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Revision: 1.17
Committed: Sat Jul 3 13:14:35 2010 UTC (13 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.16: +47 -13 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 1.17 make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
227 root 1.1 {
228     for (;;)
229     {
230 root 1.10 point neigh[4];
231     int ncnt = 0;
232    
233 root 1.17 d += perturb > 1;
234    
235     if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
236     if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
237     if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
238     if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
239 root 1.12
240 root 1.10 if (!ncnt)
241     return;
242    
243 root 1.17 point &p = neigh [perturb ? rmg_rndm (ncnt) : 0];
244 root 1.10
245     seeds.push (p);
246    
247     x = p.x;
248     y = p.y;
249 root 1.1
250     d = dist [x][y];
251 root 1.3 dist [x][y] = 1;
252 root 1.1 }
253     }
254    
255 root 1.3 static void inline
256 root 1.7 maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
257 root 1.1 {
258 root 1.3 char &D = dist [x][y];
259    
260     if (U8 (D) > d) // if wall and higher distance, lower distance
261     D = d;
262     else if (D) // otherwise, if it's no room, this space is uninteresting
263     return;
264 root 1.1
265 root 1.3 seeds.push (point (x, y));
266     }
267 root 1.1
268 root 1.10 // isolation remover, works on a "distance" map
269     // the map must be initialised with 0 == rooms, 255 = walls
270     static void noinline
271 root 1.17 isolation_remover (layout &dist, unsigned int perturb = 2)
272 root 1.3 {
273     // dist contains
274     // 0 == invisited rooms
275     // 1 == visited rooms
276     // 2+ shortest distance to random near room
277 root 1.1
278 root 1.17 max_it (perturb, 0);
279     min_it (perturb, 2);
280    
281 root 1.10 // phase 1, find seed
282 root 1.3 int cnt = 0;
283     int x, y;
284 root 1.1
285 root 1.10 for (int i = 0; i < dist.w; ++i)
286     for (int j = 0; j < dist.h; ++j)
287     if (!dist [i][j] && !rmg_rndm (++cnt))
288     x = i, y = j;
289 root 1.2
290 root 1.3 if (!cnt)
291 root 1.6 {
292     // map is completely massive, this is not good,
293     // so make it empty instead.
294 root 1.12 dist.fill (1);
295 root 1.6 return;
296     }
297 root 1.1
298 root 1.10 fixed_stack<point> seeds (dist.w * dist.h * 5);
299 root 1.1
300 root 1.3 // found first free space - picking the first one gives
301     // us a slight bias for tunnels, but usually you won't
302     // notice that in-game
303     seeds.push (point (x, y));
304 root 1.1
305 root 1.3 // phase 2, while we have seeds, if
306     // seed is empty, floodfill, else grow
307 root 1.1
308 root 1.3 while (seeds.size)
309     {
310     coroapi::cede_to_tick ();
311 root 1.1
312 root 1.3 point p = seeds.remove (rmg_rndm (seeds.size));
313 root 1.1
314 root 1.3 x = p.x;
315     y = p.y;
316 root 1.1
317 root 1.3 if (!dist [x][y])
318     {
319     // found new isolated area, make tunnel
320 root 1.10 push_flood_fill (dist, seeds, x, y);
321 root 1.17 make_tunnel (dist, seeds, x, y, 254, perturb);
322 root 1.1 }
323 root 1.3 else
324     {
325     // nothing here, continue to expand
326     U8 d = U8 (dist [x][y]) + 1;
327 root 1.1
328 root 1.13 if (x < dist.w - 1) maybe_push (dist, seeds, x + 1, y, d);
329     if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
330     if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
331     if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
332 root 1.3 }
333     }
334 root 1.10 }
335    
336     void
337 root 1.17 layout::isolation_remover (int perturb)
338 root 1.10 {
339 root 1.13 layout dist (w - 2, h - 2); // map without border
340 root 1.10
341 root 1.12 for (int x = 1; x < w - 1; ++x)
342     for (int y = 1; y < h - 1; ++y)
