| 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 |
|
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* 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 |
|
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* 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 |
|
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#include <time.h> |
| 26 |
|
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#include <stdio.h> |
| 27 |
|
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#include <global.h> |
| 28 |
|
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#include <random_map.h> |
| 29 |
|
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#include <rproto.h> |
| 30 |
|
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#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 |
1.51 |
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 |
|
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return he ? SvIV (*he) : fallback; |
| 51 |
|
|
} |
| 52 |
|
|
|
| 53 |
|
|
random_map_params::~random_map_params () |
| 54 |
|
|
{ |
| 55 |
|
|
SvREFCNT_dec (hv); |
| 56 |
|
|
} |
| 57 |
|
|
|
| 58 |
root |
1.3 |
void |
| 59 |
root |
1.52 |
Layout::print () |
| 60 |
root |
1.3 |
{ |
| 61 |
root |
1.52 |
for (int j = 0; j < ptr->h; j++) |
| 62 |
root |
1.34 |
{ |
| 63 |
root |
1.52 |
for (int i = 0; i < ptr->w; i++) |
| 64 |
root |
1.53 |
putc (ptr->col[i][j] ? ptr->col[i][j] : ' ', stdout); |
| 65 |
root |
1.34 |
|
| 66 |
|
|
putc ('\n', stdout); |
| 67 |
|
|
} |
| 68 |
root |
1.3 |
|
| 69 |
root |
1.34 |
putc ('\n', stdout); |
| 70 |
elmex |
1.1 |
} |
| 71 |
root |
1.8 |
|
| 72 |
root |
1.34 |
/* takes a map and makes it symmetric: adjusts Xsize and |
| 73 |
|
|
* Ysize to produce a symmetric map. |
| 74 |
|
|
*/ |
| 75 |
root |
1.33 |
static void |
| 76 |
root |
1.34 |
symmetrize_layout (Layout layout, random_map_params *RP) |
| 77 |
root |
1.3 |
{ |
| 78 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_NONE) |
| 79 |
|
|
return; |
| 80 |
root |
1.32 |
|
| 81 |
root |
1.34 |
Layout sym_layout ( |
| 82 |
|
|
RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w, |
| 83 |
|
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RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h |
| 84 |
root |
1.33 |
); |
| 85 |
root |
1.32 |
|
| 86 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_X) |
| 87 |
root |
1.34 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
| 88 |
|
|
for (int j = 0; j < sym_layout->h; j++) |
| 89 |
root |
1.3 |
{ |
| 90 |
root |
1.34 |
sym_layout[i ][j] = |
| 91 |
|
|
sym_layout[sym_layout->w - i - 1][j] = layout[i][j]; |
| 92 |
root |
1.32 |
} |
| 93 |
|
|
|
| 94 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_Y) |
| 95 |
root |
1.34 |
for (int i = 0; i < sym_layout->w; i++) |
| 96 |
|
|
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
| 97 |
root |
1.3 |
{ |
| 98 |
root |
1.34 |
sym_layout[i][j ] = |
| 99 |
|
|
sym_layout[i][sym_layout->h - j - 1] = layout[i][j]; |
| 100 |
root |
1.3 |
} |
| 101 |
root |
1.32 |
|
| 102 |
root |
1.33 |
if (RP->symmetry_used == SYMMETRY_XY) |
| 103 |
root |
1.34 |
for (int i = 0; i < sym_layout->w / 2 + 1; i++) |
| 104 |
|
|
for (int j = 0; j < sym_layout->h / 2 + 1; j++) |
| 105 |
root |
1.3 |
{ |
| 106 |
root |
1.34 |
sym_layout[i ][j ] = |
| 107 |
|
|
sym_layout[i ][sym_layout->h - j - 1] = |
