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Revision: 1.16
Committed: Sat Jul 3 11:52:11 2010 UTC (13 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.15: +39 -40 lines
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# 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 root 1.14 size = (sizeof (cell *) + sizeof (cell) * h) * w;
40 root 1.8 data = (cell **)salloc<char> (size);
41    
42     cell *p = (cell *)(data + w);
43 root 1.1
44 root 1.14 for (int x = 0; x < w; ++x)
45 root 1.8 data [x] = p + x * h;
46 root 1.1 }
47    
48 root 1.9 layout::layout (int w, int h)
49     {
50     alloc (w, h);
51     }
52    
53     layout::layout (layout &copy)
54     {
55     alloc (copy.w, copy.h);
56    
57     memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
58     }
59    
60 root 1.14 layout::layout (layout &orig, int x1, int y1, int x2, int y2)
61     {
62     w = x2 - x1;
63     h = y2 - y1;
64    
65     // we only allocate space for the pointers
66     size = sizeof (cell *) * w;
67     data = (cell **)salloc<char> (size);
68    
69     // and now we point back into the original layout
70     for (int x = 0; x < w; ++x)
71     data [x] = orig.data [x + x1] + y1;
72     }
73    
74 root 1.7 layout::~layout ()
75 root 1.1 {
76 root 1.8 sfree ((char *)data, size);
77 root 1.1 }
78    
79     void
80 root 1.7 layout::fill (char fill)
81 root 1.1 {
82 root 1.15 //memset (data [0], fill, w * h); // only when contiguous :/
83     fill_rect (0, 0, w, h, fill);
84 root 1.1 }
85    
86     void
87 root 1.7 layout::rect (int x1, int y1, int x2, int y2, char fill)
88 root 1.1 {
89 root 1.10 --x2;
90    
91     memset (data [x1] + y1, fill, y2 - y1);
92     memset (data [x2] + y1, fill, y2 - y1);
93    
94     while (++x1 < x2)
95     data [x1][y1] = data [x1][y2 - 1] = fill;
96     }
97    
98     void
99     layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
100     {
101 root 1.1 for (; x1 < x2; ++x1)
102 root 1.8 memset (data [x1] + y1, fill, y2 - y1);
103 root 1.1 }
104    
105 root 1.7 void layout::border (char fill)
106 root 1.1 {
107 root 1.10 rect (0, 0, w, h, fill);
108 root 1.1 }
109    
110 root 1.2 void
111 root 1.7 layout::fill_rand (int percent)
112 root 1.2 {
113     percent = lerp (percent, 0, 100, 0, 256);
114    
115     for (int x = w - 1; --x > 0; )
116     for (int y = h - 1; --y > 0; )
117 root 1.8 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
118 root 1.2 }
119    
120 root 1.1 /////////////////////////////////////////////////////////////////////////////
121    
122 root 1.2 // erode by cellular automata
123 root 1.1 void
124 root 1.7 layout::erode_1_2 (int c1, int c2, int repeat)
125 root 1.1 {
126 root 1.7 layout neu (w, h);
127 root 1.2
128     while (repeat--)
129 root 1.1 {
130 root 1.2 for (int x = 0; x < w; ++x)
131 root 1.1 {
132 root 1.2 coroapi::cede_to_tick ();
133    
134     for (int y = 0; y < h; ++y)
135     {
136     int n1 = 0, n2 = 0;
137    
138     // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2)
139     static I8 dds[][3] = {
140 root 1.4 { -2, -1, 0 }, { -2, 0, 0 }, { -2, 1, 0 },
141     { -1, -2, 0 }, { -1, -1, 1 }, { -1, 0, 1 }, { -1, 1, 1 }, { -1, 2, 0 },
142     { 0, -2, 0 }, { 0, -1, 1 }, { 0, 0, 1 }, { 0, 1, 1 }, { 0, 2, 0 },
143     { 1, -2, 0 }, { 1, -1, 1 }, { 1, 0, 1 }, { 1, 1, 1 }, { 1, 2, 0 },
144     { 2, -1, 0 }, { 2, 0, 0 }, { 2, 1, 0 },
145 root 1.2 };
146    
147     for (int i = array_length (dds); i--; )
148     {
149     int nx = x + dds [i][0];
150     int ny = y + dds [i][1];
151    
152 root 1.8 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
153 root 1.2 {
154     n1 += dds [i][2];
155     n2++;
156     }
