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Revision: 1.12
Committed: Sat Jul 3 01:49:18 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +11 -9 lines
Log Message:
isolation remover would try to tunnel along the border, but make_tunnel refused, leading to isolated areas

File Contents

# User Rev Content
1 root 1.1 /*
2     * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3     *
4     * Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
6 root 1.1 *
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     */
23    
24     #include <global.h>
25     #include <random_map.h>
26 root 1.5 #include <rproto.h>
27 root 1.1
28 root 1.9 void
29     layout::alloc (int w, int h)
30 root 1.1 {
31 root 1.8 assert (sizeof (cell) == 1);
32 root 1.1
33 root 1.9 this->w = w;
34     this->h = h;
35    
36 root 1.8 // we store the layout in a single contiguous memory layout
37     // first part consists of pointers to each column, followed
38     // by the actual columns (not rows!)
39     int size = (sizeof (cell *) + sizeof (cell) * h) * w;
40 root 1.1
41 root 1.8 data = (cell **)salloc<char> (size);
42    
43     cell *p = (cell *)(data + w);
44 root 1.1
45     for (int x = w; x--; )
46 root 1.8 data [x] = p + x * h;
47 root 1.1 }
48    
49 root 1.9 layout::layout (int w, int h)
50     {
51     alloc (w, h);
52     }
53    
54     layout::layout (layout &copy)
55     {
56     alloc (copy.w, copy.h);
57    
58     memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
59     }
60    
61 root 1.7 layout::~layout ()
62 root 1.1 {
63 root 1.8 int size = (sizeof (cell *) + sizeof (cell) * h) * w;
64 root 1.1
65 root 1.8 sfree ((char *)data, size);
66 root 1.1 }
67    
68     void
69 root 1.7 layout::fill (char fill)
70 root 1.1 {
71 root 1.8 memset (data [0], fill, w * h);
72 root 1.1 }
73    
74     void
75 root 1.7 layout::rect (int x1, int y1, int x2, int y2, char fill)
76 root 1.1 {
77 root 1.10 --x2;
78    
79     memset (data [x1] + y1, fill, y2 - y1);
80     memset (data [x2] + y1, fill, y2 - y1);
81    
82     while (++x1 < x2)
83     data [x1][y1] = data [x1][y2 - 1] = fill;
84     }
85    
86     void
87     layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
88     {
89 root 1.1 for (; x1 < x2; ++x1)
90 root 1.8 memset (data [x1] + y1, fill, y2 - y1);
91 root 1.1 }
92    
93 root 1.7 void layout::border (char fill)
94 root 1.1 {
95 root 1.10 rect (0, 0, w, h, fill);
96 root 1.1 }
97    
98 root 1.2 void
99 root 1.7 layout::fill_rand (int percent)
100 root 1.2 {
101     percent = lerp (percent, 0, 100, 0, 256);
102    
103     for (int x = w - 1; --x > 0; )
104     for (int y = h - 1; --y > 0; )
105 root 1.8 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
106 root 1.2 }
107    
108 root 1.1 /////////////////////////////////////////////////////////////////////////////
109    
110 root 1.2 // erode by cellular automata
111 root 1.1 void
112 root 1.7 layout::erode_1_2 (int c1, int c2, int repeat)
113 root 1.1 {
114 root 1.7 layout neu (w, h);
115 root 1.2
116     while (repeat--)
117 root 1.1 {
118 root 1.2 for (int x = 0; x < w; ++x)
119 root 1.1 {
120 root 1.2 coroapi::cede_to_tick ();
121    
122     for (int y = 0; y < h; ++y)
123     {
124     int n1 = 0, n2 = 0;
125    
126     // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
127     static I8 dds[][3] = {
128 root 1.4 { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
129     { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
130     { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
131     { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
132     { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
133 root 1.2 };
134    
135     for (int i = array_length (dds); i--; )
136     {
137     int nx = x + dds [i][0];