343 root 1.13 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
344 root 1.10
345 root 1.17 ::isolation_remover (dist, perturb);
346 root 1.1
347 root 1.3 // now copy the tunnels over
348 root 1.12 for (int x = 1; x < w - 1; ++x)
349     for (int y = 1; y < h - 1; ++y)
350 root 1.13 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
351 root 1.8 data [x][y] = 0;
352 root 1.2 }
353    
354     /////////////////////////////////////////////////////////////////////////////
355    
356 root 1.5 //+GPL
357    
358 root 1.7 /* puts doors at appropriate locations in a maze. */
359 root 1.5 void
360 root 1.7 layout::doorify ()
361 root 1.5 {
362     int ndoors = w * h / 60; /* reasonable number of doors. */
363     int doorlocs = 0; /* # of available doorlocations */
364    
365     uint16 *doorlist_x = salloc<uint16> (w * h);
366     uint16 *doorlist_y = salloc<uint16> (w * h);
367    
368     /* make a list of possible door locations */
369     for (int i = 1; i < w - 1; i++)
370     for (int j = 1; j < h - 1; j++)
371     {
372     int sindex = surround_flag (*this, i, j);
373    
374     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
375     {
376     doorlist_x [doorlocs] = i;
377     doorlist_y [doorlocs] = j;
378     doorlocs++;
379     }
380     }
381    
382     while (ndoors > 0 && doorlocs > 0)
383     {
384     int di = rmg_rndm (doorlocs);
385     int i = doorlist_x [di];
386     int j = doorlist_y [di];
387     int sindex = surround_flag (*this, i, j);
388    
389     if (sindex == 3 || sindex == 12) /* these are possible door sindex */
390     {
391 root 1.8 data [i][j] = 'D';
392 root 1.5 ndoors--;
393     }
394    
395     /* reduce the size of the list */
396     doorlocs--;
397     doorlist_x[di] = doorlist_x [doorlocs];
398     doorlist_y[di] = doorlist_y [doorlocs];
399     }
400    
401     sfree (doorlist_x, w * h);
402     sfree (doorlist_y, w * h);
403     }
404    
405     /* takes a map and makes it symmetric: adjusts Xsize and
406     * Ysize to produce a symmetric map.
407     */
408     void
409 root 1.7 layout::symmetrize (int symmetry)
410 root 1.5 {
411     if (symmetry == SYMMETRY_NONE)
412     return;
413    
414 root 1.7 layout sym_layout (
415 root 1.5 symmetry == SYMMETRY_X || symmetry == SYMMETRY_XY ? w * 2 - 3 : w,
416     symmetry == SYMMETRY_Y || symmetry == SYMMETRY_XY ? h * 2 - 3 : h
417     );
418    
419     if (symmetry == SYMMETRY_X)
420     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
421     for (int j = 0; j < sym_layout.h; j++)
422     {
423     sym_layout[i ][j] =
424 root 1.8 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
425 root 1.5 }
426    
427     if (symmetry == SYMMETRY_Y)
428     for (int i = 0; i < sym_layout.w; i++)
429     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
430     {
431     sym_layout[i][j ] =
432 root 1.8 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
433 root 1.5 }
434    
435     if (symmetry == SYMMETRY_XY)
436     for (int i = 0; i < sym_layout.w / 2 + 1; i++)
437     for (int j = 0; j < sym_layout.h / 2 + 1; j++)
438     {
439     sym_layout[i ][j ] =
440     sym_layout[i ][sym_layout.h - j - 1] =
441     sym_layout[sym_layout.w - i - 1][j ] =
442 root 1.8 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
443 root 1.5 }
444    
445     /* need to run the isolation remover for some layouts */
446     #if 0
447     switch (RP->map_layout_style)
448     {
449     case LAYOUT_ONION:
450     case LAYOUT_SNAKE:
451     case LAYOUT_SQUARE_SPIRAL:
452     // safe
453     break;
454    
455     default:
456     sym_layout.isolation_remover ();
457     break;
458     }
459     #endif
460     sym_layout.isolation_remover ();
461    
462     swap (sym_layout);
463     }
464    
465     //-GPL
466    
467     void
468 root 1.7 layout::rotate (int rotation)
469 root 1.5 {
