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Revision: 1.55
Committed: Wed Jun 30 01:32:57 2010 UTC (16 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +130 -54 lines
Log Message:
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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 1.55 noinline SV *
38     random_map_params::get_sv (const char *option) const
39 root 1.51 {
40     SV **he = hv_fetch (hv, option, strlen (option), 0);
41    
42 root 1.55 return he ? *he : 0;
43 root 1.51 }
44    
45 root 1.55 noinline const_utf8_string
46     random_map_params::get_str (const char *option, const_utf8_string fallback) const
47     {
48     SV *sv = get_sv (option);
49     return sv ? cfSvPVutf8_nolen (sv) : fallback;
50     }
51    
52     noinline IV
53 root 1.51 random_map_params::get_iv (const char *option, IV fallback) const
54     {
55 root 1.55 SV *sv = get_sv (option);
56     return sv ? SvIV (sv) : fallback;
57     }
58    
59     noinline UV
60     random_map_params::get_uv (const char *option, UV fallback) const
61     {
62     SV *sv = get_sv (option);
63     return sv ? SvUV (sv) : fallback;
64     }
65    
66     noinline NV
67     random_map_params::get_nv (const char *option, NV fallback) const
68     {
69     SV *sv = get_sv (option);
70     return sv ? SvNV (sv) : fallback;
71     }
72    
73     noinline void
74     random_map_params::set (const char *option, SV *value) const
75     {
76     int len = strlen (option);
77    
78     if (value)
79     hv_store (hv, option, len, value, 0);
80     else
81     hv_delete (hv, option, len, G_DISCARD);
82     }
83    
84     noinline void
85     random_map_params::set (const char *option, const_utf8_string value) const
86     {
87     set (option, value && *value ? newSVpvn_utf8 (value, strlen (value), 1) : 0);
88     }
89    
90     void
91     random_map_params::set (const char *option, IV value) const
92     {
93     set (option, newSViv (value));
94     }
95    
96     void
97     random_map_params::set (const char *option, UV value) const
98     {
99     set (option, newSVuv (value));
100     }
101    
102     void
103     random_map_params::set (const char *option, NV value) const
104     {
105     set (option, newSVnv (value));
106     }
107    
108     void
109     random_map_params::hv_clone ()
110     {
111     HV *copy = newHV ();
112    
113     hv_iterinit (hv);
114    
115     // does not work for utf-8 keys
116     while (HE *he = hv_iternext (hv))
117     {
118     STRLEN klen; const char *key = HePV (he, klen);
119     hv_store (copy, key, klen, newSVsv (HeVAL (he)), HeHASH (he));
120     }
121    
122     SvREFCNT_dec (hv);
123     hv = copy;
124     }
125    
126     shstr_tmp
127     random_map_params::as_shstr () const
128     {
129     set ("xsize" , xsize);
130     set ("ysize" , ysize);
131     set ("monsterstyle" , monsterstyle);
132     set ("exit_on_final_map" , exit_on_final_map);
133     set ("layoutstyle" , layoutstyle);
134     set ("doorstyle" , doorstyle);
135     set ("final_map" , final_map);
136     set ("this_map" , this_map);
137     set ("expand2x" , expand2x);
138     set ("layoutoptions1" , layoutoptions1);
139     set ("layoutoptions2" , layoutoptions2);
140     set ("layoutoptions3" , layoutoptions3);
141     set ("symmetry" , symmetry);
142     set ("dungeon_depth" , dungeon_depth);
143     set ("orientation" , orientation);
144     set ("origin_x" , origin_x);
145     set ("origin_y" , origin_y);
146     set ("random_seed" , (UV)random_seed);
147     set ("difficulty" , difficulty && difficulty_given ? difficulty : 0);
148     set ("difficulty_increase", difficulty_increase);
149     set ("dungeon_level" , dungeon_level);
150    
151     dynbuf_text buf;
152     hv_iterinit (hv);
153    
154     // does not work for utf-8 keys
155     while (HE *he = hv_iternext (hv))
156     {
157     STRLEN klen; const char *key = HePV (he, klen);
158     STRLEN vlen; const char *value = SvPVutf8 (HeVAL (he), vlen);
159    
160     buf.fadd (key, klen);
161     buf << ' ';
162     buf.fadd (value, vlen);
163     buf << '\n';
164     }
165 root 1.51
166 root 1.55 return shstr (buf);
167 root 1.51 }
168    
169     random_map_params::~random_map_params ()
170     {
171     SvREFCNT_dec (hv);
172     }
173    
174 root 1.3 void
175 root 1.52 Layout::print ()
176 root 1.3 {
177 root 1.52 for (int j = 0; j < ptr->h; j++)
178 root 1.34 {
179 root 1.52 for (int i = 0; i < ptr->w; i++)
180 root 1.53 putc (ptr->col[i][j] ? ptr->col[i][j] : ' ', stdout);
181 root 1.34
182     putc ('\n', stdout);
183     }
184 root 1.3
185 root 1.34 putc ('\n', stdout);
186 elmex 1.1 }
187 root 1.8
188 root 1.34 /* takes a map and makes it symmetric: adjusts Xsize and
189     * Ysize to produce a symmetric map.
