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/cvs/cvsroot/deliantra/server/random_maps/random_map.C
Revision: 1.50
Committed: Sun May 16 13:48:08 2010 UTC (16 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.49: +14 -22 lines
Log Message:
fix crash with layoutoption RM_WALL_OFF ins erver and don't use it in the maps

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.31 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.20 *
4 root 1.47 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.46 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.20 *
8 root 1.42 * 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 pippijn 1.20 *
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 root 1.30 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 pippijn 1.20 * GNU General Public License for more details.
17     *
18 root 1.42 * 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 root 1.30 *
22 root 1.31 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.20 */
24 elmex 1.1
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 root 1.39 #define CEDE coroapi::cede_to_tick ()
33 root 1.22
34 root 1.34 static void symmetrize_layout (Layout maze, random_map_params *RP);
35     static void rotate_layout (Layout maze, int rotation);
36 root 1.33
37 root 1.3 void
38 root 1.34 dump_layout (Layout layout)
39 root 1.3 {
40 root 1.36 for (int j = 0; j < layout->h; j++)
41 root 1.34 {
42 root 1.36 for (int i = 0; i < layout->w; i++)
43 root 1.34 putc (layout[i][j] ? layout[i][j] : ' ', stdout);
44    
45     putc ('\n', stdout);
46     }
47 root 1.3
48 root 1.34 putc ('\n', stdout);
49 elmex 1.1 }
50 root 1.8
51 root 1.34 /* takes a map and makes it symmetric: adjusts Xsize and
52     * Ysize to produce a symmetric map.
53     */
54 root 1.33 static void
55 root 1.34 symmetrize_layout (Layout layout, random_map_params *RP)
56 root 1.3 {
57 root 1.33 if (RP->symmetry_used == SYMMETRY_NONE)
58     return;
59 root 1.32
60 root 1.34 Layout sym_layout (
61     RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
62     RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
63 root 1.33 );
64 root 1.32
65 root 1.33 if (RP->symmetry_used == SYMMETRY_X)
66 root 1.34 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
67     for (int j = 0; j < sym_layout->h; j++)
68 root 1.3 {
69 root 1.34 sym_layout[i ][j] =
70     sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
71 root 1.32 }
72    
73 root 1.33 if (RP->symmetry_used == SYMMETRY_Y)
74 root 1.34 for (int i = 0; i < sym_layout->w; i++)
75     for (int j = 0; j < sym_layout->h / 2 + 1; j++)
76 root 1.3 {
77 root 1.34 sym_layout[i][j ] =
78     sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
79 root 1.3 }
80 root 1.32
81 root 1.33 if (RP->symmetry_used == SYMMETRY_XY)
82 root 1.34 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
83     for (int j = 0; j < sym_layout->h / 2 + 1; j++)
84 root 1.3 {
85 root 1.34 sym_layout[i ][j ] =
86     sym_layout[i ][sym_layout->h - j - 1] =
87     sym_layout[sym_layout->w - i - 1][j ] =
88     sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
89 root 1.3 }
90 root 1.32
91 root 1.34 layout.swap (sym_layout);
92     sym_layout.free ();
93 root 1.32
94 elmex 1.1 /* reconnect disjointed spirals */
95 root 1.34 /* reconnect disjointed nethacklayouts: the routine for
96 root 1.3 spirals will do the trick? */
97 root 1.33 if (RP->map_layout_style == LAYOUT_SPIRAL
98     || RP->map_layout_style == LAYOUT_ROGUELIKE)
99 root 1.34 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
100 elmex 1.1 }
101    
102     /* takes a map and rotates it. This completes the
103     onion layouts, making them possibly centered on any wall.
