;
193
194 /* Redo this - there was a lot of redundant code of checking for preset
195 * layout style and then random layout style. Instead, figure out
196 * the numeric layoutstyle, so there is only one area that actually
197 * calls the code to make the maps.
198 */
199 if (strstr (RP->layoutstyle, "onion"))
200 {
201 RP->map_layout_style = ONION_LAYOUT;
202 }
203
204 if (strstr (RP->layoutstyle, "maze"))
205 {
206 RP->map_layout_style = MAZE_LAYOUT;
207 }
208
209 if (strstr (RP->layoutstyle, "spiral"))
210 {
211 RP->map_layout_style = SPIRAL_LAYOUT;
212 }
213
214 if (strstr (RP->layoutstyle, "rogue"))
215 {
216 RP->map_layout_style = ROGUELIKE_LAYOUT;
217 }
218
219 if (strstr (RP->layoutstyle, "snake"))
220 {
221 RP->map_layout_style = SNAKE_LAYOUT;
222 }
223
224 if (strstr (RP->layoutstyle, "squarespiral"))
225 {
226 RP->map_layout_style = SQUARE_SPIRAL_LAYOUT;
227 }
228 /* No style found - choose one ranomdly */
229 if (RP->map_layout_style == 0)
230 {
231 RP->map_layout_style = (RANDOM () % NROFLAYOUTS) + 1;
232 }
233
234 switch (RP->map_layout_style)
235 {
236
237 case ONION_LAYOUT:
238 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
239 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & OPT_WALLS_ONLY))
240 roomify_layout (maze, RP);
241 break;
242
243 case MAZE_LAYOUT:
244 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2);
245 if (!(RANDOM () % 2))
246 doorify_layout (maze, RP);
247 break;
248
249 case SPIRAL_LAYOUT:
250 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
251 if (!(RANDOM () % 2))
252 doorify_layout (maze, RP);
253 break;
254
255 case ROGUELIKE_LAYOUT:
256 /* 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),
258 * but more importantly, the symmetry code presumes we are symmetrizing
259 * spirals, or maps with lots of passages - making a symmetric rogue
260 * map fails because its likely that the passages the symmetry process
261 * creates may not connect the rooms.
262 */
263 RP->symmetry_used = NO_SYM;
264 RP->Ysize = oysize;
265 RP->Xsize = oxsize;
266 maze = roguelike_layout_gen (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 /* no doorifying... done already */
268 break;
269
270 case SNAKE_LAYOUT:
271 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
272 if (RANDOM () % 2)
273 roomify_layout (maze, RP);
274 break;
275
276 case SQUARE_SPIRAL_LAYOUT:
277 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
278 if (RANDOM () % 2)
279 roomify_layout (maze, RP);
280 break;
281 }
282
283 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
284#ifdef RMAP_DEBUG
285 dump_layout (maze, RP);
286#endif
287 if (RP->expand2x)
288 {
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
296
297/* takes a map and makes it symmetric: adjusts Xsize and 72/* takes a map and makes it symmetric: adjusts Xsize and
298Ysize to produce a symmetric map. */ 73 * Ysize to produce a symmetric map.