157     }
158    
159     neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0;
160     }
161     }
162    
163     swap (neu);
164     }
165     }
166    
167     /////////////////////////////////////////////////////////////////////////////
168    
169     void
170 root 1.7 layout::print () const
171 root 1.2 {
172     for (int y = 0; y < h; y++)
173     {
174     for (int x = 0; x < w; x++)
175     {
176 root 1.8 U8 c = (U8)data [x][y];
177 root 1.1
178     if (!c)
179     c = ' ';
180     else if (c < 10)
181     c += '0';
182     else if (c < 32)
183     c += 'a' - 10;
184    
185     putc ((char)c, stdout);
186     }
187    
188     putc ('\n', stdout);
189     }
190    
191     putc ('\n', stdout);
192     }
193    
194     /////////////////////////////////////////////////////////////////////////////
195     // isolation remover - ensures single connected area
196    
197     typedef fixed_stack<point> pointlist;
198    
199 root 1.10 static void noinline
200 root 1.7 push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
201 root 1.1 {
202 root 1.3 if (dist [x][y])
203 root 1.1 return;
204    
205 root 1.3 while (y > 0 && !dist [x][y - 1])
206 root 1.1 --y;
207    
208     int y0 = y;
209    
210 root 1.3 while (y < dist.h && !dist [x][y])
211 root 1.1 {
212     seeds.push (point (x, y));
213    
214     dist [x][y] = 1;
215     ++y;
216     }
217    
218     while (--y >= y0)
219     {
220 root 1.11 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
221     if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
222 root 1.1 }
223     }
224    
225     static inline void
226 root 1.7 make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d)
227 root 1.1 {
228     for (;;)
229     {
230 root 1.10 point neigh[4];
231     int ncnt = 0;
232    
233 root 1.13 if (x > 0 && U8 (dist [x - 1][y]) <= d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
234     if (x < dist.w - 1 && U8 (dist [x + 1][y]) <= d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
235     if (y > 0 && U8 (dist [x][y - 1]) <= d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
236     if (y < dist.h - 1 && U8 (dist [x][y + 1]) <= d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
237 root 1.12
238 root 1.10 if (!ncnt)
239     return;
240    
241     point &p = neigh [rmg_rndm (ncnt)];
242    
243     seeds.push (p);
244    
245     x = p.x;
246     y = p.y;
247 root 1.1
248     d = dist [x][y];
249 root 1.3 dist [x][y] = 1;
250 root 1.1 }
251     }
252    
253 root 1.3 static void inline
254 root 1.7 maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
255 root 1.1 {
256 root 1.3 char &D = dist [x][y];
257    
258     if (U8 (D) > d) // if wall and higher distance, lower distance
259     D = d;
260     else if (D) // otherwise, if it's no room, this space is uninteresting
261     return;
262 root 1.1
263 root 1.3 seeds.push (point (x, y));
264     }
265 root 1.1
266 root 1.10 // isolation remover, works on a "distance" map
267     // the map must be initialised with 0 == rooms, 255 = walls
268     static void noinline
269     isolation_remover (layout &dist)
270 root 1.3 {
271     // dist contains
272     // 0 == invisited rooms
273     // 1 == visited rooms
274     // 2+ shortest distance to random near room
275 root 1.1
276 root 1.10 // phase 1, find seed
277 root 1.3 int cnt = 0;
278     int x, y;
279 root 1.1
280 root 1.10 for (int i = 0; i < dist.w; ++i)
281     for (int j = 0; j < dist.h; ++j)
282     if (!dist [i][j] && !rmg_rndm (++cnt))
283     x = i, y = j;
284 root 1.2
285 root 1.3 if (!cnt)
286 root 1.6 {
287     // map is completely massive, this is not good,
288     // so make it empty instead.