104     It'll modify Xsize and Ysize if they're swapped.
105     */
106 root 1.33 static void
107 root 1.34 rotate_layout (Layout layout, int rotation)
108 root 1.3 {
109 root 1.34 int w = layout->w;
110     int h = layout->h;
111    
112 root 1.3 switch (rotation)
113     {
114 root 1.13 case 2: /* a reflection */
115 root 1.11 {
116 root 1.34 Layout new_layout (w, h);
117 root 1.32
118 root 1.34 for (int i = 0; i < w; i++) /* copy a reflection back */
119     for (int j = 0; j < h; j++)
120     new_layout[i][j] = layout[w - i - 1][h - j - 1];
121 root 1.11
122 root 1.34 layout.swap (new_layout);
123     new_layout.free ();
124 root 1.11 }
125 root 1.34 break;
126 root 1.32
127 root 1.11 case 1:
128     case 3:
129     {
130 root 1.34 Layout new_layout (h, w);
131 root 1.32
132 root 1.13 if (rotation == 1) /* swap x and y */
133 root 1.34 for (int i = 0; i < w; i++)
134     for (int j = 0; j < h; j++)
135     new_layout[j][i] = layout[i][j];
136 root 1.3
137 root 1.32 if (rotation == 3) /* swap x and y */
138 root 1.34 for (int i = 0; i < w; i++)
139     for (int j = 0; j < h; j++)
140     new_layout[j][i] = layout[w - i - 1][h - j - 1];
141 root 1.33
142 root 1.34 layout.swap (new_layout);
143     new_layout.free ();
144 root 1.11 }
145 root 1.34 break;
146 elmex 1.1 }
147     }
148    
149     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
150     (or vertical, dir == 1)
151     here which ends up on other walls sensibly. */
152 root 1.44 static int
153 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
154 root 1.3 {
155 elmex 1.1 int i1;
156 root 1.3 int length = 0;
157 elmex 1.1
158     /* dont make walls if we're on the edge. */
159 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
160     return -1;
161 elmex 1.1
162     /* don't make walls if we're ON a wall. */
163 root 1.3 if (maze[dx][dy] != 0)
164     return -1;
165 elmex 1.1
166 root 1.3 if (dir == 0) /* horizontal */
167 elmex 1.1 {
168     int y = dy;
169 root 1.3
170     for (i1 = dx - 1; i1 > 0; i1--)
171     {
172     int sindex = surround_flag2 (maze, i1, y, RP);
173    
174     if (sindex == 1)
175     break;
176     if (sindex != 0)
177     return -1; /* can't make horiz. wall here */
178     if (maze[i1][y] != 0)
179     return -1; /* can't make horiz. wall here */
180     length++;
181     }
182    
183     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
184     {
185     int sindex = surround_flag2 (maze, i1, y, RP);
186    
187     if (sindex == 2)
188     break;
189     if (sindex != 0)
190     return -1; /* can't make horiz. wall here */
191     if (maze[i1][y] != 0)
192     return -1; /* can't make horiz. wall here */
193     length++;
194     }
195 elmex 1.1 return length;
196     }
197 root 1.3 else
198     { /* vertical */
199     int x = dx;
200    
201     for (i1 = dy - 1; i1 > 0; i1--)
202     {
203     int sindex = surround_flag2 (maze, x, i1, RP);
204    
205     if (sindex == 4)
206     break;
207     if (sindex != 0)
208     return -1; /* can't make vert. wall here */
209     if (maze[x][i1] != 0)
210     return -1; /* can't make horiz. wall here */
211     length++;
212     }
213    
214     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
215     {
216 root 1.43 int sindex = surround_flag2 (maze, x, i1, RP);
217    
218     if (sindex == 8)
219     break;
220     if (sindex != 0)
221     return -1; /* can't make verti. wall here */
222     if (maze[x][i1] != 0)
223     return -1; /* can't make horiz. wall here */
224     length++;
225     }
226    
227     return length;
228     }
229    
230     return -1;
231     }
232    
233     /* take a layout and make some rooms in it.