299 74 */
300char ** 75static void
301symmetrize_layout (char **maze, int sym, RMParms * RP) 76symmetrize_layout (Layout layout, random_map_params *RP)
302{ 77{
303 int i, j; 78 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; 79 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 80
320 sym_maze = (char **) calloc (sizeof (char *), RP->Xsize); 81 Layout sym_layout (
321 for (i = 0; i < RP->Xsize; i++) 82 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); 83 RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
84 );
323 85
324 if (sym == X_SYM) 86 if (RP->symmetry_used == SYMMETRY_X)
325 for (i = 0; i < RP->Xsize / 2 + 1; i++) 87 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
326 for (j = 0; j < RP->Ysize; j++) 88 for (int j = 0; j < sym_layout->h; j++)
327 { 89 {
328 sym_maze[i][j] = maze[i][j]; 90 sym_layout[i ][j] =
329 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 91 sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
330 }; 92 }
331 if (sym == Y_SYM) 93
332 for (i = 0; i < RP->Xsize; i++) 94 if (RP->symmetry_used == SYMMETRY_Y)
95 for (int i = 0; i < sym_layout->w; i++)
333 for (j = 0; j < RP->Ysize / 2 + 1; j++) 96 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 } 97 {
338 if (sym == XY_SYM) 98 sym_layout[i][j ] =
339 for (i = 0; i < RP->Xsize / 2 + 1; i++) 99 sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
340 for (j = 0; j < RP->Ysize / 2 + 1; j++)
341 { 100 }
342 sym_maze[i][j] = maze[i][j]; 101
343 sym_maze[i][RP->Ysize - j - 1] = maze[i][j]; 102 if (RP->symmetry_used == SYMMETRY_XY)
344 sym_maze[RP->Xsize - i - 1][j] = maze[i][j]; 103 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]; 104 for (int j = 0; j < sym_layout->h / 2 + 1; j++)
346 } 105 {
347 /* delete the old maze */ 106 sym_layout[i ][j ] =
348 for (i = 0; i < Xsize_orig; i++) 107 sym_layout[i ][sym_layout->h - j - 1] =
349 free (maze[i]); 108 sym_layout[sym_layout->w - i - 1][j ] =
350 free (maze); 109 sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
110 }
111
112 layout.swap (sym_layout);
113 sym_layout.free ();
114
351 /* reconnect disjointed spirals */ 115 /* 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 116 /* reconnect disjointed nethacklayouts: the routine for
355 spirals will do the trick? */ 117 spirals will do the trick? */
356 if (RP->map_layout_style == ROGUELIKE_LAYOUT) 118 if (RP->map_layout_style == LAYOUT_SPIRAL
357 connect_spirals (RP->Xsize, RP->Ysize, sym, sym_maze); 119 || RP->map_layout_style == LAYOUT_ROGUELIKE)
358 120 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
359 return sym_maze;
360} 121}
361
362 122
363/* takes a map and rotates it. This completes the 123/* takes a map and rotates it. This completes the
364 onion layouts, making them possibly centered on any wall. 124 onion layouts, making them possibly centered on any wall.
365 It'll modify Xsize and Ysize if they're swapped. 125 It'll modify Xsize and Ysize if they're swapped.
366*/ 126*/
367 127static void
368char ** 128rotate_layout (Layout layout, int rotation)
369rotate_layout (char **maze, int rotation, RMParms * RP)
370{ 129{
371 char **new_maze; 130 int w = layout->w;
372 int i, j; 131 int h = layout->h;
373 132
374 switch (rotation) 133 switch (rotation)
375 { 134 {
376 case 0:
377 return maze;
378 break;
379 case 2: /* a reflection */ 135 case 2: /* a reflection */
380 { 136 {
381 char *newmaze = (char *) malloc (sizeof (char) * RP->Xsize * RP->Ysize); 137 Layout new_layout (w, h);
382 138
383 for (i = 0; i < RP->Xsize; i++) 139 for (int i = 0; i < w; i++) /* copy a reflection back */
384 { /* make a copy */
385 for (j = 0; j < RP->Ysize; j++) 140 for (int j = 0; j < h; j++)
386 { 141 new_layout[i][j] = layout[w - i - 1][h - j - 1];
387 newmaze[i * RP->Ysize + j] = maze[i][j]; 142
388 } 143 layout.swap (new_layout);
389 } 144 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 } 145 }
146 break;
147
401 case 1: 148 case 1:
402 case 3: 149 case 3:
403 { 150 {
404 int swap; 151 Layout new_layout (h, w);
405 new_maze = (char **) calloc (sizeof (char *), RP->Ysize); 152
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 */ 153 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++) 154 for (int i = 0; i < w; i++)
424 free (maze[i]); 155 for (int j = 0; j < h; j++)
425 free (maze); 156 new_layout[j][i] = layout[i][j];
426 157
427 swap = RP->Ysize; 158 if (rotation == 3) /* swap x and y */
428 RP->Ysize = RP->Xsize; 159 for (int i = 0; i < w; i++)
429 RP->Xsize = swap; 160 for (int j = 0; j < h; j++)
430 return new_maze; 161 new_layout[j][i] = layout[w - i - 1][h - j - 1];
431 break; 162
163 layout.swap (new_layout);
164 new_layout.free ();
432 } 165 }
433 } 166 break;
434 return NULL;
435}
436
437/* take a layout and make some rooms in it.