470     switch (rotation & 3)
471     {
472     case 2: /* a reflection */
473     {
474 root 1.7 layout new_layout (w, h);
475 root 1.5
476     for (int i = 0; i < w; i++) /* copy a reflection back */
477     for (int j = 0; j < h; j++)
478 root 1.8 new_layout [i][j] = data [w - i - 1][h - j - 1];
479 root 1.5
480     swap (new_layout);
481     }
482     break;
483    
484     case 1:
485     case 3:
486     {
487 root 1.7 layout new_layout (h, w);
488 root 1.5
489     if (rotation == 1) /* 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 [i][j];
493 root 1.5
494     if (rotation == 3) /* swap x and y */
495     for (int i = 0; i < w; i++)
496     for (int j = 0; j < h; j++)
497 root 1.8 new_layout [j][i] = data [w - i - 1][h - j - 1];
498 root 1.5
499     swap (new_layout);
500     }
501     break;
502     }
503     }
504    
505     /////////////////////////////////////////////////////////////////////////////
506    
507     //+GPL
508    
509     /*
510 root 1.7 * Expands a maze by 2x in each dimension.
511 root 1.5 * H. S. Teoh
512     */
513    
514     /* Copy the old tile X into the new one at location (i*2, j*2) and
515     * fill up the rest of the 2x2 result with \0:
516     * X ---> X \0
517     * \0 \0
518     */
519     static void inline
520 root 1.7 expand_misc (layout &newlayout, int i, int j, layout &maze)
521 root 1.5 {
522 root 1.7 newlayout[i * 2 + rmg_rndm (1)][j * 2 + rmg_rndm (1)] = maze[i][j];
523 root 1.5 /* (Note: no need to reset rest of 2x2 area to \0 because calloc does that
524     * for us.) */
525     }
526    
527     /* Returns a bitmap that represents which squares on the right and bottom
528     * edges of a square (i,j) match the given character:
529     * 1 match on (i+1, j)
530     * 2 match on (i, j+1)
531     * 4 match on (i+1, j+1)
532     * and the possible combinations thereof.
533     */
534     static int noinline
535 root 1.7 calc_pattern (char ch, layout &maze, int i, int j)
536 root 1.5 {
537     int pattern = 0;
538    
539 root 1.7 if (i + 1 < maze.w && maze[i + 1][j] == ch)
540 root 1.5 pattern |= 1;
541    
542 root 1.7 if (j + 1 < maze.h)
543 root 1.5 {
544 root 1.7 if (maze[i][j + 1] == ch)
545 root 1.5 pattern |= 2;
546    
547 root 1.7 if (i + 1 < maze.w && maze[i + 1][j + 1] == ch)
548 root 1.5 pattern |= 4;
549     }
550    
551     return pattern;
552     }
553    
554     /* Expand a wall. This function will try to sensibly connect the resulting
555     * wall to adjacent wall squares, so that the result won't have disconnected
556     * walls.
557     */
558     static void inline
559 root 1.7 expand_wall (layout &newlayout, int i, int j, layout &maze)
560 root 1.5 {
561 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
562     int door_pattern = calc_pattern ('D', maze, i, j);
563 root 1.5 int both_pattern = wall_pattern | door_pattern;
564    
565     newlayout[i * 2][j * 2] = '#';
566    
567 root 1.7 if (i + 1 < maze.w)
568 root 1.5 {
569     if (both_pattern & 1)
570     { /* join walls/doors to the right */
571     /* newlayout[i*2+1][j*2] = '#'; */
572 root 1.7 newlayout[i * 2 + 1][j * 2] = maze[i + 1][j];
573 root 1.5 }
574     }
575    
576 root 1.7 if (j + 1 < maze.h)
577 root 1.5 {
578     if (both_pattern & 2)
579     { /* join walls/doors to the bottom */
580     /* newlayout[i*2][j*2+1] = '#'; */
581 root 1.7 newlayout[i * 2][j * 2 + 1] = maze[i][j + 1];
582 root 1.5 }
583    
584     if (wall_pattern == 7)
585 root 1.7 { /* if orig maze is a 2x2 wall block,
586 root 1.5 * we fill the result with walls. */
587     newlayout[i * 2 + 1][j * 2 + 1] = '#';
588     }
589     }
590     }
591    
592     /* This function will try to sensibly connect doors so that they meet up with
593     * adjacent walls. Note that it will also presumptuously delete (ignore) doors
594     * that it doesn't know how to correctly expand.
