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Comparing deliantra/server/random_maps/expand2x.C (file contents):
Revision 1.7 by root, Mon Apr 14 22:41:17 2008 UTC vs.
Revision 1.10 by root, Thu Jul 1 01:22:44 2010 UTC

1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
6 *
7 * Deliantra is free software: you can redistribute it and/or modify it under
8 * the terms of the Affero GNU General Public License as published by the
9 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the Affero GNU General Public License
18 * and the GNU General Public License along with this program. If not, see
19 * <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
1 23
2/* 24/*
3 * Expands a layout by 2x in each dimension. 25 * Expands a layout by 2x in each dimension.
4 * H. S. Teoh 26 * H. S. Teoh
5 * -------------------------------------------------------------------------- 27 * --------------------------------------------------------------------------
6 * $Id: expand2x.C,v 1.7 2008/04/14 22:41:17 root Exp $ 28 * $Id: expand2x.C,v 1.10 2010/07/01 01:22:44 root Exp $
7 * 29 *
8 * ALGORITHM 30 * ALGORITHM
9 * 31 *
10 * ... (TBW) 32 * ... (TBW)
11 */ 33 */
18 * fill up the rest of the 2x2 result with \0: 40 * fill up the rest of the 2x2 result with \0:
19 * X ---> X \0 41 * X ---> X \0
20 * \0 \0 42 * \0 \0
21 */ 43 */
22static void 44static void
23expand_misc (Maze newlayout, int i, int j, Maze layout) 45expand_misc (Layout &newlayout, int i, int j, Layout &layout)
24{ 46{
25 newlayout[i * 2][j * 2] = layout[i][j]; 47 newlayout[i * 2][j * 2] = layout[i][j];
26 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that 48 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
27 * for us.) */ 49 * for us.) */
28} 50}
33 * 2 match on (i, j+1) 55 * 2 match on (i, j+1)
34 * 4 match on (i+1, j+1) 56 * 4 match on (i+1, j+1)
35 * and the possible combinations thereof. 57 * and the possible combinations thereof.
36 */ 58 */
37static int 59static int
38calc_pattern (char ch, Maze layout, int i, int j) 60calc_pattern (char ch, Layout &layout, int i, int j)
39{ 61{
40 int pattern = 0; 62 int pattern = 0;
41 63
42 if (i + 1 < layout->w && layout[i + 1][j] == ch) 64 if (i + 1 < layout.w && layout[i + 1][j] == ch)
43 pattern |= 1; 65 pattern |= 1;
44 66
45 if (j + 1 < layout->h) 67 if (j + 1 < layout.h)
46 { 68 {
47 if (layout[i][j + 1] == ch) 69 if (layout[i][j + 1] == ch)
48 pattern |= 2; 70 pattern |= 2;
71
49 if (i + 1 < layout->w && layout[i + 1][j + 1] == ch) 72 if (i + 1 < layout.w && layout[i + 1][j + 1] == ch)
50 pattern |= 4; 73 pattern |= 4;
51 } 74 }
52 75
53 return pattern; 76 return pattern;
54} 77}
56/* Expand a wall. This function will try to sensibly connect the resulting 79/* Expand a wall. This function will try to sensibly connect the resulting
57 * wall to adjacent wall squares, so that the result won't have disconnected 80 * wall to adjacent wall squares, so that the result won't have disconnected
58 * walls. 81 * walls.