289 root 1.12 dist.fill (1);
290 root 1.6 return;
291     }
292 root 1.1
293 root 1.10 fixed_stack<point> seeds (dist.w * dist.h * 5);
294 root 1.1
295 root 1.3 // found first free space - picking the first one gives
296     // us a slight bias for tunnels, but usually you won't
297     // notice that in-game
298     seeds.push (point (x, y));
299 root 1.1
300 root 1.3 // phase 2, while we have seeds, if
301     // seed is empty, floodfill, else grow
302 root 1.1
303 root 1.3 while (seeds.size)
304     {
305     coroapi::cede_to_tick ();
306 root 1.1
307 root 1.3 point p = seeds.remove (rmg_rndm (seeds.size));
308 root 1.1
309 root 1.3 x = p.x;
310     y = p.y;
311 root 1.1
312 root 1.3 if (!dist [x][y])
313     {
314     // found new isolated area, make tunnel
315 root 1.10 push_flood_fill (dist, seeds, x, y);
316 root 1.3 make_tunnel (dist, seeds, x, y, 255);
317 root 1.1 }
318 root 1.3 else
319     {
320     // nothing here, continue to expand
321     U8 d = U8 (dist [x][y]) + 1;
322 root 1.1
323 root 1.13 if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
324     if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
325     if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
326     if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
327 root 1.3 }
328     }
329 root 1.10 }
330    
331     void
332     layout::isolation_remover ()
333     {
334 root 1.13 layout dist (w - 2, h - 2); // map without border
335 root 1.10
336 root 1.12 for (int x = 1; x < w - 1; ++x)
337     for (int y = 1; y < h - 1; ++y)
338 root 1.13 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
339 root 1.10
340     ::isolation_remover (dist);
341 root 1.1
342 root 1.3 // now copy the tunnels over
343 root 1.12 for (int x = 1; x < w - 1; ++x)
344     for (int y = 1; y < h - 1; ++y)
345 root 1.13 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
346 root 1.8 data [x][y] = 0;
347 root 1.2 }
348    
349     /////////////////////////////////////////////////////////////////////////////
350    
351 root 1.5 //+GPL
352    
353 root 1.7 /* puts doors at appropriate locations in a maze. */
354 root 1.5 void
355 root 1.7 layout::doorify ()
356 root 1.5 {
357     int ndoors = w * h / 60; /* reasonable number of doors. */
358     int doorlocs = 0; /* # of available doorlocations */
359    
360     uint16 *doorlist_x = salloc<uint16> (w * h);
361     uint16 *doorlist_y = salloc<uint16> (w * h);
362    
363     /* make a list of possible door locations */
364     for (int i = 1; i < w - 1; i++)
365     for (int j = 1; j < h - 1; j++)
366     {
367     int sindex = surround_flag (*this, i, j);
368    
369     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
370     {
371     doorlist_x [doorlocs] = i;
372     doorlist_y [doorlocs] = j;
373     doorlocs++;
374     }
375     }
376    
377     while (ndoors > 0 && doorlocs > 0)
378     {
379     int di = rmg_rndm (doorlocs);
380     int i = doorlist_x [di];
381     int j = doorlist_y [di];
382     int sindex = surround_flag (*this, i, j);
383    
384     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
385     {
386 root 1.8 data [i][j] = 'D';
387 root 1.5 ndoors--;
388     }
389    
390     /* reduce the size of the list */
391     doorlocs--;
392     doorlist_x[di] = doorlist_x [doorlocs];
393     doorlist_y[di] = doorlist_y [doorlocs];
394     }
395    
396     sfree (doorlist_x, w * h);
397     sfree (doorlist_y, w * h);
398     }
399    
400     /* takes a map and makes it symmetric: adjusts Xsize and
401     * Ysize to produce a symmetric map.
