/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#include
#include
#include
#define CEDE coroapi::cede_to_tick ()
static void symmetrize_layout (Layout maze, random_map_params *RP);
static void rotate_layout (Layout maze, int rotation);
noinline SV *
random_map_params::get_sv (const char *option) const
{
SV **he = hv_fetch (hv, option, strlen (option), 0);
return he ? *he : 0;
}
noinline const_utf8_string
random_map_params::get_str (const char *option, const_utf8_string fallback) const
{
SV *sv = get_sv (option);
return sv ? cfSvPVutf8_nolen (sv) : fallback;
}
noinline IV
random_map_params::get_iv (const char *option, IV fallback) const
{
SV *sv = get_sv (option);
return sv ? SvIV (sv) : fallback;
}
noinline UV
random_map_params::get_uv (const char *option, UV fallback) const
{
SV *sv = get_sv (option);
return sv ? SvUV (sv) : fallback;
}
noinline NV
random_map_params::get_nv (const char *option, NV fallback) const
{
SV *sv = get_sv (option);
return sv ? SvNV (sv) : fallback;
}
noinline void
random_map_params::set (const char *option, SV *value) const
{
int len = strlen (option);
if (value)
hv_store (hv, option, len, value, 0);
else
hv_delete (hv, option, len, G_DISCARD);
}
noinline void
random_map_params::set (const char *option, const_utf8_string value) const
{
set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0);
}
void
random_map_params::set (const char *option, IV value) const
{
set (option, newSViv (value));
}
void
random_map_params::set (const char *option, UV value) const
{
set (option, newSVuv (value));
}
void
random_map_params::set (const char *option, NV value) const
{
set (option, newSVnv (value));
}
void
random_map_params::hv_clone ()
{
HV *copy = newHV ();
hv_iterinit (hv);
// does not work for utf-8 keys
while (HE *he = hv_iternext (hv))
{
STRLEN klen; const char *key = HePV (he, klen);
hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he));
}
SvREFCNT_dec (hv);
hv = copy;
}
shstr_tmp
random_map_params::as_shstr () const
{
set ("xsize" , xsize);
set ("ysize" , ysize);
set ("monsterstyle" , monsterstyle);
set ("exit_on_final_map" , exit_on_final_map);
set ("layoutstyle" , layoutstyle);
set ("doorstyle" , doorstyle);
set ("final_map" , final_map);
set ("this_map" , this_map);
set ("expand2x" , expand2x);
set ("layoutoptions1" , layoutoptions1);
set ("layoutoptions2" , layoutoptions2);
set ("layoutoptions3" , layoutoptions3);
set ("symmetry" , symmetry);
set ("dungeon_depth" , dungeon_depth);
set ("orientation" , orientation);
set ("origin_x" , origin_x);
set ("origin_y" , origin_y);
set ("random_seed" , (UV)random_seed);
set ("difficulty" , difficulty && difficulty_given ? difficulty : 0);
set ("difficulty_increase", difficulty_increase);
set ("dungeon_level" , dungeon_level);
dynbuf_text buf;
hv_iterinit (hv);
// does not work for utf-8 keys
while (HE *he = hv_iternext (hv))
{
STRLEN klen; const char *key = HePV (he, klen);
STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen);
buf.fadd (key, klen);
buf << ' ';
buf.fadd (value, vlen);
buf << '\n';
}
return shstr (buf);
}
random_map_params::~random_map_params ()
{
SvREFCNT_dec (hv);
}
/* takes a map and makes it symmetric: adjusts Xsize and
* Ysize to produce a symmetric map.