138     int ny = y + dds [i][1];
139    
140 root 1.8 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
141 root 1.2 {
142     n1 += dds [i][2];
143     n2++;
144     }
145     }
146    
147     neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0;
148     }
149     }
150    
151     swap (neu);
152     }
153     }
154    
155     /////////////////////////////////////////////////////////////////////////////
156    
157     void
158 root 1.7 layout::print () const
159 root 1.2 {
160     for (int y = 0; y < h; y++)
161     {
162     for (int x = 0; x < w; x++)
163     {
164 root 1.8 U8 c = (U8)data [x][y];
165 root 1.1
166     if (!c)
167     c = ' ';
168     else if (c < 10)
169     c += '0';
170     else if (c < 32)
171     c += 'a' - 10;
172    
173     putc ((char)c, stdout);
174     }
175    
176     putc ('\n', stdout);
177     }
178    
179     putc ('\n', stdout);
180     }
181    
182     /////////////////////////////////////////////////////////////////////////////
183     // isolation remover - ensures single connected area
184    
185     typedef fixed_stack<point> pointlist;
186    
187 root 1.10 static void noinline
188 root 1.7 push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
189 root 1.1 {
190 root 1.3 if (dist [x][y])
191 root 1.1 return;
192    
193 root 1.3 while (y > 0 && !dist [x][y - 1])
194 root 1.1 --y;
195    
196     int y0 = y;
197    
198 root 1.3 while (y < dist.h && !dist [x][y])
199 root 1.1 {
200     seeds.push (point (x, y));
201    
202     dist [x][y] = 1;
203     ++y;
204     }
205    
206     while (--y >= y0)
207     {
208 root 1.11 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
209     if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
210 root 1.1 }
211     }
212    
213     static inline void
214 root 1.7 make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
215 root 1.1 {
216     for (;;)
217     {
218 root 1.10 point neigh[4];
219     int ncnt = 0;
220    
221     if (x > 1 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
222     if (x < dist.w - 2 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
223     if (y > 1 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
224     if (y < dist.h - 2 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
225    
226 root 1.12 printf ("tunnel %d+%d ncnt %d\n", x, y, ncnt);//D
227    
228 root 1.10 if (!ncnt)
229     return;
230    
231     point &p = neigh [rmg_rndm (ncnt)];
232    
233     seeds.push (p);
234    
235     x = p.x;
236     y = p.y;
237 root 1.1
238     d = dist [x][y];
239 root 1.3 dist [x][y] = 1;
240 root 1.1 }
241     }
242    
243 root 1.3 static void inline
244 root 1.7 maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
245 root 1.1 {
246 root 1.3 char &D = dist [x][y];
247    
248     if (U8 (D) > d) // if wall and higher distance, lower distance
249     D = d;
250     else if (D) // otherwise, if it's no room, this space is uninteresting
251     return;
252 root 1.1
253 root 1.3 seeds.push (point (x, y));
254     }
255 root 1.1
256 root 1.10 // isolation remover, works on a "distance" map
257     // the map must be initialised with 0 == rooms, 255 = walls
258     static void noinline
259     isolation_remover (layout &dist)
260 root 1.3 {
261     // dist contains
262     // 0 == invisited rooms
263     // 1 == visited rooms
264     // 2+ shortest distance to random near room
265 root 1.1
266 root 1.10 // phase 1, find seed
267 root 1.3 int cnt = 0;
268     int x, y;
269 root 1.1
270 root 1.10 for (int i = 0; i < dist.w; ++i)
271     for (int j = 0; j < dist.h; ++j)
272     if (!dist [i][j] && !rmg_rndm (++cnt))
273     x = i, y = j;
274 root 1.2
275 root 1.3 if (!cnt)
276 root 1.6 {
277     // map is completely massive, this is not good,
278     // so make it empty instead.