402     */
403     void
404 root 1.7 layout::symmetrize (int symmetry)
405 root 1.5 {
406     if (symmetry == SYMMETRY_NONE)
407     return;
408    
409 root 1.7 layout sym_layout (
410 root 1.5 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
411     symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
412     );
413    
414     if (symmetry == SYMMETRY_X)
415     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
416     for (int j = 0; j < sym_layout.h; j++)
417     {
418     sym_layout[i ][j] =
419 root 1.8 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
420 root 1.5 }
421    
422     if (symmetry == SYMMETRY_Y)
423     for (int i = 0; i < sym_layout.w; i++)
424     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
425     {
426     sym_layout[i][j ] =
427 root 1.8 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
428 root 1.5 }
429    
430     if (symmetry == SYMMETRY_XY)
431     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
432     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
433     {
434     sym_layout[i ][j ] =
435     sym_layout[i ][sym_layout.h - j - 1] =
436     sym_layout[sym_layout.w - i - 1][j ] =
437 root 1.8 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
438 root 1.5 }
439    
440     /* need to run the isolation remover for some layouts */
441     #if 0
442     switch (RP->map_layout_style)
443     {
444     case LAYOUT_ONION:
445     case LAYOUT_SNAKE:
446     case LAYOUT_SQUARE_SPIRAL:
447     // safe
448     break;
449    
450     default:
451     sym_layout.isolation_remover ();
452     break;
453     }
454     #endif
455     sym_layout.isolation_remover ();
456    
457     swap (sym_layout);
458     }
459    
460     //-GPL
461    
462     void
463 root 1.7 layout::rotate (int rotation)
464 root 1.5 {
465     switch (rotation & 3)
466     {
467     case 2: /* a reflection */
468     {
469 root 1.7 layout new_layout (w, h);
470 root 1.5
471     for (int i = 0; i < w; i++) /* copy a reflection back */
472     for (int j = 0; j < h; j++)
473 root 1.8 new_layout [i][j] = data [w - i - 1][h - j - 1];
474 root 1.5
475     swap (new_layout);
476     }
477     break;
478    
479     case 1:
480     case 3:
481     {
482 root 1.7 layout new_layout (h, w);
483 root 1.5
484     if (rotation == 1) /* swap x and y */
485     for (int i = 0; i < w; i++)
486     for (int j = 0; j < h; j++)
487 root 1.8 new_layout [j][i] = data [i][j];
488 root 1.5
489     if (rotation == 3) /* swap x and y */
490     for (int i = 0; i < w; i++)
491     for (int j = 0; j < h; j++)
492 root 1.8 new_layout [j][i] = data [w - i - 1][h - j - 1];
493 root 1.5
494     swap (new_layout);
495     }
496     break;
497     }
498     }
499    
500     /////////////////////////////////////////////////////////////////////////////
501    
502     //+GPL
503    
504     /*
505 root 1.7 * Expands a maze by 2x in each dimension.
506 root 1.5 * H. S. Teoh
507     */
508    
509     /* Copy the old tile X into the new one at location (i*2, j*2) and
510     * fill up the rest of the 2x2 result with \0:
511     * X ---> X \0
512     * \0 \0
513     */
514     static void inline
515 root 1.7 expand_misc (layout &newlayout, int i, int j, layout &maze)
516 root 1.5 {
517 root 1.7 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
518 root 1.5 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
519     * for us.) */
520     }
521    
522     /* Returns a bitmap that represents which squares on the right and bottom
523     * edges of a square (i,j) match the given character:
524     * 1 match on (i+1, j)
525     * 2 match on (i, j+1)
526     * 4 match on (i+1, j+1)
527     * and the possible combinations thereof.