438 --works best on onions.*/
439void
440roomify_layout (char **maze, RMParms * RP)
441{
442 int tries = RP->Xsize * RP->Ysize / 30;
443 int ti;
444
445 for (ti = 0; ti < tries; ti++)
446 {
447 int dx, dy; /* starting location for looking at creating a door */
448 int cx, cy; /* results of checking on creating walls. */
449
450 dx = RANDOM () % RP->Xsize;
451 dy = RANDOM () % RP->Ysize;
452 cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
453 cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
454 if (cx == -1)
455 {
456 if (cy != -1)
457 make_wall (maze, dx, dy, 1);
458 continue;
459 }
460 if (cy == -1)
461 {
462 make_wall (maze, dx, dy, 0);
463 continue;
464 }
465 if (cx < cy)
466 make_wall (maze, dx, dy, 0);
467 else
468 make_wall (maze, dx, dy, 1);
469 } 167 }
470} 168}
471 169
472/* checks the layout to see if I can stick a horizontal(dir = 0) wall 170/* checks the layout to see if I can stick a horizontal(dir = 0) wall
473 (or vertical, dir == 1) 171 (or vertical, dir == 1)
474 here which ends up on other walls sensibly. */ 172 here which ends up on other walls sensibly. */
475 173static int
476int
477can_make_wall (char **maze, int dx, int dy, int dir, RMParms * RP) 174can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
478{ 175{
479 int i1; 176 int i1;
480 int length = 0; 177 int length = 0;
481 178
482 /* dont make walls if we're on the edge. */ 179 /* dont make walls if we're on the edge. */
545 return -1; /* can't make verti. wall here */ 242 return -1; /* can't make verti. wall here */
546 if (maze[x][i1] != 0) 243 if (maze[x][i1] != 0)
547 return -1; /* can't make horiz. wall here */ 244 return -1; /* can't make horiz. wall here */
548 length++; 245 length++;
549 } 246 }
247
550 return length; 248 return length;
551 } 249 }
250
552 return -1; 251 return -1;
553} 252}
554 253
254/* take a layout and make some rooms in it.
255 --works best on onions.*/
256static void
257roomify_layout (char **maze, random_map_params *RP)
258{
259 int tries = RP->Xsize * RP->Ysize / 30;
260
261 for (int ti = 0; ti < tries; ti++)
262 {
263 /* starting location for looking at creating a door */
264 int dx = rmg_rndm (RP->Xsize);
265 int dy = rmg_rndm (RP->Ysize);
266
267 /* results of checking on creating walls. */
268 int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
269 int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
270
271 if (cx == -1)
272 {
273 if (cy != -1)
274 make_wall (maze, dx, dy, 1);
275
276 continue;
277 }
278
279 if (cy == -1)
280 {
281 make_wall (maze, dx, dy, 0);
282 continue;
283 }
284
285 if (cx < cy)
286 make_wall (maze, dx, dy, 0);
287 else
288 make_wall (maze, dx, dy, 1);
289 }
290}
555 291
556int 292int
557make_wall (char **maze, int x, int y, int dir) 293make_wall (char **maze, int x, int y, int dir)
558{ 294{
559 maze[x][y] = 'D'; /* mark a door */ 295 maze[x][y] = 'D'; /* mark a door */
296
560 switch (dir) 297 switch (dir)
561 { 298 {
562 case 0: /* horizontal */ 299 case 0: /* horizontal */
563 { 300 {
564 int i1;
565
566 for (i1 = x - 1; maze[i1][y] == 0; i1--) 301 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
567 maze[i1][y] = '#';
568 for (i1 = x + 1; maze[i1][y] == 0; i1++) 302 for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
569 maze[i1][y] = '#';
570 break; 303 break;
571 } 304 }
572 case 1: /* vertical */ 305 case 1: /* vertical */
573 { 306 {
574 int i1;
575
576 for (i1 = y - 1; maze[x][i1] == 0; i1--) 307 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
577 maze[x][i1] = '#';
578 for (i1 = y + 1; maze[x][i1] == 0; i1++) 308 for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
579 maze[x][i1] = '#';
580 break; 309 break;
581 } 310 }
582 } 311 }
583 312
584 return 0; 313 return 0;
585} 314}
586 315
587/* puts doors at appropriate locations in a layout. */ 316/* puts doors at appropriate locations in a layout. */
588 317static void
589void
590doorify_layout (char **maze, RMParms * RP) 318doorify_layout (char **maze, random_map_params *RP)
