1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992 Frank Tore Johansen |
7 |
* |
8 |
* 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 |
* Free Software Foundation, either version 3 of the License, or (at your |
11 |
* option) any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, |
14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
* GNU General Public License for more details. |
17 |
* |
18 |
* 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 |
* <http://www.gnu.org/licenses/>. |
21 |
* |
22 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
*/ |
24 |
|
25 |
#include <time.h> |
26 |
#include <stdio.h> |
27 |
#include <global.h> |
28 |
#include <random_map.h> |
29 |
#include <rproto.h> |
30 |
#include <sproto.h> |
31 |
|
32 |
#define CEDE coroapi::cede_to_tick () |
33 |
|
34 |
static void symmetrize_layout (Layout maze, random_map_params *RP); |
35 |
static void rotate_layout (Layout maze, int rotation); |
36 |
|
37 |
const_utf8_string |
38 |
random_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 |
|
45 |
IV |
46 |
random_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 |
|
53 |
random_map_params::~random_map_params () |
54 |
{ |
55 |
SvREFCNT_dec (hv); |
56 |
} |
57 |
|
58 |
void |
59 |
dump_layout (Layout layout) |
60 |
{ |
61 |
for (int j = 0; j < layout->h; j++) |
62 |
{ |
63 |
for (int i = 0; i < layout->w; i++) |
64 |
putc (layout[i][j] ? layout[i][j] : ' ', stdout); |
65 |
|
66 |
putc ('\n', stdout); |
67 |
} |
68 |
|
69 |
putc ('\n', stdout); |
70 |
} |
71 |
|
72 |
/* takes a map and makes it symmetric: adjusts Xsize and |
73 |
* Ysize to produce a symmetric map. |
74 |
*/ |
75 |
static void |
76 |
symmetrize_layout (Layout layout, random_map_params *RP) |
77 |
{ |
78 |
if (RP->symmetry_used == SYMMETRY_NONE) |
79 |
return; |
80 |
|
81 |
Layout sym_layout ( |
82 |
RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
83 |
RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
84 |
); |
85 |
|
86 |
if (RP->symmetry_used == SYMMETRY_X) |
87 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
88 |
for (int j = 0; j < sym_layout->h; j++) |
89 |
{ |
90 |
sym_layout[i ][j] = |
91 |
sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
92 |
} |
93 |
|
94 |
if (RP->symmetry_used == SYMMETRY_Y) |
95 |
for (int i = 0; i < sym_layout->w; i++) |
96 |
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
97 |
{ |
98 |
sym_layout[i][j ] = |
99 |
sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
100 |
} |
101 |
|
102 |
if (RP->symmetry_used == SYMMETRY_XY) |
103 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
104 |
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
105 |
{ |
106 |
sym_layout[i ][j ] = |
107 |
sym_layout[i ][sym_layout->h - j - 1] = |
108 |
sym_layout[sym_layout->w - i - 1][j ] = |
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 |
|
115 |
/* reconnect disjointed spirals */ |
116 |
/* reconnect disjointed nethacklayouts: the routine for |
117 |
spirals will do the trick? */ |
118 |
if (RP->map_layout_style == LAYOUT_SPIRAL |
119 |
|| RP->map_layout_style == LAYOUT_ROGUELIKE) |
120 |
connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
121 |
} |
122 |
|
123 |
/* takes a map and rotates it. This completes the |
124 |
onion layouts, making them possibly centered on any wall. |
125 |
It'll modify Xsize and Ysize if they're swapped. |
126 |
*/ |
127 |
static void |
128 |
rotate_layout (Layout layout, int rotation) |
129 |
{ |
130 |
int w = layout->w; |
131 |
int h = layout->h; |
132 |
|
133 |
switch (rotation) |
134 |
{ |
135 |
case 2: /* a reflection */ |
136 |
{ |
137 |
Layout new_layout (w, h); |
138 |
|
139 |
for (int i = 0; i < w; i++) /* copy a reflection back */ |
140 |
for (int j = 0; j < h; j++) |
141 |
new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
142 |
|
143 |
layout.swap (new_layout); |
144 |
new_layout.free (); |
145 |
} |
146 |
break; |
147 |
|
148 |
case 1: |
149 |
case 3: |
150 |
{ |
151 |
Layout new_layout (h, w); |
152 |
|
153 |
if (rotation == 1) /* swap x and y */ |
154 |
for (int i = 0; i < w; i++) |
155 |