528     */
529     static int noinline
530 root 1.7 calc_pattern (char ch, layout &maze, int i, int j)
531 root 1.5 {
532     int pattern = 0;
533    
534 root 1.7 if (i + 1 < maze.w && maze[i + 1][j] == ch)
535 root 1.5 pattern |= 1;
536    
537 root 1.7 if (j + 1 < maze.h)
538 root 1.5 {
539 root 1.7 if (maze[i][j + 1] == ch)
540 root 1.5 pattern |= 2;
541    
542 root 1.7 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
543 root 1.5 pattern |= 4;
544     }
545    
546     return pattern;
547     }
548    
549     /* Expand a wall. This function will try to sensibly connect the resulting
550     * wall to adjacent wall squares, so that the result won't have disconnected
551     * walls.
552     */
553     static void inline
554 root 1.7 expand_wall (layout &newlayout, int i, int j, layout &maze)
555 root 1.5 {
556 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
557     int door_pattern = calc_pattern ('D', maze, i, j);
558 root 1.5 int both_pattern = wall_pattern | door_pattern;
559    
560     newlayout[i * 2][j * 2] = '#';
561    
562 root 1.7 if (i + 1 < maze.w)
563 root 1.5 {
564     if (both_pattern & 1)
565     { /* join walls/doors to the right */
566     /* newlayout[i*2+1][j*2] = '#'; */
567 root 1.7 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
568 root 1.5 }
569     }
570    
571 root 1.7 if (j + 1 < maze.h)
572 root 1.5 {
573     if (both_pattern & 2)
574     { /* join walls/doors to the bottom */
575     /* newlayout[i*2][j*2+1] = '#'; */
576 root 1.7 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
577 root 1.5 }
578    
579     if (wall_pattern == 7)
580 root 1.7 { /* if orig maze is a 2x2 wall block,
581 root 1.5 * we fill the result with walls. */
582     newlayout[i * 2 + 1][j * 2 + 1] = '#';
583     }
584     }
585     }
586    
587     /* This function will try to sensibly connect doors so that they meet up with
588     * adjacent walls. Note that it will also presumptuously delete (ignore) doors
589     * that it doesn't know how to correctly expand.
590     */
591     static void inline
592 root 1.7 expand_door (layout &newlayout, int i, int j, layout &maze)
593 root 1.5 {
594 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
595     int door_pattern = calc_pattern ('D', maze, i, j);
596 root 1.5 int join_pattern;
597    
598     /* Doors "like" to connect to walls more than other doors. If there is
599     * a wall and another door, this door will connect to the wall and
600     * disconnect from the other door. */
601     if (wall_pattern & 3)
602     join_pattern = wall_pattern;
603     else
604     join_pattern = door_pattern;
605    
606     newlayout[i * 2][j * 2] = 'D';
607    
608 root 1.7 if (i + 1 < maze.w)
609 root 1.5 if (join_pattern & 1)
610     /* there is a door/wall to the right */
611     newlayout[i * 2 + 1][j * 2] = 'D';
612    
613 root 1.7 if (j + 1 < maze.h)
614 root 1.5 if (join_pattern & 2)
615     /* there is a door/wall below */
616     newlayout[i * 2][j * 2 + 1] = 'D';
617     }
618    
619     void
620 root 1.7 layout::expand2x ()
621 root 1.5 {
622 root 1.7 layout new_layout (w * 2 - 1, h * 2 - 1);
623 root 1.5
624     new_layout.clear ();
625    
626     for (int i = 0; i < w; i++)
627     for (int j = 0; j < h; j++)
628 root 1.8 switch (data [i][j])
629 root 1.5 {
630     case '#': expand_wall (new_layout, i, j, *this); break;
631     case 'D': expand_door (new_layout, i, j, *this); break;
632     default: expand_misc (new_layout, i, j, *this); break;
633     }
634    
635     swap (new_layout);
636     }
637    
638     /////////////////////////////////////////////////////////////////////////////
639    
640 root 1.7 /* checks the maze to see if I can stick a horizontal(dir = 0) wall
641 root 1.5 (or vertical, dir == 1)
642     here which ends up on other walls sensibly. */
643     static int
644 root 1.7 can_make_wall (const layout &maze, int dx, int dy, int dir)
645 root 1.5 {
646     int i1;
647     int length = 0;
648    
649     /* dont make walls if we're on the edge. */