279 root 1.12 dist.fill (1);
280 root 1.10 dist.border (255);
281 root 1.6 return;
282     }
283 root 1.1
284 root 1.10 fixed_stack<point> seeds (dist.w * dist.h * 5);
285 root 1.1
286 root 1.3 // found first free space - picking the first one gives
287     // us a slight bias for tunnels, but usually you won't
288     // notice that in-game
289     seeds.push (point (x, y));
290 root 1.1
291 root 1.3 // phase 2, while we have seeds, if
292     // seed is empty, floodfill, else grow
293 root 1.1
294 root 1.3 while (seeds.size)
295     {
296     coroapi::cede_to_tick ();
297 root 1.1
298 root 1.3 point p = seeds.remove (rmg_rndm (seeds.size));
299 root 1.1
300 root 1.3 x = p.x;
301     y = p.y;
302 root 1.1
303 root 1.3 if (!dist [x][y])
304     {
305     // found new isolated area, make tunnel
306 root 1.10 push_flood_fill (dist, seeds, x, y);
307 root 1.3 make_tunnel (dist, seeds, x, y, 255);
308 root 1.1 }
309 root 1.3 else
310     {
311     // nothing here, continue to expand
312     U8 d = U8 (dist [x][y]) + 1;
313 root 1.1
314 root 1.12 if (x < dist.w - 2) maybe_push (dist, seeds, x + 1, y, d);
315     if (x > 1) maybe_push (dist, seeds, x - 1, y, d);
316     if (y < dist.h - 2) maybe_push (dist, seeds, x, y + 1, d);
317     if (y > 1) maybe_push (dist, seeds, x, y - 1, d);
318 root 1.3 }
319     }
320 root 1.10 }
321    
322     void
323     layout::isolation_remover ()
324     {
325     layout dist (w, h);
326    
327 root 1.12 for (int x = 1; x < w - 1; ++x)
328     for (int y = 1; y < h - 1; ++y)
329 root 1.10 dist [x][y] = data [x][y] == '#' ? U8 (255) : 0;
330    
331     ::isolation_remover (dist);
332 root 1.1
333 root 1.3 // now copy the tunnels over
334 root 1.12 for (int x = 1; x < w - 1; ++x)
335     for (int y = 1; y < h - 1; ++y)
336 root 1.8 if (data [x][y] == '#' && dist [x][y] == 1)
337     data [x][y] = 0;
338 root 1.2 }
339    
340     /////////////////////////////////////////////////////////////////////////////
341    
342     // inspired mostly by http://www.jimrandomh.org/misc/caves.txt
343     void
344 root 1.7 layout::gen_cave (int subtype)
345 root 1.2 {
346     switch (subtype)
347     {
348     // a rough cave
349     case 0:
350 root 1.10 fill_rand (rmg_rndm (85, 97));
351 root 1.2 break;
352    
353     // corridors
354     case 1:
355     fill_rand (rmg_rndm (5, 40));
356     erode_1_2 (5, 2, 10);
357     erode_1_2 (5, -1, 10);
358     erode_1_2 (5, 2, 1);
359     break;
360    
361     // somewhat open, roundish
362     case 2:
363     fill_rand (45);
364     erode_1_2 (5, 0, 5);
365     erode_1_2 (5, 1, 1);
366     break;
367    
368     // wide open, some room-like structures
369     case 3:
370     fill_rand (45);
371     erode_1_2 (5, 2, 4);
372     erode_1_2 (5, -1, 3);
373     break;
374     }
375    
376     border ();
377     isolation_remover ();
378 root 1.1 }
379    
380 root 1.5 /////////////////////////////////////////////////////////////////////////////
381    
382     //+GPL
383    
384 root 1.7 /* puts doors at appropriate locations in a maze. */
385 root 1.5 void
386 root 1.7 layout::doorify ()
387 root 1.5 {
388     int ndoors = w * h / 60; /* reasonable number of doors. */
389     int doorlocs = 0; /* # of available doorlocations */
390    
391     uint16 *doorlist_x = salloc<uint16> (w * h);
392     uint16 *doorlist_y = salloc<uint16> (w * h);
393    
394     /* make a list of possible door locations */
395     for (int i = 1; i < w - 1; i++)
396     for (int j = 1; j < h - 1; j++)
397     {
398     int sindex = surround_flag (*this, i, j);
399    
400     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
401     {
402     doorlist_x [doorlocs] = i;
403     doorlist_y [doorlocs] = j;
404     doorlocs++;
405     }
406     }
407    
408     while (ndoors > 0 && doorlocs > 0)
409     {
410     int di = rmg_rndm (doorlocs);
411     int i = doorlist_x [di];
412     int j = doorlist_y [di];
413     int sindex = surround_flag (*this, i, j);
414    
415     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
416     {
417 root 1.8 data [i][j] = 'D';
418 root 1.5 ndoors--;
419     }
420    
421     /* reduce the size of the list */
422     doorlocs--;
423     doorlist_x[di] = doorlist_x [doorlocs];
424     doorlist_y[di] = doorlist_y [doorlocs];
425     }
426    
427     sfree (doorlist_x, w * h);
428     sfree (doorlist_y, w * h);
429     }
430    
431     /* takes a map and makes it symmetric: adjusts Xsize and
432     * Ysize to produce a symmetric map.