*/
static void
symmetrize_layout (Layout layout, random_map_params *RP)
{
if (RP->symmetry_used == SYMMETRY_NONE)
return;
Layout sym_layout (
RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
);
if (RP->symmetry_used == SYMMETRY_X)
for (int i = 0; i < sym_layout->w / 2 + 1; i++)
for (int j = 0; j < sym_layout->h; j++)
{
sym_layout[i ][j] =
sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
}
if (RP->symmetry_used == SYMMETRY_Y)
for (int i = 0; i < sym_layout->w; i++)
for (int j = 0; j < sym_layout->h / 2 + 1; j++)
{
sym_layout[i][j ] =
sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
}
if (RP->symmetry_used == SYMMETRY_XY)
for (int i = 0; i < sym_layout->w / 2 + 1; i++)
for (int j = 0; j < sym_layout->h / 2 + 1; j++)
{
sym_layout[i ][j ] =
sym_layout[i ][sym_layout->h - j - 1] =
sym_layout[sym_layout->w - i - 1][j ] =
sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
}
layout.swap (sym_layout);
sym_layout.free ();
/* reconnect disjointed spirals */
/* reconnect disjointed nethacklayouts: the routine for
spirals will do the trick? */
if (RP->map_layout_style == LAYOUT_SPIRAL
|| RP->map_layout_style == LAYOUT_ROGUELIKE)
connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
}
/* takes a map and rotates it. This completes the
onion layouts, making them possibly centered on any wall.
It'll modify Xsize and Ysize if they're swapped.
*/
static void
rotate_layout (Layout layout, int rotation)
{
int w = layout->w;
int h = layout->h;
switch (rotation)
{
case 2: /* a reflection */
{
Layout new_layout (w, h);
for (int i = 0; i < w; i++) /* copy a reflection back */
for (int j = 0; j < h; j++)
new_layout[i][j] = layout[w - i - 1][h - j - 1];
layout.swap (new_layout);
new_layout.free ();
}
break;
case 1:
case 3:
{
Layout new_layout (h, w);
if (rotation == 1) /* swap x and y */
for (int i = 0; i < w; i++)
for (int j = 0; j < h; j++)
new_layout[j][i] = layout[i][j];
if (rotation == 3) /* swap x and y */
for (int i = 0; i < w; i++)
for (int j = 0; j < h; j++)
new_layout[j][i] = layout[w - i - 1][h - j - 1];
layout.swap (new_layout);
new_layout.free ();
}
break;
}
}
/* checks the layout to see if I can stick a horizontal(dir = 0) wall
(or vertical, dir == 1)
here which ends up on other walls sensibly. */
static int
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
{
int i1;
int length = 0;
/* dont make walls if we're on the edge. */
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
return -1;
/* don't make walls if we're ON a wall. */
if (maze[dx][dy] != 0)
return -1;
if (dir == 0) /* horizontal */
{
int y = dy;
for (i1 = dx - 1; i1 > 0; i1--)
{
int sindex = surround_flag2 (maze, i1, y, RP);
if (sindex == 1)
break;
if (sindex != 0)
return -1; /* can't make horiz. wall here */
if (maze[i1][y] != 0)
return -1; /* can't make horiz. wall here */
length++;
}
for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
{
int sindex = surround_flag2 (maze, i1, y, RP);
if (sindex == 2)
break;
if (sindex != 0)
return -1; /* can't make horiz. wall here */
if (maze[i1][y] != 0)
return -1; /* can't make horiz. wall here */
length++;
}
return length;
}
else
{ /* vertical */
int x = dx;
for (i1 = dy - 1; i1 > 0; i1--)
{
int sindex = surround_flag2 (maze, x, i1, RP);
if (sindex == 4)
break;
if (sindex != 0)
return -1; /* can't make vert. wall here */
if (maze[x][i1] != 0)
return -1; /* can't make horiz. wall here */
length++;
}
for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
{
int sindex = surround_flag2 (maze, x, i1, RP);
if (sindex == 8)
break;
if (sindex != 0)
return -1; /* can't make verti. wall here */
if (maze[x][i1] != 0)
return -1; /* can't make horiz. wall here */
length++;
}
return length;
}
return -1;
}
/* take a layout and make some rooms in it.