650     if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
651     return -1;
652    
653     /* don't make walls if we're ON a wall. */
654     if (maze [dx][dy] != 0)
655     return -1;
656    
657     if (dir == 0) /* horizontal */
658     {
659     int y = dy;
660    
661     for (i1 = dx - 1; i1 > 0; i1--)
662     {
663     int sindex = surround_flag2 (maze, i1, y);
664    
665     if (sindex == 1) break;
666     if (sindex != 0) return -1; /* can't make horiz. wall here */
667     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
668    
669     length++;
670     }
671    
672     for (i1 = dx + 1; i1 < maze.w - 1; i1++)
673     {
674     int sindex = surround_flag2 (maze, i1, y);
675    
676     if (sindex == 2) break;
677     if (sindex != 0) return -1; /* can't make horiz. wall here */
678     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
679    
680     length++;
681     }
682     return length;
683     }
684     else
685     { /* vertical */
686     int x = dx;
687    
688     for (i1 = dy - 1; i1 > 0; i1--)
689     {
690     int sindex = surround_flag2 (maze, x, i1);
691    
692     if (sindex == 4) break;
693     if (sindex != 0) return -1; /* can't make vert. wall here */
694     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
695    
696     length++;
697     }
698    
699     for (i1 = dy + 1; i1 < maze.h - 1; i1++)
700     {
701     int sindex = surround_flag2 (maze, x, i1);
702    
703     if (sindex == 8) break;
704     if (sindex != 0) return -1; /* can't make verti. wall here */
705     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
706    
707     length++;
708     }
709    
710     return length;
711     }
712    
713     return -1;
714     }
715    
716     int
717     make_wall (char **maze, int x, int y, int dir)
718     {
719     maze[x][y] = 'D'; /* mark a door */
720    
721     switch (dir)
722     {
723     case 0: /* horizontal */
724     {
725     for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
726     for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
727     break;
728     }
729     case 1: /* vertical */
730     {
731     for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
732     for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
733     break;
734     }
735     }
736    
737     return 0;
738     }
739    
740     void
741 root 1.7 layout::roomify ()
742 root 1.5 {
743     int tries = w * h / 30;
744    
745     for (int ti = 0; ti < tries; ti++)
746     {
747     /* starting location for looking at creating a door */
748     int dx = rmg_rndm (w);
749     int dy = rmg_rndm (h);
750    
751     /* results of checking on creating walls. */
752     int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
753     int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
754    
755     if (cx == -1)
756     {
757     if (cy != -1)
758     make_wall (*this, dx, dy, 1);
759    
760     continue;
761     }
762    
763     if (cy == -1)
764     {
765     make_wall (*this, dx, dy, 0);
766     continue;
767     }
768    
769     if (cx < cy)
770     make_wall (*this, dx, dy, 0);
771     else
772     make_wall (*this, dx, dy, 1);
773     }
774     }
775    
776     /////////////////////////////////////////////////////////////////////////////
777    
778 root 1.16 // inspired mostly by http://www.jimrandomh.org/misc/caves.txt
779     void
780     layout::gen_cave (int subtype)
781     {
782     switch (subtype)
783     {
784     // a rough cave
785     case 0:
786     fill_rand (rmg_rndm (85, 97));
787     break;
788    
789     // corridors
790     case 1:
791     fill_rand (rmg_rndm (5, 40));
792     erode_1_2 (5, 2, 10);
793     erode_1_2 (5, -1, 10);
794     erode_1_2 (5, 2, 1);
795     break;
796    
797     // somewhat open, roundish
798     case 2:
799     fill_rand (45);
800     erode_1_2 (5, 0, 5);
801     erode_1_2 (5, 1, 1);
802     break;
803    
804     // wide open, some room-like structures
805     case 3:
806     fill_rand (45);