433     */
434     void
435 root 1.7 layout::symmetrize (int symmetry)
436 root 1.5 {
437     if (symmetry == SYMMETRY_NONE)
438     return;
439    
440 root 1.7 layout sym_layout (
441 root 1.5 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
442     symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
443     );
444    
445     if (symmetry == SYMMETRY_X)
446     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
447     for (int j = 0; j < sym_layout.h; j++)
448     {
449     sym_layout[i ][j] =
450 root 1.8 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
451 root 1.5 }
452    
453     if (symmetry == SYMMETRY_Y)
454     for (int i = 0; i < sym_layout.w; i++)
455     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
456     {
457     sym_layout[i][j ] =
458 root 1.8 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
459 root 1.5 }
460    
461     if (symmetry == SYMMETRY_XY)
462     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
463     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
464     {
465     sym_layout[i ][j ] =
466     sym_layout[i ][sym_layout.h - j - 1] =
467     sym_layout[sym_layout.w - i - 1][j ] =
468 root 1.8 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
469 root 1.5 }
470    
471     /* need to run the isolation remover for some layouts */
472     #if 0
473     switch (RP->map_layout_style)
474     {
475     case LAYOUT_ONION:
476     case LAYOUT_SNAKE:
477     case LAYOUT_SQUARE_SPIRAL:
478     // safe
479     break;
480    
481     default:
482     sym_layout.isolation_remover ();
483     break;
484     }
485     #endif
486     sym_layout.isolation_remover ();
487    
488     swap (sym_layout);
489     }
490    
491     //-GPL
492    
493     void
494 root 1.7 layout::rotate (int rotation)
495 root 1.5 {
496     switch (rotation & 3)
497     {
498     case 2: /* a reflection */
499     {
500 root 1.7 layout new_layout (w, h);
501 root 1.5
502     for (int i = 0; i < w; i++) /* copy a reflection back */
503     for (int j = 0; j < h; j++)
504 root 1.8 new_layout [i][j] = data [w - i - 1][h - j - 1];
505 root 1.5
506     swap (new_layout);
507     }
508     break;
509    
510     case 1:
511     case 3:
512     {
513 root 1.7 layout new_layout (h, w);
514 root 1.5
515     if (rotation == 1) /* swap x and y */
516     for (int i = 0; i < w; i++)
517     for (int j = 0; j < h; j++)
518 root 1.8 new_layout [j][i] = data [i][j];
519 root 1.5
520     if (rotation == 3) /* swap x and y */
521     for (int i = 0; i < w; i++)
522     for (int j = 0; j < h; j++)
523 root 1.8 new_layout [j][i] = data [w - i - 1][h - j - 1];
524 root 1.5
525     swap (new_layout);
526     }
527     break;
528     }
529     }
530    
531     /////////////////////////////////////////////////////////////////////////////
532    
533     //+GPL
534    
535     /*
536 root 1.7 * Expands a maze by 2x in each dimension.
537 root 1.5 * H. S. Teoh
538     */
539    
540     /* Copy the old tile X into the new one at location (i*2, j*2) and
541     * fill up the rest of the 2x2 result with \0:
542     * X ---> X \0
543     * \0 \0
544     */
545     static void inline
546 root 1.7 expand_misc (layout &newlayout, int i, int j, layout &maze)
547 root 1.5 {
548 root 1.7 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
549 root 1.5 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
550     * for us.) */
551     }
552    
553     /* Returns a bitmap that represents which squares on the right and bottom
554     * edges of a square (i,j) match the given character:
555     * 1 match on (i+1, j)
556     * 2 match on (i, j+1)
557     * 4 match on (i+1, j+1)
558     * and the possible combinations thereof.
559     */
560     static int noinline
561 root 1.7 calc_pattern (char ch, layout &maze, int i, int j)
562 root 1.5 {
563     int pattern = 0;
564    
565 root 1.7 if (i + 1 < maze.w && maze[i + 1][j] == ch)
566 root 1.5 pattern |= 1;
567    
568 root 1.7 if (j + 1 < maze.h)
569 root 1.5 {
570 root 1.7 if (maze[i][j + 1] == ch)
571 root 1.5 pattern |= 2;
572    
573 root 1.7 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
574 root 1.5 pattern |= 4;
575     }
576    
577     return pattern;
578     }
579    
580     /* Expand a wall. This function will try to sensibly connect the resulting
581     * wall to adjacent wall squares, so that the result won't have disconnected
582     * walls.