591{ 319{
592 int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ 320 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 */ 321 int doorlocs = 0; /* # of available doorlocations */
596 int i, j;
597 322
598 doorlist_x = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 323 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
599 doorlist_y = (char *) malloc (sizeof (int) * RP->Xsize * RP->Ysize); 324 uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
600
601 325
602 /* make a list of possible door locations */ 326 /* make a list of possible door locations */
603 for (i = 1; i < RP->Xsize - 1; i++) 327 for (int i = 1; i < RP->Xsize - 1; i++)
604 for (j = 1; j < RP->Ysize - 1; j++) 328 for (int j = 1; j < RP->Ysize - 1; j++)
605 { 329 {
606 int sindex = surround_flag (maze, i, j, RP); 330 int sindex = surround_flag (maze, i, j, RP);
607 331
608 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 332 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
609 { 333 {
610 doorlist_x[doorlocs] = i; 334 doorlist_x[doorlocs] = i;
611 doorlist_y[doorlocs] = j; 335 doorlist_y[doorlocs] = j;
612 doorlocs++; 336 doorlocs++;
613 } 337 }
614 } 338 }
339
615 while (ndoors > 0 && doorlocs > 0) 340 while (ndoors > 0 && doorlocs > 0)
616 { 341 {
617 int di; 342 int di = rmg_rndm (doorlocs);
618 int sindex;
619
620 di = RANDOM () % doorlocs;
621 i = doorlist_x[di]; 343 int i = doorlist_x[di];
622 j = doorlist_y[di]; 344 int j = doorlist_y[di];
623 sindex = surround_flag (maze, i, j, RP); 345 int sindex = surround_flag (maze, i, j, RP);
346
624 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 347 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
625 { 348 {
626 maze[i][j] = 'D'; 349 maze[i][j] = 'D';
627 ndoors--; 350 ndoors--;
628 } 351 }
352
629 /* reduce the size of the list */ 353 /* reduce the size of the list */
630 doorlocs--; 354 doorlocs--;
631 doorlist_x[di] = doorlist_x[doorlocs]; 355 doorlist_x[di] = doorlist_x[doorlocs];
632 doorlist_y[di] = doorlist_y[doorlocs]; 356 doorlist_y[di] = doorlist_y[doorlocs];
633 } 357 }
634 free (doorlist_x);
635 free (doorlist_y);
636}
637 358
359 sfree (doorlist_x, RP->Xsize * RP->Ysize);
360 sfree (doorlist_y, RP->Xsize * RP->Ysize);
361}
638 362
639void 363void
640write_map_parameters_to_string (char *buf, RMParms * RP) 364write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP)
641{ 365{
366 hv_iterinit (RP->hv);
642 367
643 char small_buf[256]; 368 while (HE *he = hv_iternext (RP->hv))
369 buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n';
644 370
645 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 371 buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize);
646 372
647 if (RP->wallstyle[0]) 373 if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle);
648 { 374 if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle);
649 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 375 if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle);
650 strcat (buf, small_buf); 376 if (RP->decorstyle[0] ) buf.printf ("decorstyle %s\n", RP->decorstyle);
377 if (RP->doorstyle[0] ) buf.printf ("doorstyle %s\n", RP->doorstyle);
378 if (RP->final_map.length () ) buf.printf ("final_map %s\n", &RP->final_map);
379 if (RP->exit_on_final_map[0]) buf.printf ("exit_on_final_map %s\n", RP->exit_on_final_map);
380 if (RP->this_map.length () ) buf.printf ("origin_map %s\n", &RP->this_map);
381 if (RP->expand2x ) buf.printf ("expand2x %d\n", RP->expand2x);
382 if (RP->layoutoptions1 ) buf.printf ("layoutoptions1 %d\n", RP->layoutoptions1);
383 if (RP->layoutoptions2 ) buf.printf ("layoutoptions2 %d\n", RP->layoutoptions2);
384 if (RP->layoutoptions3 ) buf.printf ("layoutoptions3 %d\n", RP->layoutoptions3);
385 if (RP->symmetry ) buf.printf ("symmetry %d\n", RP->symmetry);
386
387 if (RP->difficulty && RP->difficulty_given)
388 buf.printf ("difficulty %d\n", RP->difficulty);
389