807     erode_1_2 (5, 2, 4);
808     erode_1_2 (5, -1, 3);
809     break;
810     }
811    
812     border ();
813     isolation_remover ();
814     }
815    
816 root 1.15 static void
817     gen_mixed_ (layout &maze, random_map_params *RP, int dir)
818     {
819     if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3))
820     dir = 2; // stop recursion randomly
821    
822     if (dir == 0 && maze.w > 16)
823     {
824     int m = rmg_rndm (8, maze.w - 8);
825    
826     layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir);
827     layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
828     }
829     else if (dir == 1 && maze.h > 16)
830     {
831     int m = rmg_rndm (8, maze.h - 8);
832    
833     layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir);
834     layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
835     }
836     else
837     {
838     RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
839    
840     if (RP->map_layout_style == LAYOUT_MULTIPLE)
841     ++RP->map_layout_style;
842    
843     maze.generate (RP);
844     }
845     }
846    
847 root 1.16 // recursive subdivision with random sublayouts
848 root 1.15 static void
849     gen_mixed (layout &maze, random_map_params *RP)
850     {
851     random_map_params &rp = *new random_map_params (RP);
852     gen_mixed_ (maze, &rp, rmg_rndm (2));
853     delete &rp;
854    
855     maze.border ();
856     maze.isolation_remover ();
857     }
858    
859 root 1.7 /* function selects the maze function and gives it whatever
860 root 1.5 arguments it needs. */
861     void
862 root 1.7 layout::generate (random_map_params *RP)
863 root 1.5 {
864     switch (RP->map_layout_style)
865     {
866     case LAYOUT_ONION:
867     map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
868    
869     if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
870     roomify ();
871    
872     break;
873    
874     case LAYOUT_MAZE:
875     maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
876    
877     if (rmg_rndm (2))
878     doorify ();
879    
880     break;
881    
882     case LAYOUT_SPIRAL:
883     map_gen_spiral (*this, RP->layoutoptions1);
884    
885     if (rmg_rndm (2))
886     doorify ();
887    
888     break;
889    
890     case LAYOUT_ROGUELIKE:
891     /* Don't put symmetry in rogue maps. There isn't much reason to
892     * do so in the first place (doesn't make it any more interesting),
893     * but more importantly, the symmetry code presumes we are symmetrizing
894     * spirals, or maps with lots of passages - making a symmetric rogue
895     * map fails because its likely that the passages the symmetry process
896     * creates may not connect the rooms.
897     */
898     RP->symmetry_used = SYMMETRY_NONE;
899     roguelike_layout_gen (*this, RP->layoutoptions1);
900     /* no doorifying... done already */
901     break;
902    
903     case LAYOUT_SNAKE:
904     make_snake_layout (*this, RP->layoutoptions1);
905    
906     if (rmg_rndm (2))
907     roomify ();
908    
909     break;
910    
911     case LAYOUT_SQUARE_SPIRAL:
912     make_square_spiral_layout (*this, RP->layoutoptions1);
913    
914     if (rmg_rndm (2))
915     roomify ();
916    
917     break;
918    
919     case LAYOUT_CAVE:
920     gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
921    
922     if (rmg_rndm (2))
923     doorify ();
924    
925     break;
926    
927 root 1.15 case LAYOUT_MULTIPLE:
928     gen_mixed (*this, RP);
929     break;
930    
931 root 1.5 default:
932     abort ();
933     }
934     }
935    
936     //-GPL
937    
938 root 1.1 #if 0
939     static struct demo
940     {
941     demo ()
942     {
943     rmg_rndm.seed (time (0));
944    
945 root 1.10 for(int i=1;i<100;i++)
946 root 1.1 {
947 root 1.10 layout maze (40, 25);
948     maze.fill_rand (85);
949 root 1.3 maze.border ();
950     maze.isolation_remover ();
951     maze.print ();
952 root 1.1 }
953 root 1.2
954 root 1.1 exit (1);
955     }
956     } demo;
957     #endif