| 108 |
|
|
sym_layout[sym_layout->w - i - 1][j ] = |
| 109 |
|
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sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j]; |
| 110 |
root |
1.3 |
} |
| 111 |
root |
1.32 |
|
| 112 |
root |
1.34 |
layout.swap (sym_layout); |
| 113 |
|
|
sym_layout.free (); |
| 114 |
root |
1.32 |
|
| 115 |
elmex |
1.1 |
/* reconnect disjointed spirals */ |
| 116 |
root |
1.34 |
/* reconnect disjointed nethacklayouts: the routine for |
| 117 |
root |
1.3 |
spirals will do the trick? */ |
| 118 |
root |
1.33 |
if (RP->map_layout_style == LAYOUT_SPIRAL |
| 119 |
|
|
|| RP->map_layout_style == LAYOUT_ROGUELIKE) |
| 120 |
root |
1.34 |
connect_spirals (layout->w, layout->h, RP->symmetry_used, layout); |
| 121 |
elmex |
1.1 |
} |
| 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 |
root |
1.33 |
static void |
| 128 |
root |
1.34 |
rotate_layout (Layout layout, int rotation) |
| 129 |
root |
1.3 |
{ |
| 130 |
root |
1.34 |
int w = layout->w; |
| 131 |
|
|
int h = layout->h; |
| 132 |
|
|
|
| 133 |
root |
1.3 |
switch (rotation) |
| 134 |
|
|
{ |
| 135 |
root |
1.13 |
case 2: /* a reflection */ |
| 136 |
root |
1.11 |
{ |
| 137 |
root |
1.34 |
Layout new_layout (w, h); |
| 138 |
root |
1.32 |
|
| 139 |
root |
1.34 |
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 |
root |
1.11 |
|
| 143 |
root |
1.34 |
layout.swap (new_layout); |
| 144 |
|
|
new_layout.free (); |
| 145 |
root |
1.11 |
} |
| 146 |
root |
1.34 |
break; |
| 147 |
root |
1.32 |
|
| 148 |
root |
1.11 |
case 1: |
| 149 |
|
|
case 3: |
| 150 |
|
|
{ |
| 151 |
root |
1.34 |
Layout new_layout (h, w); |
| 152 |
root |
1.32 |
|
| 153 |
root |
1.13 |
if (rotation == 1) /* swap x and y */ |
| 154 |
root |
1.34 |
for (int i = 0; i < w; i++) |
| 155 |
|
|
for (int j = 0; j < h; j++) |
| 156 |
|
|
new_layout[j][i] = layout[i][j]; |
| 157 |
root |
1.3 |
|
| 158 |
root |
1.32 |
if (rotation == 3) /* swap x and y */ |
| 159 |
root |
1.34 |
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 |
root |
1.33 |
|
| 163 |
root |
1.34 |
layout.swap (new_layout); |
| 164 |
|
|
new_layout.free (); |
| 165 |
root |
1.11 |
} |
| 166 |
root |
1.34 |
break; |
| 167 |
elmex |
1.1 |
} |
| 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 |
root |
1.44 |
static int |
| 174 |
root |
1.13 |
can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
| 175 |
root |
1.3 |
{ |
| 176 |
elmex |
1.1 |
int i1; |
| 177 |
root |
1.3 |
int length = 0; |
| 178 |
elmex |
1.1 |
|
| 179 |
|
|
/* dont make walls if we're on the edge. */ |
| 180 |
root |
1.3 |
if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
| 181 |
|
|
return -1; |
| 182 |
elmex |
1.1 |
|
| 183 |
|
|
/* don't make walls if we're ON a wall. */ |
| 184 |
root |
1.3 |
if (maze[dx][dy] != 0) |
| 185 |
|
|
return -1; |
| 186 |
elmex |
1.1 |
|
| 187 |
root |
1.3 |
if (dir == 0) /* horizontal */ |
| 188 |
elmex |
1.1 |
{ |
| 189 |
|
|
int y = dy; |
| 190 |
root |
1.3 |
|
| 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 |
elmex |
1.1 |
return length; |
| 217 |
|
|
} |
| 218 |
root |
1.3 |
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 |
root |
1.43 |
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 |
root |
1.44 |
static void |
| 257 |
root |
1.43 |
roomify_layout (char **maze, random_map_params *RP) |
| 258 |
|
|
{ |
| 259 |
|
|