595     */
596     static void inline
597 root 1.7 expand_door (layout &newlayout, int i, int j, layout &maze)
598 root 1.5 {
599 root 1.7 int wall_pattern = calc_pattern ('#', maze, i, j);
600     int door_pattern = calc_pattern ('D', maze, i, j);
601 root 1.5 int join_pattern;
602    
603     /* Doors "like" to connect to walls more than other doors. If there is
604     * a wall and another door, this door will connect to the wall and
605     * disconnect from the other door. */
606     if (wall_pattern & 3)
607     join_pattern = wall_pattern;
608     else
609     join_pattern = door_pattern;
610    
611     newlayout[i * 2][j * 2] = 'D';
612    
613 root 1.7 if (i + 1 < maze.w)
614 root 1.5 if (join_pattern & 1)
615     /* there is a door/wall to the right */
616     newlayout[i * 2 + 1][j * 2] = 'D';
617    
618 root 1.7 if (j + 1 < maze.h)
619 root 1.5 if (join_pattern & 2)
620     /* there is a door/wall below */
621     newlayout[i * 2][j * 2 + 1] = 'D';
622     }
623    
624     void
625 root 1.7 layout::expand2x ()
626 root 1.5 {
627 root 1.7 layout new_layout (w * 2 - 1, h * 2 - 1);
628 root 1.5
629     new_layout.clear ();
630    
631     for (int i = 0; i < w; i++)
632     for (int j = 0; j < h; j++)
633 root 1.8 switch (data [i][j])
634 root 1.5 {
635     case '#': expand_wall (new_layout, i, j, *this); break;
636     case 'D': expand_door (new_layout, i, j, *this); break;
637     default: expand_misc (new_layout, i, j, *this); break;
638     }
639    
640     swap (new_layout);
641     }
642    
643     /////////////////////////////////////////////////////////////////////////////
644    
645 root 1.7 /* checks the maze to see if I can stick a horizontal(dir = 0) wall
646 root 1.5 (or vertical, dir == 1)
647     here which ends up on other walls sensibly. */
648     static int
649 root 1.7 can_make_wall (const layout &maze, int dx, int dy, int dir)
650 root 1.5 {
651     int i1;
652     int length = 0;
653    
654     /* dont make walls if we're on the edge. */
655     if (dx == 0 || dx == (maze.w - 1) || dy == 0 || dy == (maze.h - 1))
656     return -1;
657    
658     /* don't make walls if we're ON a wall. */
659     if (maze [dx][dy] != 0)
660     return -1;
661    
662     if (dir == 0) /* horizontal */
663     {
664     int y = dy;
665    
666     for (i1 = dx - 1; i1 > 0; i1--)
667     {
668     int sindex = surround_flag2 (maze, i1, y);
669    
670     if (sindex == 1) break;
671     if (sindex != 0) return -1; /* can't make horiz. wall here */
672     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
673    
674     length++;
675     }
676    
677     for (i1 = dx + 1; i1 < maze.w - 1; i1++)
678     {
679     int sindex = surround_flag2 (maze, i1, y);
680    
681     if (sindex == 2) break;
682     if (sindex != 0) return -1; /* can't make horiz. wall here */
683     if (maze[i1][y] != 0) return -1; /* can't make horiz. wall here */
684    
685     length++;
686     }
687     return length;
688     }
689     else
690     { /* vertical */
691     int x = dx;
692    
693     for (i1 = dy - 1; i1 > 0; i1--)
694     {
695     int sindex = surround_flag2 (maze, x, i1);
696    
697     if (sindex == 4) break;
698     if (sindex != 0) return -1; /* can't make vert. wall here */
699     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
700    
701     length++;
702     }
703    
704     for (i1 = dy + 1; i1 < maze.h - 1; i1++)
705     {
706     int sindex = surround_flag2 (maze, x, i1);
707    
708     if (sindex == 8) break;
709     if (sindex != 0) return -1; /* can't make verti. wall here */