190     */
191 root 1.33 static void
192 root 1.34 symmetrize_layout (Layout layout, random_map_params *RP)
193 root 1.3 {
194 root 1.33 if (RP->symmetry_used == SYMMETRY_NONE)
195     return;
196 root 1.32
197 root 1.34 Layout sym_layout (
198     RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout->w * 2 - 3 : layout->w,
199     RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout->h * 2 - 3 : layout->h
200 root 1.33 );
201 root 1.32
202 root 1.33 if (RP->symmetry_used == SYMMETRY_X)
203 root 1.34 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
204     for (int j = 0; j < sym_layout->h; j++)
205 root 1.3 {
206 root 1.34 sym_layout[i ][j] =
207     sym_layout[sym_layout->w - i - 1][j] = layout[i][j];
208 root 1.32 }
209    
210 root 1.33 if (RP->symmetry_used == SYMMETRY_Y)
211 root 1.34 for (int i = 0; i < sym_layout->w; i++)
212     for (int j = 0; j < sym_layout->h / 2 + 1; j++)
213 root 1.3 {
214 root 1.34 sym_layout[i][j ] =
215     sym_layout[i][sym_layout->h - j - 1] = layout[i][j];
216 root 1.3 }
217 root 1.32
218 root 1.33 if (RP->symmetry_used == SYMMETRY_XY)
219 root 1.34 for (int i = 0; i < sym_layout->w / 2 + 1; i++)
220     for (int j = 0; j < sym_layout->h / 2 + 1; j++)
221 root 1.3 {
222 root 1.34 sym_layout[i ][j ] =
223     sym_layout[i ][sym_layout->h - j - 1] =
224     sym_layout[sym_layout->w - i - 1][j ] =
225     sym_layout[sym_layout->w - i - 1][sym_layout->h - j - 1] = layout[i][j];
226 root 1.3 }
227 root 1.32
228 root 1.34 layout.swap (sym_layout);
229     sym_layout.free ();
230 root 1.32
231 elmex 1.1 /* reconnect disjointed spirals */
232 root 1.34 /* reconnect disjointed nethacklayouts: the routine for
233 root 1.3 spirals will do the trick? */
234 root 1.33 if (RP->map_layout_style == LAYOUT_SPIRAL
235     || RP->map_layout_style == LAYOUT_ROGUELIKE)
236 root 1.34 connect_spirals (layout->w, layout->h, RP->symmetry_used, layout);
237 elmex 1.1 }
238    
239     /* takes a map and rotates it. This completes the
240     onion layouts, making them possibly centered on any wall.
