/* * 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; }