583     */
584     static void inline
585 root 1.7 expand_wall (layout &newlayout, int i, int j, layout &maze)
586 root 1.5 {
587 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
588     int door_pattern = calc_pattern ('D', maze, i, j);
589 root 1.5 int both_pattern = wall_pattern | door_pattern;
590    
591     newlayout[i * 2][j * 2] = '#';
592    
593 root 1.7 if (i + 1 < maze.w)
594 root 1.5 {
595     if (both_pattern & 1)
596     { /* join walls/doors to the right */
597     /* newlayout[i*2+1][j*2] = '#'; */
598 root 1.7 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
599 root 1.5 }
600     }
601    
602 root 1.7 if (j + 1 < maze.h)
603 root 1.5 {
604     if (both_pattern & 2)
605     { /* join walls/doors to the bottom */
606     /* newlayout[i*2][j*2+1] = '#'; */
607 root 1.7 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
608 root 1.5 }
609    
610     if (wall_pattern == 7)
611 root 1.7 { /* if orig maze is a 2x2 wall block,
612 root 1.5 * we fill the result with walls. */
613     newlayout[i * 2 + 1][j * 2 + 1] = '#';
614     }
615     }
616     }
617    
618     /* This function will try to sensibly connect doors so that they meet up with
619     * adjacent walls. Note that it will also presumptuously delete (ignore) doors
620     * that it doesn't know how to correctly expand.
621     */
622     static void inline
623 root 1.7 expand_door (layout &newlayout, int i, int j, layout &maze)
624 root 1.5 {
625 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
626     int door_pattern = calc_pattern ('D', maze, i, j);
627 root 1.5 int join_pattern;
628    
629     /* Doors "like" to connect to walls more than other doors. If there is
630     * a wall and another door, this door will connect to the wall and
631     * disconnect from the other door. */
632     if (wall_pattern & 3)
633     join_pattern = wall_pattern;
634     else
635     join_pattern = door_pattern;
636    
637     newlayout[i * 2][j * 2] = 'D';
638    
639 root 1.7 if (i + 1 < maze.w)
640 root 1.5 if (join_pattern & 1)
641     /* there is a door/wall to the right */
642     newlayout[i * 2 + 1][j * 2] = 'D';
643    
644 root 1.7 if (j + 1 < maze.h)
645 root 1.5 if (join_pattern & 2)
646     /* there is a door/wall below */
647     newlayout[i * 2][j * 2 + 1] = 'D';
648     }
649    
650     void
651 root 1.7 layout::expand2x ()
652 root 1.5 {
653 root 1.7 layout new_layout (w * 2 - 1, h * 2 - 1);
654 root 1.5
655     new_layout.clear ();
656    
657     for (int i = 0; i < w; i++)
658     for (int j = 0; j < h; j++)
659 root 1.8 switch (data [i][j])
660 root 1.5 {
661     case '#': expand_wall (new_layout, i, j, *this); break;
662     case 'D': expand_door (new_layout, i, j, *this); break;
663     default: expand_misc (new_layout, i, j, *this); break;
664     }
665    
666     swap (new_layout);
667     }
668    
669     /////////////////////////////////////////////////////////////////////////////
670    
671 root 1.7 /* checks the maze to see if I can stick a horizontal(dir = 0) wall
672 root 1.5 (or vertical, dir == 1)
673     here which ends up on other walls sensibly. */
674     static int
675 root 1.7 can_make_wall (const layout &maze, int dx, int dy, int dir)
676 root 1.5 {
677     int i1;
678     int length = 0;
679    
680     /* dont make walls if we're on the edge. */
681     if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
682     return -1;
683    
684     /* don't make walls if we're ON a wall. */
685     if (maze [dx][dy] != 0)
686     return -1;
687    
688     if (dir == 0) /* horizontal */
689     {
690     int y = dy;
691    
692     for (i1 = dx - 1; i1 > 0; i1--)
693     {
694     int sindex = surround_flag2 (maze, i1, y);
695    
696     if (sindex == 1) break;
697     if (sindex != 0) return -1; /* can't make horiz. wall here */
698     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
699    
700     length++;
701     }
702    
703     for (i1 = dx + 1; i1 < maze.w - 1; i1++)
704     {
705     int sindex = surround_flag2 (maze, i1, y);
706    
707     if (sindex == 2) break;
708     if (sindex != 0) return -1; /* can't make horiz. wall here */
709     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
710    
711     length++;
712     }
713     return length;
714     }
715     else
716     { /* vertical */
717     int x = dx;
718    
719     for (i1 = dy - 1; i1 > 0; i1--)
720     {
721     int sindex = surround_flag2 (maze, x, i1);
722    
723     if (sindex == 4) break;
724     if (sindex != 0) return -1; /* can't make vert. wall here */
725     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
726    
727     length++;
728     }
729    