241     It'll modify Xsize and Ysize if they're swapped.
242     */
243 root 1.33 static void
244 root 1.34 rotate_layout (Layout layout, int rotation)
245 root 1.3 {
246 root 1.34 int w = layout->w;
247     int h = layout->h;
248    
249 root 1.3 switch (rotation)
250     {
251 root 1.13 case 2: /* a reflection */
252 root 1.11 {
253 root 1.34 Layout new_layout (w, h);
254 root 1.32
255 root 1.34 for (int i = 0; i < w; i++) /* copy a reflection back */
256     for (int j = 0; j < h; j++)
257     new_layout[i][j] = layout[w - i - 1][h - j - 1];
258 root 1.11
259 root 1.34 layout.swap (new_layout);
260     new_layout.free ();
261 root 1.11 }
262 root 1.34 break;
263 root 1.32
264 root 1.11 case 1:
265     case 3:
266     {
267 root 1.34 Layout new_layout (h, w);
268 root 1.32
269 root 1.13 if (rotation == 1) /* swap x and y */
270 root 1.34 for (int i = 0; i < w; i++)
271     for (int j = 0; j < h; j++)
272     new_layout[j][i] = layout[i][j];
273 root 1.3
274 root 1.32 if (rotation == 3) /* swap x and y */
275 root 1.34 for (int i = 0; i < w; i++)
276     for (int j = 0; j < h; j++)
277     new_layout[j][i] = layout[w - i - 1][h - j - 1];
278 root 1.33
279 root 1.34 layout.swap (new_layout);
280     new_layout.free ();
281 root 1.11 }
282 root 1.34 break;
283 elmex 1.1 }
284     }
285    
286     /* checks the layout to see if I can stick a horizontal(dir = 0) wall
287     (or vertical, dir == 1)
288     here which ends up on other walls sensibly. */
289 root 1.44 static int
290 root 1.13 can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP)
291 root 1.3 {
292 elmex 1.1 int i1;
293 root 1.3 int length = 0;
294 elmex 1.1
295     /* dont make walls if we're on the edge. */
296 root 1.3 if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1))
297     return -1;
298 elmex 1.1
299     /* don't make walls if we're ON a wall. */
300 root 1.3 if (maze[dx][dy] != 0)
301     return -1;
302 elmex 1.1
303 root 1.3 if (dir == 0) /* horizontal */
304 elmex 1.1 {
305     int y = dy;
306 root 1.3
307     for (i1 = dx - 1; i1 > 0; i1--)
308     {
309     int sindex = surround_flag2 (maze, i1, y, RP);
310    
311     if (sindex == 1)
312     break;
313     if (sindex != 0)
314     return -1; /* can't make horiz. wall here */
315     if (maze[i1][y] != 0)
316     return -1; /* can't make horiz. wall here */
317     length++;
318     }
319    
320     for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++)
321     {
322     int sindex = surround_flag2 (maze, i1, y, RP);
323    
324     if (sindex == 2)
325     break;
326     if (sindex != 0)
327     return -1; /* can't make horiz. wall here */
328     if (maze[i1][y] != 0)
329     return -1; /* can't make horiz. wall here */
330     length++;
331     }
332 elmex 1.1 return length;
333     }
334 root 1.3 else
335     { /* vertical */
336     int x = dx;
337    
338     for (i1 = dy - 1; i1 > 0; i1--)
339     {
340     int sindex = surround_flag2 (maze, x, i1, RP);
341    
342     if (sindex == 4)
343     break;
344     if (sindex != 0)
345     return -1; /* can't make vert. wall here */
346     if (maze[x][i1] != 0)
347     return -1; /* can't make horiz. wall here */
348     length++;
349     }
350    
351     for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++)
352     {
353 root 1.43 int sindex = surround_flag2 (maze, x, i1, RP);
354    
355     if (sindex == 8)
356     break;
357     if (sindex != 0)
358     return -1; /* can't make verti. wall here */
359     if (maze[x][i1] != 0)
360     return -1; /* can't make horiz. wall here */
361     length++;
362     }
363    
364     return length;
365     }
366    
367     return -1;
368     }
369    
370     /* take a layout and make some rooms in it.