--works best on onions.*/
static void
roomify_layout (char **maze, random_map_params *RP)
{
int tries = RP->Xsize * RP->Ysize / 30;
for (int ti = 0; ti < tries; ti++)
{
/* starting location for looking at creating a door */
int dx = rmg_rndm (RP->Xsize);
int dy = rmg_rndm (RP->Ysize);
/* results of checking on creating walls. */
int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
if (cx == -1)
{
if (cy != -1)
make_wall (maze, dx, dy, 1);
continue;
}
if (cy == -1)
{
make_wall (maze, dx, dy, 0);
continue;
}
if (cx < cy)
make_wall (maze, dx, dy, 0);
else
make_wall (maze, dx, dy, 1);
}
}
int
make_wall (char **maze, int x, int y, int dir)
{
maze[x][y] = 'D'; /* mark a door */
switch (dir)
{
case 0: /* horizontal */
{
for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
break;
}
case 1: /* vertical */
{
for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
break;
}
}
return 0;
}
/* puts doors at appropriate locations in a layout. */
static void
doorify_layout (char **maze, random_map_params *RP)
{
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
int doorlocs = 0; /* # of available doorlocations */
uint16 *doorlist_x = salloc (RP->Xsize * RP->Ysize);
uint16 *doorlist_y = salloc (RP->Xsize * RP->Ysize);
/* make a list of possible door locations */
for (int i = 1; i < RP->Xsize - 1; i++)
for (int j = 1; j < RP->Ysize - 1; j++)
{
int sindex = surround_flag (maze, i, j, RP);
if (sindex == 3 || sindex == 12) /* these are possible door sindex */
{
doorlist_x[doorlocs] = i;
doorlist_y[doorlocs] = j;
doorlocs++;
}
}
while (ndoors > 0 && doorlocs > 0)
{
int di = rmg_rndm (doorlocs);
int i = doorlist_x[di];
int j = doorlist_y[di];
int sindex = surround_flag (maze, i, j, RP);
if (sindex == 3 || sindex == 12) /* these are possible door sindex */
{
maze[i][j] = 'D';
ndoors--;
}
/* reduce the size of the list */
doorlocs--;
doorlist_x[di] = doorlist_x[doorlocs];
doorlist_y[di] = doorlist_y[doorlocs];
}
sfree (doorlist_x, RP->Xsize * RP->Ysize);
sfree (doorlist_y, RP->Xsize * RP->Ysize);
}
/* function selects the layout function and gives it whatever
arguments it needs. */
static Layout
layoutgen (random_map_params *RP)
{
Layout layout (RP);
switch (RP->map_layout_style)
{
case LAYOUT_ONION:
map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
roomify_layout (layout, RP);
break;
case LAYOUT_MAZE:
maze_gen (layout, RP->get_iv ("maze_type", rmg_rndm (4)));
if (!(rmg_rndm (2)))
doorify_layout (layout, RP);
break;
case LAYOUT_SPIRAL:
map_gen_spiral (layout, RP->layoutoptions1);
if (!(rmg_rndm (2)))
doorify_layout (layout, RP);
break;
case LAYOUT_ROGUELIKE:
/* Don't put symmetry in rogue maps. There isn't much reason to
* do so in the first place (doesn't make it any more interesting),
* but more importantly, the symmetry code presumes we are symmetrizing
* spirals, or maps with lots of passages - making a symmetric rogue
* map fails because its likely that the passages the symmetry process
* creates may not connect the rooms.