for (int j = 0; j < h; j++) |
156 |
new_layout[j][i] = layout[i][j]; |
157 |
|
158 |
if (rotation == 3) /* swap x and y */ |
159 |
for (int i = 0; i < w; i++) |
160 |
for (int j = 0; j < h; j++) |
161 |
new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
162 |
|
163 |
layout.swap (new_layout); |
164 |
new_layout.free (); |
165 |
} |
166 |
break; |
167 |
} |
168 |
} |
169 |
|
170 |
/* checks the layout to see if I can stick a horizontal(dir = 0) wall |
171 |
(or vertical, dir == 1) |
172 |
here which ends up on other walls sensibly. */ |
173 |
static int |
174 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
175 |
{ |
176 |
int i1; |
177 |
int length = 0; |
178 |
|
179 |
/* dont make walls if we're on the edge. */ |
180 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
181 |
return -1; |
182 |
|
183 |
/* don't make walls if we're ON a wall. */ |
184 |
if (maze[dx][dy] != 0) |
185 |
return -1; |
186 |
|
187 |
if (dir == 0) /* horizontal */ |
188 |
{ |
189 |
int y = dy; |
190 |
|
191 |
for (i1 = dx - 1; i1 > 0; i1--) |
192 |
{ |
193 |
int sindex = surround_flag2 (maze, i1, y, RP); |
194 |
|
195 |
if (sindex == 1) |
196 |
break; |
197 |
if (sindex != 0) |
198 |
return -1; /* can't make horiz. wall here */ |
199 |
if (maze[i1][y] != 0) |
200 |
return -1; /* can't make horiz. wall here */ |
201 |
length++; |
202 |
} |
203 |
|
204 |
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
205 |
{ |
206 |
int sindex = surround_flag2 (maze, i1, y, RP); |
207 |
|
208 |
if (sindex == 2) |
209 |
break; |
210 |
if (sindex != 0) |
211 |
return -1; /* can't make horiz. wall here */ |
212 |
if (maze[i1][y] != 0) |
213 |
return -1; /* can't make horiz. wall here */ |
214 |
length++; |
215 |
} |
216 |
return length; |
217 |
} |
218 |
else |
219 |
{ /* vertical */ |
220 |
int x = dx; |
221 |
|
222 |
for (i1 = dy - 1; i1 > 0; i1--) |
223 |
{ |
224 |
int sindex = surround_flag2 (maze, x, i1, RP); |
225 |
|
226 |
if (sindex == 4) |
227 |
break; |
228 |
if (sindex != 0) |
229 |
return -1; /* can't make vert. wall here */ |
230 |
if (maze[x][i1] != 0) |
231 |
return -1; /* can't make horiz. wall here */ |
232 |
length++; |
233 |
} |
234 |
|
235 |
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
236 |
{ |
237 |
int sindex = surround_flag2 (maze, x, i1, RP); |
238 |
|
239 |
if (sindex == 8) |
240 |
break; |
241 |
if (sindex != 0) |
242 |
return -1; /* can't make verti. wall here */ |
243 |
if (maze[x][i1] != 0) |
244 |
return -1; /* can't make horiz. wall here */ |
245 |
length++; |
246 |
} |
247 |
|
248 |
return length; |
249 |
} |
250 |
|
251 |
return -1; |
252 |
} |
253 |
|
254 |
/* take a layout and make some rooms in it. |
255 |
--works best on onions.*/ |
256 |
static void |
257 |
roomify_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 |
} |
291 |
|
292 |
int |
293 |
make_wall (char **maze, int x, int y, int dir) |
294 |
{ |
295 |
maze[x][y] = 'D'; /* mark a door */ |
296 |
|
297 |
switch (dir) |
298 |
{ |
299 |
case 0: /* horizontal */ |
300 |
{ |
301 |
for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
302 |
for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
303 |
break; |
304 |
} |
305 |
case 1: /* vertical */ |
306 |
{ |
307 |
for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
308 |
for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
309 |
break; |
310 |
} |
311 |
} |
312 |
|
313 |
return 0; |
314 |
} |
315 |
|
316 |
/* puts doors at appropriate locations in a layout. */ |
317 |
static void |
318 |
doorify_layout (char **maze, random_map_params *RP) |
319 |
{ |
320 |
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
321 |
int doorlocs = 0; /* # of available doorlocations */ |
322 |
|
323 |
uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
324 |
uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
325 |
|
326 |
/* make a list of possible door locations */ |
327 |
for (int i = 1; i < RP->Xsize - 1; i++) |
328 |
for (int j = 1; j < RP->Ysize - 1; j++) |
329 |
{ |
330 |
int sindex = surround_flag (maze, i, j, RP); |
331 |
|
332 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