234     --works best on onions.*/
235 root 1.44 static void
236 root 1.43 roomify_layout (char **maze, random_map_params *RP)
237     {
238     int tries = RP->Xsize * RP->Ysize / 30;
239    
240 root 1.50 for (int ti = 0; ti < tries; ti++)
241 root 1.43 {
242 root 1.50 /* starting location for looking at creating a door */
243     int dx = rmg_rndm (RP->Xsize);
244     int dy = rmg_rndm (RP->Ysize);
245    
246     /* results of checking on creating walls. */
247     int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
248     int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
249 root 1.43
250     if (cx == -1)
251     {
252     if (cy != -1)
253     make_wall (maze, dx, dy, 1);
254    
255     continue;
256     }
257    
258     if (cy == -1)
259     {
260     make_wall (maze, dx, dy, 0);
261     continue;
262     }
263 root 1.3
264 root 1.43 if (cx < cy)
265     make_wall (maze, dx, dy, 0);
266     else
267     make_wall (maze, dx, dy, 1);
268 elmex 1.1 }
269     }
270    
271 root 1.3 int
272     make_wall (char **maze, int x, int y, int dir)
273     {
274     maze[x][y] = 'D'; /* mark a door */
275 root 1.50
276 root 1.3 switch (dir)
277 elmex 1.1 {
278 root 1.13 case 0: /* horizontal */
279     {
280 root 1.50 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
281     for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
282 root 1.13 break;
283     }
284     case 1: /* vertical */
285     {
286 root 1.50 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
287     for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
288 root 1.13 break;
289     }
290 elmex 1.1 }
291    
292     return 0;
293     }
294    
295     /* puts doors at appropriate locations in a layout. */
296 root 1.44 static void
297 root 1.13 doorify_layout (char **maze, random_map_params *RP)
298 root 1.3 {
299     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
300     int doorlocs = 0; /* # of available doorlocations */
301    
302 root 1.41 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
303     uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
304 elmex 1.1
305     /* make a list of possible door locations */
306 root 1.41 for (int i = 1; i < RP->Xsize - 1; i++)
307     for (int j = 1; j < RP->Ysize - 1; j++)
308 root 1.3 {
309     int sindex = surround_flag (maze, i, j, RP);
310    
311     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
312     {
313     doorlist_x[doorlocs] = i;
314     doorlist_y[doorlocs] = j;
315     doorlocs++;
316     }
317     }
318 root 1.12
319 root 1.3 while (ndoors > 0 && doorlocs > 0)
320     {
321 root 1.41 int di = rmg_rndm (doorlocs);
322     int i = doorlist_x[di];
323     int j = doorlist_y[di];
324     int sindex = surround_flag (maze, i, j, RP);
325 root 1.27
326 root 1.3 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
327     {
328     maze[i][j] = 'D';
329     ndoors--;
330 elmex 1.1 }
331 root 1.27
332 root 1.3 /* reduce the size of the list */
333     doorlocs--;
334     doorlist_x[di] = doorlist_x[doorlocs];
335     doorlist_y[di] = doorlist_y[doorlocs];
336 elmex 1.1 }
337 root 1.12
338 root 1.32 sfree (doorlist_x, RP->Xsize * RP->Ysize);
339     sfree (doorlist_y, RP->Xsize * RP->Ysize);
340 elmex 1.1 }
341    
342 root 1.3 void
343 root 1.13 write_map_parameters_to_string (char *buf, random_map_params *RP)
344 root 1.3 {
345 root 1.18 char small_buf[16384];
346 elmex 1.1
347 root 1.24 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
348 root 1.3
349     if (RP->wallstyle[0])
350     {
351     sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
352     strcat (buf, small_buf);
353     }
354    
355 root 1.49 if (RP->miningstyle[0])
356     {
357     sprintf (small_buf, "miningstyle %s\n", RP->miningstyle);
358     strcat (buf, small_buf);
359     }
360    
361 root 1.3 if (RP->floorstyle[0])
362     {
363     sprintf (small_buf, "floorstyle %s\n", RP->floorstyle);
364     strcat (buf, small_buf);
365     }
366    
367     if (RP->monsterstyle[0])
368     {
369     sprintf (small_buf, "monsterstyle %s\n", RP->monsterstyle);
370     strcat (buf, small_buf);
371     }
372 elmex 1.1
373 root 1.3 if (RP->treasurestyle[0])
374     {
375     sprintf (small_buf, "treasurestyle %s\n", RP->treasurestyle);
376     strcat (buf, small_buf);
377     }
378 elmex 1.1
379 root 1.3 if (RP->layoutstyle[0])
380     {
381     sprintf (small_buf, "layoutstyle %s\n", RP->layoutstyle);
382     strcat (buf, small_buf);
383     }
384 elmex 1.1