59 */ 82 */
60static void 83static void
61expand_wall (Maze newlayout, int i, int j, Maze layout) 84expand_wall (Layout &newlayout, int i, int j, Layout &layout)
62{ 85{
63 int wall_pattern = calc_pattern ('#', layout, i, j); 86 int wall_pattern = calc_pattern ('#', layout, i, j);
64 int door_pattern = calc_pattern ('D', layout, i, j); 87 int door_pattern = calc_pattern ('D', layout, i, j);
65 int both_pattern = wall_pattern | door_pattern; 88 int both_pattern = wall_pattern | door_pattern;
66 89
67 newlayout[i * 2][j * 2] = '#'; 90 newlayout[i * 2][j * 2] = '#';
68 91
69 if (i + 1 < layout->w) 92 if (i + 1 < layout.w)
70 { 93 {
71 if (both_pattern & 1) 94 if (both_pattern & 1)
72 { /* join walls/doors to the right */ 95 { /* join walls/doors to the right */
73/* newlayout[i*2+1][j*2] = '#'; */ 96/* newlayout[i*2+1][j*2] = '#'; */
74 newlayout[i * 2 + 1][j * 2] = layout[i + 1][j]; 97 newlayout[i * 2 + 1][j * 2] = layout[i + 1][j];
75 } 98 }
76 } 99 }
77 100
78 if (j + 1 < layout->h) 101 if (j + 1 < layout.h)
79 { 102 {
80 if (both_pattern & 2) 103 if (both_pattern & 2)
81 { /* join walls/doors to the bottom */ 104 { /* join walls/doors to the bottom */
82/* newlayout[i*2][j*2+1] = '#'; */ 105/* newlayout[i*2][j*2+1] = '#'; */
83 newlayout[i * 2][j * 2 + 1] = layout[i][j + 1]; 106 newlayout[i * 2][j * 2 + 1] = layout[i][j + 1];
94/* This function will try to sensibly connect doors so that they meet up with 117/* This function will try to sensibly connect doors so that they meet up with
95 * adjacent walls. Note that it will also presumptuously delete (ignore) doors 118 * adjacent walls. Note that it will also presumptuously delete (ignore) doors
96 * that it doesn't know how to correctly expand. 119 * that it doesn't know how to correctly expand.
97 */ 120 */
98static void 121static void
99expand_door (Maze newlayout, int i, int j, Maze layout) 122expand_door (Layout &newlayout, int i, int j, Layout &layout)
100{ 123{
101 int wall_pattern = calc_pattern ('#', layout, i, j); 124 int wall_pattern = calc_pattern ('#', layout, i, j);
102 int door_pattern = calc_pattern ('D', layout, i, j); 125 int door_pattern = calc_pattern ('D', layout, i, j);
103 int join_pattern; 126 int join_pattern;
104 127
110 else 133 else
111 join_pattern = door_pattern; 134 join_pattern = door_pattern;
112 135
113 newlayout[i * 2][j * 2] = 'D'; 136 newlayout[i * 2][j * 2] = 'D';
114 137
115 if (i + 1 < layout->w) 138 if (i + 1 < layout.w)
116 if (join_pattern & 1) 139 if (join_pattern & 1)
117 /* there is a door/wall to the right */ 140 /* there is a door/wall to the right */
118 newlayout[i * 2 + 1][j * 2] = 'D'; 141 newlayout[i * 2 + 1][j * 2] = 'D';
119 142
120 if (j + 1 < layout->h) 143 if (j + 1 < layout.h)
121 if (join_pattern & 2) 144 if (join_pattern & 2)
122 /* there is a door/wall below */ 145 /* there is a door/wall below */
123 newlayout[i * 2][j * 2 + 1] = 'D'; 146 newlayout[i * 2][j * 2 + 1] = 'D';
124} 147}
125 148
126void 149void
127expand2x (Maze layout) 150expand2x (Layout &layout)
128{ 151{
129 Maze newlayout (layout->w * 2 - 1, layout->h * 2 - 1); 152 Layout new_layout (layout.w * 2 - 1, layout.h * 2 - 1);
130 newlayout->clear ();
131 153
154 new_layout.clear ();
155
132 for (int i = 0; i < layout->w; i++) 156 for (int i = 0; i < layout.w; i++)
133 for (int j = 0; j < layout->h; j++) 157 for (int j = 0; j < layout.h; j++)
134 switch (layout[i][j]) 158 switch (layout[i][j])
135 { 159 {
136 case '#': expand_wall (newlayout, i, j, layout); break; 160 case '#': expand_wall (new_layout, i, j, layout); break;
137 case 'D': expand_door (newlayout, i, j, layout); break; 161 case 'D': expand_door (new_layout, i, j, layout); break;
138 default: expand_misc (newlayout, i, j, layout); break; 162 default: expand_misc (new_layout, i, j, layout); break;
139 } 163 }
140 164
141 layout.swap (newlayout); 165 layout.swap (new_layout);
142} 166}
143 167

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