371     --works best on onions.*/
372 root 1.44 static void
373 root 1.43 roomify_layout (char **maze, random_map_params *RP)
374     {
375     int tries = RP->Xsize * RP->Ysize / 30;
376    
377 root 1.50 for (int ti = 0; ti < tries; ti++)
378 root 1.43 {
379 root 1.50 /* starting location for looking at creating a door */
380     int dx = rmg_rndm (RP->Xsize);
381     int dy = rmg_rndm (RP->Ysize);
382    
383     /* results of checking on creating walls. */
384     int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */
385     int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */
386 root 1.43
387     if (cx == -1)
388     {
389     if (cy != -1)
390     make_wall (maze, dx, dy, 1);
391    
392     continue;
393     }
394    
395     if (cy == -1)
396     {
397     make_wall (maze, dx, dy, 0);
398     continue;
399     }
400 root 1.3
401 root 1.43 if (cx < cy)
402     make_wall (maze, dx, dy, 0);
403     else
404     make_wall (maze, dx, dy, 1);
405 elmex 1.1 }
406     }
407    
408 root 1.3 int
409     make_wall (char **maze, int x, int y, int dir)
410     {
411     maze[x][y] = 'D'; /* mark a door */
412 root 1.50
413 root 1.3 switch (dir)
414 elmex 1.1 {
415 root 1.13 case 0: /* horizontal */
416     {
417 root 1.50 for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
418     for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
419 root 1.13 break;
420     }
421     case 1: /* vertical */
422     {
423 root 1.50 for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
424     for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
425 root 1.13 break;
426     }
427 elmex 1.1 }
428    
429     return 0;
430     }
431    
432     /* puts doors at appropriate locations in a layout. */
433 root 1.44 static void
434 root 1.13 doorify_layout (char **maze, random_map_params *RP)
435 root 1.3 {
436     int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */
437     int doorlocs = 0; /* # of available doorlocations */
438    
439 root 1.41 uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize);
440     uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize);
441 elmex 1.1
442     /* make a list of possible door locations */
443 root 1.41 for (int i = 1; i < RP->Xsize - 1; i++)
444     for (int j = 1; j < RP->Ysize - 1; j++)
445 root 1.3 {
446     int sindex = surround_flag (maze, i, j, RP);
447    
448     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
449     {
450     doorlist_x[doorlocs] = i;
451     doorlist_y[doorlocs] = j;
452     doorlocs++;
453     }
454     }
455 root 1.12
456 root 1.3 while (ndoors > 0 && doorlocs > 0)
457     {
458 root 1.41 int di = rmg_rndm (doorlocs);
459     int i = doorlist_x[di];
460     int j = doorlist_y[di];
461     int sindex = surround_flag (maze, i, j, RP);
462 root 1.27
463 root 1.3 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
464     {
465     maze[i][j] = 'D';
466     ndoors--;
467 elmex 1.1 }
468 root 1.27
469 root 1.3 /* reduce the size of the list */
470     doorlocs--;
471     doorlist_x[di] = doorlist_x[doorlocs];
472     doorlist_y[di] = doorlist_y[doorlocs];
473 elmex 1.1 }
474 root 1.12
475 root 1.32 sfree (doorlist_x, RP->Xsize * RP->Ysize);
476     sfree (doorlist_y, RP->Xsize * RP->Ysize);
477 elmex 1.1 }
478    
479 root 1.34 /////////////////////////////////////////////////////////////////////////////
480    
481     LayoutData::LayoutData (int w, int h)
482 root 1.33 : w(w), h(h)
483 root 1.32 {
484 root 1.33 int size = (sizeof (char *) + sizeof (char) * h) * w;
485 root 1.32
486 root 1.33 col = (char **)salloc<char> (size);
487 root 1.32
488 root 1.33 char *data = (char *)(col + w);
489 root 1.32
490 root 1.33 for (int x = w; x--; )
491     col [x] = data + x * h;
492 root 1.32 }
493    
494 root 1.34 LayoutData::~LayoutData ()
495 root 1.32 {
496 root 1.33 int size = (sizeof (char *) + sizeof (char) * h) * w;
497    
498 root 1.32 sfree ((char *)col, size);
499     }
500    
501 root 1.34 void LayoutData::clear (char fill)
502 root 1.33 {
503     memset (col [0], fill, w * h);
504     }
505    
506 root 1.34 void LayoutData::border (char fill)
507 root 1.33 {
508     for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill;
509     for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
510     }
511    