385 root 1.3 if (RP->decorstyle[0])
386     {
387     sprintf (small_buf, "decorstyle %s\n", RP->decorstyle);
388     strcat (buf, small_buf);
389     }
390 elmex 1.1
391 root 1.3 if (RP->doorstyle[0])
392     {
393     sprintf (small_buf, "doorstyle %s\n", RP->doorstyle);
394     strcat (buf, small_buf);
395     }
396 elmex 1.1
397 root 1.3 if (RP->exitstyle[0])
398     {
399     sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
400     strcat (buf, small_buf);
401     }
402 elmex 1.1
403 root 1.14 if (RP->final_map.length ())
404 root 1.3 {
405 root 1.14 sprintf (small_buf, "final_map %s\n", &RP->final_map);
406 root 1.3 strcat (buf, small_buf);
407     }
408 elmex 1.1
409 root 1.3 if (RP->exit_on_final_map[0])
410     {
411     sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
412     strcat (buf, small_buf);
413     }
414 elmex 1.1
415 root 1.14 if (RP->this_map.length ())
416 root 1.3 {
417 root 1.14 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
418 root 1.3 strcat (buf, small_buf);
419     }
420 elmex 1.1
421 root 1.3 if (RP->expand2x)
422     {
423     sprintf (small_buf, "expand2x %d\n", RP->expand2x);
424     strcat (buf, small_buf);
425     }
426 elmex 1.1
427 root 1.3 if (RP->layoutoptions1)
428     {
429     sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
430     strcat (buf, small_buf);
431     }
432 elmex 1.1
433 root 1.3 if (RP->layoutoptions2)
434     {
435     sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
436     strcat (buf, small_buf);
437     }
438 elmex 1.1
439 root 1.3 if (RP->layoutoptions3)
440     {
441     sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
442     strcat (buf, small_buf);
443     }
444 elmex 1.1
445 root 1.3 if (RP->symmetry)
446     {
447     sprintf (small_buf, "symmetry %d\n", RP->symmetry);
448     strcat (buf, small_buf);
449     }
450 elmex 1.1
451 root 1.3 if (RP->difficulty && RP->difficulty_given)
452     {
453     sprintf (small_buf, "difficulty %d\n", RP->difficulty);
454     strcat (buf, small_buf);
455     }
456 elmex 1.1
457 root 1.45 if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f))
458 root 1.3 {
459     sprintf (small_buf, "difficulty_increase %f\n", RP->difficulty_increase);
460     strcat (buf, small_buf);
461     }
462 elmex 1.1
463 root 1.3 sprintf (small_buf, "dungeon_level %d\n", RP->dungeon_level);
464     strcat (buf, small_buf);
465 elmex 1.1
466 root 1.3 if (RP->dungeon_depth)
467     {
468     sprintf (small_buf, "dungeon_depth %d\n", RP->dungeon_depth);
469     strcat (buf, small_buf);
470     }
471 elmex 1.1
472 root 1.3 if (RP->decoroptions)
473     {
474     sprintf (small_buf, "decoroptions %d\n", RP->decoroptions);
475     strcat (buf, small_buf);
476     }
477 elmex 1.1
478 root 1.3 if (RP->orientation)
479     {
480     sprintf (small_buf, "orientation %d\n", RP->orientation);
481     strcat (buf, small_buf);
482     }
483 elmex 1.1
484 root 1.3 if (RP->origin_x)
485     {
486     sprintf (small_buf, "origin_x %d\n", RP->origin_x);
487     strcat (buf, small_buf);
488     }
489 elmex 1.1
490 root 1.3 if (RP->origin_y)
491     {
492     sprintf (small_buf, "origin_y %d\n", RP->origin_y);
493     strcat (buf, small_buf);
494     }
495 root 1.11
496 root 1.3 if (RP->treasureoptions)
497     {
498     sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
499     strcat (buf, small_buf);
500     }
501 root 1.14
502     if (RP->random_seed)
503     {
504 root 1.25 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
505 root 1.14 strcat (buf, small_buf);
506     }
507 root 1.18
508     if (RP->custom)
509     {
510     sprintf (small_buf, "custom %s\n", RP->custom);
511     strcat (buf, small_buf);
512     }
513 elmex 1.1 }
514    
515 root 1.34 /////////////////////////////////////////////////////////////////////////////
516    
517     LayoutData::LayoutData (int w, int h)
518 root 1.33 : w(w), h(h)
519 root 1.32 {
520 root 1.33 int size = (sizeof (char *) + sizeof (char) * h) * w;
521 root 1.32
522 root 1.33 col = (char **)salloc<char> (size);
523 root 1.32
524 root 1.33 char *data = (char *)(col + w);
525 root 1.32
526 root 1.33 for (int x = w; x--; )
527     col [x] = data + x * h;
528 root 1.32 }
529    
530 root 1.34 LayoutData::~LayoutData ()
531 root 1.32 {
532 root 1.33 int size = (sizeof (char *) + sizeof (char) * h) * w;
533    
534 root 1.32 sfree ((char *)col, size);
535     }
536    
537 root 1.34 void LayoutData::clear (char fill)
538 root 1.33 {
539     memset (col [0], fill, w * h);