390 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
391 buf.printf ("difficulty_increase %f\n", RP->difficulty_increase);
392
393 buf.printf ("dungeon_level %d\n", RP->dungeon_level);
394
395 if (RP->dungeon_depth ) buf.printf ("dungeon_depth %d\n", RP->dungeon_depth);
396 if (RP->decoroptions ) buf.printf ("decoroptions %d\n", RP->decoroptions);
397 if (RP->orientation ) buf.printf ("orientation %d\n", RP->orientation);
398 if (RP->origin_x ) buf.printf ("origin_x %d\n", RP->origin_x);
399 if (RP->origin_y ) buf.printf ("origin_y %d\n", RP->origin_y);
400 if (RP->treasureoptions ) buf.printf ("treasureoptions %d\n", RP->treasureoptions);
401 if (RP->random_seed ) buf.printf ("random_seed %u\n", RP->random_seed);
402}
403
404/////////////////////////////////////////////////////////////////////////////
405
406LayoutData::LayoutData (int w, int h)
407: w(w), h(h)
408{
409 int size = (sizeof (char *) + sizeof (char) * h) * w;
410
411 col = (char **)salloc<char> (size);
412
413 char *data = (char *)(col + w);
414
415 for (int x = w; x--; )
416 col [x] = data + x * h;
417}
418
419LayoutData::~LayoutData ()
420{
421 int size = (sizeof (char *) + sizeof (char) * h) * w;
422
423 sfree ((char *)col, size);
424}
425
426void LayoutData::clear (char fill)
427{
428 memset (col [0], fill, w * h);
429}
430
431void LayoutData::border (char fill)
432{
433 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
434 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
435}
436
437/* function selects the layout function and gives it whatever
438 arguments it needs. */
439static Layout
440layoutgen (random_map_params *RP)
441{
442 Layout layout (RP);
443
444 switch (RP->map_layout_style)
651 } 445 {
446 case LAYOUT_ONION:
447 map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
652 448
653 if (RP->floorstyle[0]) 449 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
450 roomify_layout (layout, RP);
451
452 break;
453
454 case LAYOUT_MAZE:
455 maze_gen (layout, rmg_rndm (2));
456
457 if (!(rmg_rndm (2)))
458 doorify_layout (layout, RP);
459
460 break;
461
462 case LAYOUT_SPIRAL:
463 map_gen_spiral (layout, RP->layoutoptions1);
464
465 if (!(rmg_rndm (2)))
466 doorify_layout (layout, RP);
467
468 break;
469
470 case LAYOUT_ROGUELIKE:
471 /* Don't put symmetry in rogue maps. There isn't much reason to
472 * do so in the first place (doesn't make it any more interesting),
473 * but more importantly, the symmetry code presumes we are symmetrizing
474 * spirals, or maps with lots of passages - making a symmetric rogue
475 * map fails because its likely that the passages the symmetry process
476 * creates may not connect the rooms.
477 */
478 RP->symmetry_used = SYMMETRY_NONE;
479 roguelike_layout_gen (layout, RP->layoutoptions1);
480 /* no doorifying... done already */
481 break;
482
483 case LAYOUT_SNAKE:
484 make_snake_layout (layout, RP->layoutoptions1);
485
486 if (rmg_rndm (2))
487 roomify_layout (layout, RP);
488
489 break;
490
491 case LAYOUT_SQUARE_SPIRAL:
492 make_square_spiral_layout (layout, RP->layoutoptions1);
493
494 if (rmg_rndm (2))
495 roomify_layout (layout, RP);
496
497 break;
498
499 default:
500 abort ();
654 { 501 }
655 sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
656 strcat (buf, small_buf);
657 }
658 502
659 if (RP->monsterstyle[0]) 503 /* rotate the layout randomly */
660 { 504 rotate_layout (layout, rmg_rndm (4));
661 sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
662 strcat (buf, small_buf);
663 }
664 505
665 if (RP->treasurestyle[0]) 506 symmetrize_layout (layout, RP);
666 {
667 sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
668 strcat (buf, small_buf);
669 }
670 507
671 if (RP->layoutstyle[0]) 508#ifdef RMAP_DEBUG
672 { 509 dump_layout (layout);
673 sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle); 510#endif
674 strcat (buf, small_buf);
675 }
676
677 if (RP->decorstyle[0])
678 {
679 sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
680 strcat (buf, small_buf);