*/
RP->symmetry_used = SYMMETRY_NONE;
roguelike_layout_gen (layout, RP->layoutoptions1);
/* no doorifying... done already */
break;
case LAYOUT_SNAKE:
make_snake_layout (layout, RP->layoutoptions1);
if (rmg_rndm (2))
roomify_layout (layout, RP);
break;
case LAYOUT_SQUARE_SPIRAL:
make_square_spiral_layout (layout, RP->layoutoptions1);
if (rmg_rndm (2))
roomify_layout (layout, RP);
break;
case LAYOUT_CAVE:
layout->gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
if (!(rmg_rndm (2)))
doorify_layout (layout, RP);
break;
default:
abort ();
}
/* rotate the layout randomly */
rotate_layout (layout, rmg_rndm (4));
symmetrize_layout (layout, RP);
#ifdef RMAP_DEBUG
dump_layout (layout);
#endif
if (RP->expand2x)
expand2x (layout);
return layout;
}
bool
maptile::generate_random_map (random_map_params *RP)
{
RP->Xsize = RP->xsize;
RP->Ysize = RP->ysize;
/* pick a random seed, or use the one from the input file */
RP->random_seed = RP->random_seed
? RP->random_seed + RP->dungeon_level
: time (0);
// we run "single-threaded"
rmg_rndm.seed (RP->random_seed);
shstr buf = RP->as_shstr ();
if (RP->difficulty == 0)
{
RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
if (RP->difficulty_increase > 0.001)
RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
if (RP->difficulty < 1)
RP->difficulty = 1;
}
else
RP->difficulty_given = 1;
if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
if (RP->symmetry == SYMMETRY_RANDOM)
RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
else
RP->symmetry_used = RP->symmetry;
if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
RP->Ysize = RP->Ysize / 2 + 1;
if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
RP->Xsize = RP->Xsize / 2 + 1;
if (RP->expand2x > 0)
{
RP->Xsize /= 2;
RP->Ysize /= 2;
}
RP->map_layout_style = LAYOUT_NONE;
/* Redo this - there was a lot of redundant code of checking for preset
* layout style and then random layout style. Instead, figure out
* the numeric layoutstyle, so there is only one area that actually
* calls the code to make the maps.
*/
if (strstr (RP->layoutstyle, "onion"))
RP->map_layout_style = LAYOUT_ONION;
else if (strstr (RP->layoutstyle, "maze"))
RP->map_layout_style = LAYOUT_MAZE;
else if (strstr (RP->layoutstyle, "spiral"))
RP->map_layout_style = LAYOUT_SPIRAL;
else if (strstr (RP->layoutstyle, "rogue"))
RP->map_layout_style = LAYOUT_ROGUELIKE;
else if (strstr (RP->layoutstyle, "snake"))
RP->map_layout_style = LAYOUT_SNAKE;
else if (strstr (RP->layoutstyle, "squarespiral"))
RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
else if (strstr (RP->layoutstyle, "cave"))
RP->map_layout_style = LAYOUT_CAVE;
else if (RP->map_layout_style == LAYOUT_NONE)
RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
else
abort ();
Layout layout = layoutgen (RP);
#ifdef RMAP_DEBUG
dump_layout (layout);
#endif
/* increment these for the current map */
++RP->dungeon_level;
// need to patch RP becasue following code doesn't use the Layout object
RP->Xsize = layout->w;
RP->Ysize = layout->h;
/* allocate the map and set the floor */
make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
/* set region */
default_region = RP->region;
CEDE;
place_specials_in_map (this, layout, RP);
CEDE;
const char *wallstyle = RP->get_str ("wallstyle", 0);
/* create walls unless the wallstyle is "none" */
if (strcmp (wallstyle, "none"))
{
make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
/* place doors unless doorstyle or wallstyle is "none" */
if (strcmp (RP->doorstyle, "none"))
put_doors (this, layout, RP->doorstyle, RP);
}
CEDE;
const char *exitstyle = RP->get_str ("exitstyle", "");
/* create exits unless the exitstyle is "none" */
if (strcmp (exitstyle, "none"))
place_exits (this, layout, exitstyle, RP->orientation, RP);
CEDE;
/* create monsters unless the monsterstyle is "none" */
if (strcmp (RP->monsterstyle, "none"))
place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
CEDE;
/* treasures needs to have a proper difficulty set for the map. */
difficulty = estimate_difficulty ();
CEDE;
const char *treasurestyle = RP->get_str ("treasurestyle", "");
/* create treasure unless the treasurestyle is "none" */
place_treasure (this, layout, treasurestyle, RP->get_iv ("treasureoptions"), RP);
CEDE;
const char *decorstyle = RP->get_str ("treasurestyle", "");
/* create decor unless the decorstyle is "none" */
if (strcmp (decorstyle, "none"))
put_decor (this, layout, decorstyle, RP->get_iv ("decoroptions"), RP);
CEDE;
/* generate treasures, etc. */
fix_auto_apply ();
CEDE;
unblock_exits (this, layout, RP);
msg = buf;
in_memory = MAP_ACTIVE;
CEDE;
return 1;
}