540     }
541    
542 root 1.34 void LayoutData::border (char fill)
543 root 1.33 {
544     for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
545     for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
546     }
547    
548 root 1.43 /* function selects the layout function and gives it whatever
549     arguments it needs. */
550 root 1.44 static Layout
551 root 1.43 layoutgen (random_map_params *RP)
552     {
553     Layout layout (RP);
554    
555     switch (RP->map_layout_style)
556     {
557     case LAYOUT_ONION:
558     map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
559    
560 root 1.50 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
561 root 1.43 roomify_layout (layout, RP);
562    
563     break;
564    
565     case LAYOUT_MAZE:
566     maze_gen (layout, rmg_rndm (2));
567    
568     if (!(rmg_rndm (2)))
569     doorify_layout (layout, RP);
570    
571     break;
572    
573     case LAYOUT_SPIRAL:
574     map_gen_spiral (layout, RP->layoutoptions1);
575    
576     if (!(rmg_rndm (2)))
577     doorify_layout (layout, RP);
578    
579     break;
580    
581     case LAYOUT_ROGUELIKE:
582     /* Don't put symmetry in rogue maps. There isn't much reason to
583     * do so in the first place (doesn't make it any more interesting),
584     * but more importantly, the symmetry code presumes we are symmetrizing
585     * spirals, or maps with lots of passages - making a symmetric rogue
586     * map fails because its likely that the passages the symmetry process
587     * creates may not connect the rooms.
588     */
589     RP->symmetry_used = SYMMETRY_NONE;
590     roguelike_layout_gen (layout, RP->layoutoptions1);
591     /* no doorifying... done already */
592     break;
593    
594     case LAYOUT_SNAKE:
595     make_snake_layout (layout, RP->layoutoptions1);
596    
597     if (rmg_rndm (2))
598     roomify_layout (layout, RP);
599    
600     break;
601    
602     case LAYOUT_SQUARE_SPIRAL:
603     make_square_spiral_layout (layout, RP->layoutoptions1);
604    
605     if (rmg_rndm (2))
606     roomify_layout (layout, RP);
607    
608     break;
609    
610     default:
611     abort ();
612     }
613    
614     /* rotate the layout randomly */
615     rotate_layout (layout, rmg_rndm (4));
616    
617     symmetrize_layout (layout, RP);
618    
619     #ifdef RMAP_DEBUG
620     dump_layout (layout);
621     #endif
622    
623     if (RP->expand2x)
624     expand2x (layout);
625    
626     return layout;
627     }
628    
629     bool
630     maptile::generate_random_map (random_map_params *RP)
631     {
632     char buf[16384];
633     int i;
634    
635     RP->Xsize = RP->xsize;
636     RP->Ysize = RP->ysize;
637    
638     /* pick a random seed, or use the one from the input file */
639     RP->random_seed = RP->random_seed
640     ? RP->random_seed + RP->dungeon_level
641     : time (0);
642    
643     // we run "single-threaded"
644     rmg_rndm.seed (RP->random_seed);
645    
646     write_map_parameters_to_string (buf, RP);
647    
648     if (RP->difficulty == 0)
649     {
650     RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
651    
652     if (RP->difficulty_increase > 0.001)
653     RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
654    
655     if (RP->difficulty < 1)
656     RP->difficulty = 1;
657     }
658     else
659     RP->difficulty_given = 1;
660    
661     if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
662     RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
663    
664     if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
665     RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
666    
667     if (RP->symmetry == SYMMETRY_RANDOM)
668     RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
669     else
670     RP->symmetry_used = RP->symmetry;
671    
672     if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
673     RP->Ysize = RP->Ysize / 2 + 1;
674    
675     if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
676     RP->Xsize = RP->Xsize / 2 + 1;
677    
678     if (RP->expand2x > 0)
679     {
680     RP->Xsize /= 2;
681     RP->Ysize /= 2;
682     }
683    
684     RP->map_layout_style = LAYOUT_NONE;
685    
686     /* Redo this - there was a lot of redundant code of checking for preset
687     * layout style and then random layout style. Instead, figure out
688     * the numeric layoutstyle, so there is only one area that actually
689     * calls the code to make the maps.