int tries = RP->Xsize * RP->Ysize / 30; |
| 260 |
|
|
|
| 261 |
root |
1.50 |
for (int ti = 0; ti < tries; ti++) |
| 262 |
root |
1.43 |
{ |
| 263 |
root |
1.50 |
/* 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 |
root |
1.43 |
|
| 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 |
root |
1.3 |
|
| 285 |
root |
1.43 |
if (cx < cy) |
| 286 |
|
|
make_wall (maze, dx, dy, 0); |
| 287 |
|
|
else |
| 288 |
|
|
make_wall (maze, dx, dy, 1); |
| 289 |
elmex |
1.1 |
} |
| 290 |
|
|
} |
| 291 |
|
|
|
| 292 |
root |
1.3 |
int |
| 293 |
|
|
make_wall (char **maze, int x, int y, int dir) |
| 294 |
|
|
{ |
| 295 |
|
|
maze[x][y] = 'D'; /* mark a door */ |
| 296 |
root |
1.50 |
|
| 297 |
root |
1.3 |
switch (dir) |
| 298 |
elmex |
1.1 |
{ |
| 299 |
root |
1.13 |
case 0: /* horizontal */ |
| 300 |
|
|
{ |
| 301 |
root |
1.50 |
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 |
root |
1.13 |
break; |
| 304 |
|
|
} |
| 305 |
|
|
case 1: /* vertical */ |
| 306 |
|
|
{ |
| 307 |
root |
1.50 |
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 |
root |
1.13 |
break; |
| 310 |
|
|
} |
| 311 |
elmex |
1.1 |
} |
| 312 |
|
|
|
| 313 |
|
|
return 0; |
| 314 |
|
|
} |
| 315 |
|
|
|
| 316 |
|
|
/* puts doors at appropriate locations in a layout. */ |
| 317 |
root |
1.44 |
static void |
| 318 |
root |
1.13 |
doorify_layout (char **maze, random_map_params *RP) |
| 319 |
root |
1.3 |
{ |
| 320 |
|
|
int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
| 321 |
|
|
int doorlocs = 0; /* # of available doorlocations */ |
| 322 |
|
|
|
| 323 |
root |
1.41 |
uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
| 324 |
|
|
uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
| 325 |
elmex |
1.1 |
|
| 326 |
|
|
/* make a list of possible door locations */ |
| 327 |
root |
1.41 |
for (int i = 1; i < RP->Xsize - 1; i++) |
| 328 |
|
|
for (int j = 1; j < RP->Ysize - 1; j++) |
| 329 |
root |
1.3 |
{ |
| 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 |
root |
1.12 |
|
| 340 |
root |
1.3 |
while (ndoors > 0 && doorlocs > 0) |
| 341 |
|
|
{ |
| 342 |
root |
1.41 |
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 |
root |
1.27 |
|
| 347 |
root |
1.3 |
if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
| 348 |
|
|
{ |
| 349 |
|
|
maze[i][j] = 'D'; |
| 350 |
|
|
ndoors--; |
| 351 |
elmex |
1.1 |
} |
| 352 |
root |
1.27 |
|
| 353 |
root |
1.3 |
/* reduce the size of the list */ |
| 354 |
|
|
doorlocs--; |
| 355 |
|
|
doorlist_x[di] = doorlist_x[doorlocs]; |
| 356 |
|
|
doorlist_y[di] = doorlist_y[doorlocs]; |
| 357 |
elmex |
1.1 |
} |
| 358 |
root |
1.12 |
|
| 359 |
root |
1.32 |
sfree (doorlist_x, RP->Xsize * RP->Ysize); |
| 360 |
|
|
sfree (doorlist_y, RP->Xsize * RP->Ysize); |
| 361 |
elmex |
1.1 |
} |
| 362 |
|
|
|
| 363 |
root |
1.3 |
void |
| 364 |
root |
1.51 |
write_map_parameters_to_string (dynbuf_text &buf, random_map_params *RP) |
| 365 |
root |
1.3 |
{ |
| 366 |
root |
1.51 |
hv_iterinit (RP->hv); |
| 367 |
elmex |
1.1 |
|
| 368 |
root |
1.51 |
while (HE *he = hv_iternext (RP->hv)) |
| 369 |
|
|
buf << HePV (he, PL_na) << ' ' << cfSvPVutf8_nolen (HeVAL (he)) << '\n'; |
| 370 |
elmex |
1.1 |
|
| 371 |
root |
1.51 |
buf.printf ("xsize %d\nysize %d\n", RP->xsize, RP->ysize); |
| 372 |
elmex |
1.1 |
|
| 373 |
root |
1.51 |
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 |
elmex |
1.1 |
|