681 }
682
683 if (RP->doorstyle[0])
684 {
685 sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
686 strcat (buf, small_buf);
687 }
688
689 if (RP->exitstyle[0])
690 {
691 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
692 strcat (buf, small_buf);
693 }
694
695 if (RP->final_map[0])
696 {
697 sprintf (small_buf, "final_map %s\n", RP->final_map);
698 strcat (buf, small_buf);
699 }
700
701 if (RP->exit_on_final_map[0])
702 {
703 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
704 strcat (buf, small_buf);
705 }
706
707 if (RP->this_map[0])
708 {
709 sprintf (small_buf, "origin_map %s\n", RP->this_map);
710 strcat (buf, small_buf);
711 }
712 511
713 if (RP->expand2x) 512 if (RP->expand2x)
714 { 513 expand2x (layout);
715 sprintf (small_buf, "expand2x %d\n", RP->expand2x); 514
716 strcat (buf, small_buf); 515 return layout;
516}
517
518bool
519maptile::generate_random_map (random_map_params *RP)
520{
521 int i;
522
523 RP->Xsize = RP->xsize;
524 RP->Ysize = RP->ysize;
525
526 /* pick a random seed, or use the one from the input file */
527 RP->random_seed = RP->random_seed
528 ? RP->random_seed + RP->dungeon_level
529 : time (0);
530
531 // we run "single-threaded"
532 rmg_rndm.seed (RP->random_seed);
533
534 dynbuf_text buf;
535 write_map_parameters_to_string (buf, RP);
536
537 if (RP->difficulty == 0)
717 } 538 {
539 RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
718 540
719 if (RP->layoutoptions1)
720 {
721 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
722 strcat (buf, small_buf);
723 }
724
725
726 if (RP->layoutoptions2)
727 {
728 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
729 strcat (buf, small_buf);
730 }
731
732
733 if (RP->layoutoptions3)
734 {
735 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
736 strcat (buf, small_buf);
737 }
738
739 if (RP->symmetry)
740 {
741 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
742 strcat (buf, small_buf);
743 }
744
745
746 if (RP->difficulty && RP->difficulty_given)
747 {
748 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
749 strcat (buf, small_buf);
750 }
751
752 if (RP->difficulty_increase != 1.0)
753 {
754 sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
755 strcat (buf, small_buf);
756 }
757
758 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
759 strcat (buf, small_buf);
760
761 if (RP->dungeon_depth)
762 {
763 sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
764 strcat (buf, small_buf);
765 }
766
767 if (RP->decoroptions)
768 {
769 sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
770 strcat (buf, small_buf);
771 }
772
773 if (RP->orientation)
774 {
775 sprintf (small_buf, "orientation %d\n", RP->orientation);
776 strcat (buf, small_buf);
777 }
778
779 if (RP->origin_x)
780 {
781 sprintf (small_buf, "origin_x %d\n", RP->origin_x);
782 strcat (buf, small_buf);
783 }
784
785 if (RP->origin_y)
786 {
787 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
788 strcat (buf, small_buf);
789 }
790 if (RP->random_seed)
791 {
792 /* Add one so that the next map is a bit different */
793 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1);
794 strcat (buf, small_buf);
795 }
796
797 if (RP->treasureoptions)
798 {
799 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
800 strcat (buf, small_buf);
801 }
802
803
804}
805
806void
807write_parameters_to_string (char *buf,
808 int xsize_n,
809 int ysize_n,
810 char *wallstyle_n,
811 char *floorstyle_n,
812 char *monsterstyle_n,
813 char *treasurestyle_n,
814 char *layoutstyle_n,
815 char *decorstyle_n,
816 char *doorstyle_n,
817 char *exitstyle_n,
818 char *final_map_n,
819 char *exit_on_final_map_n,
820 char *this_map_n,
821 int layoutoptions1_n,
822 int layoutoptions2_n,
823 int layoutoptions3_n,
824 int symmetry_n,
825 int dungeon_depth_n,
826 int dungeon_level_n,
827 int difficulty_n,
828 int difficulty_given_n,
829 int decoroptions_n,
830 int orientation_n,
831 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase)