333 |
{ |
334 |
doorlist_x[doorlocs] = i; |
335 |
doorlist_y[doorlocs] = j; |
336 |
doorlocs++; |
337 |
} |
338 |
} |
339 |
|
340 |
while (ndoors > 0 && doorlocs > 0) |
341 |
{ |
342 |
int di = rmg_rndm (doorlocs); |
343 |
int i = doorlist_x[di]; |
344 |
int j = doorlist_y[di]; |
345 |
int sindex = surround_flag (maze, i, j, RP); |
346 |
|
347 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
348 |
{ |
349 |
maze[i][j] = 'D'; |
350 |
ndoors--; |
351 |
} |
352 |
|
353 |
/* reduce the size of the list */ |
354 |
doorlocs--; |
355 |
doorlist_x[di] = doorlist_x[doorlocs]; |
356 |
doorlist_y[di] = doorlist_y[doorlocs]; |
357 |
} |
358 |
|
359 |
sfree (doorlist_x, RP->Xsize * RP->Ysize); |
360 |
sfree (doorlist_y, RP->Xsize * RP->Ysize); |
361 |
} |
362 |
|
363 |
void |
364 |
write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP) |
365 |
{ |
366 |
hv_iterinit (RP->hv); |
367 |
|
368 |
while (HE *he = hv_iternext (RP->hv)) |
369 |
buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n'; |
370 |
|
371 |
buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
372 |
|
373 |
if (RP->monsterstyle[0] ) buf.printf ("monsterstyle %s\n", RP->monsterstyle); |
374 |
if (RP->treasurestyle[0] ) buf.printf ("treasurestyle %s\n", RP->treasurestyle); |
375 |
if (RP->layoutstyle[0] ) buf.printf ("layoutstyle %s\n", RP->layoutstyle); |
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 |
|
406 |
LayoutData::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 |
|
419 |
LayoutData::~LayoutData () |
420 |
{ |
421 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
422 |
|
423 |
sfree ((char *)col, size); |
424 |
} |
425 |
|
426 |
void LayoutData::clear (char fill) |
427 |
{ |
428 |
memset (col [0], fill, w * h); |
429 |
} |
430 |
|
431 |
void 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. */ |
439 |
static Layout |
440 |
layoutgen (random_map_params *RP) |
441 |
{ |
442 |
Layout layout (RP); |
443 |
|
444 |
switch (RP->map_layout_style) |
445 |
{ |
446 |
case LAYOUT_ONION: |
447 |
map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2); |
448 |
|
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 (); |
501 |
} |
502 |
|
503 |
/* rotate the layout randomly */ |
504 |
rotate_layout (layout, rmg_rndm (4)); |
505 |
|
506 |
symmetrize_layout (layout, RP); |
507 |
|
508 |
#ifdef RMAP_DEBUG |
509 |
dump_layout (layout); |
510 |
#endif |
511 |
|
512 |
if (RP->expand2x) |
513 |
expand2x (layout); |
514 |
|
515 |
return layout; |
516 |
} |
517 |
|
518 |
bool |
519 |
maptile::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) |
538 |
{ |
539 |
RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */ |
540 |
|
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; |
546 |
} |
547 |
else |
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) |
568 |
{ |
569 |
RP->Xsize /= 2; |
570 |
RP->Ysize /= 2; |
571 |
} |
572 |
|
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")) |
626 |
{ |
627 |
make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP); |
628 |
|
629 |
/* place doors unless doorstyle or wallstyle is "none" */ |
630 |
if (strcmp (RP->doorstyle, "none")) |
631 |
put_doors (this, layout, RP->doorstyle, RP); |
632 |
} |
633 |
|
634 |
CEDE; |
635 |
|
636 |
const char *exitstyle = RP->get_str ("exitstyle", ""); |
637 |
|
638 |
/* create exits unless the exitstyle is "none" */ |
639 |
if (strcmp (exitstyle, "none")) |
640 |
place_exits (this, layout, exitstyle, RP->orientation, RP); |
641 |
|
642 |
CEDE; |
643 |
|
644 |
/* create monsters unless the monsterstyle is "none" */ |
645 |
if (strcmp (RP->monsterstyle, "none")) |
646 |
place_monsters (this, RP->monsterstyle, RP->difficulty, RP); |
647 |
|
648 |
CEDE; |
649 |
|
650 |
/* treasures needs to have a proper difficulty set for the map. */ |
651 |
difficulty = estimate_difficulty (); |
652 |
|
653 |
CEDE; |
654 |
|
655 |
/* create treasure unless the treasurestyle is "none" */ |
656 |
place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP); |
657 |
|
658 |
CEDE; |
659 |
|
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; |
679 |
} |
680 |
|