/*
* 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 ()
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);
}
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;
min_it (RP->Xsize, MAX_RANDOM_MAP_SIZE);
min_it (RP->Ysize, MAX_RANDOM_MAP_SIZE);
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;
}
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
RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
layout maze (RP->Xsize, RP->Ysize);
maze.generate (RP);
/* increment these for the current map */
++RP->dungeon_level;
// need to patch RP becasue following code doesn't use the layout object
RP->Xsize = maze.w;
RP->Ysize = maze.h;
/* allocate the map and set the floor */
make_map_floor (maze, RP->get_str ("floorstyle", ""), RP);
/* set region */
default_region = RP->region;
CEDE;
place_specials_in_map (this, maze, 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, maze, wallstyle, RP->get_str ("miningstyle", ""), RP);
/* place doors unless doorstyle or wallstyle is "none" */
if (strcmp (RP->doorstyle, "none"))
put_doors (this, maze, 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, maze, 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, maze, 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, maze, decorstyle, RP->get_iv ("decoroptions"), RP);
CEDE;
/* generate treasures, etc. */
fix_auto_apply ();
CEDE;
unblock_exits (this, maze, RP);
msg = buf;
in_memory = MAP_ACTIVE;
CEDE;
return 1;
}