690     */
691     if (strstr (RP->layoutstyle, "onion"))
692     RP->map_layout_style = LAYOUT_ONION;
693     else if (strstr (RP->layoutstyle, "maze"))
694     RP->map_layout_style = LAYOUT_MAZE;
695     else if (strstr (RP->layoutstyle, "spiral"))
696     RP->map_layout_style = LAYOUT_SPIRAL;
697     else if (strstr (RP->layoutstyle, "rogue"))
698     RP->map_layout_style = LAYOUT_ROGUELIKE;
699     else if (strstr (RP->layoutstyle, "snake"))
700     RP->map_layout_style = LAYOUT_SNAKE;
701     else if (strstr (RP->layoutstyle, "squarespiral"))
702     RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
703     else if (RP->map_layout_style == LAYOUT_NONE)
704     RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
705     else
706     abort ();
707    
708     Layout layout = layoutgen (RP);
709    
710     #ifdef RMAP_DEBUG
711     dump_layout (layout);
712     #endif
713    
714     /* increment these for the current map */
715     ++RP->dungeon_level;
716    
717     // need to patch RP becasue following code doesn't use the Layout object
718     RP->Xsize = layout->w;
719     RP->Ysize = layout->h;
720    
721     /* allocate the map and set the floor */
722     make_map_floor (layout, RP->floorstyle, RP);
723    
724     /* set region */
725     default_region = RP->region;
726    
727     CEDE;
728    
729     place_specials_in_map (this, layout, RP);
730    
731     CEDE;
732    
733     /* create walls unless the wallstyle is "none" */
734     if (strcmp (RP->wallstyle, "none"))
735     {
736 root 1.48 make_map_walls (this, layout, RP->wallstyle, RP->miningstyle, RP);
737 root 1.43
738     /* place doors unless doorstyle or wallstyle is "none" */
739     if (strcmp (RP->doorstyle, "none"))
740     put_doors (this, layout, RP->doorstyle, RP);
741     }
742    
743     CEDE;
744    
745     /* create exits unless the exitstyle is "none" */
746     if (strcmp (RP->exitstyle, "none"))
747     place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
748    
749     CEDE;
750    
751     /* create monsters unless the monsterstyle is "none" */
752     if (strcmp (RP->monsterstyle, "none"))
753     place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
754    
755     CEDE;
756    
757     /* treasures needs to have a proper difficulty set for the map. */
758     difficulty = estimate_difficulty ();
759    
760     CEDE;
761    
762     /* create treasure unless the treasurestyle is "none" */
763     place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
764    
765     CEDE;
766    
767     /* create decor unless the decorstyle is "none" */
768     if (strcmp (RP->decorstyle, "none"))
769     put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
770    
771     CEDE;
772    
773     /* generate treasures, etc. */
774     fix_auto_apply ();
775    
776     CEDE;
777    
778     unblock_exits (this, layout, RP);
779    
780     msg = strdup (buf);
781     in_memory = MAP_ACTIVE;
782    
783     CEDE;
784    
785     return 1;
786     }
787