730     for (i1 = dy + 1; i1 < maze.h - 1; i1++)
731     {
732     int sindex = surround_flag2 (maze, x, i1);
733    
734     if (sindex == 8) break;
735     if (sindex != 0) return -1; /* can't make verti. wall here */
736     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
737    
738     length++;
739     }
740    
741     return length;
742     }
743    
744     return -1;
745     }
746    
747     int
748     make_wall (char **maze, int x, int y, int dir)
749     {
750     maze[x][y] = 'D'; /* mark a door */
751    
752     switch (dir)
753     {
754     case 0: /* horizontal */
755     {
756     for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
757     for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
758     break;
759     }
760     case 1: /* vertical */
761     {
762     for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
763     for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
764     break;
765     }
766     }
767    
768     return 0;
769     }
770    
771     void
772 root 1.7 layout::roomify ()
773 root 1.5 {
774     int tries = w * h / 30;
775    
776     for (int ti = 0; ti < tries; ti++)
777     {
778     /* starting location for looking at creating a door */
779     int dx = rmg_rndm (w);
780     int dy = rmg_rndm (h);
781    
782     /* results of checking on creating walls. */
783     int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
784     int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
785    
786     if (cx == -1)
787     {
788     if (cy != -1)
789     make_wall (*this, dx, dy, 1);
790    
791     continue;
792     }
793    
794     if (cy == -1)
795     {
796     make_wall (*this, dx, dy, 0);
797     continue;
798     }
799    
800     if (cx < cy)
801     make_wall (*this, dx, dy, 0);
802     else
803     make_wall (*this, dx, dy, 1);
804     }
805     }
806    
807     /////////////////////////////////////////////////////////////////////////////
808    
809 root 1.7 /* function selects the maze function and gives it whatever
810 root 1.5 arguments it needs. */
811     void
812 root 1.7 layout::generate (random_map_params *RP)
813 root 1.5 {
814     switch (RP->map_layout_style)
815     {
816     case LAYOUT_ONION:
817     map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
818    
819     if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
820     roomify ();
821    
822     break;
823    
824     case LAYOUT_MAZE:
825     maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
826    
827     if (rmg_rndm (2))
828     doorify ();
829    
830     break;
831    
832     case LAYOUT_SPIRAL:
833     map_gen_spiral (*this, RP->layoutoptions1);
834    
835     if (rmg_rndm (2))
836     doorify ();
837    
838     break;
839    
840     case LAYOUT_ROGUELIKE:
841     /* Don't put symmetry in rogue maps. There isn't much reason to
842     * do so in the first place (doesn't make it any more interesting),
843     * but more importantly, the symmetry code presumes we are symmetrizing
844     * spirals, or maps with lots of passages - making a symmetric rogue
845     * map fails because its likely that the passages the symmetry process
846     * creates may not connect the rooms.
847     */
848     RP->symmetry_used = SYMMETRY_NONE;
849     roguelike_layout_gen (*this, RP->layoutoptions1);
850     /* no doorifying... done already */
851     break;
852    
853     case LAYOUT_SNAKE:
854     make_snake_layout (*this, RP->layoutoptions1);
855    
856     if (rmg_rndm (2))
857     roomify ();
858    
859     break;
860    
861     case LAYOUT_SQUARE_SPIRAL:
862     make_square_spiral_layout (*this, RP->layoutoptions1);
863    
864     if (rmg_rndm (2))
865     roomify ();
866    
867     break;
868    
869     case LAYOUT_CAVE:
870     gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
871    
872     if (rmg_rndm (2))
873     doorify ();
874    
875     break;
876    
877     default:
878     abort ();
879     }
880    
881 root 1.7 /* rotate the maze randomly */
882 root 1.5 rotate (rmg_rndm (4));
883    
884     symmetrize (RP->symmetry_used);
885    
886     #if 0
887     print ();//D
888     #endif
889    
890     if (RP->expand2x)
891     expand2x ();
892     }
893    
894     //-GPL
895    
896 root 1.1 #if 0
897     static struct demo
898     {
899     demo ()
900     {
901     rmg_rndm.seed (time (0));
902    
903 root 1.10 for(int i=1;i<100;i++)
904 root 1.1 {
905 root 1.10 layout maze (40, 25);
906     maze.fill_rand (85);
907 root 1.3 maze.border ();
908     maze.isolation_remover ();
909     maze.print ();
910 root 1.1 }
911 root 1.2
912 root 1.1 exit (1);
913     }
914     } demo;
915     #endif