710     if (maze[x][i1] != 0) return -1; /* can't make horiz. wall here */
711    
712     length++;
713     }
714    
715     return length;
716     }
717    
718     return -1;
719     }
720    
721     int
722     make_wall (char **maze, int x, int y, int dir)
723     {
724     maze[x][y] = 'D'; /* mark a door */
725    
726     switch (dir)
727     {
728     case 0: /* horizontal */
729     {
730     for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#';
731     for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#';
732     break;
733     }
734     case 1: /* vertical */
735     {
736     for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#';
737     for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#';
738     break;
739     }
740     }
741    
742     return 0;
743     }
744    
745     void
746 root 1.7 layout::roomify ()
747 root 1.5 {
748     int tries = w * h / 30;
749    
750     for (int ti = 0; ti < tries; ti++)
751     {
752     /* starting location for looking at creating a door */
753     int dx = rmg_rndm (w);
754     int dy = rmg_rndm (h);
755    
756     /* results of checking on creating walls. */
757     int cx = can_make_wall (*this, dx, dy, 0); /* horizontal */
758     int cy = can_make_wall (*this, dx, dy, 1); /* vertical */
759    
760     if (cx == -1)
761     {
762     if (cy != -1)
763     make_wall (*this, dx, dy, 1);
764    
765     continue;
766     }
767    
768     if (cy == -1)
769     {
770     make_wall (*this, dx, dy, 0);
771     continue;
772     }
773    
774     if (cx < cy)
775     make_wall (*this, dx, dy, 0);
776     else
777     make_wall (*this, dx, dy, 1);
778     }
779     }
780    
781     /////////////////////////////////////////////////////////////////////////////
782    
783 root 1.16 // inspired mostly by http://www.jimrandomh.org/misc/caves.txt
784     void
785     layout::gen_cave (int subtype)
786     {
787     switch (subtype)
788     {
789     // a rough cave
790     case 0:
791     fill_rand (rmg_rndm (85, 97));
792     break;
793    
794     // corridors
795     case 1:
796     fill_rand (rmg_rndm (5, 40));
797     erode_1_2 (5, 2, 10);
798     erode_1_2 (5, -1, 10);
799     erode_1_2 (5, 2, 1);
800     break;
801    
802     // somewhat open, roundish
803     case 2:
804     fill_rand (45);
805     erode_1_2 (5, 0, 5);
806     erode_1_2 (5, 1, 1);
807     break;
808    
809     // wide open, some room-like structures
810     case 3:
811     fill_rand (45);
812     erode_1_2 (5, 2, 4);
813     erode_1_2 (5, -1, 3);
814     break;
815     }
816    
817     border ();
818     isolation_remover ();
819     }
820    
821 root 1.17 void
822     layout::gen_castle ()
823     {
824     fill ('#');
825    
826     for (int n = w * h / 30 + 1; n--; )
827     {
828     int rw = rmg_rndm (6, 10);
829     int rh = rmg_rndm (6, 10);
830    
831     int rx = rmg_rndm (0, w - rw);
832     int ry = rmg_rndm (0, h - rh);
833    
834     rect (rx, ry, rx + rw, ry + rh, '#');
835     fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
836     }
837    
838     border ();
839     isolation_remover (0);
840     }
841    
842 root 1.15 static void
843     gen_mixed_ (layout &maze, random_map_params *RP, int dir)
844     {
845     if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3))
846     dir = 2; // stop recursion randomly
847    
848     if (dir == 0 && maze.w > 16)
849     {
850     int m = rmg_rndm (8, maze.w - 8);
851    
852     layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir);
853     layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