| 387 |
root |
1.3 |
if (RP->difficulty && RP->difficulty_given) |
| 388 |
root |
1.51 |
buf.printf ("difficulty %d\n", RP->difficulty); |
| 389 |
elmex |
1.1 |
|
| 390 |
root |
1.45 |
if (fabs (RP->difficulty_increase - 1.f) >= (1.f / 1024.f)) |
| 391 |
root |
1.51 |
buf.printf ("difficulty_increase %f\n", RP->difficulty_increase); |
| 392 |
elmex |
1.1 |
|
| 393 |
root |
1.51 |
buf.printf ("dungeon_level %d\n", RP->dungeon_level); |
| 394 |
elmex |
1.1 |
|
| 395 |
root |
1.51 |
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 |
elmex |
1.1 |
} |
| 403 |
|
|
|
| 404 |
root |
1.34 |
///////////////////////////////////////////////////////////////////////////// |
| 405 |
|
|
|
| 406 |
|
|
LayoutData::LayoutData (int w, int h) |
| 407 |
root |
1.33 |
: w(w), h(h) |
| 408 |
root |
1.32 |
{ |
| 409 |
root |
1.33 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
| 410 |
root |
1.32 |
|
| 411 |
root |
1.33 |
col = (char **)salloc<char> (size); |
| 412 |
root |
1.32 |
|
| 413 |
root |
1.33 |
char *data = (char *)(col + w); |
| 414 |
root |
1.32 |
|
| 415 |
root |
1.33 |
for (int x = w; x--; ) |
| 416 |
|
|
col [x] = data + x * h; |
| 417 |
root |
1.32 |
} |
| 418 |
|
|
|
| 419 |
root |
1.34 |
LayoutData::~LayoutData () |
| 420 |
root |
1.32 |
{ |
| 421 |
root |
1.33 |
int size = (sizeof (char *) + sizeof (char) * h) * w; |
| 422 |
|
|
|
| 423 |
root |
1.32 |
sfree ((char *)col, size); |
| 424 |
|
|
} |
| 425 |
|
|
|
| 426 |
root |
1.34 |
void LayoutData::clear (char fill) |
| 427 |
root |
1.33 |
{ |
| 428 |
|
|
memset (col [0], fill, w * h); |
| 429 |
|
|
} |
| 430 |
|
|
|
| 431 |
root |
1.34 |
void LayoutData::border (char fill) |
| 432 |
root |
1.33 |
{ |
| 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 |
root |
1.43 |
/* function selects the layout function and gives it whatever |
| 438 |
|
|
arguments it needs. */ |
| 439 |
root |
1.44 |
static Layout |
| 440 |
root |
1.43 |
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 |
root |
1.50 |
if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
| 450 |
root |
1.43 |
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 |
root |
1.51 |
dynbuf_text buf; |
| 535 |
root |
1.43 |
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 |
root |
1.51 |
make_map_floor (layout, RP->get_str ("floorstyle", ""), RP); |
| 612 |
root |
1.43 |
|
| 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 |
root |
1.51 |
const char *wallstyle = RP->get_str ("wallstyle", 0); |
| 623 |
|
|
|
| 624 |
root |
1.43 |
/* create walls unless the wallstyle is "none" */ |
| 625 |
root |
1.51 |
if (strcmp (wallstyle, "none")) |
| 626 |
root |
1.43 |
{ |
| 627 |
root |
1.51 |
make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP); |
| 628 |
root |
1.43 |
|
| 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 |
root |
1.51 |
const char *exitstyle = RP->get_str ("exitstyle", ""); |
| 637 |
|
|
|
| 638 |
root |
1.43 |
/* create exits unless the exitstyle is "none" */ |
| 639 |
root |
1.51 |
if (strcmp (exitstyle, "none")) |
| 640 |
|
|
place_exits (this, layout, exitstyle, RP->orientation, RP); |
| 641 |
root |
1.43 |
|
| 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 |
root |
1.51 |
msg = buf; |
| 674 |
root |
1.43 |
in_memory = MAP_ACTIVE; |
| 675 |
|
|
|
| 676 |
|
|
CEDE; |
| 677 |
|
|
|
| 678 |
|
|
return 1; |
| 679 |
|
|
} |
| 680 |
|
|
|