512 root 1.43 /* function selects the layout function and gives it whatever
513     arguments it needs. */
514 root 1.44 static Layout
515 root 1.43 layoutgen (random_map_params *RP)
516     {
517     Layout layout (RP);
518    
519     switch (RP->map_layout_style)
520     {
521     case LAYOUT_ONION:
522     map_gen_onion (layout, RP->layoutoptions1, RP->layoutoptions2);
523    
524 root 1.50 if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
525 root 1.43 roomify_layout (layout, RP);
526    
527     break;
528    
529     case LAYOUT_MAZE:
530 root 1.54 maze_gen (layout, RP->get_iv ("maze_type", rmg_rndm (4)));
531 root 1.43
532     if (!(rmg_rndm (2)))
533     doorify_layout (layout, RP);
534    
535     break;
536    
537     case LAYOUT_SPIRAL:
538     map_gen_spiral (layout, RP->layoutoptions1);
539    
540     if (!(rmg_rndm (2)))
541     doorify_layout (layout, RP);
542    
543     break;
544    
545     case LAYOUT_ROGUELIKE:
546     /* Don't put symmetry in rogue maps. There isn't much reason to
547     * do so in the first place (doesn't make it any more interesting),
548     * but more importantly, the symmetry code presumes we are symmetrizing
549     * spirals, or maps with lots of passages - making a symmetric rogue
550     * map fails because its likely that the passages the symmetry process
551     * creates may not connect the rooms.
552     */
553     RP->symmetry_used = SYMMETRY_NONE;
554     roguelike_layout_gen (layout, RP->layoutoptions1);
555     /* no doorifying... done already */
556     break;
557    
558     case LAYOUT_SNAKE:
559     make_snake_layout (layout, RP->layoutoptions1);
560    
561     if (rmg_rndm (2))
562     roomify_layout (layout, RP);
563    
564     break;
565    
566     case LAYOUT_SQUARE_SPIRAL:
567     make_square_spiral_layout (layout, RP->layoutoptions1);
568    
569     if (rmg_rndm (2))
570     roomify_layout (layout, RP);
571    
572     break;
573    
574     default:
575     abort ();
576     }
577    
578     /* rotate the layout randomly */
579     rotate_layout (layout, rmg_rndm (4));
580    
581     symmetrize_layout (layout, RP);
582    
583     #ifdef RMAP_DEBUG
584     dump_layout (layout);
585     #endif
586    
587     if (RP->expand2x)
588     expand2x (layout);
589    
590     return layout;
591     }
592    
593     bool
594     maptile::generate_random_map (random_map_params *RP)
595     {
596     RP->Xsize = RP->xsize;
597     RP->Ysize = RP->ysize;
598    
599     /* pick a random seed, or use the one from the input file */
600     RP->random_seed = RP->random_seed
601     ? RP->random_seed + RP->dungeon_level
602     : time (0);
603    
604     // we run "single-threaded"
605     rmg_rndm.seed (RP->random_seed);
606    
607 root 1.55 shstr buf = RP->as_shstr ();
608 root 1.43
609     if (RP->difficulty == 0)
610     {
611     RP->difficulty = RP->dungeon_level; /* use this instead of a map difficulty */
612    
613     if (RP->difficulty_increase > 0.001)
614     RP->difficulty = (int) ((float) RP->dungeon_level * RP->difficulty_increase);
615    
616     if (RP->difficulty < 1)
617     RP->difficulty = 1;
618     }
619     else
620     RP->difficulty_given = 1;
621    
622     if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
623     RP->Xsize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
624    
625     if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
626     RP->Ysize = MIN_RANDOM_MAP_SIZE + rmg_rndm (25) + 5;
627    
628     if (RP->symmetry == SYMMETRY_RANDOM)
629     RP->symmetry_used = rmg_rndm (SYMMETRY_XY) + 1;
630     else
631     RP->symmetry_used = RP->symmetry;
632    
633     if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
634     RP->Ysize = RP->Ysize / 2 + 1;
635    
636     if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
637     RP->Xsize = RP->Xsize / 2 + 1;
638    
639     if (RP->expand2x > 0)
640     {
641     RP->Xsize /= 2;
642     RP->Ysize /= 2;
643     }
644    
645     RP->map_layout_style = LAYOUT_NONE;
646    
647     /* Redo this - there was a lot of redundant code of checking for preset
648     * layout style and then random layout style. Instead, figure out
649     * the numeric layoutstyle, so there is only one area that actually
650     * calls the code to make the maps.