854     }
855     else if (dir == 1 && maze.h > 16)
856     {
857     int m = rmg_rndm (8, maze.h - 8);
858    
859     layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir);
860     layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
861     }
862     else
863     {
864     RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
865    
866     if (RP->map_layout_style == LAYOUT_MULTIPLE)
867     ++RP->map_layout_style;
868    
869     maze.generate (RP);
870     }
871     }
872    
873 root 1.16 // recursive subdivision with random sublayouts
874 root 1.15 static void
875     gen_mixed (layout &maze, random_map_params *RP)
876     {
877     random_map_params &rp = *new random_map_params (RP);
878     gen_mixed_ (maze, &rp, rmg_rndm (2));
879     delete &rp;
880    
881     maze.border ();
882     maze.isolation_remover ();
883     }
884    
885 root 1.7 /* function selects the maze function and gives it whatever
886 root 1.5 arguments it needs. */
887     void
888 root 1.7 layout::generate (random_map_params *RP)
889 root 1.5 {
890     switch (RP->map_layout_style)
891     {
892     case LAYOUT_ONION:
893     map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2);
894    
895     if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF)))
896     roomify ();
897    
898     break;
899    
900     case LAYOUT_MAZE:
901     maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4)));
902    
903     if (rmg_rndm (2))
904     doorify ();
905    
906     break;
907    
908     case LAYOUT_SPIRAL:
909     map_gen_spiral (*this, RP->layoutoptions1);
910    
911     if (rmg_rndm (2))
912     doorify ();
913    
914     break;
915    
916     case LAYOUT_ROGUELIKE:
917     /* Don't put symmetry in rogue maps. There isn't much reason to
918     * do so in the first place (doesn't make it any more interesting),
919     * but more importantly, the symmetry code presumes we are symmetrizing
920     * spirals, or maps with lots of passages - making a symmetric rogue
921     * map fails because its likely that the passages the symmetry process
922     * creates may not connect the rooms.
923     */
924     RP->symmetry_used = SYMMETRY_NONE;
925     roguelike_layout_gen (*this, RP->layoutoptions1);
926     /* no doorifying... done already */
927     break;
928    
929     case LAYOUT_SNAKE:
930     make_snake_layout (*this, RP->layoutoptions1);
931    
932     if (rmg_rndm (2))
933     roomify ();
934    
935     break;
936    
937     case LAYOUT_SQUARE_SPIRAL:
938     make_square_spiral_layout (*this, RP->layoutoptions1);
939    
940     if (rmg_rndm (2))
941     roomify ();
942    
943     break;
944    
945     case LAYOUT_CAVE:
946     gen_cave (RP->get_iv ("cave_type", rmg_rndm (4)));
947    
948     if (rmg_rndm (2))
949     doorify ();
950    
951     break;
952    
953 root 1.17 case LAYOUT_CASTLE:
954     gen_castle ();
955    
956     if (rmg_rndm (2))
957     doorify ();
958    
959     break;
960    
961 root 1.15 case LAYOUT_MULTIPLE:
962     gen_mixed (*this, RP);
963     break;
964    
965 root 1.5 default:
966     abort ();
967     }
968     }
969    
970     //-GPL
971    
972 root 1.1 #if 0
973     static struct demo
974     {
975     demo ()
976     {
977     rmg_rndm.seed (time (0));
978    
979 root 1.10 for(int i=1;i<100;i++)
980 root 1.1 {
981 root 1.10 layout maze (40, 25);
982 root 1.17 maze.gen_castle ();
983     maze.doorify ();
984 root 1.3 maze.print ();
985 root 1.17 exit(0);
986 root 1.1 }
987 root 1.2
988 root 1.1 exit (1);
989     }
990     } demo;
991     #endif