832{
833
834 char small_buf[256];
835
836 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
837
838 if (wallstyle_n && wallstyle_n[0])
839 {
840 sprintf (small_buf, "wallstyle %s\n", wallstyle_n);
841 strcat (buf, small_buf);
842 }
843
844 if (floorstyle_n && floorstyle_n[0])
845 {
846 sprintf (small_buf, "floorstyle %s\n", floorstyle_n);
847 strcat (buf, small_buf);
848 }
849
850 if (monsterstyle_n && monsterstyle_n[0])
851 {
852 sprintf (small_buf, "monsterstyle %s\n", monsterstyle_n);
853 strcat (buf, small_buf);
854 }
855
856 if (treasurestyle_n && treasurestyle_n[0])
857 {
858 sprintf (small_buf, "treasurestyle %s\n", treasurestyle_n);
859 strcat (buf, small_buf);
860 }
861
862 if (layoutstyle_n && layoutstyle_n[0])
863 {
864 sprintf (small_buf, "layoutstyle %s\n", layoutstyle_n);
865 strcat (buf, small_buf);
866 }
867
868 if (decorstyle_n && decorstyle_n[0])
869 {
870 sprintf (small_buf, "decorstyle %s\n", decorstyle_n);
871 strcat (buf, small_buf);
872 }
873
874 if (doorstyle_n && doorstyle_n[0])
875 {
876 sprintf (small_buf, "doorstyle %s\n", doorstyle_n);
877 strcat (buf, small_buf);
878 }
879
880 if (exitstyle_n && exitstyle_n[0])
881 {
882 sprintf (small_buf, "exitstyle %s\n", exitstyle_n);
883 strcat (buf, small_buf);
884 }
885
886 if (final_map_n && final_map_n[0])
887 {
888 sprintf (small_buf, "final_map %s\n", final_map_n);
889 strcat (buf, small_buf);
890 }
891
892 if (exit_on_final_map_n && exit_on_final_map_n[0])
893 {
894 sprintf (small_buf, "exit_on_final_map %s\n", exit_on_final_map_n);
895 strcat (buf, small_buf);
896 }
897
898 if (this_map_n && this_map_n[0])
899 {
900 sprintf (small_buf, "origin_map %s\n", this_map_n);
901 strcat (buf, small_buf);
902 }
903
904 if (layoutoptions1_n)
905 {
906 sprintf (small_buf, "layoutoptions1 %d\n", layoutoptions1_n);
907 strcat (buf, small_buf);
908 }
909
910
911 if (layoutoptions2_n)
912 {
913 sprintf (small_buf, "layoutoptions2 %d\n", layoutoptions2_n);
914 strcat (buf, small_buf);
915 }
916
917
918 if (layoutoptions3_n)
919 {
920 sprintf (small_buf, "layoutoptions3 %d\n", layoutoptions3_n);
921 strcat (buf, small_buf);
922 }
923
924 if (symmetry_n)
925 {
926 sprintf (small_buf, "symmetry %d\n", symmetry_n);
927 strcat (buf, small_buf);
928 }
929
930
931 if (difficulty_n && difficulty_given_n)
932 {
933 sprintf (small_buf, "difficulty %d\n", difficulty_n);
934 strcat (buf, small_buf);
935 }
936
937 if (difficulty_increase > 0.001) 541 if (RP->difficulty_increase > 0.001)
542 RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
543
544 if (RP->difficulty < 1)
545 RP->difficulty = 1;
938 { 546 }
939 sprintf (small_buf, "difficulty_increase %f\n", difficulty_increase); 547 else
940 strcat (buf, small_buf); 548 RP->difficulty_given = 1;
549
550 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
551 RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
552
553 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
554 RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
555
556 if (RP->symmetry == SYMMETRY_RANDOM)
557 RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
558 else
559 RP->symmetry_used = RP->symmetry;
560
561 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
562 RP->Ysize = RP->Ysize / 2 + 1;
563
564 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
565 RP->Xsize = RP->Xsize / 2 + 1;
566
567 if (RP->expand2x > 0)
941 } 568 {
942 569 RP->Xsize /= 2;
943 sprintf (small_buf, "dungeon_level %d\n", dungeon_level_n); 570 RP->Ysize /= 2;
944 strcat (buf, small_buf);
945
946 if (dungeon_depth_n)
947 { 571 }
948 sprintf (small_buf, "dungeon_depth %d\n", dungeon_depth_n); 572
949 strcat (buf, small_buf); 573 RP->map_layout_style = LAYOUT_NONE;
574
575 /* Redo this - there was a lot of redundant code of checking for preset
576 * layout style and then random layout style. Instead, figure out
577 * the numeric layoutstyle, so there is only one area that actually
578 * calls the code to make the maps.