651     */
652     if (strstr (RP->layoutstyle, "onion"))
653     RP->map_layout_style = LAYOUT_ONION;
654     else if (strstr (RP->layoutstyle, "maze"))
655     RP->map_layout_style = LAYOUT_MAZE;
656     else if (strstr (RP->layoutstyle, "spiral"))
657     RP->map_layout_style = LAYOUT_SPIRAL;
658     else if (strstr (RP->layoutstyle, "rogue"))
659     RP->map_layout_style = LAYOUT_ROGUELIKE;
660     else if (strstr (RP->layoutstyle, "snake"))
661     RP->map_layout_style = LAYOUT_SNAKE;
662     else if (strstr (RP->layoutstyle, "squarespiral"))
663     RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
664     else if (RP->map_layout_style == LAYOUT_NONE)
665     RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 1) + 1; /* No style found - choose one randomly */
666     else
667     abort ();
668    
669     Layout layout = layoutgen (RP);
670    
671     #ifdef RMAP_DEBUG
672     dump_layout (layout);
673     #endif
674    
675     /* increment these for the current map */
676     ++RP->dungeon_level;
677    
678     // need to patch RP becasue following code doesn't use the Layout object
679     RP->Xsize = layout->w;
680     RP->Ysize = layout->h;
681    
682     /* allocate the map and set the floor */
683 root 1.51 make_map_floor (layout, RP->get_str ("floorstyle", ""), RP);
684 root 1.43
685     /* set region */
686     default_region = RP->region;
687    
688     CEDE;
689    
690     place_specials_in_map (this, layout, RP);
691    
692     CEDE;
693    
694 root 1.51 const char *wallstyle = RP->get_str ("wallstyle", 0);
695    
696 root 1.43 /* create walls unless the wallstyle is "none" */
697 root 1.51 if (strcmp (wallstyle, "none"))
698 root 1.43 {
699 root 1.51 make_map_walls (this, layout, wallstyle, RP->get_str ("miningstyle", ""), RP);
700 root 1.43
701     /* place doors unless doorstyle or wallstyle is "none" */
702     if (strcmp (RP->doorstyle, "none"))
703     put_doors (this, layout, RP->doorstyle, RP);
704     }
705    
706     CEDE;
707    
708 root 1.51 const char *exitstyle = RP->get_str ("exitstyle", "");
709    
710 root 1.43 /* create exits unless the exitstyle is "none" */
711 root 1.51 if (strcmp (exitstyle, "none"))
712     place_exits (this, layout, exitstyle, RP->orientation, RP);
713 root 1.43
714     CEDE;
715    
716     /* create monsters unless the monsterstyle is "none" */
717     if (strcmp (RP->monsterstyle, "none"))
718     place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
719    
720     CEDE;
721    
722     /* treasures needs to have a proper difficulty set for the map. */
723     difficulty = estimate_difficulty ();
724    
725     CEDE;
726    
727 root 1.55 const char *treasurestyle = RP->get_str ("treasurestyle", "");
728    
729 root 1.43 /* create treasure unless the treasurestyle is "none" */
730 root 1.55 place_treasure (this, layout, treasurestyle, RP->get_iv ("treasureoptions"), RP);
731 root 1.43
732     CEDE;
733    
734 root 1.55 const char *decorstyle = RP->get_str ("treasurestyle", "");
735    
736 root 1.43 /* create decor unless the decorstyle is "none" */
737 root 1.55 if (strcmp (decorstyle, "none"))
738     put_decor (this, layout, decorstyle, RP->get_iv ("decoroptions"), RP);
739 root 1.43
740     CEDE;
741    
742     /* generate treasures, etc. */
743     fix_auto_apply ();
744    
745     CEDE;
746    
747     unblock_exits (this, layout, RP);
748    
749 root 1.51 msg = buf;
750 root 1.43 in_memory = MAP_ACTIVE;
751    
752     CEDE;
753    
754     return 1;
755     }
756