579 */
580 if (strstr (RP->layoutstyle, "onion"))
581 RP->map_layout_style = LAYOUT_ONION;
582 else if (strstr (RP->layoutstyle, "maze"))
583 RP->map_layout_style = LAYOUT_MAZE;
584 else if (strstr (RP->layoutstyle, "spiral"))
585 RP->map_layout_style = LAYOUT_SPIRAL;
586 else if (strstr (RP->layoutstyle, "rogue"))
587 RP->map_layout_style = LAYOUT_ROGUELIKE;
588 else if (strstr (RP->layoutstyle, "snake"))
589 RP->map_layout_style = LAYOUT_SNAKE;
590 else if (strstr (RP->layoutstyle, "squarespiral"))
591 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
592 else if (RP->map_layout_style == LAYOUT_NONE)
593 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
594 else
595 abort ();
596
597 Layout layout = layoutgen (RP);
598
599#ifdef RMAP_DEBUG
600 dump_layout (layout);
601#endif
602
603 /* increment these for the current map */
604 ++RP->dungeon_level;
605
606 // need to patch RP becasue following code doesn't use the Layout object
607 RP->Xsize = layout->w;
608 RP->Ysize = layout->h;
609
610 /* allocate the map and set the floor */
611 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
612
613 /* set region */
614 default_region = RP->region;
615
616 CEDE;
617
618 place_specials_in_map (this, layout, RP);
619
620 CEDE;
621
622 const char *wallstyle = RP->get_str ("wallstyle", 0);
623
624 /* create walls unless the wallstyle is "none" */
625 if (strcmp (wallstyle, "none"))
950 } 626 {
627 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
951 628
952 if (decoroptions_n) 629 /* place doors unless doorstyle or wallstyle is "none" */
630 if (strcmp (RP->doorstyle, "none"))
631 put_doors (this, layout, RP->doorstyle, RP);
953 { 632 }
954 sprintf (small_buf, "decoroptions %d\n", decoroptions_n);
955 strcat (buf, small_buf);
956 }
957 633
958 if (orientation_n) 634 CEDE;
959 {
960 sprintf (small_buf, "orientation %d\n", orientation_n);
961 strcat (buf, small_buf);
962 }
963 635
964 if (origin_x_n) 636 const char *exitstyle = RP->get_str ("exitstyle", "");
965 {
966 sprintf (small_buf, "origin_x %d\n", origin_x_n);
967 strcat (buf, small_buf);
968 }
969 637
970 if (origin_y_n) 638 /* create exits unless the exitstyle is "none" */
971 { 639 if (strcmp (exitstyle, "none"))
972 sprintf (small_buf, "origin_y %d\n", origin_y_n); 640 place_exits (this, layout, exitstyle, RP->orientation, RP);
973 strcat (buf, small_buf);
974 }
975 if (random_seed_n)
976 {
977 /* Add one so that the next map is a bit different */
978 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1);
979 strcat (buf, small_buf);
980 }
981 641
982 if (treasureoptions_n) 642 CEDE;
983 {
984 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
985 strcat (buf, small_buf);
986 }
987 643
644 /* create monsters unless the monsterstyle is "none" */
645 if (strcmp (RP->monsterstyle, "none"))
646 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
988 647
989} 648 CEDE;
990 649
991/* copy an object with an inventory... i.e., duplicate the inv too. */ 650 /* treasures needs to have a proper difficulty set for the map. */
992void 651 difficulty = estimate_difficulty ();
993copy_object_with_inv (object *src_ob, object *dest_ob)
994{
995 object *walk, *tmp;
996 652
997 src_ob->copy_to (dest_ob); 653 CEDE;
998 654
999 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 655 /* create treasure unless the treasurestyle is "none" */
1000 { 656 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
1001 tmp = object::create (); 657
1002 walk->copy_to (tmp); 658 CEDE;
1003 insert_ob_in_ob (tmp, dest_ob); 659
1004 } 660 /* create decor unless the decorstyle is "none" */
661 if (strcmp (RP->decorstyle, "none"))
662 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
663
664 CEDE;
665
666 /* generate treasures, etc. */
667 fix_auto_apply ();
668
669 CEDE;
670
671 unblock_exits (this, layout, RP);
672
673 msg = buf;
674 in_memory = MAP_ACTIVE;
675
676 CEDE;
677
678 return 1;
1005} 679}
680

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